;超必殺技用のステート


;-------------------------------------------------------------
; 滅多矢鱈(1ゲージ消費)

[Statedef 2300]
type     = S
movetype = a
physics  = S
ctrl     = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=ifelse(sysfvar(2)>0,0,1)
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):=15        ;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):=30         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=217        ;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):=3000      ;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):=800       ;転倒開始ライン
trigger1=1||var(45):=30          ;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):=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)
trigger2 = animelem = 2
trigger2=1||var(47):=var(30)
trigger3 = animelem = 8
trigger3=1||var(47):=var(30)
trigger4 = animelem = 14
trigger4=1||var(47):=var(30)
trigger5 = animelem = 20
trigger5=1||var(47):=var(30)
trigger6 = animelem = 26
trigger6=1||var(47):=var(30)
trigger7 = animelem = 32
trigger7=1||var(47):=var(30)
trigger8 = animelem = 38
trigger8=1||var(47):=var(30)
trigger9 = animelem = 44
trigger9=1||var(47):=var(30)
trigger10 = animelem = 50
trigger10=1||var(47):=var(30)
trigger11 = animelem = 59
trigger11=1||var(47):=var(30)
value=19191082
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(4949794)>=4
anim=21010
ID=4771897
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(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(4949794)>=3
anim=21010
ID=4771900
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(4949794)>=2
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];時止め代理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"
triggerall=animelem=2,<0
trigger1=1
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
pausetime=0,50
ground.velocity=0,0
down.velocity=0,0
air.velocity=0,0
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=MAFD
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=0
sparkno=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
attr=SCA,AA,AP,AT

[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=animelem=59,<0
trigger1=animelem=2,>=0
trigger1=movecontact=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=0,12
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=-3,-5
down.velocity=-3,-5
air.velocity=-3,-5
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=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,HA    ;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];通常hitdef2
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=animelem=59,>=0
trigger1=movecontact=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))*10,ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)*10
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))*5
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,HA    ;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(numexplod(4771897)!=0,1,1)
p2stateno=ifelse(numexplod(4771897)!=0,4771893,3210)

[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=animelem=2,>=0
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=ifelse(sysfvar(2)<var(39),ceil((sysfvar(2)+var(17))/250)+1,2147483647)
projpriority=2147483647
priority=2147483647,Hit
supermovetime=2147483647
pausemovetime=2147483647
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(39)
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),(1+random%10)*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 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=-10
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=-10
ID=stateno+15010
absolute=1
ignorehitpause=1

[state hissatu]
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 = 6200
id = 6200
postype = P1
pos = 0, -60
sprpriority = 200
ownpal = 1
ontop=1
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State hissatu_oto]
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 = 1,5
channel = 15
ignorehitpause=1

[state 4002, 背景]
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
trigger1 = Facing = 1
anim = 11000
id = 11000
postype = back
pos = 0, 0
sprpriority = -4
ownpal = 1
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[state 4002, 3.2]
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
trigger1 = Facing = -1
anim = 11000
supermovetime = 99999
pausemovetime = 99999
id = 11000
postype = back
pos = 1, 0
sprpriority = -4
ownpal = 1
bindtime = -1
ignorehitpause=1

[state 4002, カットイン]
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
trigger1 = Facing = 1
supermovetime = 99999
pausemovetime = 99999
anim = 10001
id = 10001
Scale = 0.5,0.5
postype = back
pos = 0, 240
sprpriority = -3
ownpal = 1
bindtime = -1
ignorehitpause=1

[state 4002, カットイン]
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
trigger1 = Facing = -1
anim = 10001
id = 10001
supermovetime = 99999
pausemovetime = 99999
Scale = 0.5,0.5
postype = back
pos = 1, 240
sprpriority = -3
ownpal = 1
bindtime = -1
ignorehitpause=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 = 1
anim = 6301
scale = 1,1
pos = 0,-40
supermovetime = 99999
pausemovetime = 99999
;postype = p1
sprpriority = 5
bindtime = 5
ownpal = 1
ignorehitpause=1

[State 1050, 軸位置移動]
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 = 55
x = 20
ignorehitpause=1

[State 1050, 軸位置移動]
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 = 56
x = 11
ignorehitpause=1

[State 1050, 軸位置移動]
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 = 58
x = 6
ignorehitpause=1

[State 1050, 軸位置移動]
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 = 59
x = 1
ignorehitpause=1

[State 1050, 軸位置移動]
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 = 61
x = 27
ignorehitpause=1

[State 1050, 軸位置移動]
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 = 66
x = 15
ignorehitpause=1

[State 3000, オラオラオラオラ]
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 = 5,37
channel = 0
ignorehitpause=1

[State 3000, 出直しな！]
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 = 60
value = 5,17
channel = 0
ignorehitpause=1

[State 3000, hit]
type = playSnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall = movehit
trigger1 = animelem = 2
trigger2 = animelem = 8
trigger3 = animelem = 14
trigger4 = animelem = 20
trigger5 = animelem = 26
trigger6 = animelem = 32
trigger7 = animelem = 38
trigger8 = animelem = 44
trigger9 = animelem = 50
value = s6,0
channel = 4
ignorehitpause=1

[State 3000, hit]
type = playSnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall = movehit
trigger1 = animelem = 4
trigger2 = animelem = 10
trigger3 = animelem = 16
trigger4 = animelem = 22
trigger5 = animelem = 28
trigger6 = animelem = 34
trigger7 = animelem = 40
trigger8 = animelem = 46
trigger9 = animelem = 52
value = s6,1
channel = 5
ignorehitpause=1

[State 3000, hit]
type = playSnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall = movehit
trigger1 = animelem = 6
trigger2 = animelem = 12
trigger3 = animelem = 18
trigger4 = animelem = 24
trigger5 = animelem = 30
trigger6 = animelem = 36
trigger7 = animelem = 42
trigger8 = animelem = 48
value = s6,2
channel = 6
ignorehitpause=1

[State 3000, hit]
type = playSnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall = movehit
trigger1 = animelem = 54
value = s6,2
channel = 6
ignorehitpause=1

[State 3000,空振り]
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
trigger2 = animelem = 8
trigger3 = animelem = 14
trigger4 = animelem = 20
trigger5 = animelem = 26
trigger6 = animelem = 32
trigger7 = animelem = 38
trigger8 = animelem = 44
trigger9 = animelem = 50
value = s0,0
channel = 1
ignorehitpause=1

[State 3000,空振り]
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
trigger2 = animelem = 11
trigger3 = animelem = 17
trigger4 = animelem = 23
trigger5 = animelem = 29
trigger6 = animelem = 35
trigger7 = animelem = 41
trigger8 = animelem = 47
trigger9 = animelem = 53
value = s0,0
channel = 1
ignorehitpause=1

[State 3000,空振り]
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 = 61
value = s0,3
channel = 1
ignorehitpause=1

[State 210,]
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(stateno)
triggerall=sysfvar(2)<var(38)
trigger1=animelem=60,>=0
trigger1 = movehit !=0
value = 3210
ID = stateno
persistent = 0
ignorehitpause = 1

[State 210,]
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(stateno+15010)
triggerall=sysfvar(2)<var(38)
trigger1=animelem=60,>=0
trigger1 = movehit !=0
value = 3210
ID = stateno+15010
persistent = 0
ignorehitpause = 1

[State ensyutu_izi]
type = AssertSpecial
flag = NoKOsnd
flag2 = TimerFreeze
flag3 = RoundNotOver
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
ignorehitpause = 1

[State 3000, 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

;-------------------------------------------------------------
;滅法滅多矢鱈(1ゲージ消費)

[Statedef 2301]
type     = S
movetype = a
physics  = S
ctrl     = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=ifelse(sysfvar(2)>0,0,1)
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):=22        ;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):=30         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=236        ;animの総フレーム。
trigger1=1||fvar(19):=0     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=0       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=100       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=300       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=500      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=1000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=1        ;ガー不攻撃開始ライン
trigger1=1||var(43):=30       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=800       ;転倒開始ライン
trigger1=1||var(45):=30          ;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)
trigger2 = animelem = 2
trigger2=1||var(47):=var(30)
trigger3 = animelem = 8
trigger3=1||var(47):=var(30)
trigger4 = animelem = 14
trigger4=1||var(47):=var(30)
trigger5 = animelem = 20
trigger5=1||var(47):=var(30)
trigger6 = animelem = 26
trigger6=1||var(47):=var(30)
trigger7 = animelem = 32
trigger7=1||var(47):=var(30)
trigger8 = animelem = 38
trigger8=1||var(47):=var(30)
trigger9 = animelem = 44
trigger9=1||var(47):=var(30)
trigger10 = animelem = 50
trigger10=1||var(47):=var(30)
trigger11 = animelem = 57
trigger11=1||var(47):=var(30)
trigger12 = animelem = 60
trigger12=1||var(47):=var(30)
trigger13 = animelem = 63
trigger13=1||var(47):=var(30)
trigger14 = animelem = 69
trigger14=1||var(47):=var(30)
value=19191082
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(4949794)>=3
anim=21010
ID=4771897
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(4949794)>=2
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(4949794)>=2
anim=21010
ID=4771900
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(4949794)>=1
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=1s

[state dez_decreese]
type=varset
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(21)>1
trigger1=animelem=1,=0
var(21)=var(21)-1
ignorehitpause=1

[state hitdef];時止め代理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"
triggerall=animelem=2,<0
trigger1=1
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
pausetime=0,50
ground.velocity=0,0
down.velocity=0,0
air.velocity=0,0
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=MAFD
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=0
sparkno=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
attr=SCA,AA,AP,AT

[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=animelem=59,<0
trigger1=animelem=2,>=0
trigger1=movecontact=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=0,12
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=-1,-5
down.velocity=-1,-5
air.velocity=-1,-5
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=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,HA    ;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];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=animelem=59,>=0
trigger1=animelem=69,<0
trigger1=movecontact=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))*3,ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)*3
pausetime=0,5
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=-3,-5
down.velocity=-3,-5
air.velocity=-3,-5
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=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,HA    ;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];通常hitdef2
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=animelem=69,>=0
trigger1=movecontact=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))*10,ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)*10
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))*5
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,HA    ;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(numexplod(4771897)!=0,1,1)
p2stateno=ifelse(numexplod(4771897)!=0,4771893,3210)

[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=animelem=2,>=0
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=ifelse(sysfvar(2)<var(39),ceil((sysfvar(2)+var(17))/250)+1,2147483647)
projpriority=2147483647
priority=2147483647,Hit
supermovetime=2147483647
pausemovetime=2147483647
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(39)
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),(1+random%10)*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 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=-10
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=-10
ID=stateno+15010
absolute=1
ignorehitpause=1

[state hissatu]
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 = 6200
id = 6200
postype = P1
pos = 0, -60
sprpriority = 200
ownpal = 1
ontop=1
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State hissatu_oto]
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 = 1,5
channel = 15
ignorehitpause=1

[State 3550, 背景白黒化]
type = BGPalFX
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
time = 187
color = 0
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[State 210, ぴきーん]
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 = s6,9;s1,5
channel = 1
ignorehitpause=1

[State 210, ブリッツ]
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 = s6,10
channel = 4
ignorehitpause=1

[State 210, ブリッツ]
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 = s9,12
channel = 5
ignorehitpause=1

[state 4002, カットイン]
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
trigger1 = Facing = 1
anim = 10001
id = 10001
Scale = 0.5,0.5
postype = back
supermovetime = 99999
pausemovetime = 99999
pos = 0, 240
sprpriority = -3
ownpal = 1
bindtime = -1
ignorehitpause=1

[state 4002, カットイン]
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
trigger1 = Facing = -1
anim = 10001
id = 10001
Scale = 0.5,0.5
postype = back
pos = 1, 240
sprpriority = -3
supermovetime = 99999
pausemovetime = 99999
ownpal = 1
bindtime = -1
ignorehitpause=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 = 1
anim = 6301
scale = 1,1
pos = 0,-40
supermovetime = 99999
pausemovetime = 99999
;postype = p1
sprpriority = 5
bindtime = 5
ownpal = 1
ignorehitpause=1

[State 1050, 軸位置移動]
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 = 66
x = 20
ignorehitpause=1

[State 1050, 軸位置移動]
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 = 67
x = 11
ignorehitpause=1

[State 1050, 軸位置移動]
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 = 69
x = 6
ignorehitpause=1

[State 1050, 軸位置移動]
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 = 70
x = 1
ignorehitpause=1

[State 1050, 軸位置移動]
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 = 72
x = 27
ignorehitpause=1

[State 1050, 軸位置移動]
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 = 77
x = 15
ignorehitpause=1

[State 3000, 行くぜッ]
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 = 5,198
channel = 0
ignorehitpause=1

[State 3000, オラオラオラオラ]
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 = 5,37
channel = 0
ignorehitpause=1

[State 3000, 滅多矢鱈に！]
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 = 58
value = 5,177
channel = 0
ignorehitpause=1

[State 3000, hit]
type = playSnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall = movehit
trigger1 = animelem = 2
trigger2 = animelem = 8
trigger3 = animelem = 14
trigger4 = animelem = 20
trigger5 = animelem = 26
trigger6 = animelem = 32
trigger7 = animelem = 38
trigger8 = animelem = 44
trigger9 = animelem = 50
value = s6,0
channel = 4
ignorehitpause = 1

[State 3000, hit]
type = playSnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall = movehit
trigger1 = animelem = 4
trigger2 = animelem = 10
trigger3 = animelem = 16
trigger4 = animelem = 22
trigger5 = animelem = 28
trigger6 = animelem = 34
trigger7 = animelem = 40
trigger8 = animelem = 46
trigger9 = animelem = 52
value = s6,1
channel = 5
ignorehitpause = 1

[State 3000, hit]
type = playSnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall = movehit
trigger1 = animelem = 6
trigger2 = animelem = 12
trigger3 = animelem = 18
trigger4 = animelem = 24
trigger5 = animelem = 30
trigger6 = animelem = 36
trigger7 = animelem = 42
trigger8 = animelem = 48
value = s6,2
channel = 6
ignorehitpause = 1

[State 3000, hit]
type = playSnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall = movehit
trigger1 = animelem = 54
value = s6,2
channel = 6
ignorehitpause=1

[State 3000,空振り]
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
trigger2 = animelem = 8
trigger3 = animelem = 14
trigger4 = animelem = 20
trigger5 = animelem = 26
trigger6 = animelem = 32
trigger7 = animelem = 38
trigger8 = animelem = 44
trigger9 = animelem = 50
value = s0,0
channel = 1
ignorehitpause = 1

[State 3000,空振り]
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
trigger2 = animelem = 11
trigger3 = animelem = 17
trigger4 = animelem = 23
trigger5 = animelem = 29
trigger6 = animelem = 35
trigger7 = animelem = 41
trigger8 = animelem = 47
trigger9 = animelem = 53
value = s0,0
channel = 1
ignorehitpause = 1

[State 3000,空振り]
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 = 58
trigger2 = animelem = 61
trigger3 = animelem = 64
trigger4 = animelem = 72
value = s0,3
channel = 1
ignorehitpause = 1

[State 1050, 軸位置移動]
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 = 58
trigger2 = animelem = 61
trigger3 = animelem = 64
x = 3
ignorehitpause=1

[State 210,]
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(stateno)
triggerall=sysfvar(2)<var(38)
trigger1=animelem=70,>=0
trigger1 = movehit !=0
value = 3210
ID = stateno
persistent = 0
ignorehitpause = 1

[State 210,]
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(stateno+15010)
triggerall=sysfvar(2)<var(38)
trigger1=animelem=70,>=0
trigger1 = movehit !=0
value = 3210
ID = stateno+15010
persistent = 0
ignorehitpause = 1

[State ensyutu_izi]
type = AssertSpecial
flag = NoKOsnd
flag2 = TimerFreeze
flag3 = RoundNotOver
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
ignorehitpause = 1

[State 3000, 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

;-------------------------------------------------------------
; 電光石火(1ゲージ消費)

