;通常攻撃用のステート

;---------------------------------------------------------------------------
; 立ち弱

[statedef 200]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=1
hitcountpersist=1

[state a]
type = velset
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 =animelem=1,=0
trigger1 = prevstateno = 20
x = 0
ignorehitpause=1

[state a]
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
type = velmul
trigger1 = 1
x = 0.9
ignorehitpause=1

[state atack_value]
type=null
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1||var(19):=30        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=7         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=10         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=13        ;animの総フレーム。
trigger1=1||fvar(19):=-0.5     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=-1       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=9000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=500       ;転倒開始ライン
trigger1=1||var(45):=20          ;即死解禁時の攻撃威力
trigger1=1||var(46):=0          ;即死解禁時のfalldamage威力
trigger1=1||var(12):=0                                      ;!time貫通とnoneの発生確率。0で発生しない。
trigger1=1||var(10):=ifelse(random>500,1,0)                                      ;即死返しの発生確率。0で発生しない。
ignorehitpause=1

[state movecontact_drop]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
persistent=256
ignorehitpause=1

[state switch_ayuayu_high]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771893)=0
trigger1=numexplod(4949794)>=6
anim=21010
ID=4771893
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state OTHK]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771899)=0
trigger1=numexplod(4949794)>=5
anim=21010
ID=4771899
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger2=var(47)=var(30)
trigger2=1||var(47):=0
value=var(30)
ignorehitpause=1

[state hitdef];通常hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)<var(39)
trigger1=movecontact=0
trigger2=sysfvar(2)>=var(39)
trigger2=movecontact=0
trigger2=var(12)=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,2
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=5
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=S,NA    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10
p2getp1state=0
p2stateno=ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),5020)

[state hitdef];none型hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)>=var(39)
trigger1=movecontact=0
trigger1=var(12)!=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=none
air.type=none
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=5
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=S,NA    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10
p2getp1state=1
p2stateno=-1

[state proj];分身タイプ
type=projectile
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=sysfvar(2)>=var(43)
trigger1=animelem=1,=0   ;技によっては射出条件変化もあり？
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
projID=var(30)
projanim=var(30)+100000   ;proj用アニメの指定。airをいじって、元の攻撃アニメをなんか半透明の透けたkageみたいなのにする。番号は+100000。
projsprpriority=-1
projremove=1
projremovetime=var(16)-2
projmisstime=ifelse(sysfvar(2)>=var(39),20,ifelse(sysfvar(2)>=var(38),40,60))
projhits=600
projpriority=2147483647
supermovetime=2147483647
pausemovetime=2147483647
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=ifelse(sysfvar(2)0>),MAFD,MAF)
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
velocity=10,0
velmul=0.8
attr=SCA,AA,AT,AP    ;hitdefを元に改変。基本は打撃をPに変えるだけ。
sparkxy=15-random%10,-115+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
p2getp1state=0
p2stateno=ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),5020)

[state helper];当身用ヘルパーの射出。
type=helper
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)>=var(38)
trigger1=animelem=1,=0
stateno=var(30)
name="reversalhelper"
ID=var(30)
pos=0,0
postype=P1
helpertype=player
ownpal=1
keyctrl=0
size.shadowoffset=var(30)
size.height=ifelse(sysfvar(2)>=var(41),var(46),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250))
size.head.pos=ifelse((sysfvar(2)>=var(39))&&(var(12)),1,ifelse((sysfvar(2)>=var(15))&&(var(10)),0,1)),ifelse((sysfvar(2)>=var(39))&&(var(12)),-1,ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),stateno))
supermovetime=999999999
pausemovetime=999999999
ignorehitpause=1

[state helper_anim]
type=changeanim
triggerall=ishelper(stateno)
trigger1=anim!=(const(size.shadowoffset))
value=const(size.shadowoffset)
ignorehitpause=1

[state helper_nothitby]
type=nothitby
triggerall=ishelper(stateno)
trigger1=1
value=SCA,AA,AT,AP
time=3
ignorehitpause=1

[state reversal];ヘルパー当身
type=reversaldef
triggerall=ishelper(stateno)
trigger1=1
ID=ifelse(p2movetype!=A,stateno,15010+stateno)
ignorehitpause=1
priority=2147483647,Hit
numhits=0
reversal.attr=SCA,AA,AT,AP
p2getp1state=const(size.head.pos.X)
p2stateno=const(size.head.pos.Y)
pausetime=0,ifelse(root,numexplod(4771898)!=0,30,0)
ground.hittime=60
air.hittime=60
down.hittime=60
guard.hittime=60
guard.ctrltime=60
airguard.ctrltime=60
fall=1
fall.recover=0
Fall.YVelocity=20
fall.damage=const(size.height)
down.bounce=1
hitonce=0
animtype=H
ground.type=H
air.type=H
getpower=0,0
givepower=0,0
guardflag=
hitflag=MAFD
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s4000
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
sparkxy=40-random%10,0+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。

[State velset_zero]
type = VelSet
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=0
x=0
Y=0
ignorehitpause=1

[state remove_helper]
type=destroyself
triggerall=ishelper
trigger1=animtime=0
trigger2=root,anim!=stateno
ignorehitpause=1

[state enemy_hitfalldamage]
type=hitfalldamage
triggerall=!ishelper
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
ignorehitpause=1

[state evileye_changestate]
type=changestate
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
persistent=256
ignorehitpause=1

[State 200, 効果音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=1
value = 0, 0
ignorehitpause=1

[State 200, 掛け声]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=1
trigger1 = Random <= 333
value = 5,0
channel = 0
ignorehitpause=1

[State 200, チェンジ]
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
type = selfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
persistent=256
ignorehitpause=1

[State semi_state_fixing]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1
value=5150
persistent=256
ignorehitpause=1


;---------------------------------------------------------------------------
; 立ち中

[Statedef 201]
type     = S
movetype = A
physics  = S
ctrl     = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,-1)
movehitpersist=1
hitcountpersist=1

[state velset]
type=velset
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=animelem=1,=1
X=6.8
ignorehitpause=1

[state a]
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
type = velmul
trigger1 = 1
x = 0.85
ignorehitpause=1

[state atack_value]
type=null
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1||var(19):=60        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=10         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=13         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=17        ;animの総フレーム。
trigger1=1||fvar(19):=-0.8       ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=-1       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=9000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=500       ;転倒開始ライン
trigger1=1||var(45):=50          ;即死解禁時の攻撃威力
trigger1=1||var(46):=0          ;即死解禁時のfalldamage威力
trigger1=1||var(12):=ifelse(random>750,1,0)                                      ;!time貫通とnoneの発生確率。0で発生しない。
trigger1=1||var(10):=0                                      ;即死返しの発生確率。0で発生しない。
ignorehitpause=1

[state movecontact_drop]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
persistent=256
ignorehitpause=1

[state switch_ayuayu_low]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771894)=0
trigger1=numexplod(4949794)>=6
anim=21010
ID=4771894
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state jagan]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771900)=0
trigger1=numexplod(4949794)>=5
anim=21010
ID=4771900
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger2=var(47)=var(30)
trigger2=1||var(47):=0
value=var(30)
ignorehitpause=1

[state hitdef];通常hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)<var(39)
trigger1=movecontact=0
trigger2=sysfvar(2)>=var(39)
trigger2=movecontact=0
trigger2=var(12)=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,2
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=5
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=S,NA    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10

[state hitdef];none型hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)>=var(39)
trigger1=movecontact=0
trigger1=var(12)!=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=none
air.type=none
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=5
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=S,NA    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10
p2getp1state=1
p2stateno=-1

[state proj];分身タイプ
type=projectile
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=sysfvar(2)>=var(43)
trigger1=animelem=1,=0   ;技によっては射出条件変化もあり？
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
projID=var(30)
projanim=var(30)+100000   ;proj用アニメの指定。airをいじって、元の攻撃アニメをなんか半透明の透けたkageみたいなのにする。番号は+100000。
projsprpriority=-1
projremove=1
projremovetime=var(16)-2
projmisstime=ifelse(sysfvar(2)>=var(39),20,ifelse(sysfvar(2)>=var(38),40,60))
projhits=600
projpriority=2147483647
supermovetime=2147483647
pausemovetime=2147483647
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=ifelse(sysfvar(2)0>),MAFD,MAF)
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
velocity=10,0
velmul=0.8
attr=SCA,AA,AT,AP    ;hitdefを元に改変。基本は打撃をPに変えるだけ。
sparkxy=15-random%10,-115+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0

[state helper];当身用ヘルパーの射出。
type=helper
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)>=var(38)
trigger1=animelem=1,=0
stateno=var(30)
name="reversalhelper"
ID=var(30)
pos=0,0
postype=P1
helpertype=player
ownpal=1
keyctrl=0
size.shadowoffset=var(30)
size.height=ifelse(sysfvar(2)>=var(41),var(46),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250))
size.head.pos=ifelse((sysfvar(2)>=var(39))&&(var(12)),1,ifelse((sysfvar(2)>=var(15))&&(var(10)),0,1)),ifelse((sysfvar(2)>=var(39))&&(var(12)),-1,ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),stateno))
supermovetime=999999999
pausemovetime=999999999
ignorehitpause=1

[state helper_anim]
type=changeanim
triggerall=ishelper(stateno)
trigger1=anim!=(const(size.shadowoffset))
value=const(size.shadowoffset)
ignorehitpause=1

[state helper_nothitby]
type=nothitby
triggerall=ishelper(stateno)
trigger1=1
value=SCA,AA,AT,AP
time=3
ignorehitpause=1

[state reversal];ヘルパー当身
type=reversaldef
triggerall=ishelper(stateno)
trigger1=1
ID=ifelse(p2movetype!=A,stateno,15010+stateno)
ignorehitpause=1
priority=2147483647,Hit
numhits=0
reversal.attr=SCA,AA,AT,AP
p2getp1state=const(size.head.pos.X)
p2stateno=const(size.head.pos.Y)
pausetime=0,ifelse(root,numexplod(4771898)!=0,30,0)
ground.hittime=60
air.hittime=60
down.hittime=60
guard.hittime=60
guard.ctrltime=60
airguard.ctrltime=60
fall=1
fall.recover=0
Fall.YVelocity=20
fall.damage=const(size.height)
down.bounce=1
hitonce=0
animtype=H
ground.type=H
air.type=H
getpower=0,0
givepower=0,0
guardflag=
hitflag=MAFD
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s4000
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
sparkxy=40-random%10,0+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。

[State velset_zero]
type = VelSet
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=0
x=0
Y=0
ignorehitpause=1

[state remove_helper]
type=destroyself
triggerall=ishelper
trigger1=animtime=0
trigger2=root,anim!=stateno
ignorehitpause=1

[state enemy_hitfalldamage]
type=hitfalldamage
triggerall=!ishelper
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
ignorehitpause=1

[state evileye_changestate]
type=changestate
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
persistent=256
ignorehitpause=1

[State 210, 効果音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=2
value = 0, 1
ignorehitpause=1

[State 210, 掛け声]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=1
trigger1 = Random <= 333
value = 5,1
channel = 0
ignorehitpause=1

[State 210, チェンジ]
type = selfState
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimTime = 0
value = 0
ctrl = 1
persistent=256
ignorehitpause=1

[State semi_state_fixing]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1
value=5150
persistent=256
ignorehitpause=1


;---------------------------------------------------------------------------
; 立ち強

[Statedef 202]
type     = S
movetype = A
physics  = N
ctrl     = 0
velset   = 0,0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=1
hitcountpersist=1

[State -1]
Type = PosAdd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
Trigger1 = animelem=4,<=10
trigger1=animelem=4,>=0
X = 2
ignorehitpause=1

[state atack_value]
type=null
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1||var(19):=90        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=12         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=16         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=44        ;animの総フレーム。
trigger1=1||fvar(19):=-0.9       ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=-1.2       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=9000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=200       ;転倒開始ライン
trigger1=1||var(45):=200          ;即死解禁時の攻撃威力
trigger1=1||var(46):=0          ;即死解禁時のfalldamage威力
trigger1=1||var(12):=ifelse(random>844,1,0)                                      ;!time貫通とnoneの発生確率。0で発生しない。
trigger1=1||var(10):=ifelse(random>750,1,0)                                      ;即死返しの発生確率。0で発生しない。
ignorehitpause=1

[state movecontact_drop]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
persistent=256
ignorehitpause=1

