;必殺技用のステート


[Statedef 3210];吹き飛ばしステート
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0

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

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

[state change_anim2]
type=changeanim2
triggerall=!ishelper
trigger1=anim!=stateno
value=stateno
ignorehitpause=1

[State -2, 勝手に振り向かない]
type = AssertSpecial
flag = NoAutoTurn
triggerall=!ishelper
trigger1 = 1
ignorehitpause = 1

[State -1]
Type = PosSet
triggerall=!ishelper
Trigger1 = Pos Y > 0
Y = 0
IgnoreHitPause = 1

[State -1]
Type = HitFallSet
triggerall=!ishelper
Trigger1 = 1
Value = 0
IgnoreHitPause = 1

[State -1]
Type = OffSet
triggerall=!ishelper
Trigger1 = animelem=1,>=0
X = 1
ignorehitpause=1

[State -1]
Type = OffSet
triggerall=!ishelper
Trigger1 = animelem=1,>=2
X = -1
ignorehitpause=1

[State -1]
Type = VelSet
triggerall=!ishelper
Trigger1 = animelem=1,=0
X = 0
Y = 0
ignorehitpause=1

[State -1]
Type = ChangeState
persistent=256
triggerall=!ishelper
Trigger1 = animelem=1,=0
Value = 3220
ignorehitpause=1

[State 810, チェンジ]
type = selfState
persistent=256
trigger1 = animelem=1,>=180
value = 0
ctrl = 1
ignorehitpause=1

[Statedef 3220];吹き飛ばし最中のステート
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0

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

[state change_anim2]
type=changeanim2
triggerall=!ishelper
trigger1=anim!=stateno
value=stateno
ignorehitpause=1

[State -2, 勝手に振り向かない]
type = AssertSpecial
flag = NoAutoTurn
triggerall=!ishelper
trigger1 = 1
ignorehitpause = 1

[State -1]
Type = PlayerPush
triggerall=!ishelper
Trigger1 = animelem=1,>=0
Value = 0
ignorehitpause=1

[State -1]
Type = Width
triggerall=!ishelper
Trigger1 = 1
Edge = -Const(Size.Air.Front),-Const(Size.Air.Back)
ignorehitpause=1

[State -1] 
Type = VelSet
triggerall=!ishelper
Trigger1 = animelem=1,=1
X = 10*ifelse((enemynear,screenpos X>screenpos X),-1,1)*facing
ignorehitpause=1

[State -1]
Type = ScreenBound
triggerall=!ishelper
Trigger1 = animelem=1,<=25
Value = 1
MoveCamera = 1,1
ignorehitpause=1

[State -1]
Type = ScreenBound
triggerall=!ishelper
Trigger1 = animelem=1,>25
Value = 1
MoveCamera = 0,1
ignorehitpause=1

[State -1]
Type = VelSet
triggerall=!ishelper
Trigger1 = animelem=1,=0
X = 0
Y = 0
ignorehitpause=1

[State -1]
Type = ChangeState
persistent=256
triggerall=!ishelper
Trigger1 = BackEdgeDist <= 0
Trigger2 = frontEdgeDist <= 0
Value = 3230
ignorehitpause=1

[State 810, チェンジ]
type = selfState
persistent=256
trigger1 = animelem=1,>=180
value = 0
ctrl = 1
ignorehitpause=1

[Statedef 3230];壁バウンド後
Type     = A
MoveType = H
Physics  = N
Ctrl     = 0

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

[state change_anim2]
type=changeanim2
triggerall=!ishelper
trigger1=anim!=stateno
value=stateno
ignorehitpause=1

[State -2, 勝手に振り向かない]
type = AssertSpecial
flag = NoAutoTurn
triggerall=!ishelper
trigger1 = 1
ignorehitpause = 1

[State -1]
Type = Width
triggerall=!ishelper
Trigger1=(animelem=1,>=0)
trigger1=(animelem=1,<=4)
Edge = -Const(Size.Air.Front),-Const(Size.Air.Back)
ignorehitpause=1

[State -1]
Type = Width
triggerall=!ishelper
Trigger1 = animelem=1,>=5
Trigger1 = Const(Size.Air.Front) > 0
Edge = -Const(Size.Air.Front),0
ignorehitpause=1

[State -1]
Type = EnvShake
triggerall=!ishelper
Trigger1 = animelem=1,=0
Time  = 10
Ampl  = 10
Freq  = 90
ignorehitpause=1

[State -1]
Type = VelSet
triggerall=!ishelper
Trigger1 = animelem=1,=0
X = 0
Y = 0
ignorehitpause=1

[State -1]
Type = VelSet
triggerall=!ishelper
Trigger1 = animelem=1,=4
X = 1.8
Y = -4.2
ignorehitpause=1

[State -1]
Type = VelAdd
triggerall=!ishelper
Trigger1 = animelem=1,>=4
Y = 0.42
ignorehitpause=1

[State -1];
Type = selfState
persistent=256
triggerall=!ishelper
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value = 5110
ignorehitpause=1

[State 810, チェンジ]
type = selfState
persistent=256
trigger1 = animelem=2,>=180
value = 0
ctrl = 1
ignorehitpause=1

;円天下(弱)

[Statedef 660]
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):=50        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=17         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=22         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=24        ;animの総フレーム。
trigger1=1||fvar(19):=-0.5     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=-1       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=5000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=500       ;転倒開始ライン
trigger1=1||var(45):=3000          ;即死解禁時の攻撃威力
trigger1=1||var(46):=0          ;即死解禁時のfalldamage威力
trigger1=1||var(12):=ifelse(random>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
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
ignorehitpause=1

[state null_kill_T]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771897)=0
trigger1=numexplod(4949794)>=5
anim=21010
ID=4771897
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

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

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

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

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

[state hitdef];通常hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)<var(39)
trigger1=movecontact=0
trigger2=sysfvar(2)>=var(39)
trigger2=movecontact=0
trigger2=var(12)=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=-1,-9
down.velocity=-1,-9
air.velocity=-1,-9
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,SA    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10
p2getp1state=0
p2stateno=ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),5020)

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

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

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

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

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

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

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

[state remove_helper]
type=destroyself
triggerall=ishelper
trigger1=animtime=0
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
persistent=256
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
ignorehitpause=1

[state 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=-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=-1
ID=stateno+15010
absolute=1
ignorehitpause=1

[state velset]
type=velset
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=animelem=1,=0
x=0
y=0
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 = 4, >= 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=4,=0
x = 1
y = -8
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=4,=0
value = A
ignorehitpause=1

[State 1300, 速度]
type = VelSet
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=animelem=1,=0
x = 2
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 = 2
anim = 6000
pos = 0,0
postype = p1
sprpriority = 5
bindtime = 1
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 = 2
value = s0,3
channel = 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 = 5,47
channel = 0
ignorehitpause=1