[Statedef 2302]
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(19):=25        ;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):=10         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=159        ;animの総フレーム。
trigger1=1||fvar(19):=0     ;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):=3000      ;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):=500       ;転倒開始ライン
trigger1=1||var(45):=2147483647          ;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((animelem=2,<=45)&&(gametime%4<=1)&&(sysfvar(2)>=var(39)),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=2,=0
trigger1=1||var(47):=var(30)
trigger2 = animelem=2,=5
trigger2=1||var(47):=var(30)
trigger3 = animelem=2,=10
trigger3=1||var(47):=var(30)
trigger4 = animelem=2,=15
trigger4=1||var(47):=var(30)
trigger5 = animelem=2,=20
trigger5=1||var(47):=var(30)
trigger6 = animelem=2,=25
trigger6=1||var(47):=var(30)
trigger7 = animelem=2,=30
trigger7=1||var(47):=var(30)
trigger8 = animelem=2,=35
trigger8=1||var(47):=var(30)
trigger9 = animelem=2,=40
trigger9=1||var(47):=var(30)
value=19191082
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(4949794)>=4
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(4949794)>=2
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(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];時止め代理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"
triggerall=animelem=2,<0
trigger1=1
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
pausetime=0,30
ground.velocity=0,0
down.velocity=0,0
air.velocity=0,0
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=MAFD
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=0
sparkno=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
attr=SCA,AA,AP,AT

[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=animelem=2,>=0
trigger1=movecontact=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=0,40
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=-1,-11
down.velocity=-1,-11
air.velocity=-1,-11
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(animelem=2,>=40,4003,4001))
guard.sparkno=s(ifelse(animelem=2,>=40,4005,4001))
hitsound=s6,(ifelse(animelem=2,>=40,6,1))
guardsound=s7,0
attr=S,HT    ;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 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=animelem=2,>=0
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=ifelse(sysfvar(2)<var(39),ceil((sysfvar(2)+var(17))/250)+1,2147483647)
projpriority=2147483647
priority=2147483647,Hit
supermovetime=2147483647
pausemovetime=2147483647
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];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)>=3)||((numenemy>1)&&(enemy(1),numexplod(4949794)>=3)),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 hissatu]
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 = 6200
id = 6200
postype = P1
pos = 0, -60
sprpriority = 200
ownpal = 1
ontop=1
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State hissatu_oto]
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 = 1,5
channel = 15
ignorehitpause=1

[state 4002, 背景]
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
trigger1 = Facing = 1
anim = 11000
id = 11000
postype = back
pos = 0, 0
sprpriority = -4
ownpal = 1
bindtime = -1
pausemovetime=99999
supermovetime=99999
ignorehitpause=1

[state 4002, 3.2]
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
trigger1 = Facing = -1
anim = 11000
id = 11000
postype = back
pos = 1, 0
sprpriority = -4
ownpal = 1
bindtime = -1
pausemovetime=99999
supermovetime=99999
ignorehitpause=1

[state 4002, カットイン]
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
trigger1 = Facing = 1
anim = 10004
id = 10004
scale = 0.5,0.5
postype = back
pos = 0, 240
sprpriority = -3
ownpal = 1
bindtime = -1
pausemovetime=99999
supermovetime=99999
ignorehitpause=1

[state 4002, カットイン]
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
trigger1 = Facing = -1
anim = 10004
id = 10004
scale = 0.5,0.5
postype = back
pos = 1, 240
sprpriority = -3
ownpal = 1
bindtime = -1
pausemovetime=99999
supermovetime=99999
ignorehitpause=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=1,=0
anim = 6301
scale = 1,1
pos = 0,-40
;postype = p1
sprpriority = 5
bindtime = 5
ownpal = 1
pausemovetime=99999
supermovetime=99999
ignorehitpause=1

[State 3000, オラオラオラオラ]
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 = 5,55
channel = 0
ignorehitpause=1

[State 210, wind]
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 = s0,4
channel = 3
ignorehitpause=1

[State 210, 行くぜェ！]
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 = s5,7
channel = 0
ignorehitpause=1

[State 1027, 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 = 2
anim = 6003
pos = -125,30
scale = 0.38,1.55
;postype = p1
sprpriority = 6
bindtime = 5
pausemovetime=99999
supermovetime=99999
ignorehitpause=1

;---------------------------------------------------------------------------
; 動き

[State -2, 勝手に振り向かない]
type = AssertSpecial
flag = NoAutoTurn
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
ignorehitpause = 1

[State -1, 位置変更]
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=2,=0
trigger2 = animelem=2,=5
trigger3 = animelem=2,=10
trigger4 = animelem=2,=15
trigger5 = animelem=2,=20
trigger6 = animelem=2,=25
trigger7 = animelem=2,=30
trigger8 = animelem=2,=35
trigger9 = animelem=2,=40
x = (enemynear,pos X) + (100*facing)
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=2,=0
trigger2 = animelem=2,=5
trigger3 = animelem=2,=10
trigger4 = animelem=2,=15
trigger5 = animelem=2,=20
trigger6 = animelem=2,=25
trigger7 = animelem=2,=30
trigger8 = animelem=2,=35
trigger9 = animelem=2,=40
ignorehitpause=1

[State 1027, 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=2,=0
trigger2 = animelem=2,=5
trigger3 = animelem=2,=10
trigger4 = animelem=2,=15
trigger5 = animelem=2,=20
trigger6 = animelem=2,=25
trigger7 = animelem=2,=30
trigger8 = animelem=2,=35
trigger9 = animelem=2,=40
anim = 6001
pos = 0,0
postype=p1
Facing=1
sprpriority = 6000
bindtime = 1
pausemovetime=99999
supermovetime=99999
ignorehitpause=1

[State 1027, kage]
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=2,=0
trigger2 = animelem=2,=5
trigger3 = animelem=2,=10
trigger4 = animelem=2,=15
trigger5 = animelem=2,=20
trigger6 = animelem=2,=25
trigger7 = animelem=2,=30
trigger8 = animelem=2,=35
trigger9 = animelem=2,=40
anim = 2304
pos = 0,0
postype=p1
Facing=1
sprpriority = 5910
bindtime = 1
pausemovetime=99999
supermovetime=99999
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=2,=40
persistent = 0
time = 15
ampl = 15
freq = 60
phase = 60
ignorehitpause=1

[State 3000, 電光石火]
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,=0
value = 5,99
channel = 0
ignorehitpause=1

[State 810, 風]
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 = 9
value = s0,3
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=2,=5
trigger2 = animelem=2,=15
trigger3 = animelem=2,=25
trigger4 = animelem=2,=35
ignorehitpause = 1
time = 10

[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=2,=0
trigger2 = animelem=2,=10
trigger3 = animelem=2,=20
trigger4 = animelem=2,=30
ignorehitpause = 1
time = 10

[State ensyutu_izi]
type = AssertSpecial
flag = NoKOsnd
flag2 = TimerFreeze
flag3 = RoundNotOver
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
ignorehitpause = 1

[State 3000, 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

;---------------------------------------------------------------------------
[statedef 2303];疾風迅雷
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(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):=10         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=159        ;animの総フレーム。
trigger1=1||fvar(19):=0     ;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):=100       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=300       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=500      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=1000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=1        ;ガー不攻撃開始ライン
trigger1=1||var(43):=30       ;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):=2147483647          ;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((animelem=2,<=45)&&(gametime%4<=1)&&(sysfvar(2)>=var(39)),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=2,=0
trigger1=1||var(47):=var(30)
trigger2 = animelem=2,=5
trigger2=1||var(47):=var(30)
trigger3 = animelem=2,=10
trigger3=1||var(47):=var(30)
trigger4 = animelem=2,=15
trigger4=1||var(47):=var(30)
trigger5 = animelem=2,=20
trigger5=1||var(47):=var(30)
trigger6 = animelem=2,=25
trigger6=1||var(47):=var(30)
trigger7 = animelem=2,=30
trigger7=1||var(47):=var(30)
trigger8 = animelem=2,=35
trigger8=1||var(47):=var(30)
trigger9 = animelem=2,=40
trigger9=1||var(47):=var(30)
value=19191082
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(4949794)>=3
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(4949794)>=3
anim=21010
ID=4771897
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(4949794)>=2
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(4949794)>=2
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 dez_decreese]
type=varset
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(21)>1
trigger1=animelem=1,=0
var(21)=var(21)-1
ignorehitpause=1

[state hitdef];時止め代理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"
triggerall=animelem=2,<0
trigger1=1
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
pausetime=0,50
ground.velocity=0,0
down.velocity=0,0
air.velocity=0,0
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=MAFD
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=0
sparkno=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
attr=SCA,AA,AP,AT

[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"
triggerall=animelem=2,>=0
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=0,50
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=-1,-11
down.velocity=-1,-11
air.velocity=-1,-11
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(animelem=2,>=40,4004,4002))
guard.sparkno=s(ifelse(animelem=2,>=40,4005,4001))
hitsound=s6,(ifelse(animelem=2,>=40,6,2))
guardsound=s7,0
attr=S,HT    ;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(41)
trigger1=gametime%2
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,HT    ;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)
triggerall=animelem=2,>=0
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=ifelse(sysfvar(2)<var(39),ceil((sysfvar(2)+var(17))/250)+1,2147483647)
projpriority=2147483647
priority=2147483647,Hit
supermovetime=2147483647
pausemovetime=2147483647
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];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)>=2)||((numenemy>1)&&(enemy(1),numexplod(4949794)>=2)),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 hissatu]
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 = 6200
id = 6200
postype = P1
pos = 0, -60
sprpriority = 200
ownpal = 1
ontop=1
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State hissatu_oto]
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 = 1,5
channel = 15
ignorehitpause=1

[State 3550, 背景白黒化]
type = BGPalFX
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
time = 1
color = 0
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1


[State 210, ぴきーん]
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 = s6,9;s1,5
channel = 1
ignorehitpause=1

[State 210, ブリッツ]
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 = s6,10
channel = 4
ignorehitpause=1

[State 210, ブリッツ]
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 = s9,12
channel = 5
ignorehitpause=1

[state 4002, カットイン]
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
trigger1 = Facing = 1
anim = 10004
id = 10004
scale = 0.5,0.5
postype = back
pos = 0, 240
sprpriority = -3
ownpal = 1
bindtime = -1
PauseMoveTime = 9999
supermoveTime = 9999
ignorehitpause=1

[state 4002, カットイン]
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
trigger1 = Facing = -1
anim = 10004
id = 10004
scale = 0.5,0.5
postype = back
pos = 1, 240
sprpriority = -3
ownpal = 1
bindtime = -1
PauseMoveTime = 9999
supermoveTime = 9999
ignorehitpause=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 = 1
anim = 6301
scale = 1,1
pos = 0,-40
;postype = p1
sprpriority = 5
bindtime = 5
PauseMoveTime = 9999
supermoveTime = 9999
ownpal = 1
ignorehitpause=1

[State 3000, 引導を渡す]
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 = 5,175
channel = 0
ignorehitpause=1

[State 210, wind]
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 = s0,4
channel = 3
ignorehitpause=1

[State 210, 見えた！]
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 = s5,194
channel = 0
ignorehitpause=1

;---------------------------------------------------------------------------
; 動き

[State -2, 勝手に振り向かない]
type = AssertSpecial
flag = NoAutoTurn
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
ignorehitpause = 1

[state , ]
type = PalFX
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,>=0
trigger1=animelem=2,<=50
time = 1
mul = 0,0,0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause=1

[state ]
type = EnvColor
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,=0
value = 255, 255, 255
time = 6
under = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause=1

[state ]
type = EnvColor
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,=5
value = 255, 0, 0
time = 6
under = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause=1

[state ]
type = EnvColor
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,=10
value = 0, 128, 128
time = 6
under = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause=1

[state ]
type = EnvColor
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,=15
value = 0, 255, 0
time = 6
under = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause=1

[state ]
type = EnvColor
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,=20
value = 128, 0, 128
time = 6
under = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause=1

[state ]
type = EnvColor
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,=25
value = 0, 0, 255
time = 6
under = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause=1

[state ]
type = EnvColor
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,=30
value = 128, 128, 0
time = 6
under = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause=1

[state ]
type = EnvColor
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,=35
value = 255, 0, 255
time = 6
under = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause=1

[state ]
type = EnvColor
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,=40
value = 255, 255, 0
time = 6
under = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause=1

[State -1, 位置変更]
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=2,=0
trigger2 = animelem=2,=5
trigger3 = animelem=2,=10
trigger4 = animelem=2,=15
trigger5 = animelem=2,=20
trigger6 = animelem=2,=25
trigger7 = animelem=2,=30
trigger8 = animelem=2,=35
trigger9 = animelem=2,=40
x = (enemynear,pos X) + (100*facing)
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=2,=0
trigger2 = animelem=2,=5
trigger3 = animelem=2,=10
trigger4 = animelem=2,=15
trigger5 = animelem=2,=20
trigger6 = animelem=2,=25
trigger7 = animelem=2,=30
trigger8 = animelem=2,=35
trigger9 = animelem=2,=40
ignorehitpause=1

[State 1027, 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=2,=0
trigger2 = animelem=2,=5
trigger3 = animelem=2,=10
trigger4 = animelem=2,=15
trigger5 = animelem=2,=20
trigger6 = animelem=2,=25
trigger7 = animelem=2,=30
trigger8 = animelem=2,=35
trigger9 = animelem=2,=40
anim = 6001
pos = 0,0
postype=p1
Facing=1
sprpriority = 6000
bindtime = 1
pausemovetime=99999
supermovetime=99999
ignorehitpause=1

[State 1027, kage]
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=2,=0
trigger2 = animelem=2,=5
trigger3 = animelem=2,=10
trigger4 = animelem=2,=15
trigger5 = animelem=2,=20
trigger6 = animelem=2,=25
trigger7 = animelem=2,=30
trigger8 = animelem=2,=35
trigger9 = animelem=2,=40
anim = 2305
pos = 0,0
postype=p1
Facing=1
sprpriority = 5910
bindtime = 1
pausemovetime=99999
supermovetime=99999
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=2,=40
persistent = 0
ignorehitpause = 1
time = 15
ampl = 15
freq = 60
phase = 60
ignorehitpause=1

[State 3000, 電光石火]
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,=0
value = 5,122
channel = 0
ignorehitpause=1

[State 810, 風]
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 = 9
value = s0,3
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=2,=5
trigger2 = animelem=2,=15
trigger3 = animelem=2,=25
trigger4 = animelem=2,=35
ignorehitpause = 1
time = 10

[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=2,=0
trigger2 = animelem=2,=10
trigger3 = animelem=2,=20
trigger4 = animelem=2,=30
ignorehitpause = 1
time = 10

[State ensyutu_izi]
type = AssertSpecial
flag = NoKOsnd
flag2 = TimerFreeze
flag3 = RoundNotOver
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
ignorehitpause = 1

[State 3000, 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

;-------------------------------------------------------------
;木葉微塵

[Statedef 2400]
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(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):=11         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=262        ;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):=3000      ;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):=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):=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):=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=10
trigger1=1||var(47):=var(30)
trigger2=animelem=14
trigger2=1||var(47):=var(30)
trigger3=animelem=17
trigger3=1||var(47):=var(30)
trigger4=animelem=22
trigger4=1||var(47):=var(30)
trigger5=animelem=28
trigger5=1||var(47):=var(30)
value=19191082
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(4949794)>=4
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(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(4949794)>=2
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];時止め代理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"
triggerall=animelem=2,<0
trigger1=1
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
pausetime=0,50
ground.velocity=0,0
down.velocity=0,0
air.velocity=0,0
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=MAFD
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=0
sparkno=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
attr=SCA,AA,AP,AT

[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"
triggerall=animelem=21,<0
triggerall=animelem=2,>=0
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=0,11
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=-3,-4
down.velocity=-3,-4
air.velocity=-3,-4
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=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=s4002
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,2
guardsound=s7,0
attr=S,HA    ;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];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"
triggerall=animelem=24,<0
triggerall=animelem=22,>=0
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=0,30
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=-3,-4
down.velocity=-3,-4
air.velocity=-3,-4
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=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=s4002
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,2
guardsound=s7,0
attr=S,HA    ;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];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"
triggerall=animelem=28,>=0
trigger1=sysfvar(2)<var(39)
trigger1=(movecontact=0)||(enemynear,movetype!=H)
trigger2=sysfvar(2)>=var(39)
trigger2=(movecontact=0)||(enemynear,movetype!=H)
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))*5,ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)*5
pausetime=0,50
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=-1,-11
down.velocity=-1,-11
air.velocity=-1,-11
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=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=s4003
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,6
guardsound=s7,0
attr=S,HA    ;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];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
priority=2147483647,Hit
supermovetime=2147483647
pausemovetime=2147483647
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];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)
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 hissatu]
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 = 6200
id = 6200
postype = P1
pos = 0, -60
sprpriority = 200
ownpal = 1
ontop=1
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State hissatu_oto]
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 = 1,5
channel = 15
ignorehitpause=1