[state switch_ayuayu_low]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771894)=0
trigger1=numexplod(4949794)>=5
anim=21010
ID=4771894
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state OTHK]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771899)=0
trigger1=numexplod(4949794)>=3
anim=21010
ID=4771899
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state jagan]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771900)=0
trigger1=numexplod(4949794)>=5
anim=21010
ID=4771900
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger2=var(47)=var(30)
trigger2=1||var(47):=0
value=var(30)
ignorehitpause=1

[state hitdef];通常hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)<var(39)
trigger1=movecontact=0
trigger2=sysfvar(2)>=var(39)
trigger2=movecontact=0
trigger2=var(12)=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,3
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=T
air.type=T
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=5
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=S,NT    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10
p2getp1state=ifelse((sysfvar(2)>=var(15))&&(var(10)),0,ifelse(sysfvar(2)>=var(41),1,0))
p2stateno=ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),ifelse(sysfvar(2)>=var(41),var(30),5020))

[state hitdef];none型hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)>=var(39)
trigger1=movecontact=0
trigger1=var(12)!=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=none
air.type=none
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=5
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=S,NT    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10
p2getp1state=1
p2stateno=ifelse((sysfvar(2)>=var(41))&&(var(12)=0),var(30),-1)

[state proj];分身タイプ
type=projectile
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=sysfvar(2)>=var(43)
trigger1=animelem=1,=0   ;技によっては射出条件変化もあり？
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
projID=var(30)
projanim=var(30)+100000   ;proj用アニメの指定。airをいじって、元の攻撃アニメをなんか半透明の透けたkageみたいなのにする。番号は+100000。
projsprpriority=-1
projremove=1
projremovetime=var(16)-2
projmisstime=ifelse(sysfvar(2)>=var(39),20,ifelse(sysfvar(2)>=var(38),40,60))
projhits=600
projpriority=2147483647
supermovetime=2147483647
pausemovetime=2147483647
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=ifelse(sysfvar(2)0>),MAFD,MAF)
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
velocity=10,0
velmul=0.8
attr=SCA,AA,AT,AP    ;hitdefを元に改変。基本は打撃をPに変えるだけ。
sparkxy=15-random%10,-115+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
p2getp1state=ifelse((sysfvar(2)>=var(15))&&(var(10)),0,ifelse(sysfvar(2)>=var(41),1,0))
p2stateno=ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),ifelse(sysfvar(2)>=var(41),var(30),5020))

[state helper];当身用ヘルパーの射出。
type=helper
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)>=var(38)
trigger1=animelem=1,=0
stateno=var(30)
name="reversalhelper"
ID=var(30)
pos=0,0
postype=P1
helpertype=player
ownpal=1
keyctrl=0
size.shadowoffset=var(30)
size.height=ifelse(sysfvar(2)>=var(41),var(46),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250))
size.head.pos=ifelse((sysfvar(2)>=var(39))&&(var(12)),1,ifelse((sysfvar(2)>=var(15))&&(var(10)),0,1)),ifelse((sysfvar(2)>=var(39))&&(var(12)),-1,ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),stateno))
supermovetime=999999999
pausemovetime=999999999
ignorehitpause=1

[state helper_anim]
type=changeanim
triggerall=ishelper(stateno)
trigger1=anim!=(const(size.shadowoffset))
value=const(size.shadowoffset)
ignorehitpause=1

[state helper_nothitby]
type=nothitby
triggerall=ishelper(stateno)
trigger1=1
value=SCA,AA,AT,AP
time=3
ignorehitpause=1

[state reversal];ヘルパー当身
type=reversaldef
triggerall=ishelper(stateno)
trigger1=1
ID=ifelse(p2movetype!=A,stateno,15010+stateno)
ignorehitpause=1
priority=2147483647,Hit
numhits=0
reversal.attr=SCA,AA,AT,AP
p2getp1state=const(size.head.pos.X)
p2stateno=const(size.head.pos.Y)
pausetime=0,ifelse(root,numexplod(4771898)!=0,30,0)
ground.hittime=60
air.hittime=60
down.hittime=60
guard.hittime=60
guard.ctrltime=60
airguard.ctrltime=60
fall=1
fall.recover=0
Fall.YVelocity=20
fall.damage=const(size.height)
down.bounce=1
hitonce=0
animtype=H
ground.type=H
air.type=H
getpower=0,0
givepower=0,0
guardflag=
hitflag=MAFD
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s4000
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
sparkxy=40-random%10,0+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。

[State velset_zero]
type = VelSet
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=0
x=0
Y=0
ignorehitpause=1

[state remove_helper]
type=destroyself
triggerall=ishelper
trigger1=animtime=0
trigger2=root,anim!=stateno
ignorehitpause=1

[state enemy_hitfalldamage]
type=hitfalldamage
triggerall=!ishelper
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
ignorehitpause=1

[state enemy_only_lifeset]
type=lifeset
triggerall=!ishelper   ;enemy限定のtriggerall。ここをコピペすると!=のせいで何も読み込まなくなるので注意。
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=ifelse((enemy(0),numexplod(4949794)>=4)||((numenemy>1)&&(enemy(1),numexplod(4949794)>=4)),0,life-lifemax/20)
ignorehitpause=1

[state evileye_changestate]
type=changestate
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
persistent=256
ignorehitpause=1

[State 210, 掛け声]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=2,=2
trigger1 = Random <= 670
value = s5,3
channel = 0
ignorehitpause=1

[State 200, 効果音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=2,=2
value = 0, 3
ignorehitpause=1

[State 230, チェンジ]
type = selfState
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimTime = 0
value = 0
ctrl = 1
persistent=256
ignorehitpause=1

[State semi_state_fixing]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1
value=5150
persistent=256
ignorehitpause=1


;---------------------------------------------------------------------------

;跳び後ろ廻し蹴り

[Statedef 203]
type     = S
movetype = A
physics  = N
ctrl     = 0
velset   = 0,0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=1
hitcountpersist=1

[State -1]
Type = PosAdd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
Trigger1 = animelem=3,<=10
Trigger1 = animelem=3,>=0
X = 3
ignorehitpause=1

[state atack_value]
type=null
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1||var(19):=80        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=15         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=17         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=41        ;animの総フレーム。
trigger1=1||fvar(19):=-1       ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=-0.7       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=9000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=300       ;転倒開始ライン
trigger1=1||var(45):=80          ;即死解禁時の攻撃威力
trigger1=1||var(46):=0          ;即死解禁時のfalldamage威力
trigger1=1||var(12):=ifelse(random>500,1,0)                                      ;!time貫通とnoneの発生確率。0で発生しない。
trigger1=1||var(10):=0                                      ;即死返しの発生確率。0で発生しない。
ignorehitpause=1

[state movecontact_drop]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
persistent=256
ignorehitpause=1

[state switch_ayuayu_150]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771895)=0
trigger1=numexplod(4949794)>=6
anim=21010
ID=4771895
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state null_kill_R]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771898)=0
trigger1=numexplod(4949794)>=6
anim=21010
ID=4771898
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger2=var(47)=var(30)
trigger2=1||var(47):=0
value=var(30)
ignorehitpause=1

[state hitdef];通常hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)<var(39)
trigger1=movecontact=0
trigger2=sysfvar(2)>=var(39)
trigger2=movecontact=0
trigger2=var(12)=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,3
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,H,ifelse(statetype=A,H,ifelse(statetype=C,H,))),)
ground.slidetime=5
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=S,NA    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10
p2getp1state=0
p2stateno=ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),5020)

[state hitdef];none型hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)>=var(39)
trigger1=movecontact=0
trigger1=var(12)!=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=none
air.type=none
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,H,ifelse(statetype=A,H,ifelse(statetype=C,H,))),)
ground.slidetime=5
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=S,NA    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10
p2getp1state=1
p2stateno=-1

[state proj];分身タイプ
type=projectile
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=sysfvar(2)>=var(43)
trigger1=animelem=1,=0   ;技によっては射出条件変化もあり？
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
projID=var(30)
projanim=var(30)+100000   ;proj用アニメの指定。airをいじって、元の攻撃アニメをなんか半透明の透けたkageみたいなのにする。番号は+100000。
projsprpriority=-1
projremove=1
projremovetime=var(16)-2
projmisstime=ifelse(sysfvar(2)>=var(39),20,ifelse(sysfvar(2)>=var(38),40,60))
projhits=600
projpriority=2147483647
supermovetime=2147483647
pausemovetime=2147483647
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=ifelse(sysfvar(2)0>),MAFD,MAF)
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,H,ifelse(statetype=A,H,ifelse(statetype=C,H,))),)
velocity=10,0
velmul=0.8
attr=SCA,AA,AT,AP    ;hitdefを元に改変。基本は打撃をPに変えるだけ。
sparkxy=15-random%10,-115+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
p2getp1state=0
p2stateno=ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),5020)

[state helper];当身用ヘルパーの射出。
type=helper
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)>=var(38)
trigger1=animelem=1,=0
stateno=var(30)
name="reversalhelper"
ID=var(30)
pos=0,0
postype=P1
helpertype=player
ownpal=1
keyctrl=0
size.shadowoffset=var(30)
size.height=ifelse(sysfvar(2)>=var(41),var(46),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250))
size.head.pos=ifelse((sysfvar(2)>=var(39))&&(var(12)),1,ifelse((sysfvar(2)>=var(15))&&(var(10)),0,1)),ifelse((sysfvar(2)>=var(39))&&(var(12)),-1,ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),stateno))
supermovetime=999999999
pausemovetime=999999999
ignorehitpause=1

[state helper_anim]
type=changeanim
triggerall=ishelper(stateno)
trigger1=anim!=(const(size.shadowoffset))
value=const(size.shadowoffset)
ignorehitpause=1

[state helper_nothitby]
type=nothitby
triggerall=ishelper(stateno)
trigger1=1
value=SCA,AA,AT,AP
time=3
ignorehitpause=1

[state reversal];ヘルパー当身
type=reversaldef
triggerall=ishelper(stateno)
trigger1=1
ID=ifelse(p2movetype!=A,stateno,15010+stateno)
ignorehitpause=1
priority=2147483647,Hit
numhits=0
reversal.attr=SCA,AA,AT,AP
p2getp1state=const(size.head.pos.X)
p2stateno=const(size.head.pos.Y)
pausetime=0,ifelse(root,numexplod(4771898)!=0,30,0)
ground.hittime=60
air.hittime=60
down.hittime=60
guard.hittime=60
guard.ctrltime=60
airguard.ctrltime=60
fall=1
fall.recover=0
Fall.YVelocity=20
fall.damage=const(size.height)
down.bounce=1
hitonce=0
animtype=H
ground.type=H
air.type=H
getpower=0,0
givepower=0,0
guardflag=
hitflag=MAFD
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s4000
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
sparkxy=40-random%10,0+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。

[State velset_zero]
type = VelSet
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=0
x=0
Y=0
ignorehitpause=1

[state remove_helper]
type=destroyself
triggerall=ishelper
trigger1=animtime=0
trigger2=root,anim!=stateno
ignorehitpause=1

[state enemy_hitfalldamage]
type=hitfalldamage
triggerall=!ishelper
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
ignorehitpause=1

[state enemy_only_lifeadd]
type=lifeadd
triggerall=!ishelper   ;enemy限定のtriggerall。ここをコピペすると!=のせいで何も読み込まなくなるので注意。
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=-1*ifelse((enemy(0),numexplod(4949794)>=4)||((numenemy>1)&&(enemy(1),numexplod(4949794)>=4)),2147483647,lifemax/20)
absolute=1
ignorehitpause=1

[state evileye_changestate]
type=changestate
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
persistent=256
ignorehitpause=1

[State 210, 掛け声]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=5
trigger1 = Random <= 670
value = s5,4
channel = 0
ignorehitpause=1

[State 200, 効果音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=5
value = 0, 3
ignorehitpause=1

[State 230, チェンジ]
type = selfState
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimTime = 0
value = 0
ctrl = 1
persistent=256
ignorehitpause=1

[State semi_state_fixing]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1
value=5150
persistent=256
ignorehitpause=1


;---------------------------------------------------------------------------

; 屈弱

[Statedef 300]
type    = C
movetype= A
physics = C
ctrl = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=ifelse(sysfvar(2)>=500,0,1)
hitcountpersist=1

[state atack_value]
type=null
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1||var(19):=20        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=7         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=10         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=14        ;animの総フレーム。
trigger1=1||fvar(19):=-0.5       ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=-0.7       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=9000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=500       ;転倒開始ライン
trigger1=1||var(45):=20          ;即死解禁時の攻撃威力
trigger1=1||var(46):=0          ;即死解禁時のfalldamage威力
trigger1=1||var(12):=0                                      ;!time貫通とnoneの発生確率。0で発生しない。
trigger1=1||var(10):=ifelse(random>500,1,0)                                      ;即死返しの発生確率。0で発生しない。
ignorehitpause=1