[State 1100]
type=selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=Pos Y>=0
trigger1=Vel Y>0
value = 667
ignorehitpause=1

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

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

;円天下(中)

[Statedef 661]
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):=70        ;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):=22         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=34        ;animの総フレーム。
trigger1=1||fvar(19):=-0.5     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=-1       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=300       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=500       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=1000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=5000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=10        ;ガー不攻撃開始ライン
trigger1=1||var(43):=100       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=500       ;転倒開始ライン
trigger1=1||var(45):=100000          ;即死解禁時の攻撃威力
trigger1=1||var(46):=100000          ;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
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
ignorehitpause=1

[state null_kill_T]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771897)=0
trigger1=numexplod(4949794)>=5
anim=21010
ID=4771897
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

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

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

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

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

[state hitdef];通常hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)<var(39)
trigger1=movecontact=0
trigger2=sysfvar(2)>=var(39)
trigger2=movecontact=0
trigger2=var(12)=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=-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,SA    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10
p2getp1state=0
p2stateno=ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),5020)

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

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

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

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

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

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

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

[state remove_helper]
type=destroyself
triggerall=ishelper
trigger1=animtime=0
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
persistent=256
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
ignorehitpause=1

[state 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=-1-(random%6)
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=-1-(random%6)
ID=stateno+15010
absolute=1
ignorehitpause=1

[state velset]
type=velset
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=animelem=1,=0
x=0
y=0
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 = 4, >= 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 = 4
x = 1.5
y = -10
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 = 4
value = A
ignorehitpause=1

[State 1300, 速度]
type = VelSet
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimElem = 1
x = 2.5
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 = 3
anim = 6000
pos = 0,0
postype = p1
sprpriority = 5
bindtime = 1
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 = 4
value = s0,3
channel = 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 = 2
value = s5,18
channel = 0
ignorehitpause=1

[State 1100]
type = selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=(movehit!=0)||(sysfvar(2)>=var(39))
trigger1 = (animelem=6,>=0)&&(animelem=10,<0)
trigger1=1||var(47):=663
value = 931022810
ignorehitpause=1

[State 1100]
type=selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=Pos Y>=0
trigger1=Vel Y>0
value = 667
ignorehitpause=1

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

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

;蹴り落とし
[Statedef 662]
type     = A
movetype = A
physics  = N
ctrl     = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=1
hitcountpersist=1

[state atack_value]
type=null
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1||var(19):=100        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=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):=43        ;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):=100          ;即死解禁時の攻撃威力
trigger1=1||var(46):=2147483647          ;即死解禁時のfalldamage威力
trigger1=1||var(12):=ifelse(random>666,1,0)                                      ;!time貫通とnoneの発生確率。0で発生しない。
trigger1=1||var(10):=ifelse(random>500,1,0)                                      ;即死返しの発生確率。0で発生しない。
ignorehitpause=1

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

[state null_kill_T]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771897)=0
trigger1=numexplod(4949794)>=4
anim=21010
ID=4771897
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state null_kill_R]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771898)=0
trigger1=numexplod(4949794)>=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(4771899)=0
trigger1=numexplod(4949794)>=3
anim=21010
ID=4771899
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

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

[state poison]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771901)=0
trigger1=numexplod(4949794)>=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];通常hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)<var(39)
trigger1=movecontact=0
trigger2=sysfvar(2)>=var(39)
trigger2=movecontact=0
trigger2=var(12)=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,5
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=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=T
air.type=T
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=5
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=A,ST   ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10
p2getp1state=0
p2stateno=ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),ifelse(sysfvar(2)>=var(41),5110,5020))

[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,ST    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10
p2getp1state=1
p2stateno=-1

[state proj];ばらまきタイプ
type=projectile
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=sysfvar(2)>=var(43)
trigger1=ifelse(gametime%15=0,1,0)   ;技によっては射出条件変化もあり？
ID=var(30)
ignorehitpause=1
projID=var(30)
projanim=21020   ;proj用アニメの指定。airをいじって、元の攻撃アニメをなんか半透明の透けたkageみたいなのにする。番号は+100000。
projsprpriority=-1
projremove=1
projremovetime=var(16)-2
projmisstime=ifelse(sysfvar(2)>=var(39),20,ifelse(sysfvar(2)>=var(38),40,60))
projhits=600
projpriority=2147483647
supermovetime=2147483647
pausemovetime=2147483647
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=-0.5,-8
down.velocity=-0.5,-8
air.velocity=-0.5,-8
yaccel=0.6
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=T
air.type=T
givepower=0,0
hitflag=MAFD          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
velocity=random%5*ifelse(random>500,-1,1),random%5*ifelse(random>500,-1,1)
offset=0,-50
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=SCA,AA,AT,AP    ;hitdefを元に改変。基本は打撃をPに変えるだけ。
sparkxy=15-random%10,-115+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。
p2getp1state=0
p2stateno=ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),ifelse(sysfvar(2)>=var(41),5110,5020))

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

[state 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-(random%60)
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-(random%60)
ID=stateno+15010
absolute=1
ignorehitpause=1

[State 1300, 速度]
type = VelSet
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimElem=6,>0
trigger1=animelem=10,<0
x = 0
y = 0
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 = 1, >= 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 = AnimElemTime(2) < 0
;x = 1
y = -5
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 = AnimElemTime(3) < 0
;x = 1
y = -6.5
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 = AnimElemTime(4) < 0
;x = 1
y = -8
ignorehitpause=1

[State 1300, 速度]
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 = movehit
;x = 1
y = -13
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 = 10
value = s0,1
channel = 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 = 10
value = s5,8
channel = 0
ignorehitpause=1

[State 1100]
type = selfstate
persistent=256
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
trigger1=1||var(47):=665
value = 931022810
ignorehitpause=1

[State 1100]
type=selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=Pos Y>=0
trigger1=Vel Y>0
value = 667
ignorehitpause=1

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

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

;蹴り飛ばし
[Statedef 663]
type     = A
movetype = A
physics  = N
ctrl     = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=1
hitcountpersist=1

[state atack_value]
type=null
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1||var(19):=50        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=15         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=30         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=34        ;animの総フレーム。
trigger1=1||fvar(19):=-0.5     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=-1       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=300       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=500       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=1000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=5000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=10        ;ガー不攻撃開始ライン
trigger1=1||var(43):=100       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=500       ;転倒開始ライン
trigger1=1||var(45):=100000          ;即死解禁時の攻撃威力
trigger1=1||var(46):=100000          ;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
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
ignorehitpause=1

[state null_kill_T]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771897)=0
trigger1=numexplod(4949794)>=5
anim=21010
ID=4771897
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