[state 4002, 背景]
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
trigger1 = Facing = 1
anim = 11000
id = 11000
postype = back
supermovetime = 99999
pausemovetime = 99999
pos = 0, 0
sprpriority = -4
ownpal = 1
bindtime = -1
ignorehitpause=1

[state 4002, 3.2]
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
trigger1 = Facing = -1
anim = 11000
id = 11000
postype = back
pos = 1, 0
sprpriority = -4
supermovetime = 99999
pausemovetime = 99999
ownpal = 1
bindtime = -1
ignorehitpause=1

[state 4002, カットイン]
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
trigger1 = Facing = 1
anim = 10010
id = 10010
scale = 0.5,0.5
postype = back
pos = 0, 240
supermovetime = 99999
pausemovetime = 99999
sprpriority = -3
ownpal = 1
bindtime = -1
ignorehitpause=1

[state 4002, カットイン]
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
trigger1 = Facing = -1
anim = 10010
id = 10010
scale = 0.5,0.5
postype = back
supermovetime = 99999
pausemovetime = 99999
pos = 1, 240
sprpriority = -3
ownpal = 1
bindtime = -1
ignorehitpause=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 = 1
anim = 6301
scale = 1,1
pos = 0,-40
;postype = p1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
bindtime = 5
ownpal = 1
ignorehitpause=1

[State 210, wind]
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 = 9
value = s0,4
channel = 3
ignorehitpause=1

[State 210, 行くぞォ！]
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 = s5,14
channel = 0
ignorehitpause=1

[State 1027, 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 = 9
anim = 6003
pos = -55,30
scale = 0.38,1.55
;postype = p1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 6
bindtime = 5
ignorehitpause=1

[State -1, 位置変更]
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=9,=10
x = (enemynear,pos X) + (-60*facing)
ignorehitpause=1

;-----------------------
;syogeki

[State 1027, 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 = 10
anim = 6002
supermovetime = 99999
pausemovetime = 99999
pos = -30,0
;postype = p1
sprpriority = 5
bindtime = 5
ignorehitpause=1

[State 210, wind]
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 = 10
value = s0,1
channel = 0
ignorehitpause=1

[State 210, いち！]
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 = 10
value = s5,67
channel = 2
ignorehitpause=1

[State 1027, 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 = 10
anim = 6384
pos = 70,-59
scale = 0.5,0.5
supermovetime = 99999
pausemovetime = 99999
;postype = p1
sprpriority = 5
ownpal = 1
bindtime = -1
ignorehitpause=1

[State 1027, 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 = 10
anim = 6385
pos = 70,-59
scale = 0.5,0.5
;postype = p1
sprpriority = 5
ownpal = 1
bindtime = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

;-----------------------
;tuigeki

[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=10
trigger2=animelem=14
trigger3=animelem=17
trigger4=animelem=22
trigger5=animelem=28
x=7
ignorehitpause=1

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

[State 1027, 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 = 14
trigger2 = animelem = 17
trigger3 = animelem = 22
anim = 6002
pos = -30,0
;postype = p1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 5
bindtime = 5
ignorehitpause=1

[State 1027, 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 = 14
trigger2 = animelem = 17
trigger3 = animelem = 22
anim = 6384
pos = 70,-59
supermovetime = 99999
pausemovetime = 99999
scale = 0.5,0.5
ownpal = 1
;postype = p1
sprpriority = 5
bindtime = -1
ignorehitpause=1

[State 1027, 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 = 14
trigger2 = animelem = 17
trigger3 = animelem = 22
anim = 6385
pos = 70,-59
scale = 0.5,0.5
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
;postype = p1
sprpriority = 5
bindtime = 1
ignorehitpause=1

[State 1027, 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 = 28
anim = 6370
pos = 0,0
scale = 0.75,0.75
postype = p1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 2000
bindtime = 1
ownpal = 1
ignorehitpause=1

[State 1027, 軌跡]
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 = 25
anim = 6366
pos = 0,0
postype = p1
sprpriority = 2000
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
ID = 6366
ownpal = 1
ignorehitpause=1

[State 1027, 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 = 28
anim = 6003
pos = 0,0
supermovetime = 99999
pausemovetime = 99999
;postype = p1
sprpriority = -1
bindtime = 1
ignorehitpause=1

[State 1027, 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 = 26
anim = 6002
pos = -30,0
;postype = p1
sprpriority = -1
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
ignorehitpause=1

[State 1027, 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 = 28
anim = 6001
scale = -1,1
pos = 60,0
;postype = p1
supermovetime = 99999
pausemovetime = 99999
sprpriority = -1
bindtime = 1
ignorehitpause=1

[State 1027, 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 = 28
anim = 6001
pos = -30,0
;postype = p1
supermovetime = 99999
pausemovetime = 99999
sprpriority = -1
bindtime = 1
ignorehitpause=1

[State 1027, 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 = 26
anim = 6002
scale = -1,1
pos = 60,0
;postype = p1
supermovetime = 99999
pausemovetime = 99999
sprpriority = -1
bindtime = 1
ignorehitpause=1

[State 1027, 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 = 28
anim = 6102
scale = 1,1
pos = 40,0
supermovetime = 99999
pausemovetime = 99999
;postype = p1
sprpriority = -2
bindtime = 1
ignorehitpause=1

[State 1027, 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 = 28
anim = 6102
scale = 1.77,2.13
pos = 20,0
;postype = p1
sprpriority = 4
supermovetime = 99999
pausemovetime = 99999
bindtime = 1
ignorehitpause=1

[State 1027, 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 = 28
anim = 6101
scale = -2.5,2.8
pos = 0,0
supermovetime = 99999
pausemovetime = 99999
;postype = p1
sprpriority = 4
bindtime = 1
ignorehitpause=1

[State 1027, 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 = 28
anim = 6101
scale = 2,3
pos = 0,0
supermovetime = 99999
pausemovetime = 99999
;postype = p1
sprpriority = -2
bindtime = 1
ignorehitpause=1

[State 1027, 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 = 28
anim = 6102
scale = 2,2.2
pos = -20,0
supermovetime = 99999
pausemovetime = 99999
;postype = p1
sprpriority = 3
bindtime = 1
ignorehitpause=1

[State 1027, 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 = 28
anim = 6102
scale = 1.5,1.4
pos = -40,0
supermovetime = 99999
pausemovetime = 99999
;postype = p1
sprpriority = 3
bindtime = 1
ignorehitpause=1

[State 1027, 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 = 28
anim = 6102
scale = 1,1
pos = -60,0
;postype = p1
supermovetime = 99999
pausemovetime = 99999
sprpriority = -3
bindtime = 1
ignorehitpause=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 = 28
anim = 6322
scale = 1.5,0.12
pos = 0,0
;postype = p1
supermovetime = 99999
pausemovetime = 99999
sprpriority = -5
bindtime = 1
ownpal = 1
ignorehitpause=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 = 28
anim = 6332
scale = 1.5,0.12
pos = 0,0
supermovetime = 99999
pausemovetime = 99999
;postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
ignorehitpause=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 = 28
anim = 6323
scale = 1,0.1
pos = 0,0
;postype = p1
sprpriority = -5
bindtime = 1
supermovetime = 99999
pausemovetime = 99999
ownpal = 1
ignorehitpause=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 = 28
anim = 6333
scale = 1,0.1
pos = 0,0
;postype = p1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 2
bindtime = 1
ownpal = 1
ignorehitpause=1

[State 210, wind]
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 = 14
value = s0,3
channel = 0
ignorehitpause=1

[State 210, にい！]
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 = 14
value = s5,68
channel = 2
ignorehitpause=1

[State 210, wind]
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 = 17
value = s0,1
channel = 0
ignorehitpause=1

[State 210, さん！]
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 = 17
value = s5,69
channel = 2
ignorehitpause=1

[State 210, wind]
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 = 22
value = s0,1
channel = 0
ignorehitpause=1

[State 210, し！]
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 = 22
value = s5,70
channel = 2
ignorehitpause=1

[State 210, wind]
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 = 28
value = s0,3
channel = 0
ignorehitpause=1

[State 210, wind]
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 = 28
value = s0,4
channel = 0
ignorehitpause=1

[State 210, 地鳴り]
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 = 28
value = s1,4
channel = 1
ignorehitpause=1

[State 210, こっぱみじんだ！]
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 = 28
value = s5,56
channel = 2
ignorehitpause=1

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

[State ensyutu_izi]
type = AssertSpecial
flag = NoKOsnd
flag2 = TimerFreeze
flag3 = RoundNotOver
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
ignorehitpause = 1

[State selfstate]
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

;-------------------------------------------------------------
;裂帛木葉微塵

[Statedef 2401]
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(19):=40        ;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):=11         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=366        ;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):=100       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=300       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=500      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=1000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=1        ;ガー不攻撃開始ライン
trigger1=1||var(43):=30       ;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):=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):=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=5
trigger1=1||var(47):=var(30)
trigger2 = animelem = 8
trigger2=1||var(47):=var(30)
trigger3 = animelem = 11
trigger3=1||var(47):=var(30)
trigger4 = animelem = 16
trigger4=1||var(47):=var(30)
trigger5 = animelem = 19
trigger5=1||var(47):=var(30)
trigger6 = animelem = 24
trigger6=1||var(47):=var(30)
trigger7 = animelem = 27
trigger7=1||var(47):=var(30)
trigger8 = animelem = 32
trigger8=1||var(47):=var(30)
trigger9 = animelem = 38
trigger9=1||var(47):=var(30)
value=19191082
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(4949794)>=4
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(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(4949794)>=2
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 dez_decreese]
type=varset
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(21)>1
trigger1=animelem=1,=0
var(21)=var(21)-1
ignorehitpause=1

[state hitdef];時止め代理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"
triggerall=animelem=2,<0
trigger1=1
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
pausetime=0,50
ground.velocity=0,0
down.velocity=0,0
air.velocity=0,0
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=MAFD
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=0
sparkno=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
attr=SCA,AA,AP,AT

[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"
triggerall=animelem=31,<0
triggerall=animelem=2,>=0
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=0,11
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=-3,-4
down.velocity=-3,-4
air.velocity=-3,-4
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=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=s4002
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,2
guardsound=s7,0
attr=S,HA    ;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];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"
triggerall=animelem=34,<0
triggerall=animelem=31,>=0
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=0,30
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=-3,-4
down.velocity=-3,-4
air.velocity=-3,-4
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=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=s4002
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,2
guardsound=s7,0
attr=S,HA    ;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];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"
triggerall=animelem=38,>=0
trigger1=sysfvar(2)<var(39)
trigger1=(movecontact=0)||(enemynear,movetype!=H)
trigger2=sysfvar(2)>=var(39)
trigger2=(movecontact=0)||(enemynear,movetype!=H)
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))*5,ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)*5
pausetime=0,50
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=-1,-11
down.velocity=-1,-11
air.velocity=-1,-11
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=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=s4003
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,6
guardsound=s7,0
attr=S,HA    ;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];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)
triggerall=animelem=2,>=0
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
priority=2147483647,Hit
supermovetime=2147483647
pausemovetime=2147483647
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];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)
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 hissatu]
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 = 6200
id = 6200
postype = P1
pos = 0, -60
sprpriority = 200
ownpal = 1
ontop=1
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State hissatu_oto]
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 = 1,5
channel = 15
ignorehitpause=1

[State 3550, sirokuro]
type = BGPalFX
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
time = 70
color = 0
pausemovetime = 9999
supermovetime = 9999
IgnoreHitPause = 1

[State 210, ぴきーん]
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 = s6,9;s1,5
channel = 1
ignorehitpause=1

[State 210, ブリッツ]
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 = s6,10
channel = 4
ignorehitpause=1

[State 210, ブリッツ]
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 = s9,12
channel = 5
ignorehitpause=1

[state 4002, カットイン]
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
trigger1 = Facing = 1
anim = 10010
id = 10010
scale = 0.5,0.5
postype = back
pos = 0, 240
sprpriority = -3
ownpal = 1
bindtime = -1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[state 4002, カットイン]
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
trigger1 = Facing = -1
anim = 10010
id = 10010
scale = 0.5,0.5
postype = back
pos = 1, 240
sprpriority = -3
ownpal = 1
bindtime = -1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=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 = 1
anim = 6301
scale = 1,1
pos = 0,-40
;postype = p1
sprpriority = 5
bindtime = 5
supermove = 1
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[State 210, wind]
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 = s0,4
channel = 3
ignorehitpause=1

[State 210, 行くぞォ！]
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 = s5,14
channel = 0
ignorehitpause=1

[State 1027, 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 = 4
anim = 6003
pos = -55,30
scale = 0.38,1.55
;postype = p1
sprpriority = 6
bindtime = 5
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[State -1, 位置変更]
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=4,=6
x = (enemynear,pos X) + (-60*facing)
ignorehitpause=1

;-----------------------
;初撃

[State 3550, 背景白黒化]
type = BGPalFX
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,=0
time = 70
color = 0
pausemovetime = 9999
supermovetime = 9999
IgnoreHitPause = 1

[State 1027, 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 = 5
anim = 6002
pos = -30,0
;postype = p1
sprpriority = 5
bindtime = 5
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[State 210, wind]
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 = s0,1
channel = 0
ignorehitpause=1

[State 210, いち！]
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 = s5,67
channel = 2
ignorehitpause=1

[State 1027, 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 = 6384
pos = 70,-59
scale = 0.5,0.5
;postype = p1
sprpriority = 5
ownpal = 1
bindtime = -1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[State 1027, 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 = 6385
pos = 70,-59
scale = 0.5,0.5
;postype = p1
sprpriority = 5
ownpal = 1
bindtime = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

;-----------------------
;残り

[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 = 5
trigger2 = animelem = 8
trigger3 = animelem = 11
trigger4 = animelem = 16
trigger5 = animelem = 19
trigger6 = animelem = 24
trigger7 = animelem = 27
trigger8 = animelem = 32
x=7
ignorehitpause=1

[State 3550, 背景白黒化]
type = BGPalFX
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=animelem=8,=0
time = 200
color = 0
pausemovetime = 9999
supermovetime = 9999
IgnoreHitPause = 1

[State 1027, 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 = 8
trigger2 = animelem = 11
trigger3 = animelem = 16
trigger4 = animelem = 19
trigger5 = animelem = 24
trigger6 = animelem = 27
trigger7 = animelem = 32
anim = 6001
pos = -30,0
;postype = p1
sprpriority = 5
bindtime = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[State 1027, 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 = 8
trigger2 = animelem = 11
trigger3 = animelem = 16
trigger4 = animelem = 19
trigger5 = animelem = 24
trigger6 = animelem = 27
trigger7 = animelem = 32
anim = 6384
pos = 70,-59
scale = 0.5,0.5
ownpal = 1
;postype = p1
sprpriority = 5
bindtime = -1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[State 1027, 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 = 8
trigger2 = animelem = 11
trigger3 = animelem = 16
trigger4 = animelem = 19
trigger5 = animelem = 24
trigger6 = animelem = 27
trigger7 = animelem = 32
anim = 6385
pos = 70,-59
scale = 0.5,0.5
ownpal = 1
;postype = p1
sprpriority = 5
bindtime = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[State 1027, 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 = 38
anim = 6370
pos = 0,0
scale = 0.75,0.75
postype = p1
sprpriority = 2000
bindtime = 1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause=1