[state movecontact_drop]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
persistent=256
ignorehitpause=1

[state switch_ayuayu_5000]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771896)=0
trigger1=numexplod(4949794)>=6
anim=21010
ID=4771896
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state OTHK]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771899)=0
trigger1=numexplod(4949794)>=4
anim=21010
ID=4771899
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state poison]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771901)=0
trigger1=numexplod(4949794)>=4
anim=21010
ID=4771901
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger2=var(47)=var(30)
trigger2=1||var(47):=0
value=var(30)
ignorehitpause=1

[state hitdef];通常hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)<var(39)
trigger1=movecontact=0
trigger2=sysfvar(2)>=var(39)
trigger2=movecontact=0
trigger2=var(12)=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,2
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=5
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=C,NA    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10
p2getp1state=0
p2stateno=ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),5020)

[state hitdef];none型hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)>=var(39)
trigger1=movecontact=0
trigger1=var(12)!=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=none
air.type=none
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=5
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=C,NA    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10
p2getp1state=1
p2stateno=-1

[state proj];分身タイプ
type=projectile
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=sysfvar(2)>=var(43)
trigger1=animelem=1,=0   ;技によっては射出条件変化もあり？
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
projID=var(30)
projanim=var(30)+100000   ;proj用アニメの指定。airをいじって、元の攻撃アニメをなんか半透明の透けたkageみたいなのにする。番号は+100000。
projsprpriority=-1
projremove=1
projremovetime=var(16)-2
projmisstime=ifelse(sysfvar(2)>=var(39),20,ifelse(sysfvar(2)>=var(38),40,60))
projhits=600
projpriority=2147483647
supermovetime=2147483647
pausemovetime=2147483647
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=ifelse(sysfvar(2)0>),MAFD,MAF)
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
velocity=10,0
velmul=0.8
attr=SCA,AA,AT,AP    ;hitdefを元に改変。基本は打撃をPに変えるだけ。
sparkxy=15-random%10,-115+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
p2getp1state=0
p2stateno=ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),5020)

[state helper];当身用ヘルパーの射出。
type=helper
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)>=var(38)
trigger1=animelem=1,=0
stateno=var(30)
name="reversalhelper"
ID=var(30)
pos=0,0
postype=P1
helpertype=player
ownpal=1
keyctrl=0
size.shadowoffset=var(30)
size.height=ifelse(sysfvar(2)>=var(41),var(46),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250))
size.head.pos=ifelse((sysfvar(2)>=var(39))&&(var(12)),1,ifelse((sysfvar(2)>=var(15))&&(var(10)),0,1)),ifelse((sysfvar(2)>=var(39))&&(var(12)),-1,ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),stateno))
supermovetime=999999999
pausemovetime=999999999
ignorehitpause=1

[state helper_anim]
type=changeanim
triggerall=ishelper(stateno)
trigger1=anim!=(const(size.shadowoffset))
value=const(size.shadowoffset)
ignorehitpause=1

[state helper_nothitby]
type=nothitby
triggerall=ishelper(stateno)
trigger1=1
value=SCA,AA,AT,AP
time=3
ignorehitpause=1

[state reversal];ヘルパー当身
type=reversaldef
triggerall=ishelper(stateno)
trigger1=1
ID=ifelse(p2movetype!=A,stateno,15010+stateno)
ignorehitpause=1
priority=2147483647,Hit
numhits=0
reversal.attr=SCA,AA,AT,AP
p2getp1state=const(size.head.pos.X)
p2stateno=const(size.head.pos.Y)
pausetime=0,ifelse(root,numexplod(4771898)!=0,30,0)
ground.hittime=60
air.hittime=60
down.hittime=60
guard.hittime=60
guard.ctrltime=60
airguard.ctrltime=60
fall=1
fall.recover=0
Fall.YVelocity=20
fall.damage=const(size.height)
down.bounce=1
hitonce=0
animtype=H
ground.type=H
air.type=H
getpower=0,0
givepower=0,0
guardflag=
hitflag=MAFD
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s4000
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
sparkxy=40-random%10,0+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。

[State velset_zero]
type = VelSet
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=0
x=0
Y=0
ignorehitpause=1

[state remove_helper]
type=destroyself
triggerall=ishelper
trigger1=animtime=0
trigger2=root,anim!=stateno
ignorehitpause=1

[state evileye_changestate]
type=changestate
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
persistent=256
ignorehitpause=1

[state targetlifeadd]
type=targetlifeadd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=sysfvar(2)>=var(41)
trigger1=(numtarget(stateno)!=0)
value=2147483647
ID=stateno
absolute=1
ignorehitpause=1

[state targetlifeadd2]
type=targetlifeadd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=sysfvar(2)>=var(41)
trigger1=(numtarget(stateno+15010)!=0)
value=2147483647
ID=stateno+15010
absolute=1
ignorehitpause=1

[State 300, 効果音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=1
value = 0, 0
ignorehitpause=1

[State 200, 掛け声]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=1
trigger1 = Random <= 333
value = 5,0
channel = 0
ignorehitpause=1

[State 400, チェンジ]
type = selfState
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimTime = 0
value = 11
ctrl = 1
persistent=256
ignorehitpause=1

[State semi_state_fixing]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1
value=5150
persistent=256
ignorehitpause=1


;---------------------------------------------------------------------------
; 屈中

[Statedef 301]
type     = C
movetype = A
physics  = C
ctrl     = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=1
hitcountpersist=1

[state atack_value]
type=null
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1||var(19):=50        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=10         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=14         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=24        ;animの総フレーム。
trigger1=1||fvar(19):=-0.6     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=-0.6       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=9000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=300       ;転倒開始ライン
trigger1=1||var(45):=var(19)          ;即死解禁時の攻撃威力
trigger1=1||var(46):=0          ;即死解禁時のfalldamage威力
trigger1=1||var(12):=ifelse(random>750,1,0)                                      ;!time貫通とnoneの発生確率。0で発生しない。
trigger1=1||var(10):=0                                      ;即死返しの発生確率。0で発生しない。
ignorehitpause=1

[state movecontact_drop]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
persistent=256
ignorehitpause=1

[state OTHK]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771899)=0
trigger1=numexplod(4949794)>=4
anim=21010
ID=4771899
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state poison]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771901)=0
trigger1=numexplod(4949794)>=4
anim=21010
ID=4771901
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger2=var(47)=var(30)
trigger2=1||var(47):=0
value=var(30)
ignorehitpause=1

[state hitdef];通常hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)<var(39)
trigger1=movecontact=0
trigger2=sysfvar(2)>=var(39)
trigger2=movecontact=0
trigger2=var(12)=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,3
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=5
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=C,NA    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10

[state hitdef];none型hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)>=var(39)
trigger1=movecontact=0
trigger1=var(12)!=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=none
air.type=none
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=5
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=C,NA    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10
p2getp1state=1
p2stateno=ifelse((sysfvar(2)>=var(41))&&(var(12)=0),var(30),-1)

[state proj];分身タイプ
type=projectile
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=sysfvar(2)>=var(43)
trigger1=animelem=1,=0   ;技によっては射出条件変化もあり？
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
projID=var(30)
projanim=var(30)+100000   ;proj用アニメの指定。airをいじって、元の攻撃アニメをなんか半透明の透けたkageみたいなのにする。番号は+100000。
projsprpriority=-1
projremove=1
projremovetime=var(16)-2
projmisstime=ifelse(sysfvar(2)>=var(39),20,ifelse(sysfvar(2)>=var(38),40,60))
projhits=600
projpriority=2147483647
supermovetime=2147483647
pausemovetime=2147483647
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=ifelse(sysfvar(2)0>),MAFD,MAF)
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
velocity=10,0
velmul=0.8
attr=SCA,AA,AT,AP    ;hitdefを元に改変。基本は打撃をPに変えるだけ。
sparkxy=15-random%10,-115+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
p2getp1state=ifelse((sysfvar(2)>=var(41))&&(var(12)=0),0,1)
p2stateno=ifelse((sysfvar(2)>=var(41))&&(var(12)=0),var(30),-1)

[state helper];当身用ヘルパーの射出。
type=helper
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)>=var(38)
trigger1=animelem=1,=0
stateno=var(30)
name="reversalhelper"
ID=var(30)
pos=0,0
postype=P1
helpertype=player
ownpal=1
keyctrl=0
size.shadowoffset=var(30)
size.height=ifelse(sysfvar(2)>=var(41),var(46),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250))
size.head.pos=ifelse((sysfvar(2)>=var(39))&&(var(12)),1,ifelse((sysfvar(2)>=var(15))&&(var(10)),0,1)),ifelse((sysfvar(2)>=var(39))&&(var(12)),-1,ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),stateno))
supermovetime=999999999
pausemovetime=999999999
ignorehitpause=1

[state helper_anim]
type=changeanim
triggerall=ishelper(stateno)
trigger1=anim!=(const(size.shadowoffset))
value=const(size.shadowoffset)
ignorehitpause=1

[state helper_nothitby]
type=nothitby
triggerall=ishelper(stateno)
trigger1=1
value=SCA,AA,AT,AP
time=3
ignorehitpause=1

[state reversal];ヘルパー当身
type=reversaldef
triggerall=ishelper(stateno)
trigger1=1
ID=ifelse(p2movetype!=A,stateno,15010+stateno)
ignorehitpause=1
priority=2147483647,Hit
numhits=0
reversal.attr=SCA,AA,AT,AP
p2getp1state=const(size.head.pos.X)
p2stateno=const(size.head.pos.Y)
pausetime=0,ifelse(root,numexplod(4771898)!=0,30,0)
ground.hittime=60
air.hittime=60
down.hittime=60
guard.hittime=60
guard.ctrltime=60
airguard.ctrltime=60
fall=1
fall.recover=0
Fall.YVelocity=20
fall.damage=const(size.height)
down.bounce=1
hitonce=0
animtype=H
ground.type=H
air.type=H
getpower=0,0
givepower=0,0
guardflag=
hitflag=MAFD
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s4000
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
sparkxy=40-random%10,0+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。

[State velset_zero]
type = VelSet
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=0
x=0
Y=0
ignorehitpause=1

[state remove_helper]
type=destroyself
triggerall=ishelper
trigger1=animtime=0
trigger2=root,anim!=stateno
ignorehitpause=1

[state enemy_hitfalldamage]
type=hitfalldamage
triggerall=!ishelper
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
ignorehitpause=1

[state evileye_changestate]
type=changestate
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
persistent=256
ignorehitpause=1

[State 410, 効果音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=1
value = 0, 0
ignorehitpause=1

[State 210, 掛け声]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=1
trigger1 = Random <= 333
value = 5,5
channel = 0
ignorehitpause=1

[State 410, チェンジ]
type = selfState
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimTime = 0
value = 11
ctrl = 1
persistent=256
ignorehitpause=1

[State semi_state_fixing]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1
value=5150
persistent=256
ignorehitpause=1


;---------------------------------------------------------------------------
; 3強

[Statedef 302]
type     = C
movetype = A
physics  = C
ctrl     = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=ifelse(sysfvar(2)>=500,0,1)
hitcountpersist=1

[state atack_value]
type=null
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1||var(19):=100        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=18         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=10         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=44        ;animの総フレーム。
trigger1=1||fvar(19):=-0.1     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=-2       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=9000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=500       ;転倒開始ライン
trigger1=1||var(45):=ifelse(random>500,2147483647,ifelse(random>500,1000000,1000))          ;即死解禁時の攻撃威力
trigger1=1||var(46):=1000000          ;即死解禁時のfalldamage威力
trigger1=1||var(12):=0                                      ;!time貫通とnoneの発生確率。0で発生しない。
trigger1=1||var(10):=0                                      ;即死返しの発生確率。0で発生しない。
ignorehitpause=1

[state movecontact_drop]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
persistent=256
ignorehitpause=1

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger2=var(47)=var(30)
trigger2=1||var(47):=0
value=var(30)
ignorehitpause=1

[state hitdef];通常hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)<var(39)
trigger1=movecontact=0
trigger2=sysfvar(2)>=var(39)
trigger2=movecontact=0
trigger2=var(12)=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,3
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=5
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=S,NA    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10