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

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

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

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

[state hitdef];通常hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)<var(39)
trigger1=movecontact=0
trigger2=sysfvar(2)>=var(39)
trigger2=movecontact=0
trigger2=var(12)=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,5
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=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,ST    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10
p2getp1state=0
p2stateno=ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),5020)

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

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

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

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

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

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

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

[state remove_helper]
type=destroyself
triggerall=ishelper
trigger1=animtime=0
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
persistent=256
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
ignorehitpause=1

[state 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=-1-(random%6)
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=-1-(random%6)
ID=stateno+15010
absolute=1
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 = 1, >= 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 = AnimElemTime(1) < 0
;x = 1
y = -5
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 = AnimElemTime(2) < 0
;x = 1
y = -6.5
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 = AnimElemTime(3) < 0
;x = 1
y = -8
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 = 4
value = s0,1
channel = 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 = 4
value = s5,9
channel = 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)
triggerall=sysfvar(2)<var(38)
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 = movehit !=0
value = 3210
ID = stateno+15010
persistent = 0
ignorehitpause = 1

[State 1100]
type=selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=Pos Y>=0
trigger1=Vel Y>0
value = 667
ignorehitpause=1

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

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

;円天下(強)

[Statedef 664]
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):=90        ;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):=22         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=45        ;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):=-2147483648          ;即死解禁時の攻撃威力
trigger1=1||var(46):=0          ;即死解禁時のfalldamage威力
trigger1=1||var(12):=ifelse(random>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
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
ignorehitpause=1

[state null_kill_T]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771897)=0
trigger1=numexplod(4949794)>=4
anim=21010
ID=4771897
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state null_kill_R]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771898)=0
trigger1=numexplod(4949794)>=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(4771899)=0
trigger1=numexplod(4949794)>=3
anim=21010
ID=4771899
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

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

[state poison]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771901)=0
trigger1=numexplod(4949794)>=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];通常hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)<var(39)
trigger1=movecontact=0
trigger2=sysfvar(2)>=var(39)
trigger2=movecontact=0
trigger2=var(12)=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=-1,-14
down.velocity=-1,-14
air.velocity=-1,-14
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,SA    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10
p2getp1state=0
p2stateno=ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),5020)

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

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

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

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

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

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

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

[state remove_helper]
type=destroyself
triggerall=ishelper
trigger1=animtime=0
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
persistent=256
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
ignorehitpause=1

[state 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-(random%60)
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-(random%60)
ID=stateno+15010
absolute=1
ignorehitpause=1


[state velset]
type=velset
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=animelem=1,=0
x=0
y=0
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 = 4, >= 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 = 4
x = 2
y = -12
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 = 4
value = A
ignorehitpause=1

[State 1300, 速度]
type = VelSet
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimElem = 1
x = 3
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 = 3
anim = 6000
pos = 0,0
postype = p1
sprpriority = 5
bindtime = 1
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 = 4
value = s0,3
channel = 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 = 2
value = s5,53
channel = 0
ignorehitpause=1

[State 1100]
type = selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=(movehit!=0)||(sysfvar(2)>=var(39))
trigger1=(animelem=6,>=0)&&(animelem=13,<0)
trigger1=1||var(47):=662
value = 931022810
ignorehitpause=1

[State 1100]
type=selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=Pos Y>=0
trigger1=Vel Y>0
value = 667
ignorehitpause=1

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

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

;こいつぁおまけだ！
[Statedef 665]
type     = A
movetype = A
physics  = N
ctrl     = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)

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

[State 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 = 4, >= 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 = AnimElemTime(1) < 0
y = -3
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 = AnimElemTime(2) < 0
y = -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 = AnimElemTime(3) < 0
y = 25
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 = 3
value = s0,1
channel = 1
ignorehitpause=1

[State 1100]
type=selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=Pos Y>=0
trigger1=Vel Y>0
value = 666
ignorehitpause=1

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

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

[Statedef 666]
type     = S
movetype = A
physics  = S
ctrl     = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=ifelse((sysfvar(2)>0)&&(enemynear,movetype!=H),0,1)
hitcountpersist=1

[state atack_value]
type=null
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1||var(19):=100        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=10         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=15         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=54        ;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):=-3       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=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):=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):=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
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
ignorehitpause=1

[state null_kill_T]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771897)=0
trigger1=numexplod(4949794)>=4
anim=21010
ID=4771897
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state null_kill_R]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771898)=0
trigger1=numexplod(4949794)>=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(4771899)=0
trigger1=numexplod(4949794)>=3
anim=21010
ID=4771899
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

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

[state poison]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771901)=0
trigger1=numexplod(4949794)>=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];通常hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)<var(39)
trigger1=movecontact=0
trigger2=sysfvar(2)>=var(39)
trigger2=movecontact=0
trigger2=var(12)=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,30
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,SA    ;弱及び元の通常攻撃はN。元の必殺の内、新基準で中と強に該当するものはS。それ以上はH。元の超必殺はA。投げ和田の場合は打撃をTに。
sparkxy=-25+random%10,-85+random%10   ;ヒットスパーク位置ランダム化。元の数値を-5してから+ramndom%10
p2getp1state=0
p2stateno=ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),5020)

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

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

[state helper];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
ignorehitpause=1

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

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

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

[state 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-(random%60)
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-(random%60)
ID=stateno+15010
absolute=1
ignorehitpause=1

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

[State 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 = Time=0
y = 0
ignorehitpause=1

[State 200, 掛け声]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 1
value = s5,58
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 = 6001
scale = -1,1
pos = 60,0
;postype = p1
sprpriority = 6
bindtime = 5
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 = 6001
pos = -30,0
;postype = p1
sprpriority = 6
bindtime = 5
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 = 2
anim = 6100
scale = 1,1
pos = 20,0
;postype = p1
sprpriority = 5
bindtime = 5
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 = 2
anim = 6101
scale = 1.5,1.5
pos = 0,0
;postype = p1
sprpriority = 5
bindtime = 5
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 = 2
anim = 6100
scale = 1,1
pos = -20,0
;postype = p1
sprpriority = 5
bindtime = 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 = 4
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 = 4
anim = 6330
scale = 1,0.1
pos = 0,0
;postype = p1
sprpriority = 5
bindtime = 1
ownpal = 1
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 = 2
value = s1,4
channel = 1
ignorehitpause=1

[State 3010, チェンジ]
type = selfstate
persistent=256
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
ignorehitpause=1

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

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

;円天下着地

[Statedef 667]
type = S
Movetype = I
physics = S
ctrl = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)

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

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

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

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

[State -3, 着地音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=0
value = 40, 0
ignorehitpause=1

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

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

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

;---------------------------------------------------------------------------
;猛打掌溜め

[Statedef 1000]
type     = S
movetype = I
physics  = S
ctrl     = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)

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

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

[State 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 = 5
value = s0,3
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 = 5
time = 5
freq = 60
ampl = -4
phase = 0
ignorehitpause=1