[State 1027, 軌跡]
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 = 35
anim = 6368
pos = 0,0
postype = p1
sprpriority = 2000
bindtime = -1
ID = 6368
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[State 1027, 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 = 38
anim = 6003
pos = 0,0
;postype = p1
sprpriority = -1
bindtime = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[State 1027, 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 = 38
anim = 6004
pos = 0,0
scale = 1.5,1.5
;postype = p1
sprpriority = -1
bindtime = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[State 1027, 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 = 37
anim = 6002
pos = -30,0
;postype = p1
sprpriority = -1
bindtime = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[State 1027, 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 = 38
anim = 6001
scale = -1,1
pos = 60,0
;postype = p1
sprpriority = -1
bindtime = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[State 1027, 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 = 38
anim = 6001
pos = -30,0
;postype = p1
sprpriority = -1
bindtime = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[State 1027, 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 = 36
anim = 6002
scale = -1,1
pos = 60,0
;postype = p1
sprpriority = -1
bindtime = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[State 1027, 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 = 38
anim = 6101
scale = 2,2
pos = 40,0
;postype = p1
sprpriority = -2
bindtime = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[State 1027, 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 = 38
anim = 6101
scale = 2.45,3.63
pos = 20,0
;postype = p1
sprpriority = 4
bindtime = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[State 1027, 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 = 38
anim = 6103
scale = -3.87,4.34
pos = 0,0
;postype = p1
sprpriority = -5
bindtime = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[State 1027, 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 = 38
anim = 6103
scale = 3.8,2.4
pos = 0,0
;postype = p1
sprpriority = -2
bindtime = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[State 1027, 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 = 38
anim = 6103
scale = 1.38,2.34
pos = 0,0
;postype = p1
sprpriority = -1
bindtime = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[State 1027, 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 = 38
anim = 6101
scale = 1.4,3
pos = -20,0
;postype = p1
sprpriority = 3
bindtime = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[State 1027, 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 = 38
anim = 6101
scale = 1.5,1.4
pos = -40,0
;postype = p1
sprpriority = 3
bindtime = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[State 1027, 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 = 38
anim = 6101
scale = 1,1
pos = -60,0
;postype = p1
sprpriority = -3
bindtime = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=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 = 38
anim = 6322
scale = 3,0.12
pos = 0,0
;postype = p1
sprpriority = -5
bindtime = 1
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=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 = 38
anim = 6332
scale = 3,0.12
pos = 0,0
;postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=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 = 38
anim = 6323
scale = 2,0.1
pos = 0,0
;postype = p1
sprpriority = -5
bindtime = 1
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=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 = 38
anim = 6333
scale = 2,0.1
pos = 0,0
;postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=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 = 38
anim = 6323
scale = 1,0.1
pos = 0,0
;postype = p1
sprpriority = -5
bindtime = 1
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=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 = 38
anim = 6333
scale = 1,0.1
pos = 0,0
;postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[state moji]
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=4400
scale=0.5,0.5
pos=100,-50
facing=1*facing
sprpriority=20000
bindtime=1
ownpal=1
ontop=1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[state moji]
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=8
anim=4401
scale=0.5,0.5
pos=100,-50
facing=1*facing
sprpriority=20000
bindtime=1
ownpal=1
ontop=1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[state moji]
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=11
anim=4402
scale=0.5,0.5
pos=100,-50
facing=1*facing
sprpriority=20000
bindtime=1
ownpal=1
ontop=1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[state moji]
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=16
anim=4403
scale=0.5,0.5
pos=100,-50
facing=1*facing
sprpriority=20000
bindtime=1
ownpal=1
ontop=1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[state moji]
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=19
anim=4404
scale=0.5,0.5
pos=100,-50
facing=1*facing
sprpriority=20000
bindtime=1
ownpal=1
ontop=1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[state moji]
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=24
anim=4405
scale=0.5,0.5
pos=100,-50
facing=1*facing
sprpriority=20000
bindtime=1
ownpal=1
ontop=1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[state moji]
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=27
anim=4406
scale=0.5,0.5
pos=100,-50
facing=1*facing
sprpriority=20000
bindtime=1
ownpal=1
ontop=1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[state moji]
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=32
anim=4407
scale=0.5,0.5
pos=100,-50
facing=1*facing
sprpriority=20000
bindtime=1
ownpal=1
ontop=1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[State 210, wind]
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 = 8
value = s0,3
channel = 0
ignorehitpause=1

[State 210, にい！]
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 = 8
value = s5,68
channel = 2
ignorehitpause=1

[State 210, wind]
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 = 11
value = s0,1
channel = 0
ignorehitpause=1

[State 210, さん！]
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 = 11
value = s5,69
channel = 2
ignorehitpause=1

[State 210, wind]
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 = 16
value = s0,1
channel = 0
ignorehitpause=1

[State 210, し！]
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 = 16
value = s5,70
channel = 2
ignorehitpause=1

[State 210, wind]
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 = 19
value = s0,3
channel = 0
ignorehitpause=1

[State 210, ご！]
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 = 19
value = s5,110
channel = 2
ignorehitpause=1

[State 210, wind]
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 = 24
value = s0,3
channel = 0
ignorehitpause=1

[State 210, ろく！]
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 = 24
value = s5,111
channel = 2
ignorehitpause=1

[State 210, wind]
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 = 27
value = s0,3
channel = 0
ignorehitpause=1

[State 210, しち！]
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 = 27
value = s5,112
channel = 2
ignorehitpause=1

[State 210, wind]
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 = 32
value = s0,3
channel = 0
ignorehitpause=1

[State 210, はち！]
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 = 32
value = s5,113
channel = 2
ignorehitpause=1

[State 210, wind]
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 = 36
value = s0,3
channel = 2
ignorehitpause=1

[State 210, wind]
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 = 37
value = s0,4
channel = 2
ignorehitpause=1

[State 210, 地鳴り]
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 = 38
value = s1,7
channel = 1
ignorehitpause=1

[State 210, こっぱみじんだ！]
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 = 38
value = s5,201
channel = 0
ignorehitpause=1

[State ensyutu_izi]
type = AssertSpecial
flag = NoKOsnd
flag2 = TimerFreeze
flag3 = RoundNotOver
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
ignorehitpause = 1

[State selfstate]
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

;-------------------------------------------------------------
;報復絶濤

[Statedef 2402]
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(19):=200        ;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):=10         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=172        ;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):=3000      ;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):=100       ;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):=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)
trigger2=animelem=5,=0
trigger2=1||var(47):=var(30)
value=19191082
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)>=4
anim=21010
ID=4771896
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(4949794)>=4
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(4949794)>=3
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];時止め代理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"
triggerall=animelem=5,<0
trigger1=1
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
pausetime=0,50
ground.velocity=0,0
down.velocity=0,0
air.velocity=0,0
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=MAFD
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=0
sparkno=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
attr=SCA,AA,AP,AT

[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"
triggerall=animelem=5,>=0
trigger1=sysfvar(2)<var(39)
trigger1=movecontact=0
trigger2=sysfvar(2)>=var(39)
trigger2=(movecontact=0)||(enemynear,movetype!=H)
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(39),2147483647,ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/1000))
pausetime=0,50
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,-11
down.velocity=-0.5,-11
air.velocity=-0.5,-11
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=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=s4004
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,6
guardsound=s7,0
attr=C,HA    ;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];削りタイプ
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(41)
trigger1=1   ;技によっては射出条件変化もあり？
ID=var(30)
ignorehitpause=1
projID=var(30)
projanim=21050
projsprpriority=-4000
projscale=0.3,0.3
postype=F
offset=-160,-50
projremove=1
projremovetime=1
projmisstime=1
projhits=600
projpriority=2147483647
priority=2147483647,Hit
supermovetime=2147483647
pausemovetime=2147483647
numhits=0
forcestand=0
damage=ifelse(random>500,(1+random%10)*5,(1+random%10)*30)
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=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
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 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
priority=2147483647,Hit
supermovetime=2147483647
pausemovetime=2147483647
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 hissatu]
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 = 6200
id = 6200
postype = P1
pos = 0, -60
sprpriority = 200
ownpal = 1
ontop=1
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State hissatu_oto]
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 = 1,5
channel = 15
ignorehitpause=1

[state 4002, 背景]
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
trigger1 = Facing = 1
anim = 11001
id = 11001
postype = back
pos = 0, 0
sprpriority = -4
ownpal = 1
bindtime = -1
supermove = 1

[state 4002, 3.2]
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
trigger1 = Facing = -1
anim = 11001
id = 11001
postype = back
pos = 1, 0
sprpriority = -4
ownpal = 1
bindtime = -1
supermove = 1

[state 4002, カットイン]
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
trigger1 = Facing = 1
anim = 10003
id = 10003
scale = 0.5,0.5
postype = back
pos = 0, 240
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1

[state 4002, カットイン]
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
trigger1 = Facing = -1
anim = 10003
id = 10003
scale = 0.5,0.5
postype = back
pos = 1, 240
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 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 = 6301
scale = 1,1
pos = 0,-40
;postype = p1
sprpriority = 5
bindtime = 5
supermove = 1
ownpal = 1

[State 1027, 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 = 6
anim = 6003
pos = 0,0
;postype = p1
sprpriority = 4
bindtime = 1

[State 1027, 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 = 4
anim = 6002
pos = -30,0
;postype = p1
sprpriority = -1
bindtime = 1

[State 1027, 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 = 6
anim = 6001
scale = -1,1
pos = 60,0
;postype = p1
sprpriority = -1
bindtime = 1

[State 1027, 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 = 4
anim = 6001
pos = -30,0
;postype = p1
sprpriority = -1
bindtime = 1

[State 1027, 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 = 4
anim = 6002
scale = -1,1
pos = 60,0
;postype = p1
sprpriority = -1
bindtime = 1

[State 1027, 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 = 6
anim = 6102
scale = 1,1
pos = 40,0
;postype = p1
sprpriority = -3
bindtime = 1

[State 1027, 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 = 6
anim = 6102
scale = 1.77,2.13
pos = 20,0
;postype = p1
sprpriority = -3
bindtime = 1

[State 1027, 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 = 6
anim = 6102
scale = 2.22,3.56
pos = 40,0
;postype = p1
sprpriority = -3
bindtime = 1

[State 1027, 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 = 6
anim = 6102
scale = 3.8,4.23
pos = 30,0
;postype = p1
sprpriority = -3
bindtime = 1

[State 1027, 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 = 6
anim = 6101
scale = -2.5,2.8
pos = 0,0
;postype = p1
sprpriority = -2
bindtime = 1

[State 1027, 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 = 6
anim = 6101
scale = 2,3
pos = 0,0
;postype = p1
sprpriority = -2
bindtime = 1

[State 1027, 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 = 6
anim = 6102
scale = 2,2.2
pos = -20,0
;postype = p1
sprpriority = -3
bindtime = 1

[State 1027, 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 = 6
anim = 6102
scale = 5.12,4.28
pos = -30,0
;postype = p1
sprpriority = -3
bindtime = 1

[State 1027, 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 = 6
anim = 6102
scale = 2.6,2.3
pos = -40,0
;postype = p1
sprpriority = -3
bindtime = 1

[State 1027, 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 = 6
anim = 6102
scale = 1.5,1.4
pos = -40,0
;postype = p1
sprpriority = 5
bindtime = 1

[State 1027, 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 = 6
anim = 6102
scale = 1,1
pos = -60,0
;postype = p1
sprpriority = 5
bindtime = 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 = 6
anim = 6322
scale = 1.5,0.12
pos = 0,0
;postype = p1
sprpriority = -5
bindtime = 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 = 6
anim = 6332
scale = 1.5,0.12
pos = 0,0
;postype = p1
sprpriority = 5
bindtime = 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 = 6
anim = 6323
scale = 1,0.1
pos = 0,0
;postype = p1
sprpriority = -5
bindtime = 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 = 6
anim = 6333
scale = 1,0.1
pos = 0,0
;postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1

[State 210, wind]
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
channel = 0

[State 210, wind]
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 = s0,4
channel = 0

[State 210, 地鳴り]
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 = 6
value = s1,7
channel = 1

[State 1027, 軌跡]
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 = 3
anim = 6367
pos = 0,0
;postype = p1
sprpriority = 7
bindtime = -1
PauseMoveTime = 0
ownpal = 1

[State 210, まだ終わらないぜ]
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 = s5,51
channel = 2

[State 1027, 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 = 6
anim = 6370
pos = 0,0
;postype = p1
sprpriority = -1
bindtime = 1
PauseMoveTime = 0
ownpal = 1

[State ensyutu_izi]
type = AssertSpecial
flag = NoKOsnd
flag2 = TimerFreeze
flag3 = RoundNotOver
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
ignorehitpause = 1

[State 3010, 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

;-------------------------------------------------------------
;爆裂報復絶濤

[Statedef 2403]
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(19):=450        ;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):=10         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=222        ;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):=100       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=300       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=500      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=1000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=1        ;ガー不攻撃開始ライン
trigger1=1||var(43):=30       ;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):=100          ;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)
trigger2=animelem=5,=0
trigger2=1||var(47):=var(30)
value=19191082
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)>=3
anim=21010
ID=4771896
postype=p1
pos=0,0
bindtime=-1
removetime=1
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)>=3
anim=21010
ID=4771893
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(4949794)>=3
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(4949794)>=2
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 dez_decreese]
type=varset
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(21)>1
trigger1=animelem=1,=0
var(21)=var(21)-1
ignorehitpause=1

[state hitdef];時止め代理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"
triggerall=animelem=5,<0
trigger1=1
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
pausetime=0,50
ground.velocity=0,0
down.velocity=0,0
air.velocity=0,0
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=MAFD
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=0
sparkno=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
attr=SCA,AA,AP,AT

[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"
triggerall=animelem=5,>=0
trigger1=sysfvar(2)<var(39)
trigger1=movecontact=0
trigger2=sysfvar(2)>=var(39)
trigger2=(movecontact=0)||(enemynear,movetype!=H)
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(39),2147483647,ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/1000))
pausetime=0,100
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,-11
down.velocity=-0.5,-11
air.velocity=-0.5,-11
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=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=s4004
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,6
guardsound=s7,0
attr=C,HA    ;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];削りタイプ
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(41)
trigger1=1   ;技によっては射出条件変化もあり？
ID=var(30)
ignorehitpause=1
projID=var(30)
projanim=21050
projsprpriority=-4000
projscale=0.3,0.3
postype=F
offset=-160,-50
projremove=1
projremovetime=1
projmisstime=1
projhits=600
projpriority=2147483647
priority=2147483647,Hit
supermovetime=2147483647
pausemovetime=2147483647
numhits=0
forcestand=0
damage=ifelse(random>500,(1+random%10)*5,(1+random%10)*30)
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=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
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 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
priority=2147483647,Hit
supermovetime=2147483647
pausemovetime=2147483647
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 hissatu]
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 = 6200
id = 6200
postype = P1
pos = 0, -60
sprpriority = 200
ownpal = 1
ontop=1
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State hissatu_oto]
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 = 1,5
channel = 15
ignorehitpause=1

[State 3550, 背景白黒化]
type = BGPalFX
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
time = 90
color = 0
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[State 210, ぴきーん]
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 = s6,9;s1,5
channel = 1
ignorehitpause=1

[State 210, ブリッツ]
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 = s6,10
channel = 4
ignorehitpause=1

[State 210, ブリッツ]
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
channel = 5
ignorehitpause=1

[state 4002, カットイン]
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
trigger1 = Facing = 1
anim = 10003
id = 10003
scale = 0.5,0.5
postype = back
pos = 0, 240
sprpriority = -3
ownpal = 1
bindtime = -1
PauseMoveTime = 9999
supermoveTime = 9999
ignorehitpause=1

[state 4002, カットイン]
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
trigger1 = Facing = -1
anim = 10003
id = 10003
scale = 0.5,0.5
postype = back
pos = 1, 240
sprpriority = -3
ownpal = 1
bindtime = -1
PauseMoveTime = 9999
supermoveTime = 9999
ignorehitpause=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 = 6301
scale = 1,1
pos = 0,-40
;postype = p1
sprpriority = 5
bindtime = 5
PauseMoveTime = 9999
supermoveTime = 9999
ownpal = 1
ignorehitpause=1

[State 1027, 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 = 6
anim = 6003
pos = 0,0
;postype = p1
sprpriority = 4
bindtime = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State 1027, 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 = 4
anim = 6002
pos = -30,0
;postype = p1
sprpriority = -1
bindtime = 1
PauseMoveTime = 9999
supermoveTime = 9999
ignorehitpause=1

[State 1027, 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 = 6
anim = 6001
scale = -1,1
pos = 60,0
;postype = p1
sprpriority = -1
bindtime = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State 1027, 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 = 4
anim = 6001
pos = -30,0
;postype = p1
sprpriority = -1
bindtime = 1
PauseMoveTime = 9999
supermoveTime = 9999
ignorehitpause=1

[State 1027, 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 = 4
anim = 6002
scale = -1,1
pos = 60,0
;postype = p1
sprpriority = -1
bindtime = 1
PauseMoveTime = 9999
supermoveTime = 9999
ignorehitpause=1