[state proj];分身タイプ
type=projectile
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=sysfvar(2)>=var(43)
trigger1=animelem=1,=0   ;技によっては射出条件変化もあり？
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
projID=var(30)
projanim=var(30)+100000   ;proj用アニメの指定。airをいじって、元の攻撃アニメをなんか半透明の透けたkageみたいなのにする。番号は+100000。
projsprpriority=-1
projremove=1
projremovetime=var(16)-2
projmisstime=ifelse(sysfvar(2)>=var(39),20,ifelse(sysfvar(2)>=var(38),40,60))
projhits=600
projpriority=2147483647
supermovetime=2147483647
pausemovetime=2147483647
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=ifelse(sysfvar(2)0>),MAFD,MAF)
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
velocity=10,0
velmul=0.8
attr=SCA,AA,AT,AP    ;hitdefを元に改変。基本は打撃をPに変えるだけ。
sparkxy=15-random%10,-115+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0

[State velset_zero]
type = VelSet
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=0
x=0
Y=0
ignorehitpause=1

[state remove_helper]
type=destroyself
triggerall=ishelper
trigger1=animtime=0
trigger2=root,anim!=stateno
ignorehitpause=1

[state enemy_hitfalldamage]
type=hitfalldamage
triggerall=!ishelper
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
ignorehitpause=1

[state evileye_changestate]
type=changestate
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
persistent=256
ignorehitpause=1

[State 430, 効果音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 2
value = 0, 3
ignorehitpause=1

[State 210, 掛け声]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 2
trigger1 = Random <= 670
value = s5,3
channel = 0
ignorehitpause=1

[State 430, vel1]
type = Velset
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = Animelem = 1
x = 6
ignorehitpause=1

[State 430, vel2]
type = Velset
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = Animelem = 2
x = 5
ignorehitpause=1

[State 430, vel3]
type = Velset
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = Animelem = 3
x = 0
ignorehitpause=1

[State 430, 3]
type = selfState
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimTime = 0
value = 0
ctrl = 1
persistent=256
ignorehitpause=1

[State semi_state_fixing]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1
value=5150
persistent=256
ignorehitpause=1


;---------------------------------------------------------------------------
; 屈強

[Statedef 303]
type     = C
movetype = A
physics  = C
ctrl     = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=1
hitcountpersist=1

[State 430, vel]
type = posadd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = Animelem = 2
x = 7
ignorehitpause=1

[State 430, vel]
type = posadd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = Animelem = 3
x = 10
ignorehitpause=1

[state atack_value]
type=null
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1||var(19):=90        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=18         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=19         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=38        ;animの総フレーム。
trigger1=1||fvar(19):=-1     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=10       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=9000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=0       ;転倒開始ライン
trigger1=1||var(45):=0          ;即死解禁時の攻撃威力
trigger1=1||var(46):=2147483647          ;即死解禁時のfalldamage威力
trigger1=1||var(12):=ifelse(random>844,1,0)                                      ;!time貫通とnoneの発生確率。0で発生しない。
trigger1=1||var(10):=ifelse(random>500,1,0)                                      ;即死返しの発生確率。0で発生しない。
ignorehitpause=1

[state movecontact_drop]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
persistent=256
ignorehitpause=1

[state null_kill_R]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771898)=0
trigger1=numexplod(4949794)>=5
anim=21010
ID=4771898
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state OTHK]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771899)=0
trigger1=numexplod(4949794)>=3
anim=21010
ID=4771899
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state jagan]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771900)=0
trigger1=numexplod(4949794)>=4
anim=21010
ID=4771900
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger2=var(47)=var(30)
trigger2=1||var(47):=0
value=var(30)
ignorehitpause=1

[state hitdef];通常hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)<var(39)
trigger1=movecontact=0
trigger2=sysfvar(2)>=var(39)
trigger2=var(12)=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,3
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=T
air.type=T
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=5
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=C,NT    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10
p2getp1state=0
p2stateno=ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),5110)

[state hitdef];none型hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)>=var(39)
trigger1=movecontact=0
trigger1=var(12)!=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=none
air.type=none
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=5
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=C,NT    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10
p2getp1state=1
p2stateno=-1

[state proj];分身タイプ
type=projectile
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=sysfvar(2)>=var(43)
trigger1=animelem=1,=0   ;技によっては射出条件変化もあり？
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
projID=var(30)
projanim=var(30)+100000   ;proj用アニメの指定。airをいじって、元の攻撃アニメをなんか半透明の透けたkageみたいなのにする。番号は+100000。
projsprpriority=-1
projremove=1
projremovetime=var(16)-2
projmisstime=ifelse(sysfvar(2)>=var(39),20,ifelse(sysfvar(2)>=var(38),40,60))
projhits=600
projpriority=2147483647
supermovetime=2147483647
pausemovetime=2147483647
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=ifelse(sysfvar(2)0>),MAFD,MAF)
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
velocity=10,0
velmul=0.8
attr=SCA,AA,AT,AP    ;hitdefを元に改変。基本は打撃をPに変えるだけ。
sparkxy=15-random%10,-115+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
p2getp1state=0
p2stateno=ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),5110)

[state helper];当身用ヘルパーの射出。
type=helper
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)>=var(38)
trigger1=animelem=1,=0
stateno=var(30)
name="reversalhelper"
ID=var(30)
pos=0,0
postype=P1
helpertype=player
ownpal=1
keyctrl=0
size.shadowoffset=var(30)
size.height=ifelse(sysfvar(2)>=var(41),var(46),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250))
size.head.pos=ifelse((sysfvar(2)>=var(39))&&(var(12)),1,ifelse((sysfvar(2)>=var(15))&&(var(10)),0,1)),ifelse((sysfvar(2)>=var(39))&&(var(12)),-1,ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),stateno))
supermovetime=999999999
pausemovetime=999999999
ignorehitpause=1

[state helper_anim]
type=changeanim
triggerall=ishelper(stateno)
trigger1=anim!=(const(size.shadowoffset))
value=const(size.shadowoffset)
ignorehitpause=1

[state helper_nothitby]
type=nothitby
triggerall=ishelper(stateno)
trigger1=1
value=SCA,AA,AT,AP
time=3
ignorehitpause=1

[state reversal];ヘルパー当身
type=reversaldef
triggerall=ishelper(stateno)
trigger1=1
ID=ifelse(p2movetype!=A,stateno,15010+stateno)
ignorehitpause=1
priority=2147483647,Hit
numhits=0
reversal.attr=SCA,AA,AT,AP
p2getp1state=const(size.head.pos.X)
p2stateno=const(size.head.pos.Y)
pausetime=0,ifelse(root,numexplod(4771898)!=0,30,0)
ground.hittime=60
air.hittime=60
down.hittime=60
guard.hittime=60
guard.ctrltime=60
airguard.ctrltime=60
fall=1
fall.recover=0
Fall.YVelocity=20
fall.damage=const(size.height)
down.bounce=1
hitonce=0
animtype=H
ground.type=H
air.type=H
getpower=0,0
givepower=0,0
guardflag=
hitflag=MAFD
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s4000
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
sparkxy=40-random%10,0+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。

[State velset_zero]
type = VelSet
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=0
x=0
Y=0
ignorehitpause=1

[state remove_helper]
type=destroyself
triggerall=ishelper
trigger1=animtime=0
trigger2=root,anim!=stateno
ignorehitpause=1

[state enemy_hitfalldamage]
type=hitfalldamage
triggerall=!ishelper
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
ignorehitpause=1

[state enemy_only_lifeadd]
type=lifeadd
triggerall=!ishelper   ;enemy限定のtriggerall。ここをコピペすると!=のせいで何も読み込まなくなるので注意。
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=-1*ifelse((enemy(0),numexplod(4949794)>=4)||((numenemy>1)&&(enemy(1),numexplod(4949794)>=4)),-2147483647,lifemax/20)
absolute=1
ignorehitpause=1

[state enemy_only_lifeset]
type=lifeset
triggerall=!ishelper   ;enemy限定のtriggerall。ここをコピペすると!=のせいで何も読み込まなくなるので注意。
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=ifelse((enemy(0),numexplod(4949794)>=4)||((numenemy>1)&&(enemy(1),numexplod(4949794)>=4)),0,life-lifemax/20)
ignorehitpause=1

[state evileye_changestate]
type=changestate
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
persistent=256
ignorehitpause=1

[State 410, 効果音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 3
value = s0,3
channel = 1
ignorehitpause=1

[State 210, 掛け声]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 4
trigger1 = Random <= 855
value = s5,2
channel = 0
ignorehitpause=1

[State 410, チェンジ]
type = selfState
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimTime = 0
value = 11
ctrl = 1
persistent=256
ignorehitpause=1


[State semi_state_fixing]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1
value=5150
persistent=256
ignorehitpause=1


;---------------------------------------------------------------------------
; ジャンプ弱攻撃

[Statedef 636]
type     = A
movetype = A
physics  = N
ctrl     = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=1
hitcountpersist=1

[state atack_value]
type=null
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1||var(19):=20        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=12         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=7         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=25        ;animの総フレーム。
trigger1=1||fvar(19):=-0.3     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=-0.8       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=9000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=500       ;転倒開始ライン
trigger1=1||var(45):=var(19)          ;即死解禁時の攻撃威力
trigger1=1||var(46):=0          ;即死解禁時のfalldamage威力
trigger1=1||var(12):=0                                      ;!time貫通とnoneの発生確率。0で発生しない。
trigger1=1||var(10):=ifelse(random>900,1,0)                                      ;即死返しの発生確率。0で発生しない。
ignorehitpause=1

[state movecontact_drop]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
persistent=256
ignorehitpause=1

[state OTHK]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771899)=0
trigger1=numexplod(4949794)>=5
anim=21010
ID=4771899
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state poison]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771901)=0
trigger1=numexplod(4949794)>=4
anim=21010
ID=4771901
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger2=var(47)=var(30)
trigger2=1||var(47):=0
value=var(30)
ignorehitpause=1

[state hitdef];通常hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)<var(39)
trigger1=movecontact=0
trigger2=sysfvar(2)>=var(39)
trigger2=movecontact=0
trigger2=var(12)=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ifelse(sysfvar(2)>=var(41),2147483647,ceil(var(19)*(var(18)+sysfvar(2)+100)/1000))
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=5
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=A,NA    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10
p2getp1state=0
p2stateno=ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),5020)

[state hitdef];none型hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)>=var(39)
trigger1=movecontact=0
trigger1=var(12)!=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ifelse(sysfvar(2)>=var(41),2147483647,ceil(var(19)*(var(18)+sysfvar(2)+100)/1000))
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=none
air.type=none
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=5
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=A,NA    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10
p2getp1state=1
p2stateno=-1

[state proj];ばらまきタイプ
type=projectile
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=sysfvar(2)>=var(43)
trigger1=ifelse(gametime%15=0,1,0)   ;技によっては射出条件変化もあり？
ID=var(30)
ignorehitpause=1
projID=var(30)
projanim=21020   ;proj用アニメの指定。airをいじって、元の攻撃アニメをなんか半透明の透けたkageみたいなのにする。番号は+100000。
projsprpriority=-1
projremove=1
projremovetime=var(16)-2
projmisstime=ifelse(sysfvar(2)>=var(39),20,ifelse(sysfvar(2)>=var(38),40,60))
projhits=600
projpriority=2147483647
supermovetime=2147483647
pausemovetime=2147483647
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=-0.5,-8
down.velocity=-0.5,-8
air.velocity=-0.5,-8
yaccel=0.6
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=T
air.type=T
givepower=0,0
hitflag=MAFD          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
velocity=random%5*ifelse(random>500,-1,1),random%5*ifelse(random>500,-1,1)
offset=0,-50
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=SCA,AA,AT,AP    ;hitdefを元に改変。基本は打撃をPに変えるだけ。
sparkxy=15-random%10,-115+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。
p2getp1state=0
p2stateno=ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),5020)

[state helper];当身用ヘルパーの射出。
type=helper
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)>=var(38)
trigger1=animelem=1,=0
stateno=var(30)
name="reversalhelper"
ID=var(30)
pos=0,0
postype=P1
helpertype=player
ownpal=1
keyctrl=0
size.shadowoffset=var(30)
size.height=ifelse(sysfvar(2)>=var(41),var(46),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250))
size.head.pos=ifelse((sysfvar(2)>=var(39))&&(var(12)),1,ifelse((sysfvar(2)>=var(15))&&(var(10)),0,1)),ifelse((sysfvar(2)>=var(39))&&(var(12)),-1,ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),stateno))
supermovetime=999999999
pausemovetime=999999999
ignorehitpause=1

[state helper_anim]
type=changeanim
triggerall=ishelper(stateno)
trigger1=anim!=(const(size.shadowoffset))
value=const(size.shadowoffset)
ignorehitpause=1