[State 1050, 軸を合わせる]
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 = 1
x = -20
ignorehitpause=1

[state palfx]
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=7,>60
trigger1=animelem=7,<=120
trigger1=(gametime%6>=3)
time=1
add=20,20,20
ignorehitpause=1

[state palfx2]
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=7,>120
trigger1=(gametime%4>=2)
time=1
add=40,40,40
ignorehitpause=1

[State 1000, チェンジ]
type=selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(59)=0
trigger1=animelem=7,>0
trigger1=(command="hold_Down")
value = 1006
ctrl = 0
ignorehitpause=1

[State 1000, チェンジ]; ------------- AI
type=selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(59)!=0
triggerall=(animelem=7,>0)||((animelem=6,>=0)&&((sysfvar(2)>=1000)||(numexplod(8101082)!=0)||(numexplod(8101081)!=0)))
triggerall=((sysfvar(2)<1000)&&(numexplod(8101082)=0)&&(numexplod(8101081)=0))||(random>500)
trigger1=fvar(3)=26
trigger1=(numexplod(893189730)=0)
trigger1=abs(fvar(14))>180
trigger1=(enemy(var(4)),pos X)*facing > 50
trigger2=fvar(3)=27
trigger2=(numexplod(893189730)=0)
trigger2=(enemy(var(4)),pos X)*facing > 50
trigger3=fvar(3)=28
trigger3=(numexplod(893189730)=0)
trigger3=(enemy(var(4)),movetype!=I)||(fvar(2)=55)
trigger3=(enemy(var(4)),pos X)*facing > 50
trigger4=fvar(3)=29
trigger4=(numexplod(893189730)=0)
trigger5=(numexplod(893189730)!=0)
trigger5=abs(fvar(14))>180
trigger5=(enemy(var(4)),pos X)*facing > 50
value = 1005
ctrl = 0
ignorehitpause=1

[State 1000, チェンジ]; ------------- AI
type=selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(59)!=0
trigger1=animelem=7,>=179
trigger2=(sysfvar(2)>=1000)||(numexplod(8101082)!=0)||(numexplod(8101081)!=0)
trigger2=animelem=6,>=0
value = 1004
ctrl = 0
ignorehitpause=1

[State 1000, チェンジ]; ------------- AI
type=selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(59)!=0
triggerall=animelem=7,>120
triggerall=animelem=7,<179
trigger1=abs(fvar(14))<180
trigger2=abs(fvar(14))<fvar(6)
trigger3=abs(fvar(14))<fvar(8)
trigger4=fvar(3)=27
trigger4=(fvar(2)=55)
trigger5=fvar(3)=28
trigger5=(enemy(var(4)),movetype!=I)||(fvar(2)=55)
value = 1003
ctrl = 0
ignorehitpause=1

[State 1000, チェンジ]; ------------- AI
type=selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(59)!=0
triggerall=animelem=7,>60
triggerall=animelem=7,<=120
trigger1=abs(fvar(14))<180
trigger2=abs(fvar(14))<fvar(6)
trigger3=abs(fvar(14))<fvar(8)
value = 1002
ctrl = 0
ignorehitpause=1

[State 1000, チェンジ]; ------------- AI
type=selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(59)!=0
triggerall=animelem=7,>=0
triggerall=animelem=7,<=60
trigger1=abs(fvar(14))<180
value = 1001
ctrl = 0
ignorehitpause=1

[State 1000, チェンジ]
type=selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(59)=0
trigger1=animelem=7,>0
trigger1=(command="hold_Back")
value = 1005
ctrl = 0
ignorehitpause=1

[State 1000, チェンジ]
type=selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(59)=0
trigger1=animelem=7,>=179
value = 1004
ctrl = 0
ignorehitpause=1

[State 1000, チェンジ]
type=selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(59)=0
trigger1=animelem=7,>120
trigger1=animelem=7,<179
trigger1=((command="hold_z")=0)&&((command="hold_x")=0)
value = 1003
ctrl = 0
ignorehitpause=1

[State 1000, チェンジ]
type=selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(59)=0
trigger1=animelem=7,>60
trigger1=animelem=7,<=120
trigger1=((command="hold_z")=0)&&((command="hold_x")=0)
value = 1002
ctrl = 0
ignorehitpause=1

[State 1000, チェンジ]
type=selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(59)=0
trigger1=animelem=7,>=0
trigger1=animelem=7,<=60
trigger1=((command="hold_z")=0)&&((command="hold_x")=0)
value = 1001
ctrl = 0
ignorehitpause=1

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

;---------------------------------------------------------------------------
;猛打掌突進弱

[Statedef 1001]
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):=100        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=12         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=27         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=70        ;animの総フレーム。
trigger1=1||fvar(19):=-2     ;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):=300       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=500       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=1000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=5000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=10        ;ガー不攻撃開始ライン
trigger1=1||var(43):=100       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=500       ;転倒開始ライン
trigger1=1||var(45):=10000          ;即死解禁時の攻撃威力
trigger1=1||var(46):=0          ;即死解禁時のfalldamage威力
trigger1=1||var(12):=ifelse(random>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
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
ignorehitpause=1

[state switch_ayuayu_low]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771894)=0
trigger1=numexplod(4949794)>=4
anim=21010
ID=4771894
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

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

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

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

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

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

[state proj];ばらまきタイプ
type=projectile
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=sysfvar(2)>=var(43)
trigger1=ifelse(gametime%15=0,1,0)   ;技によっては射出条件変化もあり？
ID=var(30)
ignorehitpause=1
projID=var(30)
projanim=21020   ;proj用アニメの指定。airをいじって、元の攻撃アニメをなんか半透明の透けたkageみたいなのにする。番号は+100000。
projsprpriority=-1
projremove=1
projremovetime=var(16)-2
projmisstime=ifelse(sysfvar(2)>=var(39),20,ifelse(sysfvar(2)>=var(38),40,60))
projhits=600
projpriority=2147483647
supermovetime=2147483647
pausemovetime=2147483647
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=-0.5,-8
down.velocity=-0.5,-8
air.velocity=-0.5,-8
yaccel=0.6
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=T
air.type=T
givepower=0,0
hitflag=MAFD          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
velocity=random%5*ifelse(random>500,-1,1),random%5*ifelse(random>500,-1,1)
offset=0,-50
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=SCA,AA,AT,AP    ;hitdefを元に改変。基本は打撃をPに変えるだけ。
sparkxy=15-random%10,-115+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。
p2getp1state=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
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
persistent=256
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
ignorehitpause=1

[state 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=-1*ifelse(sysfvar(2)>=var(41),ifelse(random<200,100000000,ifelse(random<250,10000000,ifelse(random<333,1000000,ifelse(random<500,100000,10000)))),0)
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=-1*ifelse(sysfvar(2)>=var(41),ifelse(random<200,100000000,ifelse(random<250,10000000,ifelse(random<333,1000000,ifelse(random<500,100000,10000)))),0)
ID=stateno+15010
absolute=1
ignorehitpause=1