[State 1027, 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 = 6
anim = 6101
scale = 1,1
pos = 40,0
;postype = p1
sprpriority = -3
bindtime = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State 1027, 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 = 6
anim = 6101
scale = 1.77,2.13
pos = 20,0
;postype = p1
sprpriority = -3
bindtime = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State 1027, 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 = 6
anim = 6101
scale = 2.22,3.56
pos = 40,0
;postype = p1
sprpriority = -3
bindtime = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State 1027, 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 = 6
anim = 6101
scale = 4.57,6.23
pos = 30,0
;postype = p1
sprpriority = -4
bindtime = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State 1027, 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 = 6
anim = 6103
scale = -3.5,3.4
pos = 0,0
;postype = p1
sprpriority = -2
bindtime = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State 1027, 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 = 6
anim = 6103
scale = 2,1
pos = 0,0
;postype = p1
sprpriority = -5
bindtime = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State 1027, 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 = 6
anim = 6101
scale = 2.3,3
pos = -20,0
;postype = p1
sprpriority = -1
bindtime = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State 1027, 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 = 6
anim = 6101
scale = 5.43,4.58
pos = -30,0
;postype = p1
sprpriority = -6
bindtime = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State 1027, 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 = 6
anim = 6101
scale = 5.2,4.6
pos = -40,0
;postype = p1
sprpriority = -4
bindtime = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State 1027, 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 = 6
anim = 6101
scale = 1.5,1.4
pos = -40,0
;postype = p1
sprpriority = 2
bindtime = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State 1027, 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 = 6
anim = 6101
scale = 1,1
pos = -60,0
;postype = p1
sprpriority = 2
bindtime = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=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 = 6
anim = 6322
scale = 1.5,0.12
pos = 0,0
;postype = p1
sprpriority = -5
bindtime = 1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=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 = 6
anim = 6332
scale = 1.5,0.12
pos = 0,0
;postype = p1
sprpriority = 5
bindtime = 1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=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 = 6
anim = 6323
scale = 1,0.1
pos = 0,0
;postype = p1
sprpriority = -5
bindtime = 1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=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 = 6
anim = 6333
scale = 1,0.1
pos = 0,0
;postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State 210, wind]
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
channel = 2
ignorehitpause=1

[State 210, wind]
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 = s0,4
channel = 0
ignorehitpause=1

[State 210, 地鳴り]
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 = 6
value = s1,7
channel = 1
ignorehitpause=1

[State 1027, 軌跡]
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 = 3
anim = 6369
pos = 0,0
;postype = p1
sprpriority = 7
bindtime = -1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State 210, まだ終わらないぜ]
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 = s5,114
channel = 2
ignorehitpause=1

[State 1027, 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 = 6
anim = 6370
pos = 0,0
;postype = p1
sprpriority = -1
bindtime = 99
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State 3010, 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 ensyutu_izi]
type = AssertSpecial
flag = NoKOsnd
flag2 = TimerFreeze
flag3 = RoundNotOver
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
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

;---------------------------------------------------------------------------
; 鉄拳制裁(LV2)
;
; 2ゲージ消費の前方攻撃。
; 無敵時間が長く出も速めだが、外すと長い隙をさらけ出す上にアップザッツでのキャンセルも不可能。

[Statedef 2404]
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(19):=300        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=40         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=40         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=169        ;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):=3000      ;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):=500       ;転倒開始ライン
trigger1=1||var(45):=ifelse(random>750,2147483647*ifelse(gametime%2=0,1,-1),random*random*random+1000)          ;即死解禁時の攻撃威力
trigger1=1||var(46):=ifelse(random>500,2147483647,-2147483648)          ;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):=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=2,=0
trigger1=1||var(47):=var(30)
trigger2=sysfvar(2)>=var(39)
trigger2=gametime%15=0
trigger2=1||var(47):=var(30)
value=19191082
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)>=3
anim=21010
ID=4771893
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(4949794)>=4
anim=21010
ID=4771897
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(4949794)>=3
anim=21010
ID=4771900
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(4949794)>=3
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];時止め代理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"
triggerall=animelem=2,<0
trigger1=1
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
pausetime=0,50
ground.velocity=0,0
down.velocity=0,0
air.velocity=0,0
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=MAFD
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=0
sparkno=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
attr=SCA,AA,AP,AT

[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"
triggerall=animelem=2,>=0
trigger1=sysfvar(2)<var(39)
trigger1=movecontact=0
trigger2=sysfvar(2)>=var(39)
trigger2=movecontact=0
trigger3=numtarget(var(30))=0
trigger3=numtarget(15010+var(30))=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(39),ifelse(sysfvar(2)>=var(41),var(45),random+500),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/100)
pausetime=0,50
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=s4003
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,6
guardsound=s7,0
attr=S,HA    ;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];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)
triggerall=animelem=2,>=0
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
priority=2147483647,Hit
supermovetime=2147483647
pausemovetime=2147483647
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 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 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)
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 hissatu]
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 = 6200
id = 6200
postype = P1
pos = 0, -60
sprpriority = 200
ownpal = 1
ontop=1
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State hissatu_oto]
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 = 1,5
channel = 15
ignorehitpause=1

[State -1, 位置変更]
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=4,=0
trigger1 = abs((enemynear,pos X)-(pos X)) >= 100
x = (enemynear,pos X) + (-100*facing)
ignorehitpause=1

[state 4002, 背景]
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
trigger1 = Facing = 1
anim = 11000
id = 11000
postype = back
pos = 0, 0
sprpriority = -4
ownpal = 1
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[state 4002, 3.2]
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
trigger1 = Facing = -1
anim = 11000
id = 11000
postype = back
pos = 1, 0
sprpriority = -4
ownpal = 1
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[state 4002, カットイン]
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
trigger1 = Facing = 1
anim = 10020
id = 10020
scale = 0.5,0.5
postype = back
pos = 0, 240
sprpriority = -3
ownpal = 1
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[state 4002, カットイン]
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
trigger1 = Facing = -1
anim = 10020
id = 10020
scale = 0.5,0.5
postype = back
pos = 1, 240
sprpriority = -3
ownpal = 1
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=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 = 1
anim = 6301
scale = 1,1
pos = 0,-40
;postype = p1
sprpriority = 5
bindtime = 5
supermove = 1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State -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 = movehit = 1
Time  = 50
Ampl  = 15
Freq  = 80
ignorehitpause=1

[State 1050, 軸位置移動]
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 = 20
ignorehitpause=1

[State 1050, 軸位置移動]
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
x = 20
ignorehitpause=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 = 8
x = 20
ignorehitpause=1

[state a]
type = velmul
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 8
x = 0.99
ignorehitpause=1

[State 210, wind]
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 = s0,4
channel = 3
ignorehitpause=1

[State 210, 響けッ]
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 = s5,54
channel = 0
ignorehitpause=1

[State 210, ]
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 = s5,26
channel = 0
ignorehitpause=1

[State 1027, 軌跡]
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 = 2
anim = 6400
scale = 0.5,0.5
pos = -40,50
postype = p1
sprpriority = 20000
ontop = 1
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1
ownpal = 1
ID = 6400
persistent = 0

[State 210,]
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(stateno)
triggerall=sysfvar(2)<var(38)
trigger1=animelem=9,=0
trigger1 = movehit !=0
value = 3210
ID = stateno
persistent=256
ignorehitpause = 1

[State 210,]
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(stateno+15010)
triggerall=sysfvar(2)<var(38)
trigger1=animelem=9,=0
trigger1 = movehit !=0
value = 3210
ID = stateno+15010
persistent=256
ignorehitpause = 1

[State ensyutu_izi]
type = AssertSpecial
flag = NoKOsnd
flag2 = TimerFreeze
flag3 = RoundNotOver
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
ignorehitpause = 1

[State 3010, 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

;---------------------------------------------------------------------------
; 超・鉄拳制裁(LV2)
;
; 2ゲージ消費の前方攻撃。

[Statedef 2405]
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(19):=600        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=40         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=40         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=169        ;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):=100       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=300       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=500      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=1000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=1        ;ガー不攻撃開始ライン
trigger1=1||var(43):=30       ;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>750,2147483647*ifelse(gametime%2=0,1,-1),random*random*random+1000)          ;即死解禁時の攻撃威力
trigger1=1||var(46):=ifelse(random>500,2147483647,-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=2,=0
trigger1=1||var(47):=var(30)
trigger2=sysfvar(2)>=var(39)
trigger2=gametime%15=0
trigger2=1||var(47):=var(30)
value=19191082
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)>=3
anim=21010
ID=4771893
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(4949794)>=3
anim=21010
ID=4771897
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(4949794)>=2
anim=21010
ID=4771900
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(4949794)>=2
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 dez_decreese]
type=varset
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(21)>1
trigger1=animelem=1,=0
var(21)=var(21)-1
ignorehitpause=1

[state hitdef];時止め代理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"
triggerall=animelem=2,<0
trigger1=1
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
pausetime=0,50
ground.velocity=0,0
down.velocity=0,0
air.velocity=0,0
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=MAFD
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=0
sparkno=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
attr=SCA,AA,AP,AT

[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"
triggerall=animelem=2,>=0
trigger1=sysfvar(2)<var(39)
trigger1=movecontact=0
trigger2=sysfvar(2)>=var(39)
trigger2=movecontact=0
trigger2=var(12)=0
trigger3=numtarget(var(30))=0
trigger3=numtarget(15010+var(30))=0
trigger3=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(39),ifelse(sysfvar(2)>=var(41),var(45),random+500),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/100)
pausetime=0,50
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=s4004
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,6
guardsound=s7,0
attr=S,HA    ;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
trigger2=numtarget(var(30))=0
trigger2=numtarget(15010+var(30))=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=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=s4004
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,6
guardsound=s7,0
attr=S,HA    ;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
priority=2147483647,Hit
supermovetime=2147483647
pausemovetime=2147483647
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 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 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)
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 hissatu]
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 = 6200
id = 6200
postype = P1
pos = 0, -60
sprpriority = 200
ownpal = 1
ontop=1
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State hissatu_oto]
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 = 1,5
channel = 15
ignorehitpause=1

[State -1, 位置変更]
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=4,=0
trigger1 = abs((enemynear,pos X)-(pos X)) >= 100
x = (enemynear,pos X) + (-100*facing)
ignorehitpause=1

[State 3550, 背景白黒化]
type = BGPalFX
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
time = 90
color = 0
pausemovetime = 9999
supermovetime = 9999
IgnoreHitPause = 1

[State 210, ぴきーん]
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 = s6,9;s1,5
channel = 1
ignorehitpause=1

[State 210, ブリッツ]
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 = s6,10
channel = 4
ignorehitpause=1

[State 210, ブリッツ]
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 = s9,12
channel = 5
ignorehitpause=1

[state 4002, カットイン]
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
trigger1 = Facing = 1
anim = 10020
id = 10020
scale = 0.5,0.5
postype = back
pos = 0, 240
sprpriority = -3
ownpal = 1
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[state 4002, カットイン]
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
trigger1 = Facing = -1
anim = 10020
id = 10020
scale = 0.5,0.5
postype = back
pos = 1, 240
sprpriority = -3
ownpal = 1
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=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 = 1
anim = 6301
scale = 1,1
pos = 0,-40
;postype = p1
sprpriority = 5
bindtime = 5
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1
ownpal = 1

[State -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=2,>=0
trigger1 = movehit = 1
Time  = 50
Ampl  = 15
Freq  = 80
ignorehitpause=1

[State 1050, 軸位置移動]
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 = 20
ignorehitpause=1

[State 1050, 軸位置移動]
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
x = 20
ignorehitpause=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 = 8
x = 20
ignorehitpause=1

[state a]
type = velmul
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 8
x = 0.99
ignorehitpause=1

[State 210, wind]
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 = s0,4
channel = 3
ignorehitpause=1

[State 210, 響けッ]
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 = s5,173
channel = 0
ignorehitpause=1

[State 210, ]
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=6,=0
value = s5,253
channel = 0
persistent = 0
IgnoreHitPause = 1

[State 1027, 軌跡]
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 = 2
anim = 6400
scale = 0.5,0.5
pos = -40,50
postype = p1
sprpriority = 20000
ontop = 1
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1
ownpal = 1
ID = 6400
persistent = 0

[State 210,]
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(stateno)
trigger1=animelem=9,=0
trigger1 = movehit !=0
value = 3210
ID = stateno
persistent=256
ignorehitpause = 1

[State 210,]
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(stateno+15010)
trigger1=animelem=9,=0
trigger1 = movehit !=0
value = 3210
ID = stateno+15010
persistent=256
ignorehitpause = 1

[State ensyutu_izi]
type = AssertSpecial
flag = NoKOsnd
flag2 = TimerFreeze
flag3 = RoundNotOver
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
ignorehitpause = 1

[State 3010, 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

;-------------------------------------------------------------
;因果桜砲
;オーバーヒート中限定3ゲージ消費。奥義。

[Statedef 2406]
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(19):=(enemynear,lifemax)*2        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=40         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=40         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=400        ;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):=30       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=100       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=300      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=500      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=1        ;ガー不攻撃開始ライン
trigger1=1||var(43):=10       ;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):=2147483647          ;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):=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)
trigger2=animelem=7,=0
trigger2=1||var(47):=var(30)
value=19191082
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"
triggerall=(animelem=9,>=30)
trigger1=numexplod(4949794)>=2
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"
triggerall=(animelem=7,>=0)&&(animelem=9,<30)
trigger1=numexplod(4949794)>=2
anim=21010
ID=4771897
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(4949794)>=1
trigger1=animelem=6,<0
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(4949794)>=1
anim=21010
ID=4771900
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(4949794)>=1
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 dez_decreese]
type=varset
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(21)>1
trigger1=animelem=1,=0
var(21)=var(21)-2
ignorehitpause=1

[state hitdef];タゲ取り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=animelem=1,>=0
trigger1=animelem=1,<42
ID=var(30)
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
pausetime=10,0
ground.velocity=0,0
down.velocity=0,0
air.velocity=0,0
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
getpower=0
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=
sparkno=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
attr=SCA,AA,AT,AP    ;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。

[state hitdef];本体削り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(41)
trigger1=animelem=6,>=0
trigger1=animelem=7,<0
ID=var(30)
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=(random%50)+1,(random%50)+1
pausetime=10,0
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=0,0
down.velocity=0,0
air.velocity=0,0
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
getpower=0
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=0
sparkno=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
attr=SCA,AA,AT,AP    ;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。

[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"
triggerall=(animelem=7,>=0)&&(animelem=9,<30)
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(39),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,90
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=0
sparkno=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
attr=S,HA    ;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];通常hitdef後半
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=(animelem=9,>=30)
trigger1=sysfvar(2)>=var(39)
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(39),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,90
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=0
sparkno=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
attr=S,HA    ;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"
triggerall=(animelem=7,>=0)&&(animelem=9,<30)
trigger1=sysfvar(2)>=var(39)
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=0,0
down.velocity=0,0
air.velocity=0,0
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=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=0
sparkno=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
attr=S,HA    ;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 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 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)>=1)||((numenemy>1)&&(enemy(1),numexplod(4949794)>=1)),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)>=1)||((numenemy>1)&&(enemy(1),numexplod(4949794)>=1)),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 hissatu]
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 = 6200
id = 6200
postype = P1
pos = 0, -60
sprpriority = 200
ownpal = 1
ontop=1
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State hissatu_oto]
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 = 1,5
channel = 15
ignorehitpause=1

[State -1, 位置変更]
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=6,>=0
trigger1 = animelem=7,<0
x = (enemynear,pos X)
y = (enemynear,pos Y)
ignorehitpause=1

[State -1, 位置変更]
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=7,=0
x = 0
y = 0
ignorehitpause=1

[State 3550, 背景白黒化]
type = BGPalFX
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
time = 1
mul = 0,0,0
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[state 3400, カメラさん動かないで]
type = ScreenBound
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,>0
value = 0
movecamera = 0,0

[State -2, 勝手に振り向かない]
type = AssertSpecial
flag = NoAutoTurn
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
ignorehitpause = 1

[State 210, ぴきーん]
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 = s6,9;s1,5
channel = 3
ignorehitpause=1

[State 210, ブリッツ]
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 = s6,10
channel = 4
ignorehitpause=1

[State 210, ブリッツ]
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 = s9,12
channel = 5
ignorehitpause=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 = 1
anim = 6301
scale = 1,1
pos = 0,-40
;postype = p1
sprpriority = 5
bindtime = 5
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause=1