[state helper_nothitby]
type=nothitby
triggerall=ishelper(stateno)
trigger1=1
value=SCA,AA,AT,AP
time=3
ignorehitpause=1

[state reversal];ヘルパー当身
type=reversaldef
triggerall=ishelper(stateno)
trigger1=1
ID=ifelse(p2movetype!=A,stateno,15010+stateno)
ignorehitpause=1
priority=2147483647,Hit
numhits=0
reversal.attr=SCA,AA,AT,AP
p2getp1state=const(size.head.pos.X)
p2stateno=const(size.head.pos.Y)
pausetime=0,ifelse(root,numexplod(4771898)!=0,30,0)
ground.hittime=60
air.hittime=60
down.hittime=60
guard.hittime=60
guard.ctrltime=60
airguard.ctrltime=60
fall=1
fall.recover=0
Fall.YVelocity=20
fall.damage=const(size.height)
down.bounce=1
hitonce=0
animtype=H
ground.type=H
air.type=H
getpower=0,0
givepower=0,0
guardflag=
hitflag=MAFD
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s4000
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
sparkxy=40-random%10,0+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。

[State velset_zero]
type = VelSet
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=0
x=0
Y=0
ignorehitpause=1

[state remove_helper]
type=destroyself
triggerall=ishelper
trigger1=animtime=0
trigger2=root,anim!=stateno
ignorehitpause=1

[state enemy_hitfalldamage]
type=hitfalldamage
triggerall=!ishelper
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
ignorehitpause=1

[state evileye_changestate]
type=changestate
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
persistent=256
ignorehitpause=1

[state targetlifeadd]
type=targetlifeadd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=sysfvar(2)>=var(41)
trigger1=(numtarget(stateno)!=0)
trigger1=gametime%30=1
value=-30
ID=stateno
absolute=1
ignorehitpause=1

[state targetlifeadd2]
type=targetlifeadd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=sysfvar(2)>=var(41)
trigger1=(numtarget(stateno+15010)!=0)
trigger1=gametime%30=1
value=-30
ID=stateno+15010
absolute=1
ignorehitpause=1

[State 600, 効果音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 1
value = s0, 0
ignorehitpause=1

[State 200, 掛け声]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 =animelem=1,=0
trigger1 = Random <= 333
value = 5,0
channel = 0
ignorehitpause=1

[state gravity]
type = VelAdd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
y = 0.6
ignorehitpause=1

[state touch_ground]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=Pos Y >=0
value=642
persistent=256
ignorehitpause=1

[State semi_state_fixing]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1
value=5150
persistent=256
ignorehitpause=1


;---------------------------------------------------------------------------
; ジャンプ中攻撃

[Statedef 637]
type     = A
movetype = A
physics  = N
ctrl     = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=1
hitcountpersist=1

[state atack_value]
type=null
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1||var(19):=50        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=15         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=15         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=27        ;animの総フレーム。
trigger1=1||fvar(19):=-0.6     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=0.6       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=9000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=500       ;転倒開始ライン
trigger1=1||var(45):=var(19)          ;即死解禁時の攻撃威力
trigger1=1||var(46):=0          ;即死解禁時のfalldamage威力
trigger1=1||var(12):=ifelse(random>900,1,0)                                      ;!time貫通とnoneの発生確率。0で発生しない。
trigger1=1||var(10):=0                                      ;即死返しの発生確率。0で発生しない。
ignorehitpause=1

[state movecontact_drop]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
persistent=256
ignorehitpause=1

[state OTHK]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771899)=0
trigger1=numexplod(4949794)>=4
anim=21010
ID=4771899
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state poison]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771901)=0
trigger1=numexplod(4949794)>=4
anim=21010
ID=4771901
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger2=var(47)=var(30)
trigger2=1||var(47):=0
value=var(30)
ignorehitpause=1

[state hitdef];通常hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)<var(39)
trigger1=movecontact=0
trigger2=sysfvar(2)>=var(39)
trigger2=movecontact=0
trigger2=var(12)=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ifelse(sysfvar(2)>=var(41),-2147483647,ceil(var(19)*(var(18)+sysfvar(2)+100)/1000))
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=5
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=A,NA    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10
p2getp1state=0
p2stateno=ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),5020)

[state hitdef];none型hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)>=var(39)
trigger1=movecontact=0
trigger1=var(12)!=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ifelse(sysfvar(2)>=var(41),-2147483647,ceil(var(19)*(var(18)+sysfvar(2)+100)/1000))
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=none
air.type=none
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=5
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=A,NA    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10
p2getp1state=1
p2stateno=-1

[state proj];ばらまきタイプ
type=projectile
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=sysfvar(2)>=var(43)
trigger1=ifelse(gametime%15=0,1,0)   ;技によっては射出条件変化もあり？
ID=var(30)
ignorehitpause=1
projID=var(30)
projanim=21020   ;proj用アニメの指定。airをいじって、元の攻撃アニメをなんか半透明の透けたkageみたいなのにする。番号は+100000。
projsprpriority=-1
projremove=1
projremovetime=var(16)-2
projmisstime=ifelse(sysfvar(2)>=var(39),20,ifelse(sysfvar(2)>=var(38),40,60))
projhits=600
projpriority=2147483647
supermovetime=2147483647
pausemovetime=2147483647
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=-0.5,-8
down.velocity=-0.5,-8
air.velocity=-0.5,-8
yaccel=0.6
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=T
air.type=T
givepower=0,0
hitflag=MAFD          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
velocity=random%5*ifelse(random>500,-1,1),random%5*ifelse(random>500,-1,1)
offset=0,-50
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=SCA,AA,AT,AP    ;hitdefを元に改変。基本は打撃をPに変えるだけ。
sparkxy=15-random%10,-115+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。
p2getp1state=0
p2stateno=ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),5020)

[state helper];当身用ヘルパーの射出。
type=helper
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)>=var(38)
trigger1=animelem=1,=0
stateno=var(30)
name="reversalhelper"
ID=var(30)
pos=0,0
postype=P1
helpertype=player
ownpal=1
keyctrl=0
size.shadowoffset=var(30)
size.height=ifelse(sysfvar(2)>=var(41),var(46),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250))
size.head.pos=ifelse((sysfvar(2)>=var(39))&&(var(12)),1,ifelse((sysfvar(2)>=var(15))&&(var(10)),0,1)),ifelse((sysfvar(2)>=var(39))&&(var(12)),-1,ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),stateno))
supermovetime=999999999
pausemovetime=999999999
ignorehitpause=1

[state helper_anim]
type=changeanim
triggerall=ishelper(stateno)
trigger1=anim!=(const(size.shadowoffset))
value=const(size.shadowoffset)
ignorehitpause=1

[state helper_nothitby]
type=nothitby
triggerall=ishelper(stateno)
trigger1=1
value=SCA,AA,AT,AP
time=3
ignorehitpause=1

[state reversal];ヘルパー当身
type=reversaldef
triggerall=ishelper(stateno)
trigger1=1
ID=ifelse(p2movetype!=A,stateno,15010+stateno)
ignorehitpause=1
priority=2147483647,Hit
numhits=0
reversal.attr=SCA,AA,AT,AP
p2getp1state=const(size.head.pos.X)
p2stateno=const(size.head.pos.Y)
pausetime=0,ifelse(root,numexplod(4771898)!=0,30,0)
ground.hittime=60
air.hittime=60
down.hittime=60
guard.hittime=60
guard.ctrltime=60
airguard.ctrltime=60
fall=1
fall.recover=0
Fall.YVelocity=20
fall.damage=const(size.height)
down.bounce=1
hitonce=0
animtype=H
ground.type=H
air.type=H
getpower=0,0
givepower=0,0
guardflag=
hitflag=MAFD
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s4000
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
sparkxy=40-random%10,0+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。

[State velset_zero]
type = VelSet
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=0
x=0
Y=0
ignorehitpause=1

[state remove_helper]
type=destroyself
triggerall=ishelper
trigger1=animtime=0
trigger2=root,anim!=stateno
ignorehitpause=1

[state enemy_hitfalldamage]
type=hitfalldamage
triggerall=!ishelper
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
ignorehitpause=1

[state evileye_changestate]
type=changestate
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
persistent=256
ignorehitpause=1

[state targetlifeadd]
type=targetlifeadd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=sysfvar(2)>=var(41)
trigger1=(numtarget(stateno)!=0)
trigger1=gametime%30=1
value=-30
ID=stateno
absolute=1
ignorehitpause=1

[state targetlifeadd2]
type=targetlifeadd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=sysfvar(2)>=var(41)
trigger1=(numtarget(stateno+15010)!=0)
trigger1=gametime%30=1
value=-30
ID=stateno+15010
absolute=1
ignorehitpause=1


[State 600, 効果音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 4
value = s0, 1
ignorehitpause=1

[State 210, 掛け声]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 4
trigger1 = Random <= 666
value = 5,4
channel = 0
ignorehitpause=1

[state gravity]
type = VelAdd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
y = 0.6
ignorehitpause=1

[state touch_ground]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=Pos Y >=0
value=643
persistent=256
ignorehitpause=1

[State semi_state_fixing]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1
value=5150
persistent=256
ignorehitpause=1

;---------------------------------------------------------------------------
; ジャンプ強攻撃

[Statedef 638]
type     = A
movetype = A
physics  = N
ctrl     = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=1
hitcountpersist=1

[state atack_value]
type=null
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1||var(19):=120        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=18         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=19         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=23        ;animの総フレーム。
trigger1=1||fvar(19):=-0.3     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=1.5       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=9000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=100       ;転倒開始ライン
trigger1=1||var(45):=0          ;即死解禁時の攻撃威力
trigger1=1||var(46):=-2147483648          ;即死解禁時のfalldamage威力
trigger1=1||var(12):=ifelse(random>500,1,0)                                      ;!time貫通とnoneの発生確率。0で発生しない。
trigger1=1||var(10):=0                                      ;即死返しの発生確率。0で発生しない。
ignorehitpause=1

[state movecontact_drop]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
persistent=256
ignorehitpause=1

[state jagan]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771900)=0
trigger1=numexplod(4949794)>=4
anim=21010
ID=4771900
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger2=var(47)=var(30)
trigger2=1||var(47):=0
value=var(30)
ignorehitpause=1

[state hitdef];通常hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)<var(39)
trigger1=movecontact=0
trigger2=sysfvar(2)>=var(39)
trigger2=var(12)=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=T
air.type=T
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=5
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=A,NA    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10
p2getp1state=0
p2stateno=5110

[state hitdef];none型hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)>=var(39)
trigger1=movecontact=0
trigger1=var(12)!=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=none
air.type=none
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=5
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=A,NA    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10
p2getp1state=1
p2stateno=-1

[state helper];当身用ヘルパーの射出。
type=helper
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)>=var(38)
trigger1=animelem=1,=0
stateno=var(30)
name="reversalhelper"
ID=var(30)
pos=0,0
postype=P1
helpertype=player
ownpal=1
keyctrl=0
size.shadowoffset=var(30)
size.height=ifelse(sysfvar(2)>=var(41),var(46),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250))
size.head.pos=ifelse((sysfvar(2)>=var(39))&&(var(12)),1,ifelse((sysfvar(2)>=var(15))&&(var(10)),0,1)),ifelse((sysfvar(2)>=var(39))&&(var(12)),-1,ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),5110))
supermovetime=999999999
pausemovetime=999999999
ignorehitpause=1

[state helper_anim]
type=changeanim
triggerall=ishelper(stateno)
trigger1=anim!=(const(size.shadowoffset))
value=const(size.shadowoffset)
ignorehitpause=1

[state helper_nothitby]
type=nothitby
triggerall=ishelper(stateno)
trigger1=1
value=SCA,AA,AT,AP
time=3
ignorehitpause=1

[state reversal];ヘルパー当身
type=reversaldef
triggerall=ishelper(stateno)
trigger1=1
ID=ifelse(p2movetype!=A,stateno,15010+stateno)
ignorehitpause=1
priority=2147483647,Hit
numhits=0
reversal.attr=SCA,AA,AT,AP
p2getp1state=const(size.head.pos.X)
p2stateno=const(size.head.pos.Y)
pausetime=0,ifelse(root,numexplod(4771898)!=0,30,0)
ground.hittime=60
air.hittime=60
down.hittime=60
guard.hittime=60
guard.ctrltime=60
airguard.ctrltime=60
fall=1
fall.recover=0
Fall.YVelocity=20
fall.damage=-2147483647
down.bounce=1
hitonce=0
animtype=H
ground.type=H
air.type=H
getpower=0,0
givepower=0,0
guardflag=
hitflag=MAFD
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s4000
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
sparkxy=40-random%10,0+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。