[State -1]
Type = PosAdd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
Trigger1 = animelem=3,<0
trigger1 = P2BodyDist X > 30
X = 40
ignorehitpause=1

[State 1027, zannzou]
type = Explod
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,=-1
anim = 1032
pos = -30,0
;postype = p1
sprpriority = 0
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 = 3
anim = 6002
pos = -30,0
;postype = p1
sprpriority = 5
bindtime = 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 = 3
value = s0,1
channel = 0
ignorehitpause=1

[State 210, 破！]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 4
value = s5,11
channel = 2
ignorehitpause=1

[State 210, 破！]
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, あれ？]
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 = 10
trigger1 = numtarget(1001)=0
value = s5,71
channel = 2
ignorehitpause=1

[State 3010, チェンジ]
type=selfstate
persistent=256
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
ignorehitpause=1

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

;---------------------------------------------------------------------------
;猛打掌突進中

[Statedef 1002]
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):=150        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=12         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=27         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=71        ;animの総フレーム。
trigger1=1||fvar(19):=-2     ;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):=300       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=500       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=1000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=5000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=10        ;ガー不攻撃開始ライン
trigger1=1||var(43):=100       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=500       ;転倒開始ライン
trigger1=1||var(45):=10000          ;即死解禁時の攻撃威力
trigger1=1||var(46):=0          ;即死解禁時のfalldamage威力
trigger1=1||var(12):=ifelse(random>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
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
ignorehitpause=1

[state switch_ayuayu_low]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771894)=0
trigger1=numexplod(4949794)>=3
anim=21010
ID=4771894
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

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

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

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

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

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

[state proj];ばらまきタイプ
type=projectile
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=sysfvar(2)>=var(43)
trigger1=ifelse(gametime%15=0,1,0)   ;技によっては射出条件変化もあり？
ID=var(30)
ignorehitpause=1
projID=var(30)
projanim=21020   ;proj用アニメの指定。airをいじって、元の攻撃アニメをなんか半透明の透けたkageみたいなのにする。番号は+100000。
projsprpriority=-1
projremove=1
projremovetime=var(16)-2
projmisstime=ifelse(sysfvar(2)>=var(39),20,ifelse(sysfvar(2)>=var(38),40,60))
projhits=600
projpriority=2147483647
supermovetime=2147483647
pausemovetime=2147483647
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=-0.5,-8
down.velocity=-0.5,-8
air.velocity=-0.5,-8
yaccel=0.6
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=T
air.type=T
givepower=0,0
hitflag=MAFD          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
velocity=random%5*ifelse(random>500,-1,1),random%5*ifelse(random>500,-1,1)
offset=0,-50
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=SCA,AA,AT,AP    ;hitdefを元に改変。基本は打撃をPに変えるだけ。
sparkxy=15-random%10,-115+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。
p2getp1state=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
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
persistent=256
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
ignorehitpause=1

[state 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=-1*ifelse(sysfvar(2)>=var(41),ifelse(random<200,100000000,ifelse(random<250,10000000,ifelse(random<333,1000000,ifelse(random<500,100000,10000)))),0)
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=-1*ifelse(sysfvar(2)>=var(41),ifelse(random<200,100000000,ifelse(random<250,10000000,ifelse(random<333,1000000,ifelse(random<500,100000,10000)))),0)
ID=stateno+15010
absolute=1
ignorehitpause=1


[State -1]
Type = PosAdd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
Trigger1 = animelem=3,<0
trigger1 = P2BodyDist X > 30
X = 40
ignorehitpause=1

[State 1027, zannzou]
type = Explod
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,=-1
anim = 1032
pos = -30,0
;postype = p1
sprpriority = 0
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 = 3
anim = 6002
pos = -30,0
;postype = p1
sprpriority = 5
bindtime = 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 = 3
value = s0,1
channel = 0
ignorehitpause=1

[State 210, 破！]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 4
value = s5,11
channel = 2
ignorehitpause=1

[State 210, 破！]
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, あれ？]
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 = 10
trigger1 = numtarget(1002)=0
value = s5,71
channel = 2
ignorehitpause=1

[State 3010, チェンジ]
type=selfstate
persistent=256
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
ignorehitpause=1

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

;---------------------------------------------------------------------------
;猛打掌突進強

[Statedef 1003]
type     = S
movetype = A
physics  = N
ctrl     = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=(animelem=7,!=0)
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):=150        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=12         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=27         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=72        ;animの総フレーム。
trigger1=1||fvar(19):=-2     ;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):=300       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=500       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=1000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=5000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=10        ;ガー不攻撃開始ライン
trigger1=1||var(43):=100       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=500       ;転倒開始ライン
trigger1=1||var(45):=10000          ;即死解禁時の攻撃威力
trigger1=1||var(46):=0          ;即死解禁時のfalldamage威力
trigger1=1||var(12):=ifelse(random>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
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
ignorehitpause=1

[state switch_ayuayu_low]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771894)=0
trigger1=numexplod(4949794)>=3
anim=21010
ID=4771894
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

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

[state jagan]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771900)=0
trigger1=numexplod(4949794)>=3
anim=21010
ID=4771900
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

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

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

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

[state proj];ばらまきタイプ
type=projectile
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=sysfvar(2)>=var(43)
trigger1=ifelse(gametime%15=0,1,0)   ;技によっては射出条件変化もあり？
ID=var(30)
ignorehitpause=1
projID=var(30)
projanim=21020   ;proj用アニメの指定。airをいじって、元の攻撃アニメをなんか半透明の透けたkageみたいなのにする。番号は+100000。
projsprpriority=-1
projremove=1
projremovetime=var(16)-2
projmisstime=ifelse(sysfvar(2)>=var(39),20,ifelse(sysfvar(2)>=var(38),40,60))
projhits=600
projpriority=2147483647
supermovetime=2147483647
pausemovetime=2147483647
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=-0.5,-8
down.velocity=-0.5,-8
air.velocity=-0.5,-8
yaccel=0.6
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=T
air.type=T
givepower=0,0
hitflag=MAFD          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
velocity=random%5*ifelse(random>500,-1,1),random%5*ifelse(random>500,-1,1)
offset=0,-50
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=SCA,AA,AT,AP    ;hitdefを元に改変。基本は打撃をPに変えるだけ。
sparkxy=15-random%10,-115+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。
p2getp1state=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
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
persistent=256
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
ignorehitpause=1