[State face]
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 = 10009
scale = 0.5,0.5
pos = 0,0
postype = B
sprpriority = -10000
bindtime = -1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause=1

[State back]
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 = 6
anim = 4700
ID=4700
scale = 0.5,0.5
pos = 0,0
postype = B
sprpriority = -10000
bindtime = -1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause=1

[State back_2]
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 = 4600
ID=4600
scale = 0.5,0.5
pos = 0,0
postype = L
sprpriority = -10000
facing = 1
bindtime = -1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause=1

[state explod_ontop_not]
type=modifyexplod
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)>=3000
trigger2=ishelper
trigger2=root,sysfvar(2)>=3000
ID=4600
ontop=0
sprpriority=-10000
ignorehitpause=1

[State back_3]
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 = 4701
ID=4701
scale = 0.5,0.5
pos = 0,0
postype = L
sprpriority = -20000
facing = 1
bindtime = -1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause=1

[state explod_ontop_not]
type=modifyexplod
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)>=3000
trigger2=ishelper
trigger2=root,sysfvar(2)>=3000
ID=4701
ontop=0
sprpriority=-30000
ignorehitpause=1

[State en]
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 = 6,=50
trigger2 = animelem = 6,=60
trigger3 = animelem = 6,=70
trigger4 = animelem = 6,=80
trigger5 = animelem = 6,=90
trigger6 = animelem = 6,=100
trigger7 = animelem = 6,=110
trigger8 = animelem = 6,=120
trigger9 = animelem = 6,=130
anim = 6301
ID=6301
scale = 0.2,0.6
pos = -160*facing,160
vel=-15*facing,0
postype = F
sprpriority = -10
facing = 1
bindtime = 1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause=1

[State en]
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 = 6,=140
trigger2 = animelem = 6,=150
trigger3 = animelem = 6,=160
trigger4 = animelem = 6,=170
trigger5 = animelem = 6,=180
trigger6 = animelem = 6,=190
trigger7 = animelem = 6,=200
trigger8 = animelem = 6,=210
trigger9 = animelem = 6,=220
anim = 6301
ID=6301
scale = 0.2,0.6
pos = -160*facing,160
vel=-15*facing,0
postype = F
sprpriority = -10
facing = 1
bindtime = 1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause=1

[State body]
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 = 6,=40
anim = 2407
ID=2407
scale = 1,1
pos = -160*facing,200
postype = F
sprpriority = 20
facing = 1*facing
bindtime = -1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause=1

[State body]
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,=69
anim = 2409
ID=2409
scale = 1,1
pos = 0,0
vel = 40,0
postype = P1
sprpriority = 20
facing = 1
bindtime = 1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause=1

[State body]
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,=0
anim = 4004
ID=4004
scale = 1,1
pos = -160,120
postype = F
sprpriority = 20000
ontop=1
facing = 1*facing
bindtime = 1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause=1

[State 210, これが]
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 = 6,=40
value = s5,91
channel = 0
ignorehitpause=1

[State 210, 全力]
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 = 6,=80
value = s5,92
channel = 0
ignorehitpause=1

[State 210, ブリッツ]
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 = 6
value = s9,12
channel = 5
ignorehitpause=1

[State 210, オーラ音]
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 = 6
value = s8,2
channel = 3
ignorehitpause=1

[State 210, ぴきーん]
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 = 6
value = s6,9;s1,5
channel = 1
ignorehitpause=1

[State 210, wind]
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 = 6
value = s9,3
channel = 3
ignorehitpause=1

[State 1027, 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 = 5,=69
anim = 6003
pos = 0,30
scale = 0.38,1.55
;postype = p1
sprpriority = 6
bindtime = 1
ignorehitpause=1

[State 210, 因果]
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 = s5,123
channel = 0
ignorehitpause=1

[State 210, 因果]
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=6,190
value = s5,93
channel = 0
ignorehitpause=1

[State 210, 応報]
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 = s5,94
channel = 0
ignorehitpause=1

[State 210, wind]
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 = s0,4
channel = 2
ignorehitpause=1

[State 210, 地鳴り]
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 = s1,7
channel = 1
ignorehitpause=1

[State Hit]
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 = s6,6
channel = 10
ignorehitpause=1

[State 210,風切]
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 = s0,3
channel = 3
ignorehitpause=1

[State 210, 地鳴り]
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 = s1,2
channel = 4
ignorehitpause=1

[State 1027, 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=7
anim = 6100
scale = 1,1
pos = 0,0
;postype = p1
sprpriority = 5
bindtime = 5
ignorehitpause = 1

[State -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
Time  = 30
Ampl  = 5
Freq  = 60
ignorehitpause=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=7
anim = 6320
scale = 1,0.1
pos = 0,0
;postype = p1
sprpriority = -1
bindtime = 1
ownpal = 1
ignorehitpause = 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=7
anim = 6330
scale = 1,0.1
pos = 0,0
;postype = p1
sprpriority = 5
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 1027, 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=7
anim = 6004
pos = -55,30
scale = 0.38,1.55
;postype = p1
sprpriority = 6
bindtime = 1
ignorehitpause = 1

[State 210, どうだボケ]
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=10
value = s5,95
channel = 0
ignorehitpause=1

[State 1027, 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 = 6383
pos = 70,-65
scale = 0.5,0.5
;postype = p1
sprpriority = 5
ownpal = 1
bindtime = -1
PauseMoveTime = 9999999
ignorehitpause = 1

[State 1027, 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 = 6386
pos = 70,-65
scale = 0.5,0.5
;postype = p1
sprpriority = 5
ownpal = 1
bindtime = 1
PauseMoveTime = 99999999
ignorehitpause = 1

[State 210,]
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(stateno)
trigger1 = animelem=2,<0
value = ifelse((sysfvar(2)>=var(39))&&(var(12)!=0),-1,2408)
ID = stateno
persistent=256
ignorehitpause = 1

[State 210,]
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(stateno+15010)
trigger1 = animelem=2,<0
value = ifelse((sysfvar(2)>=var(39))&&(var(12)!=0),-1,2408)
ID = stateno+15010
persistent=256
ignorehitpause = 1

[State ensyutu_izi]
type = AssertSpecial
flag = NoKOsnd
flag2 = TimerFreeze
flag3 = RoundNotOver
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
ignorehitpause = 1

[State 1100]
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

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

[statedef 2408];敵固定用ステート
type=S
movetype=H
physics=N
velset=0,0

[state remove_helper]
type=destroyself
triggerall=ishelper
trigger1=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!=stateno
value=stateno
ignorehitpause=1

[state change_anim2]
type=changeanim2
triggerall=!ishelper
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=time=0
value=stateno
ignorehitpause=1

[state hitby]
type=hitby
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=SCA,AA,AT,AP
time=10
ignorehitpause=1

[state invisible]
type=assertspecial
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
flag=invisible
flag2=noshadow
ignorehitpause=1

[State 810, チェンジ]
type = selfState
trigger1 = animtime=0
trigger2=(enemynear,anim!=2406)&&((numenemy=2)&&(enemynear(1),anim!=2406))
value = 5020
ctrl = 1
persistent=256
ignorehitpause=1

;-------------------------------------------------------------
;天地無用
;3ゲージ消費。上げて落とす。

[Statedef 3300]
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(19):=20        ;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):=223        ;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):=100       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=300       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=500      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=1000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=1        ;ガー不攻撃開始ライン
trigger1=1||var(43):=30       ;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):=2147483647*ifelse(gametime%2=0,1,-1)          ;即死解禁時の攻撃威力
trigger1=1||var(46):=2147483647*ifelse(gametime%2=0,1,-1)          ;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)
trigger2=animelem=5,=0
trigger2=1||var(47):=var(30)
trigger3=animelem=17,=0
trigger3=1||var(47):=var(30)
trigger4=animelem=19,=0
trigger4=1||var(47):=var(30)
trigger5=animelem=23,=0
trigger5=1||var(47):=var(30)
trigger6=animelem=25,=0
trigger6=1||var(47):=var(30)
trigger7=animelem=28,=0
trigger7=1||var(47):=var(30)
trigger8=animelem=36,=0
trigger8=1||var(47):=var(30)
trigger9=animelem=51,=0
trigger9=1||var(47):=var(30)
trigger10=animelem=57,=0
trigger10=1||var(47):=var(30)
value=19191082
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(4949794)>=3
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(4949794)>=2
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(4949794)>=2
anim=21010
ID=4771900
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(4949794)>=2
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 dez_decreese]
type=varset
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(21)>1
trigger1=animelem=1,=0
var(21)=var(21)-1
ignorehitpause=1

[state hitdef];時止め代理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=animelem=4,>=0
trigger1=animelem=5,<0
trigger2=animelem=57,>=0
trigger2=animelem=58,<0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
pausetime=0,50
ground.velocity=0,0
down.velocity=0,0
air.velocity=0,0
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=MAFD
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=0
sparkno=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
attr=SCA,AA,AP,AT

[state hitdef];通常hitdef初段
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=(animelem=5,>=0)&&(animelem=14,<0)
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=-1,-11
down.velocity=-1,-11
air.velocity=-1,-11
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=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,HA    ;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];通常hitdef連撃
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=(animelem=17)||(animelem=19)||(animelem=23)||(animelem=25)||(animelem=28)||(animelem=36)||(animelem=51)
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=0,30
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,HA    ;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,HA    ;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),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)
value=2147483647*ifelse(gametime%2=0,1,-1)
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*ifelse(gametime%2=0,1,-1)
ID=stateno+15010
absolute=1
ignorehitpause=1

[state hissatu]
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 = 6200
id = 6200
postype = P1
pos = 0, -60
sprpriority = 200
ownpal = 1
ontop=1
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State hissatu_oto]
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
channel = 15
ignorehitpause=1

[State 3550, 背景白黒化]
type = BGPalFX
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
time = 1
mul = 0,0,0
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[state 4002, 背景]
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
trigger1 = Facing = 1
anim = 11000
id = 11000
postype = back
pos = 0, 0
sprpriority = -4
ownpal = 1
bindtime = -1
supermove = 1
ignorehitpause=1

[state 4002, 3.2]
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
trigger1 = Facing = -1
anim = 11000
id = 11000
postype = back
pos = 1, 0
sprpriority = -4
ownpal = 1
bindtime = -1
supermove = 1
ignorehitpause=1

[state 4002, カットイン]
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
trigger1 = Facing = 1
anim = 10030
id = 10030
scale = 0.5,0.5
postype = back
pos = 0, 240
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
ignorehitpause=1

[state 4002, カットイン]
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
trigger1 = Facing = -1
anim = 10030
id = 10030
scale = 0.5,0.5
postype = back
pos = 1, 240
sprpriority = -3
ownpal = 1
bindtime = -1
supermove = 1
ignorehitpause=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 = 6301
scale = 1,1
pos = 0,-40
;postype = p1
sprpriority = 5
bindtime = 5
supermove = 1
ownpal = 1
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
value = s5,149
channel = 0
ignorehitpause=1

[State 660, 土煙]
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 = 6000
pos = 0,0
postype = p1
sprpriority = 5
bindtime = 1
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=5
value = s5,144
channel = 0
ignorehitpause=1

[state 1300, 属性変更]
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 = Animelem = 5
value = A
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 = 5, >= 0
trigger1=animelem=14,<0
y = 0.6
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 = 5,=0
x = 2
y = -12
ignorehitpause=1

[State -2, wind]
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 = s0,3
channel = 1
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=animelem=14
Edge = 50,0
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 = 37
value = s5,125
channel = 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 = 51
value = s5,153
channel = 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 = 57
value = s5,132
channel = 0
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 = 14
x = 0
y = 0
ignorehitpause=1

[State -2, 勝手に振り向かない]
type = AssertSpecial
flag = NoAutoTurn
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
ignorehitpause = 1

[state 1,]
type = AfterImage
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 14
time = 1
length = 15
palcontrast = 234,32,32
timegap = 1
framegap = 3
ignorehitpause=1

[state 1,]
type = AfterImageTime
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=animelem=14,>=0
time = 2
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 = 59, >= 45
y = 0.6
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 = 58
y = 30
ignorehitpause=1

[State -2, wind]
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 = 58
value = s0,3
channel = 1
ignorehitpause=1

[State ensyutu_izi]
type = AssertSpecial
flag = NoKOsnd
flag2 = TimerFreeze
flag3 = RoundNotOver
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
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=animelem=58,>=0
trigger1 = Pos Y >=0 && Vel Y >0
trigger1=1||var(47):=3301
trigger2=animtime=0
trigger2=1||var(47):=3301
value=931022810
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

;---------------------------------------------------------------------------
;天地無用ォ！！！！
[Statedef 3301]
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(19):=400        ;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):=102        ;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):=100       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=300       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=500      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=1000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=1        ;ガー不攻撃開始ライン
trigger1=1||var(43):=30       ;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):=2147483647*ifelse(gametime%2=0,1,-1)          ;即死解禁時の攻撃威力
trigger1=1||var(46):=2147483647*ifelse(gametime%2=0,1,-1)          ;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=19191082
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(4949794)>=3
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(4949794)>=2
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(4949794)>=2
anim=21010
ID=4771900
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(4949794)>=2
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=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=0,30
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=-1,-11
down.velocity=-1,-11
air.velocity=-1,-11
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,))),)
ground.slidetime=0
sparkno=s4004
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,6
guardsound=s7,0
attr=S,HA    ;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=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=0,30
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=-1,-11
down.velocity=-1,-11
air.velocity=-1,-11
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=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=0
sparkno=s4004
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,6
guardsound=s7,0
attr=S,HA    ;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),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)
value=2147483647*ifelse(gametime%2=0,1,-1)
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*ifelse(gametime%2=0,1,-1)
ID=stateno+15010
absolute=1
ignorehitpause=1

[State -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=1
Time  = 30
Ampl  = 5
Freq  = 60
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 = 1
y = 0
ignorehitpause=1

[state 4002, 背景]
type = explod
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
trigger1 = animelem = 1
trigger1 = Facing = 1
anim = 4500
id = 4500
postype = back
pos = 0, 0
scale = 0.5,0.5
sprpriority = -4
ownpal = 1
bindtime = -1
supermove = 1
ignorehitpause=1

[state 4002, 3.2]
type = explod
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
trigger1 = animelem = 1
trigger1 = Facing = -1
anim = 4500
id = 4500
postype = back
pos = 320, 0
scale = -0.5,0.5
sprpriority = -4
ownpal = 1
bindtime = -1
supermove = 1
ignorehitpause=1

[state explod_ontop_not]
type=modifyexplod
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)>=3000
trigger2=ishelper
trigger2=root,sysfvar(2)>=3000
ID=4500
ontop=0
sprpriority=-4
ignorehitpause=1

[state 4002, 背景]
type = explod
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
trigger1 = animelem = 1
trigger1 = Facing = 1
anim = 4702
id = 4702
postype = back
pos = 0, 0
scale = 0.5,0.5
sprpriority = -30000
ownpal = 1
bindtime = -1
supermove = 1
ignorehitpause=1

[state 4002, 3.2]
type = explod
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
trigger1 = animelem = 1
trigger1 = Facing = -1
anim = 4702
id = 4702
postype = back
pos = 320, 0
scale = -0.5,0.5
sprpriority = -30000
ownpal = 1
bindtime = -1
supermove = 1
ignorehitpause=1

[state explod_ontop_not]
type=modifyexplod
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)>=3000
trigger2=ishelper
trigger2=root,sysfvar(2)>=3000
ID=4702
ontop=0
sprpriority=-30000
ignorehitpause=1

[State 1027, 砂埃]
type = explod
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
trigger1 = animelem = 1
anim = 6003
pos = 0,0
;postype = p1
sprpriority = 4
bindtime = 1
ignorehitpause=1

[State 1027, 砂埃]
type = explod
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
trigger1 = animelem = 1
anim = 6001
scale = -1,1
pos = 60,0
;postype = p1
sprpriority = -1
bindtime = 1
ignorehitpause=1

[State 1027, 岩]
type = explod
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
trigger1 = animelem = 1
anim = 6102
scale = 1,1
pos = 40,0
;postype = p1
sprpriority = -3
bindtime = 1
ignorehitpause=1

[State 1027, 岩]
type = explod
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
trigger1 = animelem = 1
anim = 6102
scale = 1.77,2.13
pos = 20,0
;postype = p1
sprpriority = -3
bindtime = 1
ignorehitpause=1

