;追加ステートファイル。 追加アビリティなどを記述。

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

;リペルバースト
;いわゆるバースト。
;バランス崩壊しかねんやつなので要調整。

[Statedef 2900]
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):=20         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=20         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=48        ;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):=300       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=500       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=1000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=5000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=10        ;ガー不攻撃開始ライン
trigger1=1||var(43):=100       ;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):=10          ;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>666,1,0)                                      ;!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=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
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)>=4
anim=21010
ID=4771894
postype=p1
pos=0,0
bindtime=-1
removetime=1
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)>=5
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)>=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)>=3
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)
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFDP,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=,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)
animtype=H
ground.type=none
air.type=none
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFDP,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=,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(45),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))
supermovetype=999999999
pausemovetype=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
animtype=H
ground.type=H
air.type=H
getpower=0,0
givepower=0,0
guardflag=
hitflag=MAFDP
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
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
ignorehitpause=1

[State 300]
type = statetypeset
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) = 14
movetype = I

[State 200]
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 = 5, 22

[State 200]
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 = 1, 5

[State 200]
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 = s9, 12

[state 1000]
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 = animelemtime(6) >= 0
y = 0.6

[state 1000]
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
y = 0

[State 1027, 円]
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 = 4
anim = 6390
scale = 1,1
pos = 0,-80
;postype = p1
sprpriority = 5
bindtime = 1
supermove = 1
ownpal = 1

[State 1027, 円]
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 = 4
anim = 6300
scale = 1,0.3
pos = 0,-80
;postype = p1
sprpriority = 5
bindtime = 1
supermove = 1
ownpal = 1

[State 1027, 円]
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 = 4
anim = 6390
scale = 0.3,1
pos = 0,-80
;postype = p1
sprpriority = 5
bindtime = 1
supermove = 1
ownpal = 1

[State 1027, 円]
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 = 4
anim = 6390
scale = 1,0.6
pos = 0,-80
;postype = p1
sprpriority = 5
bindtime = 1
supermove = 1
ownpal = 1

[State 1027, 円]
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 = 4
anim = 6300
scale = 0.6,1
pos = 0,-80
;postype = p1
sprpriority = 5
bindtime = 1
supermove = 1
ownpal = 1

[State 5, 7]
type = ChangeState
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
trigger1 = Vel Y >  0
value = 642
ctrl = 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
ignorehitpause=1

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

;リペルバースト
;いわゆるバースト。
;バランス崩壊しかねんやつなので要調整。

[Statedef 2901]
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):=20         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=20         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=48        ;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(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):=400       ;転倒開始ライン
trigger1=1||var(45):=ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)          ;凶悪攻撃時の攻撃威力
trigger1=1||var(46):=ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)          ;凶悪攻撃時のfalldamage威力
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)
trigger2=var(47)=var(30)
trigger2=1||var(47):=0
value=var(30)
ignorehitpause=1

[state 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=1
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
damage=0,0
affectteam=F
pausetime=60,0
animtype=H
ground.type=H
air.type=H
getpower=0,0
givepower=0,0
hitflag=MAFDP
guardflag=
sparkno=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
attr=SCA,AA,AT,AP

[state HIDAN_helper]
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=numhelper(21060)=0
stateno=21060
name="HIDAN_helper"
ID=21060
pos=0,0
postype=P1
helpertype=player
ownpal=1
keyctrl=0
size.shadowoffset=21060
size.height=0
size.head.pos=0,0
supermovetype=999999999
pausemovetype=999999999
ignorehitpause=1

[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 300]
type = statetypeset
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) = 14
movetype = I

[State 200]
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 = 5, 22

[State 200]
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 = 1, 5

[State 200]
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 = s9, 12

[state 1000]
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 = animelemtime(6) >= 0
y = 0.6

[state 1000]
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
y = 0

[State 1027, 円]
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 = 4
anim = 6390
scale = 1,1
pos = 0,-80
;postype = p1
sprpriority = 5
bindtime = 1
supermove = 1
ownpal = 1

[State 1027, 円]
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 = 4
anim = 6300
scale = 1,0.3
pos = 0,-80
;postype = p1
sprpriority = 5
bindtime = 1
supermove = 1
ownpal = 1

[State 1027, 円]
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 = 4
anim = 6390
scale = 0.3,1
pos = 0,-80
;postype = p1
sprpriority = 5
bindtime = 1
supermove = 1
ownpal = 1

[State 1027, 円]
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 = 4
anim = 6390
scale = 1,0.6
pos = 0,-80
;postype = p1
sprpriority = 5
bindtime = 1
supermove = 1
ownpal = 1

[State 1027, 円]
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 = 4
anim = 6300
scale = 0.6,1
pos = 0,-80
;postype = p1
sprpriority = 5
bindtime = 1
supermove = 1
ownpal = 1

[State 5, 7]
type = ChangeState
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
trigger1 = Vel Y >  0
value = 642
ctrl = 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
ignorehitpause=1

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