[state 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=-1*ifelse(sysfvar(2)>=var(41),ifelse(random<200,100000000,ifelse(random<250,10000000,ifelse(random<333,1000000,ifelse(random<500,100000,10000)))),0)
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=-1*ifelse(sysfvar(2)>=var(41),ifelse(random<200,100000000,ifelse(random<250,10000000,ifelse(random<333,1000000,ifelse(random<500,100000,10000)))),0)
ID=stateno+15010
absolute=1
ignorehitpause=1

[State -1]
Type = PosAdd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
Trigger1 = animelem=3,<0
trigger1 = P2BodyDist X > 30
X = 40
ignorehitpause=1

[State 1027, zannzou]
type = Explod
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,=-1
anim = 1032
pos = -30,0
;postype = p1
sprpriority = 0
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 = 3
anim = 6002
pos = -30,0
;postype = p1
sprpriority = 5
bindtime = 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 = 3
value = s0,1
channel = 0
ignorehitpause=1

[State 210, 破！]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 4
value = s5,11
channel = 2
ignorehitpause=1

[State 210, 破！]
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, あれ？]
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 = 10
trigger1 = numtarget(1003)=0
value = s5,71
channel = 2
ignorehitpause=1

[State 3010, チェンジ]
type=selfstate
persistent=256
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
ignorehitpause=1

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

;---------------------------------------------------------------------------
;猛打掌突進最大

[Statedef 1004]
type     = S
movetype = A
physics  = N
ctrl     = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=(animelem=7,!=0)
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):=250        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=12         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=27         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=72        ;animの総フレーム。
trigger1=1||fvar(19):=-2     ;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):=300       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=500       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=1000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=5000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=10        ;ガー不攻撃開始ライン
trigger1=1||var(43):=100       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=500       ;転倒開始ライン
trigger1=1||var(45):=10000          ;即死解禁時の攻撃威力
trigger1=1||var(46):=0          ;即死解禁時のfalldamage威力
trigger1=1||var(12):=ifelse(random>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
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
ignorehitpause=1

[state switch_ayuayu_low]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771894)=0
trigger1=numexplod(4949794)>=4
anim=21010
ID=4771894
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

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

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

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

[state hitdef];通常hitdef
type=hitdef
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=sysfvar(2)<var(39)
trigger1=movecontact=0
trigger2=sysfvar(2)>=var(39)
trigger2=movecontact=0
trigger2=var(12)=0
ID=ifelse(p2movetype!=A,var(30),15010+var(30))
ignorehitpause=1
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,10
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
down.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
air.velocity=fvar(19)*(var(17)+200)/200,fvar(20)*(var(17)+200)/100
yaccel=0.6+abs((fvar(20)*var(17))/4000)
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=H
air.type=H
givepower=0,0
hitflag=ifelse(sysfvar(2)>0),MAFD,MAF)          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
ground.slidetime=5
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=S,SA    ;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(39),1,0))
p2stateno=ifelse((sysfvar(2)>=var(15))&&(var(10)),sysvar(1),ifelse(sysfvar(2)>=var(39),var(30),5020))

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

[state proj];ばらまきタイプ
type=projectile
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=sysfvar(2)>=var(43)
trigger1=ifelse(gametime%15=0,1,0)   ;技によっては射出条件変化もあり？
ID=var(30)
ignorehitpause=1
projID=var(30)
projanim=21020   ;proj用アニメの指定。airをいじって、元の攻撃アニメをなんか半透明の透けたkageみたいなのにする。番号は+100000。
projsprpriority=-1
projremove=1
projremovetime=var(16)-2
projmisstime=ifelse(sysfvar(2)>=var(39),20,ifelse(sysfvar(2)>=var(38),40,60))
projhits=600
projpriority=2147483647
supermovetime=2147483647
pausemovetime=2147483647
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=-0.5,-8
down.velocity=-0.5,-8
air.velocity=-0.5,-8
yaccel=0.6
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=T
air.type=T
givepower=0,0
hitflag=MAFD          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
velocity=random%5*ifelse(random>500,-1,1),random%5*ifelse(random>500,-1,1)
offset=0,-50
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=SCA,AA,AT,AP    ;hitdefを元に改変。基本は打撃をPに変えるだけ。
sparkxy=15-random%10,-115+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。
p2getp1state=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
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
persistent=256
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
ignorehitpause=1

[state 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=-1*ifelse(sysfvar(2)>=var(41),ifelse(random<200,100000000,ifelse(random<250,10000000,ifelse(random<333,1000000,ifelse(random<500,100000,10000)))),0)
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=-1*ifelse(sysfvar(2)>=var(41),ifelse(random<200,100000000,ifelse(random<250,10000000,ifelse(random<333,1000000,ifelse(random<500,100000,10000)))),0)
ID=stateno+15010
absolute=1
ignorehitpause=1

[State -1]
Type = PosAdd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
Trigger1 = animelem=3,<0
trigger1 = P2BodyDist X > 30
X = 40
ignorehitpause=1

[State 1027, zannzou]
type = Explod
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,=-1
anim = 1032
pos = -30,0
;postype = p1
sprpriority = 0
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 = 3
anim = 6002
pos = -30,0
;postype = p1
sprpriority = 5
bindtime = 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 = 3
value = s0,1
channel = 0
ignorehitpause=1

[State 210, 破！]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 4
value = s5,11
channel = 2
ignorehitpause=1

[State 210, 破！]
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, あれ？]
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 = 10
trigger1 = numtarget(1004)=0
value = s5,71
channel = 2
ignorehitpause=1

[State 3010, チェンジ]
type=selfstate
persistent=256
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
ignorehitpause=1

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

;---------------------------------------------------------------------------
;狗狼掌突進

[Statedef 1005]
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):=100        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=12         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=27         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=70        ;animの総フレーム。
trigger1=1||fvar(19):=-2     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=-1       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=300       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=500       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=1000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=5000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=10        ;ガー不攻撃開始ライン
trigger1=1||var(43):=100       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=500       ;転倒開始ライン
trigger1=1||var(45):=10000          ;即死解禁時の攻撃威力
trigger1=1||var(46):=0          ;即死解禁時のfalldamage威力
trigger1=1||var(12):=ifelse(random>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
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
ignorehitpause=1

[state switch_ayuayu_low]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771894)=0
trigger1=numexplod(4949794)>=4
anim=21010
ID=4771894
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