[State 1027, 岩]
type = explod
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
trigger1 = animelem = 1
anim = 6102
scale = 2.22,3.56
pos = 40,0
;postype = p1
sprpriority = -3
bindtime = 1
ignorehitpause=1

[State 1027, 岩]
type = explod
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
trigger1 = animelem = 1
anim = 6102
scale = 3.8,4.23
pos = 30,0
;postype = p1
sprpriority = -3
bindtime = 1
ignorehitpause=1

[State 1027, 岩]
type = explod
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
trigger1 = animelem = 1
anim = 6101
scale = -2.5,2.8
pos = 0,0
;postype = p1
sprpriority = -2
bindtime = 1
ignorehitpause=1

[State 1027, 岩]
type = explod
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
trigger1 = animelem = 1
anim = 6101
scale = 2,3
pos = 0,0
;postype = p1
sprpriority = -2
bindtime = 1
ignorehitpause=1

[State 1027, 岩]
type = explod
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
trigger1 = animelem = 1
anim = 6102
scale = 2,2.2
pos = -20,0
;postype = p1
sprpriority = -3
bindtime = 1
ignorehitpause=1

[State 1027, 岩]
type = explod
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
trigger1 = animelem = 1
anim = 6102
scale = 5.12,4.28
pos = -30,0
;postype = p1
sprpriority = 4
bindtime = 1
ignorehitpause=1

[State 1027, 岩]
type = explod
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
trigger1 = animelem = 1
anim = 6102
scale = 2.6,2.3
pos = -40,0
;postype = p1
sprpriority = -3
bindtime = 1
ignorehitpause=1

[State 1027, 岩]
type = explod
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
trigger1 = animelem = 1
anim = 6102
scale = 1.5,1.4
pos = -40,0
;postype = p1
sprpriority = 5
bindtime = 1
ignorehitpause=1

[State 1027, 岩]
type = explod
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
trigger1 = animelem = 1
anim = 6102
scale = 1,1
pos = -60,0
;postype = p1
sprpriority = 5
bindtime = 1
ignorehitpause=1

[State 1027, 円]
type = explod
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
trigger1 = animelem = 1
anim = 6322
scale = 1.5,0.12
pos = 0,0
;postype = p1
sprpriority = -5
bindtime = 1
ownpal = 1
ignorehitpause=1

[State 1027, 円]
type = explod
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
trigger1 = animelem = 1
anim = 6332
scale = 1.5,0.12
pos = 0,0
;postype = p1
sprpriority = 5
bindtime = 1
ownpal = 1
ignorehitpause=1

[State 1027, 円]
type = explod
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
trigger1 = animelem = 1
anim = 6323
scale = 1,0.1
pos = 0,0
;postype = p1
sprpriority = -5
bindtime = 1
ownpal = 1
ignorehitpause=1

[State 1027, 円]
type = explod
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
trigger1 = animelem = 1
anim = 6333
scale = 1,0.1
pos = 0,0
;postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
ignorehitpause=1

[State 1027, エフェクト]
type = Explod
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
trigger1 = animelem = 1
anim = 6370
pos = 0,0
;postype = p1
sprpriority = -1
bindtime = 1
PauseMoveTime = 0
ownpal = 1
ignorehitpause=1

[State 210, wind]
type = playSnd
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
trigger1 = animelem = 1
value = s0,4
channel = 2
ignorehitpause=1

[State 210, 地鳴り]
type = playSnd
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
trigger1 = animelem = 1
value = s1,7
channel = 1
ignorehitpause=1

[State 210, 天地無用]
type = playSnd
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
trigger1 = animelem = 1
value = s5,142
channel = 0
ignorehitpause=1

[State 1027, 軌跡]
type = Explod
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
trigger1 = animelem = 1
anim = 6375
pos = 0,0
;postype = p1
scale = 2,2
sprpriority = 7
bindtime = -1
PauseMoveTime = 0
ownpal = 1
ignorehitpause=1

[State ensyutu_izi]
type = AssertSpecial
flag = NoKOsnd
flag2 = TimerFreeze
flag3 = RoundNotOver
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
ignorehitpause = 1

[State 3010, チェンジ]
type = selfstate
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
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

;-------------------------------------------------------------
;天上天下天地無用
;3ゲージ消費。上げて落として上げて殴る。

[Statedef 3302]
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(19):=40        ;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):=223        ;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):=30       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=100       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=300      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=500      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=1        ;ガー不攻撃開始ライン
trigger1=1||var(43):=10       ;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):=2147483647*ifelse(gametime%2=0,1,-1)          ;即死解禁時の攻撃威力
trigger1=1||var(46):=2147483647*ifelse(gametime%2=0,1,-1)          ;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=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
trigger2=animelem=5,=0
trigger2=1||var(47):=var(30)
trigger3=animelem=17,=0
trigger3=1||var(47):=var(30)
trigger4=animelem=19,=0
trigger4=1||var(47):=var(30)
trigger5=animelem=23,=0
trigger5=1||var(47):=var(30)
trigger6=animelem=25,=0
trigger6=1||var(47):=var(30)
trigger7=animelem=28,=0
trigger7=1||var(47):=var(30)
trigger8=animelem=36,=0
trigger8=1||var(47):=var(30)
trigger9=animelem=51,=0
trigger9=1||var(47):=var(30)
trigger10=animelem=57,=0
trigger10=1||var(47):=var(30)
value=19191082
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(4949794)>=2
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(4949794)>=1
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(4949794)>=1
anim=21010
ID=4771900
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(4949794)>=1
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 dez_decreese]
type=varset
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(21)>1
trigger1=animelem=1,=0
var(21)=var(21)-2
ignorehitpause=1

[state hitdef];時止め代理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=animelem=4,>=0
trigger1=animelem=5,<0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
pausetime=0,50
ground.velocity=0,0
down.velocity=0,0
air.velocity=0,0
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=MAFD
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=0
sparkno=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
attr=SCA,AA,AP,AT

[state hitdef];通常hitdef初段
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=(animelem=5,>=0)&&(animelem=14,<0)
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=-1,-11
down.velocity=-1,-11
air.velocity=-1,-11
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=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,HA    ;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(41))&&(var(10)),sysvar(1),5020)

[state hitdef];通常hitdef連撃
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=(animelem=17)||(animelem=19)||(animelem=23)||(animelem=25)||(animelem=28)||(animelem=36)||(animelem=51)
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=0,30
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,HA    ;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(41))&&(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,HA    ;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];削りタイプ
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(41)
trigger1=animelem=1   ;技によっては射出条件変化もあり？
trigger2=gametime%30
ID=var(30)
ignorehitpause=1
projID=var(30)
projanim=21050
projsprpriority=-4000
projscale=0.3,0.3
postype=F
offset=-160,-50
projremove=1
projremovetime=var(16)
projmisstime=1
projhits=600
projpriority=2147483647
priority=2147483647,Hit
supermovetime=2147483647
pausemovetime=2147483647
numhits=0
forcestand=0
damage=ifelse(random>500,(1+random%10)*10,1+random%10)
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=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
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(41))&&(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)
value=ifelse(random>666,10+10*random%10,ifelse(random>500,1+random%10,1))
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=ifelse(random>666,10+10*random%10,ifelse(random>500,1+random%10,1))
ID=stateno+15010
absolute=1
ignorehitpause=1

[state hissatu]
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 = 6200
id = 6200
postype = P1
pos = 0, -60
sprpriority = 200
ownpal = 1
ontop=1
bindtime = -1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause=1

[State hissatu_oto]
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
channel = 15
ignorehitpause=1

[State 3550, 背景白黒化]
type = BGPalFX
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
time = 1
mul = 0,0,0
pausemovetime = 9999
supermovetime = 9999
ignorehitpause=1

[State 210, ぴきーん]
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 = s6,9;s1,5
channel = 3

[State 210, ブリッツ]
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 = s6,10
channel = 4

[State 210, ブリッツ]
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
channel = 5

[state 4002, カットイン]
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
trigger1 = Facing = 1
anim = 10030
id = 10030
scale = 0.5,0.5
postype = back
pos = 0, 240
sprpriority = -3
ownpal = 1
bindtime = -1
pausemovetime = 9999
supermovetime = 9999

[state 4002, カットイン]
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
trigger1 = Facing = -1
anim = 10030
id = 10030
scale = 0.5,0.5
postype = back
pos = 1, 240
sprpriority = -3
ownpal = 1
bindtime = -1
pausemovetime = 9999
supermovetime = 9999

[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 = 6301
scale = 1,1
pos = 0,-40
;postype = p1
sprpriority = 5
bindtime = 5
pausemovetime = 9999
supermovetime = 9999
ownpal = 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
value = s5,149
channel = 0

[State 660, 土煙]
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 = 6000
pos = 0,0
postype = p1
sprpriority = 5
bindtime = 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 = 5
value = s5,144
channel = 0

[state 1300, 属性変更]
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 = Animelem = 5
value = A
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 = 5, >= 0
trigger1=animelem=14,<0
y = 0.6
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 = 5,=0
x = 2
y = -12
ignorehitpause=1

[State -2, wind]
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 = s0,3
channel = 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

[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 = 37
value = s5,125
channel = 0

[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 = 51
value = s5,153
channel = 0

[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 = 14
x = 0
y = 0
ignorehitpause=1

[State -2, 勝手に振り向かない]
type = AssertSpecial
flag = NoAutoTurn
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
ignorehitpause = 1

[state 1,]
type = AfterImage
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 14
time = 1
length = 15
palcontrast = 234,32,32
timegap = 1
framegap = 3

[state 1,]
type = AfterImageTime
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
time = 2

[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 = 59, >= 45
y = 0.6
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 = 58
y = 30
ignorehitpause=1

[State -2, wind]
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 = 58
value = s0,3
channel = 1
ignorehitpause=1

[State ensyutu_izi]
type = AssertSpecial
flag = NoKOsnd
flag2 = TimerFreeze
flag3 = RoundNotOver
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
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=animelem=58,>=0
trigger1 = Pos Y >=0 && Vel Y >0
trigger2=animtime=0
value = 3303
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

;---------------------------------------------------------------------------
;天地無用ォ！！！！
[Statedef 3303]
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(19):=600        ;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):=102        ;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):=30       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=100       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=300      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=500      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=1        ;ガー不攻撃開始ライン
trigger1=1||var(43):=10       ;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):=2147483647*ifelse(gametime%2=0,1,-1)          ;即死解禁時の攻撃威力
trigger1=1||var(46):=2147483647*ifelse(gametime%2=0,1,-1)          ;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=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
trigger2=animelem=8,=0
trigger2=1||var(47):=var(30)
value=19191082
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(4949794)>=2
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(4949794)>=1
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(4949794)>=1
anim=21010
ID=4771900
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(4949794)>=1
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=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=0,50
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=-1,-11
down.velocity=-1,-11
air.velocity=-1,-11
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,))),)
ground.slidetime=0
sparkno=s4004
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,6
guardsound=s7,0
attr=A,HA    ;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(41))&&(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=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=0,50
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=-1,-11
down.velocity=-1,-11
air.velocity=-1,-11
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=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=0
sparkno=s4004
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,6
guardsound=s7,0
attr=A,HA    ;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),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)
value=ifelse(random>666,10+10*random%10,ifelse(random>500,1+random%10,1))
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=ifelse(random>666,10+10*random%10,ifelse(random>500,1+random%10,1))
ID=stateno+15010
absolute=1
ignorehitpause=1

[State -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=1
Time  = 30
Ampl  = 5
Freq  = 60
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 = 1
y = 0
ignorehitpause=1

[state 4002, 背景]
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 = 10
trigger1 = Facing = 1
anim = 4501
id = 4501
postype = back
pos = 0, 0
scale = 0.5,0.5
sprpriority = -4
ownpal = 1
bindtime = -1
supermove = 1

[state 4002, 3.2]
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 = 10
trigger1 = Facing = -1
anim = 4501
id = 4501
postype = back
pos = 320, 0
scale = -0.5,0.5
sprpriority = -4
ownpal = 1
bindtime = -1
supermove = 1

[state explod_ontop_not]
type=modifyexplod
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)>=3000
trigger2=ishelper
trigger2=root,sysfvar(2)>=3000
ID=4501
ontop=0
sprpriority=-4
ignorehitpause=1

[state 4002, 背景]
type = explod
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
trigger1 = animelem = 10
trigger1 = Facing = 1
anim = 4702
id = 4702
postype = back
pos = 0, 0
scale = 0.5,0.5
sprpriority = -30000
ownpal = 1
bindtime = -1
supermove = 1
ignorehitpause=1

[state 4002, 3.2]
type = explod
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=!ishelper
trigger1 = animelem = 10
trigger1 = Facing = -1
anim = 4702
id = 4702
postype = back
pos = 320, 0
scale = -0.5,0.5
sprpriority = -30000
ownpal = 1
bindtime = -1
supermove = 1
ignorehitpause=1

[state explod_ontop_not]
type=modifyexplod
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)>=3000
trigger2=ishelper
trigger2=root,sysfvar(2)>=3000
ID=4702
ontop=0
sprpriority=-30000
ignorehitpause=1

[State 1027, 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
anim = 6003
pos = 0,0
;postype = p1
sprpriority = 4
bindtime = 1

[State 1027, 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
anim = 6001
scale = -1,1
pos = 60,0
;postype = p1
sprpriority = -1
bindtime = 1

[State 1027, 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
anim = 6102
scale = 1,1
pos = 40,0
;postype = p1
sprpriority = -3
bindtime = 1

[State 1027, 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
anim = 6102
scale = 1.77,2.13
pos = 20,0
;postype = p1
sprpriority = -3
bindtime = 1

[State 1027, 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
anim = 6102
scale = 2.22,3.56
pos = 40,0
;postype = p1
sprpriority = -3
bindtime = 1

[State 1027, 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
anim = 6102
scale = 3.8,4.23
pos = 30,0
;postype = p1
sprpriority = -3
bindtime = 1

[State 1027, 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
anim = 6101
scale = -2.5,2.8
pos = 0,0
;postype = p1
sprpriority = -2
bindtime = 1

[State 1027, 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
anim = 6101
scale = 2,3
pos = 0,0
;postype = p1
sprpriority = -2
bindtime = 1

[State 1027, 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
anim = 6102
scale = 2,2.2
pos = -20,0
;postype = p1
sprpriority = -3
bindtime = 1

[State 1027, 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
anim = 6102
scale = 5.12,4.28
pos = -30,0
;postype = p1
sprpriority = 4
bindtime = 1

[State 1027, 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
anim = 6102
scale = 2.6,2.3
pos = -40,0
;postype = p1
sprpriority = -3
bindtime = 1

[State 1027, 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
anim = 6102
scale = 1.5,1.4
pos = -40,0
;postype = p1
sprpriority = 5
bindtime = 1

[State 1027, 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
anim = 6102
scale = 1,1
pos = -60,0
;postype = p1
sprpriority = 5
bindtime = 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 = 1
anim = 6322
scale = 1.5,0.12
pos = 0,0
;postype = p1
sprpriority = -5
bindtime = 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 = 1
anim = 6332
scale = 1.5,0.12
pos = 0,0
;postype = p1
sprpriority = 5
bindtime = 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 = 1
anim = 6323
scale = 1,0.1
pos = 0,0
;postype = p1
sprpriority = -5
bindtime = 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 = 1
anim = 6333
scale = 1,0.1
pos = 0,0
;postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1

[State 1027, 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 = 6370
pos = 0,0
;postype = p1
sprpriority = -1
bindtime = 1
PauseMoveTime = 0
ownpal = 1

[State 210, wind]
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 = s0,4
channel = 2

[State 210, 地鳴り]
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 = s1,4
channel = 1

[State 210, wind]
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 = 10
value = s0,4
channel = 2

[State 210, 地鳴り]
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 = 10
value = s1,7
channel = 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
value = s5,200
channel = 0

[State 210, 天地無用]
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 = 10
value = s5,142
channel = 0

[State 1027, 軌跡]
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 = 6375
pos = 0,0
;postype = p1
scale = 2,2
sprpriority = 7
bindtime = -1
PauseMoveTime = 0
ownpal = 1

[State 1027, 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 = 10
anim = 6003
pos = 0,0
;postype = p1
sprpriority = 4
bindtime = 1

[State 1027, 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 = 10
anim = 6001
scale = -1,1
pos = 60,0
;postype = p1
sprpriority = -1
bindtime = 1