[State velset_zero]
type = VelSet
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=0
x=0
Y=0
ignorehitpause=1

[state remove_helper]
type=destroyself
triggerall=ishelper
trigger1=animtime=0
trigger2=root,anim!=stateno
ignorehitpause=1

[state enemy_hitfalldamage]
type=hitfalldamage
triggerall=!ishelper
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
ignorehitpause=1

[state evileye_changestate]
type=changestate
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
persistent=256
ignorehitpause=1

[State 620, 効果音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 3
value = s0, 3
ignorehitpause=1

[State 210, 掛け声]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 2
trigger1 = Random <= 666
value = 5,6
channel = 0
ignorehitpause=1

[state gravity]
type = VelAdd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
y = 0.6
ignorehitpause=1

[state touch_ground]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=Pos Y >=0
value=644
persistent=256
ignorehitpause=1

[State semi_state_fixing]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1
value=5150
persistent=256
ignorehitpause=1


;---------------------------------------------------------------------------
; ジャンプ特殊攻撃

[Statedef 639]
type     = A
movetype = A
physics  = N
ctrl     = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=ifelse(sysfvar(2)>=500,0,1)
hitcountpersist=1

[state atack_value]
type=null
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1||var(19):=30        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=18         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=19         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=14        ;animの総フレーム。
trigger1=1||fvar(19):=-0.1     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=-0.3       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=9000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=500       ;転倒開始ライン
trigger1=1||var(45):=10          ;即死解禁時の攻撃威力
trigger1=1||var(46):=10          ;即死解禁時のfalldamage威力
trigger1=1||var(12):=0                                      ;!time貫通とnoneの発生確率。0で発生しない。
trigger1=1||var(10):=0                                      ;即死返しの発生確率。0で発生しない。
ignorehitpause=1

[state movecontact_drop]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
persistent=256
ignorehitpause=1

[state OTHK]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771899)=0
trigger1=numexplod(4949794)>=3
anim=21010
ID=4771899
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state jagan]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771900)=0
trigger1=numexplod(4949794)>=4
anim=21010
ID=4771900
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger2=var(47)=var(30)
trigger2=1||var(47):=0
value=var(30)
ignorehitpause=1

[state hitdef];通常hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)<var(39)
trigger1=movecontact=0
trigger2=sysfvar(2)>=var(39)
trigger2=movecontact=0
trigger2=var(12)=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=5
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=A,NA    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10

[state hitdef];none型hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)>=var(39)
trigger1=movecontact=0
trigger1=var(12)!=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=none
air.type=none
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=5
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=A,NA    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10
p2getp1state=1
p2stateno=-1

[state proj];ばらまきタイプ
type=projectile
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=sysfvar(2)>=var(43)
trigger1=ifelse(gametime%15=0,1,0)   ;技によっては射出条件変化もあり？
ID=var(30)
ignorehitpause=1
projID=var(30)
projanim=21020   ;proj用アニメの指定。airをいじって、元の攻撃アニメをなんか半透明の透けたkageみたいなのにする。番号は+100000。
projsprpriority=-1
projremove=1
projremovetime=var(16)-2
projmisstime=ifelse(sysfvar(2)>=var(39),20,ifelse(sysfvar(2)>=var(38),40,60))
projhits=600
projpriority=2147483647
supermovetime=2147483647
pausemovetime=2147483647
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=-0.5,-8
down.velocity=-0.5,-8
air.velocity=-0.5,-8
yaccel=0.6
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=T
air.type=T
givepower=0,0
hitflag=MAFD          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
velocity=random%5*ifelse(random>500,-1,1),random%5*ifelse(random>500,-1,1)
offset=0,-50
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=SCA,AA,AT,AP    ;hitdefを元に改変。基本は打撃をPに変えるだけ。
sparkxy=15-random%10,-115+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。

[state helper];削り用ヘルパーの射出
type=helper
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)>=var(41)
trigger1=animelem=1,=0
trigger2=sysfvar(2)>=var(41)
trigger2=gametime%30=1
stateno=21050
name="KEZURI_helper"
ID=21050
pos=0,0
postype=P1
helpertype=player
ownpal=1
keyctrl=0
size.shadowoffset=21050
size.height=0
size.head.pos=0,10
supermovetime=999999999
pausemovetime=999999999
ignorehitpause=1

[state helper];当身用ヘルパーの射出。
type=helper
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)>=var(38)
trigger1=animelem=1,=0
stateno=var(30)
name="reversalhelper"
ID=var(30)
pos=0,0
postype=P1
helpertype=player
ownpal=1
keyctrl=0
size.shadowoffset=var(30)
size.height=ifelse(sysfvar(2)>=var(41),var(46),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250))
size.head.pos=ifelse((sysfvar(2)>=var(39))&&(var(12)),1,ifelse((sysfvar(2)>=var(15))&&(var(10)),0,1)),ifelse((sysfvar(2)>=var(39))&&(var(12)),-1,ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),stateno))
supermovetime=999999999
pausemovetime=999999999
ignorehitpause=1

[state helper_anim]
type=changeanim
triggerall=ishelper(stateno)
trigger1=anim!=(const(size.shadowoffset))
value=const(size.shadowoffset)
ignorehitpause=1

[state helper_nothitby]
type=nothitby
triggerall=ishelper(stateno)
trigger1=1
value=SCA,AA,AT,AP
time=3
ignorehitpause=1

[state reversal];ヘルパー当身
type=reversaldef
triggerall=ishelper(stateno)
trigger1=1
ID=ifelse(p2movetype!=A,stateno,15010+stateno)
ignorehitpause=1
priority=2147483647,Hit
numhits=0
reversal.attr=SCA,AA,AT,AP
p2getp1state=const(size.head.pos.X)
p2stateno=const(size.head.pos.Y)
pausetime=0,ifelse(root,numexplod(4771898)!=0,30,0)
ground.hittime=60
air.hittime=60
down.hittime=60
guard.hittime=60
guard.ctrltime=60
airguard.ctrltime=60
fall=1
fall.recover=0
Fall.YVelocity=20
fall.damage=const(size.height)
down.bounce=1
hitonce=0
animtype=H
ground.type=H
air.type=H
getpower=0,0
givepower=0,0
guardflag=
hitflag=MAFD
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s4000
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
sparkxy=40-random%10,0+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。

[State velset_zero]
type = VelSet
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=0
x=0
Y=0
ignorehitpause=1

[state remove_helper]
type=destroyself
triggerall=ishelper
trigger1=animtime=0
trigger2=root,anim!=stateno
ignorehitpause=1

[state enemy_hitfalldamage]
type=hitfalldamage
triggerall=!ishelper
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
ignorehitpause=1

[state evileye_changestate]
type=changestate
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
persistent=256
ignorehitpause=1

[State 620, 効果音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 3
value = s0, 3
ignorehitpause=1

[State 210, 掛け声]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 2
value = s5,4
channel = 0
ignorehitpause=1

[state gravity]
type = VelAdd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
y = 0.6
ignorehitpause=1

[state touch_ground]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=Pos Y >=0
value=644
persistent=256
ignorehitpause=1

[State semi_state_fixing]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1
value=5150
persistent=256
ignorehitpause=1


;---------------------------------------------------------------------------
; ジャンプ特殊攻撃

[Statedef 640]
type     = A
movetype = A
physics  = N
ctrl     = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=1
hitcountpersist=1

[state atack_value]
type=null
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1||var(19):=100        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=20         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=15         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=15        ;animの総フレーム。
trigger1=1||fvar(19):=-0.3     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=1       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=9000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=500       ;転倒開始ライン
trigger1=1||var(45):=50          ;即死解禁時の攻撃威力
trigger1=1||var(46):=50          ;即死解禁時のfalldamage威力
trigger1=1||var(12):=ifelse(random>750,1,0)                                      ;!time貫通とnoneの発生確率。0で発生しない。
trigger1=1||var(10):=ifelse(random>333,1,0)                                      ;即死返しの発生確率。0で発生しない。
ignorehitpause=1

[state movecontact_drop]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
persistent=256
ignorehitpause=1

[state null_kill_T]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771897)=0
trigger1=numexplod(4949794)>=6
anim=21010
ID=4771897
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state null_kill_R]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771898)=0
trigger1=numexplod(4949794)>=6
anim=21010
ID=4771898
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger2=var(47)=var(30)
trigger2=1||var(47):=0
value=var(30)
ignorehitpause=1

[state hitdef];通常hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)<var(39)
trigger1=movecontact=0
trigger2=sysfvar(2)>=var(39)
trigger2=movecontact=0
trigger2=var(12)=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=5
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=A,NA    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10
p2getp1state=0
p2stateno=ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),5020)

[state hitdef];none型hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)>=var(39)
trigger1=movecontact=0
trigger1=var(12)!=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=none
air.type=none
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=5
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=A,NA    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10
p2getp1state=1
p2stateno=-1

[state helper];削り用ヘルパーの射出
type=helper
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)>=var(41)
trigger1=animelem=1,=0
trigger2=sysfvar(2)>=var(41)
trigger2=gametime%30=1
stateno=21050
name="KEZURI_helper"
ID=21050
pos=0,0
postype=P1
helpertype=player
ownpal=1
keyctrl=0
size.shadowoffset=21050
size.height=0
size.head.pos=0,ifelse(random>500,(1+random%10)*10,(1+random%10)*100)
supermovetime=999999999
pausemovetime=999999999
ignorehitpause=1

[state helper];当身用ヘルパーの射出。
type=helper
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)>=var(38)
trigger1=animelem=1,=0
stateno=var(30)
name="reversalhelper"
ID=var(30)
pos=0,0
postype=P1
helpertype=player
ownpal=1
keyctrl=0
size.shadowoffset=var(30)
size.height=ifelse(sysfvar(2)>=var(41),var(46),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250))
size.head.pos=ifelse((sysfvar(2)>=var(39))&&(var(12)),1,ifelse((sysfvar(2)>=var(15))&&(var(10)),0,1)),ifelse((sysfvar(2)>=var(39))&&(var(12)),-1,ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),stateno))
supermovetime=999999999
pausemovetime=999999999
ignorehitpause=1

[state helper_anim]
type=changeanim
triggerall=ishelper(stateno)
trigger1=anim!=(const(size.shadowoffset))
value=const(size.shadowoffset)
ignorehitpause=1

[state helper_nothitby]
type=nothitby
triggerall=ishelper(stateno)
trigger1=1
value=SCA,AA,AT,AP
time=3
ignorehitpause=1

[state reversal];ヘルパー当身
type=reversaldef
triggerall=ishelper(stateno)
trigger1=1
ID=ifelse(p2movetype!=A,stateno,15010+stateno)
ignorehitpause=1
priority=2147483647,Hit
numhits=0
reversal.attr=SCA,AA,AT,AP
p2getp1state=const(size.head.pos.X)
p2stateno=const(size.head.pos.Y)
pausetime=0,ifelse(root,numexplod(4771898)!=0,30,0)
ground.hittime=60
air.hittime=60
down.hittime=60
guard.hittime=60
guard.ctrltime=60
airguard.ctrltime=60
fall=1
fall.recover=0
Fall.YVelocity=20
fall.damage=const(size.height)
down.bounce=1
hitonce=0
animtype=H
ground.type=H
air.type=H
getpower=0,0
givepower=0,0
guardflag=
hitflag=MAFD
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s4000
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
sparkxy=40-random%10,0+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。

[State velset_zero]
type = VelSet
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=0
x=0
Y=0
ignorehitpause=1

[state remove_helper]
type=destroyself
triggerall=ishelper
trigger1=animtime=0
trigger2=root,anim!=stateno
ignorehitpause=1

[state enemy_hitfalldamage]
type=hitfalldamage
triggerall=!ishelper
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
ignorehitpause=1

[state evileye_changestate]
type=changestate
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
persistent=256
ignorehitpause=1

[state targetlifeadd]
type=targetlifeadd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numtarget(stateno)!=0
value=ifelse(sysfvar(2)>=var(41),2147483647,0)
ID=stateno
absolute=1
ignorehitpause=1

[state targetlifeadd3]
type=targetlifeadd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=(numtarget(stateno+15010)!=0)
ID=stateno+15010
absolute=1
ignorehitpause=1
value=ifelse(sysfvar(2)>=var(41),2147483647,0)

[state targetlifeadd2]
type=targetlifeadd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numtarget(stateno)!=0
value=ifelse(sysfvar(2)>=var(41),-2147483647,0)
ID=stateno
absolute=1
ignorehitpause=1