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

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

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

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

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

[state proj];ばらまきタイプ
type=projectile
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=sysfvar(2)>=var(43)
trigger1=ifelse(gametime%15=0,1,0)   ;技によっては射出条件変化もあり？
ID=var(30)
ignorehitpause=1
projID=var(30)
projanim=21020   ;proj用アニメの指定。airをいじって、元の攻撃アニメをなんか半透明の透けたkageみたいなのにする。番号は+100000。
projsprpriority=-1
projremove=1
projremovetime=var(16)-2
projmisstime=ifelse(sysfvar(2)>=var(39),20,ifelse(sysfvar(2)>=var(38),40,60))
projhits=600
projpriority=2147483647
supermovetime=2147483647
pausemovetime=2147483647
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=-0.5,-8
down.velocity=-0.5,-8
air.velocity=-0.5,-8
yaccel=0.6
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=T
air.type=T
givepower=0,0
hitflag=MAFD          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
velocity=random%5*ifelse(random>500,-1,1),random%5*ifelse(random>500,-1,1)
offset=0,-50
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=SCA,AA,AT,AP    ;hitdefを元に改変。基本は打撃をPに変えるだけ。
sparkxy=15-random%10,-115+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。
p2getp1state=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
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
persistent=256
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
ignorehitpause=1

[state 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=-1*ifelse(sysfvar(2)>=var(41),ifelse(random<200,100000000,ifelse(random<250,10000000,ifelse(random<333,1000000,ifelse(random<500,100000,10000)))),0)
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=-1*ifelse(sysfvar(2)>=var(41),ifelse(random<200,100000000,ifelse(random<250,10000000,ifelse(random<333,1000000,ifelse(random<500,100000,10000)))),0)
ID=stateno+15010
absolute=1
ignorehitpause=1

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

[State 1050, 振り返り]
type = Turn
Trigger1 = animelem=1,=0
ignorehitpause=1

[State -1]
Type = PosAdd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
Trigger1 = animelem=3,<0
trigger1=animelem=2,>=0
trigger1 = P2BodyDist X > 30
X = 40
ignorehitpause=1

[State 1027, zannzou]
type = Explod
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,=-1
anim = 1032
pos = -30,0
;postype = p1
sprpriority = 0
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 = 3
anim = 6002
pos = -30,0
;postype = p1
sprpriority = 5
bindtime = 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 = 3
value = s0,1
channel = 0
ignorehitpause=1

[State 210, 破！]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 4
value = s5,28
channel = 2
ignorehitpause=1

[State 210, 破！]
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, あれ？]
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 = 10
trigger1 = numtarget(1005)=0
value = s5,71
channel = 2
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=7,>0
trigger1=animelem=9,<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=7,>0
trigger1=animelem=9,<0
trigger1 = movehit !=0
value = 3210
ID = stateno+15010
persistent = 0
ignorehitpause = 1

[State 3010, チェンジ]
type=selfstate
persistent=256
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
ignorehitpause=1

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

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

;猛打掌溜めキャンセル
[Statedef 1006]
type     = S
movetype = I
physics  = S
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)

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

[State 210, なんつって]
type = PlaySnd
trigger1 = animelem = 1
value = s5,24
channel = 0
ignorehitpause=1

[State 1050, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 20
ignorehitpause=1

[State 1050, チェンジ]
type = selfState
persistent=256
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ignorehitpause=1

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

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

;心肺掌

[Statedef 1007]
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):=20         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=23         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=40        ;animの総フレーム。
trigger1=1||fvar(19):=-2     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=-1       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=5000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=500       ;転倒開始ライン
trigger1=1||var(45):=100000          ;即死解禁時の攻撃威力
trigger1=1||var(46):=0          ;即死解禁時のfalldamage威力
trigger1=1||var(12):=ifelse(random>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
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
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)>=5
anim=21010
ID=4771893
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

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

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

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

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

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

[state proj];ばらまきタイプ
type=projectile
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=sysfvar(2)>=var(43)
trigger1=ifelse(gametime%15=0,1,0)   ;技によっては射出条件変化もあり？
ID=var(30)
ignorehitpause=1
projID=var(30)
projanim=21020   ;proj用アニメの指定。airをいじって、元の攻撃アニメをなんか半透明の透けたkageみたいなのにする。番号は+100000。
projsprpriority=-1
projremove=1
projremovetime=var(16)-2
projmisstime=ifelse(sysfvar(2)>=var(39),20,ifelse(sysfvar(2)>=var(38),40,60))
projhits=600
projpriority=2147483647
supermovetime=2147483647
pausemovetime=2147483647
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=-0.5,-8
down.velocity=-0.5,-8
air.velocity=-0.5,-8
yaccel=0.6
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=T
air.type=T
givepower=0,0
hitflag=MAFD          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
velocity=random%5*ifelse(random>500,-1,1),random%5*ifelse(random>500,-1,1)
offset=0,-50
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=SCA,AA,AT,AP    ;hitdefを元に改変。基本は打撃をPに変えるだけ。
sparkxy=15-random%10,-115+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。
p2getp1state=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
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)>=3)||((numenemy>1)&&(enemy(1),numexplod(4949794)>=3)),-2147483647,lifemax/20)
absolute=1
ignorehitpause=1

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

[state 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=-1*random*random
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=-1*random*random
ID=stateno+15010
absolute=1
ignorehitpause=1

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

[State 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 = 2
x = 10
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 = 5
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=animtime=0
trigger1 = P2Dist X < 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 = 6002
pos = -30,0
;postype = p1
sprpriority = 5
bindtime = 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 = 3
value = s0,1
channel = 0
ignorehitpause=1

[State 210, 衝！]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 3
value = s5,12
channel = 2
ignorehitpause=1

[State 1050, チェンジ]
type = selfstate
persistent=256
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
ignorehitpause=1

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

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

;心肺掌追撃

[Statedef 1008]
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):=20         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=27         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=40        ;animの総フレーム。
trigger1=1||fvar(19):=-2     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=-1       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=5000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=500       ;転倒開始ライン
trigger1=1||var(45):=100000          ;即死解禁時の攻撃威力
trigger1=1||var(46):=0          ;即死解禁時のfalldamage威力
trigger1=1||var(12):=ifelse(random>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
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
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)>=5
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(4771897)=0
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(4771899)=0
trigger1=numexplod(4949794)>=4
anim=21010
ID=4771899
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