[State 1027, 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 = 10
anim = 6001
scale = 1,1
pos = -30,0
;postype = p1
sprpriority = -1
bindtime = 1

[State ensyutu_izi]
type = AssertSpecial
flag = NoKOsnd
flag2 = TimerFreeze
flag3 = RoundNotOver
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
ignorehitpause = 1

[State 3010, 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

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

;---------------------------------------------------------------------------
; 一拳落着(LVMaX)
;
; 厳しい条件と共に繰り出される必殺の拳。
; 相手は（当たれば）死ぬ。

[Statedef 3304]
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(19):=ifelse(random>666,1000000,ifelse(random>500,100000,10000))        ;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):=859        ;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):=30       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=100       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=300      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=500      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=1        ;ガー不攻撃開始ライン
trigger1=1||var(43):=10       ;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>750,1000000,ifelse(random>666,100000,ifelse(random>500,10000,2147483647)))          ;即死解禁時の攻撃威力
trigger1=1||var(46):=ifelse(random>750,1000000,ifelse(random>666,100000,ifelse(random>500,10000,2147483647)))          ;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 power_decrease]
type=poweradd
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=powermax
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)
trigger2=animelem=47,=0
trigger2=1||var(47):=var(30)
trigger3=animelem=48,=0
trigger3=1||var(47):=var(30)
value=19191082
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=animelem=48,>=0
trigger1=animelem=92,<0
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(4949794)>=1
trigger1=animelem=48,>=0
trigger1=animelem=91,<0
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(4949794)>=2
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(4949794)>=1
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=1
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 dez_decreese]
type=varset
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(21)>1
trigger1=animelem=1,=0
var(21)=var(21)-2
ignorehitpause=1

[state hitdef];タゲ取り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=animelem=5,<0
ID=var(30)
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
pausetime=10,0
ground.velocity=0,0
down.velocity=0,0
air.velocity=0,0
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
getpower=0
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=
sparkno=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
attr=SCA,AA,AT,AP    ;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。

[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"
triggerall=animelem=48,>=0
triggerall=animelem=92,<0
trigger1=sysfvar(2)<var(39)
trigger1=(movecontact=0)||(sysfvar(2)>=var(15))
trigger2=sysfvar(2)>=var(39)
trigger2=(movecontact=0)||(sysfvar(2)>=var(15))
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=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
attr=S,HA    ;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=animelem=48,>=0
trigger1=animelem=92,<0
trigger1=sysfvar(2)>=var(39)
trigger1=(movecontact=0)||(sysfvar(2)>=var(15))
trigger1=var(12)!=0
trigger2=animelem=107,>=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=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
attr=S,HA    ;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];即死ランダムproj
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(41)
triggerall=var(12)=0
triggerall=animelem=47,>=0
triggerall=animelem=92,<0
trigger1=random>950
trigger2=animelem=48,<0
ID=var(30)
ignorehitpause=1
projID=var(30)
projanim=21050
projsprpriority=-4000
postype=F
offset=-160,-50
projremove=1
projremovetime=1
projmisstime=1
projhits=600
projpriority=2147483647
priority=2147483647,Hit
supermovetime=2147483647
pausemovetime=2147483647
numhits=0
forcestand=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,))),)
offset=0,-50
sparkno=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
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=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 proj];noneランダムproj
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(41)
triggerall=var(12)!=0
triggerall=animelem=47,>=0
triggerall=animelem=92,<0
trigger1=random>950
trigger2=animelem=48,<0
ID=var(30)
ignorehitpause=1
projID=var(30)
projanim=21050
projsprpriority=-4000
postype=F
offset=-160,-50
projremove=1
projremovetime=1
projmisstime=1
projhits=600
projpriority=2147483647
priority=2147483647,Hit
supermovetime=2147483647
pausemovetime=2147483647
numhits=0
forcestand=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=none
air.type=none
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,))),)
offset=0,-50
sparkno=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
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=1
p2stateno=-1

[state proj];最終削りproj
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(41)
triggerall=var(12)=0
triggerall=animelem=120,>=0
trigger1=1
ID=var(30)
ignorehitpause=1
projID=var(30)
projanim=21050
projsprpriority=-4000
postype=F
offset=-160,-50
projremove=1
projremovetime=1
projmisstime=1
projhits=600
projpriority=2147483647
priority=2147483647,Hit
supermovetime=2147483647
pausemovetime=2147483647
numhits=0
forcestand=0
damage=ifelse(random>500,(1+random%10)*10,1+random%10)
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,))),)
offset=0,-50
sparkno=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
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=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 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=animelem=5,<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)
trigger1=animelem=5,<0
value=2147483647
ID=stateno+15010
absolute=1
ignorehitpause=1

[state ,]
type = ScreenBound
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 = 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 = 6301
scale = 1,1
pos = 35,-70
;postype = p1
sprpriority = 5
bindtime = 5
supermove = 1
ownpal = 1

[State 210, 地鳴り]
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 = s1,4
channel = 1

[State -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
time  = 30
ampl  = 5
Freq  = 90

[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 = 5
anim = 6300
scale = 2,0.1
pos = 0,0
;postype = p1
sprpriority = 5
bindtime = 5
ownpal = 1

[state 3400, 演出]
type = assertSpecial
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
flag = noBG
flag2 = globalnoshadow
flag3 = nobardisplay
supermovetime = 99999999
pausemovetime = 99999999
IgnoreHitpause = 1

[state 1000, 地を踏む]
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
time = 10
freq = 80
ampl = -4
phase = 0
persistent = 0

[State 1000, 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=7
value = s9,2
persistent = 0

[state 1000, 地を踏む]
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 = 11
time = 10
freq = 80
ampl = -4
phase = 0
persistent = 0

[State 1000, 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 = 11
value = s9,2
persistent = 0

[state 1000, 地を踏む]
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 = 15
time = 10
freq = 80
ampl = -4
phase = 0
persistent = 0

[State 1000, 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 = 15
value = s9,2
persistent = 0

[state 1000, 地を踏む]
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 = 19
time = 10
freq = 80
ampl = -4
phase = 0
persistent = 0

[State 1000, 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 = 19
value = s9,2
persistent = 0

[state 1000, 地を踏む]
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 = 23
time = 10
freq = 80
ampl = -4
phase = 0
persistent = 0

[State 1000, 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 = 23
value = s9,2
persistent = 0

[state 1000, 地を踏む]
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 = 27
time = 10
freq = 80
ampl = -4
phase = 0
persistent = 0

[State 1000, 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 = 27
value = s9,2
persistent = 0

[state 1000, 地を踏む]
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 = 31
time = 10
freq = 80
ampl = -4
phase = 0
persistent = 0

[State 1000, 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 = 31
value = s9,2
persistent = 0

[state 1000, 地を踏む]
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 = 35
time = 10
freq = 80
ampl = -4
phase = 0
persistent = 0

[State 1000, 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 = 35
value = s9,2
persistent = 0

[state 1000, 地を踏む]
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 = 39
time = 10
freq = 80
ampl = -4
phase = 0
persistent = 0

[State 1000, 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 = 39
value = s9,2
persistent = 0

[state 1000, 地を踏む]
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 = 43
time = 10
freq = 80
ampl = -4
phase = 0
persistent = 0

[State 1000, 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 = 43
value = s9,2
persistent = 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 = 47
anim = 6301
scale = 1,1
pos = 0,-50
;postype = p1
sprpriority = 5
bindtime = 5
ownpal = 1
supermove = 1
pausemovetime = 9999

[State 210, きーん]
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 = 47
value = s1,5
channel = 1

[State 210, いざ]
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 = 47
value = s5,39
channel = 2

[State 1027, 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 = 56
anim = 6001
pos = 10,0
;postype = p1
sprpriority = 6
bindtime = 1
supermove = 1
pausemovetime = 9999

[State -2, 勝手に振り向かない]
type = AssertSpecial
flag = NoAutoTurn
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
ignorehitpause = 1

[State ensyutu_izi]
type = AssertSpecial
flag = NoKOsnd
flag2 = TimerFreeze
flag3 = RoundNotOver
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
ignorehitpause = 1

;一拳落着フィルター
[state 4002,f]
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 = facing = 1
trigger1 = animelem=48
anim = 4030
id = 4030
postype = back
pos = 0, 0
sprpriority = 7
ownpal = 1
bindtime = -1
supermove = 1

[state 4002,f]
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 = facing = -1
trigger1 = animelem = 48
anim = 4030
id = 4030
postype = back
pos = 1, 0
sprpriority = 7
ownpal = 1
bindtime = -1
supermove = 1

[State 1000, 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 = 48
value = s9,3
persistent = 0

[State 1027, ｽﾞｪｱ]
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 = 49
anim = 4020
pos = -50,-20
postype = p1
scale = 0.5,0.5
sprpriority = 6
bindtime = 1
supermove = 1
ownpal = 1
pausemovetime = 9999

[state ]
type = EnvColor
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=48,>=0
value = 55, 55, 55
time = 1
under = 1
supermovetime = 9999
pausemovetime = 9999

[State -1, 位置変更]
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 = 49
x = (p2Dist X) + 40

[State -1, 位置変更]
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 = 50
x = 5

[State -1, 位置変更]
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 = 51
x = 3

[State -1, 位置変更]
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 = 52
x = 0.5

[State 210, さみだれ]
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 = 53
value = s5,40
channel = 2


[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 = 91
persistent = 0
ignorehitpause = 1
time = 10
ampl = 10
freq = 100
phase = 100

[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 = 91
value = s6,0
channel = 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 = 91
anim = 4001
random = 80,80
pos = -160*facing,120
postype = F
sprpriority = 5
scale = 1,1
bindtime = 1
ownpal = 0
supermovetime = 9999
pausemovetime = 9999


[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 = 91,=10
persistent = 0
ignorehitpause = 1
time = 10
ampl = 10
freq = 100
phase = 100

[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 = 91,=10
value = s6,2
channel = 2

[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 = 91,=10
anim = 4002
random = 80,80
pos = -160*facing,120
postype = F
sprpriority = 5
scale = 1,1
bindtime = 1
ownpal = 0
supermovetime = 9999
pausemovetime = 9999

[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 = 91,=20
persistent = 0
ignorehitpause = 1
time = 10
ampl = 10
freq = 100
phase = 100

[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 = 91,=20
value = s6,1
channel = 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 = 91,=20
anim = 4001
random = 80,80
pos = -160*facing,120
postype = F
sprpriority = 5
scale = 1,1
bindtime = 1
ownpal = 0
supermovetime = 9999
pausemovetime = 9999

[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 = 91,=25
persistent = 0
ignorehitpause = 1
time = 10
ampl = 10
freq = 100
phase = 100

[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 = 91,=25
value = s6,2
channel = 2

[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 = 91,=25
anim = 4002
random = 80,80
pos = -160*facing,120
postype = F
sprpriority = 5
scale = 1,1
bindtime = 1
ownpal = 0
supermovetime = 9999
pausemovetime = 9999

[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 = 91,=30
persistent = 0
ignorehitpause = 1
time = 10
ampl = 10
freq = 100
phase = 100

[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=91,=30
value = s6,0
channel = 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 = 91,=30
anim = 4001
random = 80,80
pos = -160*facing,120
postype = F
sprpriority = 5
scale = 1,1
bindtime = 1
ownpal = 0
supermovetime = 9999
pausemovetime = 9999

[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 = 91,=32
persistent = 0
ignorehitpause = 1
time = 10
ampl = 10
freq = 100
phase = 100

[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 = 91,=32
value = s6,3
channel = 2

[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 = 91,=32
anim = 4003
random = 80,80
pos = -160*facing,120
postype = F
sprpriority = 5
scale = 1,1
bindtime = 1
ownpal = 0
supermovetime = 9999
pausemovetime = 9999

[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 = 91,=44
persistent = 0
ignorehitpause = 1
time = 10
ampl = 10
freq = 100
phase = 100

[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 = 91,=44
value = s6,1
channel = 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 = 91,=44
anim = 4001
random = 80,80
pos = -160*facing,120
postype = F
sprpriority = 5
scale = 1,1
bindtime = 1
ownpal = 0
supermovetime = 9999
pausemovetime = 9999

[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 = 91,=38
persistent = 0
ignorehitpause = 1
time = 10
ampl = 10
freq = 100
phase = 100

[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 = 91,=38
value = s6,0
channel = 2

[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 = 91,=38
anim = 4001
random = 80,80
pos = -160*facing,120
postype = F
sprpriority = 5
scale = 1,1
bindtime = 1
ownpal = 0
supermovetime = 9999
pausemovetime = 9999


[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 = 91,=40
persistent = 0
ignorehitpause = 1
time = 10
ampl = 10
freq = 100
phase = 100

[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 = 91,=40
value = s6,2
channel = 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 = 91,=40
anim = 4002
random = 80,80
pos = -160*facing,120
postype = F
sprpriority = 5
scale = 1,1
bindtime = 1
ownpal = 0
supermovetime = 9999
pausemovetime = 9999

[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 = 91,=42
persistent = 0
ignorehitpause = 1
time = 10
ampl = 10
freq = 100
phase = 100

[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 = 91,=42
value = s6,3
channel = 2

[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 = 91,=42
anim = 4003
random = 40,40
pos = -160*facing,120
postype = F
sprpriority = 5
scale = 1,1
bindtime = 1
ownpal = 0
supermovetime = 9999
pausemovetime = 9999

[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 = 91,=50
persistent = 0
ignorehitpause = 1
time = 10
ampl = 10
freq = 100
phase = 100

[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 = 91,=50
value = s6,2
channel = 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 = 91,=50
anim = 4002
random = 80,80
pos = -160*facing,120
postype = F
sprpriority = 5
scale = 1,1
bindtime = 1
ownpal = 0
supermovetime = 9999
pausemovetime = 9999


[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 = 91,=40
persistent = 0
ignorehitpause = 1
time = 10
ampl = 10
freq = 100
phase = 100

[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 = 91,=40
value = s6,0
channel = 2

[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 = 91,=40
anim = 4001
random = 80,80
pos = -160*facing,120
postype = F
sprpriority = 5
scale = 1,1
bindtime = 1
ownpal = 0
supermovetime = 9999
pausemovetime = 9999


[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 = 91,=48
persistent = 0
ignorehitpause = 1
time = 10
ampl = 10
freq = 100
phase = 100

[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 = 91,=48
value = s6,2
channel = 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 = 91,=48
anim = 4002
random = 80,80
pos = -160*facing,120
postype = F
sprpriority = 5
scale = 1,1
bindtime = 1
ownpal = 0
supermovetime = 9999
pausemovetime = 9999

[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 = 91,=42
persistent = 0
ignorehitpause = 1
time = 10
ampl = 10
freq = 100
phase = 100

[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 = 91,=42
value = s6,3
channel = 2

[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 = 91,=42
anim = 4003
random = 80,80
pos = -160*facing,120
postype = F
sprpriority = 5
scale = 1,1
bindtime = 1
ownpal = 0
supermovetime = 9999
pausemovetime = 9999

[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 = 91,=46
persistent = 0
ignorehitpause = 1
time = 10
ampl = 10
freq = 100
phase = 100

[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 = 91,=46
value = s6,2
channel = 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 = 91,=46
anim = 4002
random = 80,80
pos = -160*facing,120
postype = F
sprpriority = 5
scale = 1,1
bindtime = 1
ownpal = 0
supermovetime = 9999
pausemovetime = 9999

[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 = 91,=90
persistent = 0
ignorehitpause = 1
time = 30
ampl = 15
freq = 100
phase = 100

[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 = 91,=90
value = s6,7
channel = 2

[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 = 91,=90
anim = 4004
pos = -160*facing,120
postype = F
sprpriority = 5
bindtime = 1
supermovetime = 9999
pausemovetime = 9999

[State 210,]
type = TargetBind
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall = numtarget(stateno)
trigger1 = animelem=48,=0
pos=50,0
time=1
ID = stateno
ignorehitpause = 1

[State 210,]
type = TargetBind
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall = numtarget(stateno+15010)
trigger1 = animelem=48,=0
pos=50,0
time=1
ID = stateno+15010
ignorehitpause = 1

[State 210,]
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(stateno)
trigger1 = animelem=48,<0
value = 2408
ID = stateno
persistent=256
ignorehitpause = 1

[State 210,]
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(stateno+15010)
trigger1 = animelem=48,<0
value = 2408
ID = stateno+15010
persistent=256
ignorehitpause = 1

[State 3010, 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

;この下、一行以上空ける事。