[state targetlifeadd4]
type=targetlifeadd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=(numtarget(stateno+15010)!=0)
ID=stateno+15010
absolute=1
ignorehitpause=1
value=ifelse(sysfvar(2)>=var(41),-2147483647,0)

[State -1]
Type = VelSet
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
Trigger1 =animelem=1,=0
X = 0
Y = 0
ignorehitpause=1

[State -1]
Type = VelSet
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
Trigger1 = animelem = 5
X = 8
Y = 15
ignorehitpause=1

[State 600, 効果音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 4
value = s0, 3
ignorehitpause=1

[State 210, 掛け声]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 4
value = s5,2
channel = 0
ignorehitpause=1

[state gravity]
type = VelAdd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 4,>=0
y = 0.6
ignorehitpause=1

[state touch_ground]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=Pos Y >=0
value=641
persistent=256
ignorehitpause=1

[State semi_state_fixing]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1
value=5150
persistent=256
ignorehitpause=1


;------------------------------------------------------------------
;着地1

[Statedef 641]
type = S
Movetype = I
physics = S
ctrl = 0
velset = 0,0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=1
hitcountpersist=1

[state atack_value]
type=null
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1||var(16):=16        ;animの総フレーム。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
ignorehitpause=1

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger1=1||var(15):=var(30)
value=var(30)
ignorehitpause=1

[state evileye_changestate]
type=changestate
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
persistent=256
ignorehitpause=1

[State 1152,1]
type = PosSet
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 =animelem=1,=0
y = 0
ignorehitpause=1

[State 1152, 2]
type = Turn
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 =animelem=1,=0
trigger1 = P2Dist X < 0
ignorehitpause=1

[State -3, 着地音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 =animelem=1,=0
value = s40,0
ignorehitpause=1

[State -3, 着地音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 =animelem=1,=0
value = s6,11
ignorehitpause=1

[State -3, 着地音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 =animelem=1,=0
value = s1,0
ignorehitpause=1

[State -3, 砂埃]
type = Explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 =animelem=1,=0
anim = 6000
sprpriority = 5
bindtime = 1
supermove = 1
ignorehitpause=1

[State -3, 岩]
type = Explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 =animelem=1,=0
anim = 6100
sprpriority = 6
bindtime = 1
supermove = 1
ignorehitpause=1

[state 1000,exit]
type = selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimTime=0
value = 0
ctrl = 1
persistent=256
ignorehitpause=1

[State semi_state_fixing]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1
value=5150
persistent=256
ignorehitpause=1

;---------------------------------------------------------------------------
;着地2

[Statedef 642]
type = S
Movetype = I
physics = S
ctrl = 0
velset = 0,0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=1
hitcountpersist=1

[state atack_value]
type=null
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1||var(16):=2        ;animの総フレーム。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
ignorehitpause=1

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger1=1||var(15):=var(30)
value=var(30)
ignorehitpause=1

[state evileye_changestate]
type=changestate
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
persistent=256
ignorehitpause=1

[State 1152,1]
type = PosSet
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 =animelem=1,=0
y = 0
ignorehitpause=1

[State 1152, 2]
type = Turn
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 =animelem=1,=0
trigger1 = P2Dist X < 0
ignorehitpause=1

[State -3, 着地音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 =animelem=1,=0
value = s40,0
ignorehitpause=1

[State -3, 砂埃]
type = Explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 =animelem=1,=0
anim = 6000
sprpriority = 5
bindtime = 1
supermove = 1
ignorehitpause=1

[state 1000,exit]
type = selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimTime=0
value = 0
ctrl = 1
persistent=256
ignorehitpause=1

[State semi_state_fixing]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1
value=5150
persistent=256
ignorehitpause=1

;---------------------------------------------------------------------------
;着地3

[Statedef 643]
type = S
Movetype = I
physics = S
ctrl = 0
velset = 0,0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=1
hitcountpersist=1

[state atack_value]
type=null
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1||var(16):=5        ;animの総フレーム。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
ignorehitpause=1

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger1=1||var(15):=var(30)
value=var(30)
ignorehitpause=1

[state evileye_changestate]
type=changestate
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
persistent=256
ignorehitpause=1

[State 1152,1]
type = PosSet
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 =animelem=1,=0
y = 0
ignorehitpause=1

[State 1152, 2]
type = Turn
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 =animelem=1,=0
trigger1 = P2Dist X < 0
ignorehitpause=1

[State -3, 着地音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 =animelem=1,=0
value = s40,0
ignorehitpause=1

[State -3, 砂埃]
type = Explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 =animelem=1,=0
anim = 6000
sprpriority = 5
bindtime = 1
supermove = 1
ignorehitpause=1

[state 1000,exit]
type = selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimTime=0
value = 0
ctrl = 1
persistent=256
ignorehitpause=1

[State semi_state_fixing]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1
value=5150
persistent=256
ignorehitpause=1

;---------------------------------------------------------------------------
;着地4

[Statedef 644]
type = S
Movetype = I
physics = S
ctrl = 0
velset = 0,0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=1
hitcountpersist=1

[state atack_value]
type=null
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1||var(16):=9        ;animの総フレーム。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
ignorehitpause=1

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger1=1||var(15):=var(30)
value=var(30)
ignorehitpause=1

[state evileye_changestate]
type=changestate
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
persistent=256
ignorehitpause=1

[State 1152,1]
type = PosSet
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 =animelem=1,=0
y = 0
ignorehitpause=1

[State 1152, 2]
type = Turn
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 =animelem=1,=0
trigger1 = P2Dist X < 0
ignorehitpause=1

[State -3, 着地音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 =animelem=1,=0
value = s40,0
ignorehitpause=1

[State -3, 砂埃]
type = Explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 =animelem=1,=0
anim = 6000
sprpriority = 5
bindtime = 1
supermove = 1
ignorehitpause=1

[state 1000,exit]
type = selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimTime=0
value = 0
ctrl = 1
persistent=256
ignorehitpause=1

[State semi_state_fixing]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1
value=5150
persistent=256
ignorehitpause=1

;---------------------------------------------------------------------------
; 前投げ掴みモーション

[Statedef 800]
type     = S
movetype = A
physics  = S
ctrl     = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=1
hitcountpersist=1

[state atack_value]
type=null
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1||var(30):=stateno   ;このstatedefの番号。
ignorehitpause=1

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger1=1||var(15):=var(30)
value=var(30)
ignorehitpause=1

[state evileye_changestate]
type=changestate
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
persistent=256
ignorehitpause=1

[State 800, 攻撃設定]
type = HitDef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=movecontact=0
ID=var(30)
attr = , NT
hitflag=ifelse(sysfvar(2)0>),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
priority=2147483647,Miss
sparkno = -1
p1sprpriority = ifelse(sysfvar(2)>=3000,2147483647,2)
p2sprpriority = 0
P1Facing = 1
p2facing = 1
guard.dist = 0
fall = 1
ignorehitpause=1

[State 1300, 速度]
type = VelSet
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=0
x=0
Y=0
ignorehitpause=1

[State 810, あれっ]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimElem = 4 =2
value = s5,160
ignorehitpause=1

[State 800, チェンジ]
type = selfState
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
persistent=256
ignorehitpause=1

[State change_throwing]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=movecontact!=0
trigger1=numtarget(800)>0
value=810
persistent=256
ignorehitpause=1

[State semi_state_fixing]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1
value=5150
persistent=256
ignorehitpause=1


;---------------------------------------------------------------------------
; 投げ成功モーション

[Statedef 810]
type     = S
movetype = A
physics  = N
ctrl     = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=1
hitcountpersist=1

[state atack_value]
type=null
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1||var(30):=stateno   ;このstatedefの番号。
ignorehitpause=1

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger1=1||var(15):=var(30)
value=var(30)
ignorehitpause=1

[state evileye_changestate]
type=changestate
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
persistent=256
ignorehitpause=1

[State 820, 壁際から離れる]
Type = Width
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
Trigger1 = 1
Edge = 50,0
ignorehitpause=1

[State 810, 掴んだ時の効果音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimElem = 1
value = s0, 5
ignorehitpause=1

[State 1027, 掴んだ時のエフェクト]
type = Explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 1
anim = 6310
pos = 40,-70
;postype = p1
sprpriority = 5
scale = 0.25,0.25
bindtime = 1
pausemovetime = 9999
ownpal = 1
ID = 6310
ignorehitpause=1

[State 810, 砕けろ！]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimElem = 1
value = s5,192
channel = 0
ignorehitpause=1

[State 810, ヒット音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimElem = 7
value = s6, 2
ignorehitpause=1

[State 1027, ヒットエフェクト]
type = Explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 7
anim = 4002
pos = 30,-70
;postype = p1
sprpriority = 5
bindtime = 1
pausemovetime = 9999
ignorehitpause=1

[State 810, 首根っこ掴まれてる相手の動き]
type = TargetBind
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelemtime(1)>=0 && animelemtime(2) < 0
pos = 70, -70
ignorehitpause=1

[State 810, 首根っこ掴まれてる相手の動き]
type = TargetBind
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelemtime(2)>=0 && animelemtime(3) < 0
pos = 65, -70
ignorehitpause=1

[State 810, 首根っこ掴まれてる相手の動き]
type = TargetBind
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelemtime(3)>=0 && animelemtime(4) < 0
pos = 60, -72
ignorehitpause=1

[State 810, 首根っこ掴まれてる相手の動き]
type = TargetBind
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelemtime(4)>=0 && animelemtime(5) < 0
pos = 55, -75
ignorehitpause=1

[State 810, 首根っこ掴まれてる相手の動き]
type = TargetBind
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelemtime(5)>=0 && animelemtime(6) < 0
pos = 50, -80
ignorehitpause=1

[State 810, 首根っこ掴まれてる相手の動き]
type = TargetBind
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelemtime(6)>=0 && animelemtime(7) < 0
pos = 48, -85
ignorehitpause=1

[State 810, 首根っこ掴まれてる相手の動き]
type = TargetBind
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 7
pos = 40,-10
ignorehitpause=1

[State 810, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimElem = 7
value=ifelse(sysfvar(2)>=3000,-2147483647,ceil(-70*(var(17)+var(18)+sysfvar(2)+100)/1000))
ignorehitpause=1

[State 800, 1]
type = EnvShake
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 7
persistent = 0
ignorehitpause = 1
time = 15
ampl = 10
freq = 100
phase = 100
pausemovetime = 9999
ignorehitpause=1

[State 810, 掴んだ相手のステートを変更]
type = TargetState
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=numtarget(800)>0
trigger1 = AnimElem =8,=0
value = 821
ID=800
ignorehitpause=1

[State target_throwing]
type=targetstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=numtarget(800)>0
trigger1 = AnimElem =1,=0
value=820
ID=800
ignorehitpause=1

[State 5101, 5]
type = targetvelset
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=numtarget(800)>0
trigger1 = AnimElem =8,=0
x=-2
y=-5
ignorehitpause=1

[State 810, チェンジ]
type = selfState
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimTime = 0
value = 0
ctrl = 1
persistent=256
ignorehitpause=1

[State semi_state_fixing]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1
value=5150
persistent=256
ignorehitpause=1

;---------------------------------------------------------------------------
; 相手側の投げられモーション１

[Statedef 820]
type     = S
movetype = H
physics  = N
ctrl     = 0

[State 820, 制御した相手のアニメ変更]
type = ChangeAnim2
triggerall=!ishelper   ;enemy限定のtriggerall。ここをコピペすると!=のせいで何も読み込まなくなるので注意。
Trigger1 = anim!=820
value = 820
ignorehitpause=1

[state enemy_only_lifeset]
type=lifeset
triggerall=!ishelper   ;enemy限定のtriggerall。ここをコピペすると!=のせいで何も読み込まなくなるので注意。
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=ifelse((enemy(0),numexplod(4949794)>=4)||((numenemy>1)&&(enemy(1),numexplod(4949794)>=4)),0,life)
ignorehitpause=1

[state evileye_changestate]
type=changestate
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=(enemy(0),numexplod(4771900)!=0)||((numenemy>1)&&(enemy(1),numexplod(4771900)!=0))
value=4771893
persistent=256
ignorehitpause=1

[State 810, チェンジ]
type = selfState
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=6,>=120
value = 0
ctrl = 1
persistent=256
ignorehitpause=1

;---------------------------------------------------------------------------
; 相手側の投げられモーション２

[Statedef 821]
type    = A
movetype= H
physics = N
ctrl     = 0

[State 820, 制御した相手のアニメ変更]
type = ChangeAnim2
triggerall=!ishelper   ;enemy限定のtriggerall。ここをコピペすると!=のせいで何も読み込まなくなるので注意。
Trigger1 = anim!=821
value = 821
ignorehitpause=1

[state evileye_changestate]
type=changestate
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=(enemy(0),numexplod(4771900)!=0)||((numenemy>1)&&(enemy(1),numexplod(4771900)!=0))
value=4771893
persistent=256
ignorehitpause=1

[State 5101, 5]
type = VelAdd
triggerall=!ishelper   ;enemy限定のtriggerall。ここをコピペすると!=のせいで何も読み込まなくなるので注意。
trigger1 = 1
y = 0.6
ignorehitpause=1

[State 821, 4] ;Hit ground
type = SelfState
triggerall=!ishelper   ;enemy限定のtriggerall。ここをコピペすると!=のせいで何も読み込まなくなるので注意。
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground
persistent=256
ignorehitpause=1

[State 810, チェンジ]
type = selfState
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,>=120
value = 0
ctrl = 1
persistent=256
ignorehitpause=1

;---------------------------------------------------------------------------
; 空中投げ掴みモーション

[Statedef 900]
type     = A
movetype = A
physics  = A
ctrl     = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=1
hitcountpersist=1

[state atack_value]
type=null
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1||var(30):=stateno   ;このstatedefの番号。
ignorehitpause=1

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger1=1||var(15):=var(30)
value=var(30)
ignorehitpause=1

[state evileye_changestate]
type=changestate
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
persistent=256
ignorehitpause=1

[State 800, 攻撃設定]
type = HitDef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=movecontact=0
ID=var(30)
attr = , NT
hitflag=ifelse(sysfvar(2)0>),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
priority=2147483647,Miss
sparkno = -1
p1sprpriority = ifelse(sysfvar(2)>=3000,2147483647,2)
p2sprpriority = 0
P1Facing = 1
p2facing = 1
guard.dist = 0
fall = 1
ignorehitpause=1

[State 1300, 速度]
type = VelSet
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=0
x=0
Y=0
ignorehitpause=1

[State 810, あれっ]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimElem = 3
value = s5,160
ignorehitpause=1

[State 1100]
type = selfState
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animtime = 0
value = 51
persistent=256
ignorehitpause=1

[State change_throwing]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=movecontact!=0
trigger1=numtarget(900)>0
value=910
persistent=256
ignorehitpause=1

[State semi_state_fixing]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1
value=5150
persistent=256
ignorehitpause=1


;---------------------------------------------------------------------------
; 投げ成功モーション

[Statedef 910]
type     = A
movetype = A
physics  = N
ctrl     = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=1
hitcountpersist=1

[state atack_value]
type=null
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1||var(30):=stateno   ;このstatedefの番号。
ignorehitpause=1

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger1=1||var(15):=var(30)
value=var(30)
ignorehitpause=1

[state evileye_changestate]
type=changestate
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
persistent=256
ignorehitpause=1

[state 850, 0]
type = nothitby
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
animelem=1,=1
value = SCA
ignorehitpause=1

[State 810 止まる]
type = velset
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 =animelem=1,=0
x = 0
y = 0
ignorehitpause=1

[State 820, 壁際から離れる]
Type = Width
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
Trigger1 = 1
Edge = 50,0
ignorehitpause=1

[State 810, 掴んだ時の効果音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimElem = 1
value = s0, 5
ignorehitpause=1

[State 1027, 掴んだ時のエフェクト]
type = Explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 1
anim = 6310
pos = 40,-70
;postype = p1
sprpriority = 5
scale = 0.25,0.25
bindtime = 1
pausemovetime = 9999
ownpal = 1
ignorehitpause=1

[State 810, 土でも]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimElem = 1
value = s5,97
ignorehitpause=1

[State 810, 食ってな！]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimElem = 5
value = s5,98
ignorehitpause=1

[State 810, ヒット音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimElem = 5
value = s6, 2
ignorehitpause=1

[State 1027, ヒットエフェクト]
type = Explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 5
anim = 4002
pos = 40,-60
;postype = p1
sprpriority = 5
bindtime = 1
pausemovetime = 9999
ignorehitpause=1

[State 810, 首根っこ掴まれてる相手の動き]
type = TargetBind
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelemtime(1)>=0 && animelemtime(5) < 0
pos = 40,0
ignorehitpause=1

[State 810, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimElem = 5
value=ifelse(sysfvar(2)>=3000,-2147483647,ceil(-70*(var(17)+var(18)+sysfvar(2)+100)/1000))
ignorehitpause=1

[State 800, 1]
type = EnvShake
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 15
ampl = 10
freq = 100
phase = 100
pausemovetime = 9999
ignorehitpause=1

[State 810, 掴んだ相手のステートを変更]
type = TargetState
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimElem =6
value = 921
ignorehitpause=1

[State 1300, 重力]
type = VelAdd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimElem = 7, >= 0
y = 0.6
ignorehitpause=1

[State 1100]
type = selfState
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = Pos Y >=0 && Vel Y >0
value = 64
persistent=256
ignorehitpause=1

[State semi_state_fixing]
type=selfstate
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1
value=5150
persistent=256
ignorehitpause=1


;---------------------------------------------------------------------------
; 相手側の投げられモーション１

[Statedef 920]
type     = S
movetype = H
physics  = N
ctrl     = 0

[State 820, 制御した相手のアニメ変更]
type = ChangeAnim2
triggerall=!ishelper   ;enemy限定のtriggerall。ここをコピペすると!=のせいで何も読み込まなくなるので注意。
Trigger1 = anim!=920
value = 920
ignorehitpause=1

[state enemy_only_lifeadd]
type=lifeadd
triggerall=!ishelper   ;enemy限定のtriggerall。ここをコピペすると!=のせいで何も読み込まなくなるので注意。
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=-1*ifelse((enemy(0),numexplod(4949794)>=4)||((numenemy>1)&&(enemy(1),numexplod(4949794)>=4)),2147483647,0)
absolute=1
ignorehitpause=1

[state evileye_changestate]
type=changestate
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=(enemy(0),numexplod(4771900)!=0)||((numenemy>1)&&(enemy(1),numexplod(4771900)!=0))
value=4771893
persistent=256
ignorehitpause=1

[State 810, チェンジ]
type = selfState
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,>=120
value = 0
ctrl = 1
persistent=256
ignorehitpause=1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;床に叩き付けられる
[Statedef 921]
type    = S
movetype= H
physics = N
ctrl     = 0

[State 820, 制御した相手のアニメ変更]
type = ChangeAnim2
triggerall=!ishelper   ;enemy限定のtriggerall。ここをコピペすると!=のせいで何も読み込まなくなるので注意。
Trigger1 = anim!=921
value = 921
ignorehitpause=1

[state evileye_changestate]
type=changestate
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=(enemy(0),numexplod(4771900)!=0)||((numenemy>1)&&(enemy(1),numexplod(4771900)!=0))
value=4771893
persistent=256
ignorehitpause=1

[State -1, 不具合対策]
type = SelfState
trigger1=!ishelper   ;enemy限定のtriggerall。ここをコピペすると!=のせいで何も読み込まなくなるので注意。
trigger1 = GetHitVar(Guarded)
trigger2 = IsHelper
value = prevStateNo
persistent=256
ignorehitpause=1

[state 3400, カメラさん動かないで]
type = ScreenBound
triggerall=!ishelper   ;enemy限定のtriggerall。ここをコピペすると!=のせいで何も読み込まなくなるので注意。
trigger1 = 1
value = 1
movecamera = 1,0
ignorehitpause=1

[State 622, 位置固定]
Type = PosFreeze
triggerall=!ishelper   ;enemy限定のtriggerall。ここをコピペすると!=のせいで何も読み込まなくなるので注意。
trigger1 = animelem=1,=0
x = 1
y = 1
ignorehitpause=1

[State 820, 制御した相手のアニメ変更]
type = ChangeAnim2
triggerall=!ishelper   ;enemy限定のtriggerall。ここをコピペすると!=のせいで何も読み込まなくなるので注意。
Trigger1 = anim!=921
value = 921
ignorehitpause=1

[State 621, 移動速度]
Type = VelSet
triggerall=!ishelper   ;enemy限定のtriggerall。ここをコピペすると!=のせいで何も読み込まなくなるので注意。
trigger1 = animelem=1,=0
y = 8
ignorehitpause=1

[State 621, 速度増減] ;重力
Type = VelAdd
triggerall=!ishelper   ;enemy限定のtriggerall。ここをコピペすると!=のせいで何も読み込まなくなるので注意。
trigger1 = 1
y = 0.45
ignorehitpause=1

[State 621, ステート変更]
Type = ChangeState
triggerall=!ishelper   ;enemy限定のtriggerall。ここをコピペすると!=のせいで何も読み込まなくなるので注意。
trigger1 = Vel y > 0 && Pos y >= 0
value = 922
persistent=256
ignorehitpause=1

[State 810, チェンジ]
type = selfState
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,>=120
value = 0
ctrl = 1
persistent=256
ignorehitpause=1

;地面激突

[Statedef 922]
type	= A
movetype= H
physics	= N
ctrl     = 0

[State 820, 制御した相手のアニメ変更]
type = ChangeAnim2
triggerall=!ishelper   ;enemy限定のtriggerall。ここをコピペすると!=のせいで何も読み込まなくなるので注意。
Trigger1 = anim!=922
value = 922
ignorehitpause=1

[state evileye_changestate]
type=changestate
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=(enemy(0),numexplod(4771900)!=0)||((numenemy>1)&&(enemy(1),numexplod(4771900)!=0))
value=4771893
persistent=256
ignorehitpause=1

[State 622, 位置固定]
Type = PosFreeze
triggerall=!ishelper   ;enemy限定のtriggerall。ここをコピペすると!=のせいで何も読み込まなくなるので注意。
trigger1=1
x = 1
y = 1
ignorehitpause=1

[State 622, 音を鳴らす]
Type = PlaySnd
triggerall=!ishelper   ;enemy限定のtriggerall。ここをコピペすると!=のせいで何も読み込まなくなるので注意。
trigger1=animelem=1,=0
value = F7, 0
ignorehitpause=1

[State 622, 画面を揺らす]
Type = EnvShake
triggerall=!ishelper   ;enemy限定のtriggerall。ここをコピペすると!=のせいで何も読み込まなくなるので注意。
trigger1=animelem=1,=0
ampl = 8
freq = 80
time = 20
phase = 45
ignorehitpause=1

[State 622, ステート変更]
Type = ChangeState
triggerall=!ishelper   ;enemy限定のtriggerall。ここをコピペすると!=のせいで何も読み込まなくなるので注意。
trigger1=animelem=1,>=5
value = 923
persistent=256
ignorehitpause=1

[State 810, チェンジ]
type = selfState
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,>=120
value = 0
ctrl = 1
persistent=256
ignorehitpause=1

;地面からのバウンド、跳ね返って戻ってくる

[Statedef 923]
type	= A
movetype= H
physics	= N
ctrl     = 0

[State 820, 制御した相手のアニメ変更]
type = ChangeAnim2
triggerall=!ishelper   ;enemy限定のtriggerall。ここをコピペすると!=のせいで何も読み込まなくなるので注意。
Trigger1 = anim!=923
value = 923
ignorehitpause=1

[state evileye_changestate]
type=changestate
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=(enemy(0),numexplod(4771900)!=0)||((numenemy>1)&&(enemy(1),numexplod(4771900)!=0))
value=4771893
persistent=256
ignorehitpause=1

[State 623, 移動速度]
Type = VelSet
triggerall=!ishelper   ;enemy限定のtriggerall。ここをコピペすると!=のせいで何も読み込まなくなるので注意。
trigger1=animelem=1,=0
y = -7.5
ignorehitpause=1

[State 623, 速度増減]
Type = VelAdd
triggerall=!ishelper   ;enemy限定のtriggerall。ここをコピペすると!=のせいで何も読み込まなくなるので注意。
trigger1 = 1
y = .5
ignorehitpause=1

[State 623, 相手のステートに戻す]
Type = SelfState
triggerall=!ishelper   ;enemy限定のtriggerall。ここをコピペすると!=のせいで何も読み込まなくなるので注意。
trigger1 = Vel y > 0 && Pos y >= 0
value = 5100
persistent=256
ignorehitpause=1

[State 810, チェンジ]
type = selfState
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,>=120
value = 0
ctrl = 1
persistent=256
ignorehitpause=1


;私はうなじ萌えです。