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

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

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

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

[state proj];ばらまきタイプ
type=projectile
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=sysfvar(2)>=var(43)
trigger1=ifelse(gametime%15=0,1,0)   ;技によっては射出条件変化もあり？
ID=var(30)
ignorehitpause=1
projID=var(30)
projanim=21020   ;proj用アニメの指定。airをいじって、元の攻撃アニメをなんか半透明の透けたkageみたいなのにする。番号は+100000。
projsprpriority=-1
projremove=1
projremovetime=var(16)-2
projmisstime=ifelse(sysfvar(2)>=var(39),20,ifelse(sysfvar(2)>=var(38),40,60))
projhits=600
projpriority=2147483647
supermovetime=2147483647
pausemovetime=2147483647
priority=2147483647,Hit
numhits=0
forcestand=ifelse(sysfvar(2)>var(42),1,0)
damage=ifelse(sysfvar(2)>=var(41),var(45),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/250)),ceil(var(19)*(var(18)+sysfvar(2)+100)/1000)
pausetime=0,0
ground.hittime=var(0)*(var(17)+1000)/1000+var(20)
air.hittime=var(0)*(var(17)+1000)/1000+var(20)
down.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.hittime=var(0)*(var(17)+1000)/1000+var(20)
guard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
airguard.ctrltime=(var(0)*(var(17)+1000)/1000)-1
ground.velocity=-0.5,-8
down.velocity=-0.5,-8
air.velocity=-0.5,-8
yaccel=0.6
fall=ifelse(var(17)<var(44),0,1)
fall.recover=ifelse(sysfvar(2)>0,0,1)
Fall.YVelocity=fvar(20)*(var(17)+200)/150
fall.damage=ifelse(sysfvar(2)>=var(41),var(46),ifelse(var(17)>=var(44),ceil(var(19)*(var(17)+var(18)+sysfvar(2)+100)/5000),1))
down.bounce=ifelse(sysfvar(2)>0,1,0)
hitonce=0
animtype=H
ground.type=T
air.type=T
givepower=0,0
hitflag=MAFD          ;状況や攻撃に応じてhitflag、guardflagは書き換える可能性あり。
guardflag=ifelse(sysfvar(2)<var(42),ifelse(statetype=S,M,ifelse(statetype=A,H,ifelse(statetype=C,L,))),)
velocity=random%5*ifelse(random>500,-1,1),random%5*ifelse(random>500,-1,1)
offset=0,-50
sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4002,4001))
guard.sparkno=s(ifelse(var(19)*(var(17)+100)>=8000,4005,4000))
hitsound=s6,ifelse(var(19)*(var(17)+100)>=8000,0,1)
guardsound=s7,0
attr=SCA,AA,AT,AP    ;hitdefを元に改変。基本は打撃をPに変えるだけ。
sparkxy=15-random%10,-115+random%10   ;位置ランダム化。hitdefとはxのプラマイを逆に。
p2getp1state=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
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)>=3)||((numenemy>1)&&(enemy(1),numexplod(4949794)>=3)),-2147483647,lifemax/20)
absolute=1
ignorehitpause=1

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

[state 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=-1*random*random
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=-1*random*random
ID=stateno+15010
absolute=1
ignorehitpause=1

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

[State 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 = 1
x = 10
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 = 2
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 = 3
x = 5
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=animtime=0
trigger1 = P2Dist X < 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 = 6002
pos = -30,0
;postype = p1
sprpriority = 5
bindtime = 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 = 2
value = s0,1
channel = 0
ignorehitpause=1

[State 210, 崩！]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 2
value = s5,13
channel = 2
ignorehitpause=1

[State 210, 破！]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem = 4
value = s0,1
channel = 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)
triggerall=sysfvar(2)<var(38)
trigger1=animelem=7,<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=7,<0
trigger1 = movehit !=0
value = 3210
ID = stateno+15010
persistent = 0
ignorehitpause = 1

[State 1050, チェンジ]
type = selfstate
persistent=256
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
ignorehitpause=1

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

;---------------------------------------------------------------------------
; 花粉症構え兼当身待機

[Statedef 1009]
type     = S
movetype = I
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):=150        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=15         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=15         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=73        ;animの総フレーム。
trigger1=1||fvar(19):=-0.5     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=-1       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=5000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=500       ;転倒開始ライン
trigger1=1||var(45):=0          ;即死解禁時の攻撃威力
trigger1=1||var(46):=-2147483648          ;即死解禁時のfalldamage威力
trigger1=1||var(12):=ifelse(random>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
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
ignorehitpause=1

[state null_kill_R]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771898)=0
trigger1=numexplod(4949794)>=5
trigger1=(gametime%20)>=10
anim=21010
ID=4771898
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

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

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

[state remove_helper]
type=destroyself
triggerall=ishelper
trigger1=animtime=0
ignorehitpause=1

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

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

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

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

[State 1100, 効果音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimElem = 1
value = s0,1
ignorehitpause=1

[State 1000, チェンジ]
type=selfstate
persistent=256
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=numenemy>0
trigger1=enemy(0),movereversed!=0
trigger1=1||var(47):=1011
trigger2=numenemy>1
trigger2=enemy(1),movereversed!=0
trigger2=1||var(47):=1011
value=931022810
ctrl = 0
ignorehitpause=1

[State 1000, チェンジ]; ------------- AI
type=selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(59)!=0
triggerall=animelem=2,>=0
trigger1=var(21)<3
trigger1=random%10<var(59)
trigger1=1||var(47):=1011
trigger3=var(21)>=3
trigger2=(numexplod(893189726)!=0)
trigger2=abs(fvar(14))<150
trigger2=1||var(47):=1011
trigger3=var(21)>=3
trigger3=(numexplod(893189728)!=0)
trigger3=abs(fvar(14))<150
trigger3=1||var(47):=1011
trigger4=(sysfvar(2)>=1000)
trigger4=random>500
value=931022810
ctrl = 0
ignorehitpause=1

[State 1000, チェンジ]; ------------- AI
type=selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(59)!=0
triggerall=animelem=2,>=0
trigger1=var(21)>=3
trigger1=(numexplod(893189730)!=0)
trigger1=abs(fvar(14))<150
trigger1=1||var(47):=1012
trigger2=var(21)>=3
trigger2=(numexplod(893189727)!=0)
trigger2=abs(fvar(14))<150
trigger2=1||var(47):=1012
trigger3=var(21)<3
trigger3=1||var(47):=1012
trigger4=(sysfvar(2)>=1000)
trigger4=random>500
value=931022810
ctrl = 0
ignorehitpause=1

[State 1000, チェンジ]
type=selfstate
persistent=256
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=(command="hold_z")
trigger1=1||var(47):=1011
value=931022810
ctrl = 0
ignorehitpause=1

[State 1000, チェンジ]
type=selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(59)=0
trigger1=animelem=2,>=0
trigger1=command="hold_y"
trigger1=1||var(47):=1012
value=931022810
ctrl = 0
ignorehitpause=1

[State 1100, チェンジ]
type = selfstate
persistent=256
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
ignorehitpause=1

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

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

;花粉症キャンセル
[Statedef 1010]
type     = S
movetype = I
physics  = S
ctrl     = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)

[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):=150        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=15         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=15         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=7        ;animの総フレーム。
trigger1=1||fvar(19):=-0.5     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=-1       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000      ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=200       ;転倒開始ライン
trigger1=1||var(45):=2147483647          ;凶悪攻撃時の攻撃威力
trigger1=1||var(46):=0          ;凶悪攻撃時のfalldamage威力
ignorehitpause=1

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger1=1||var(15):=var(30)
trigger2=var(47)=var(30)
trigger2=1||var(47):=0
value=var(30)
ignorehitpause=1

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

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

[State 210, なんつって]
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 = s5,24
channel = 0
ignorehitpause=1

[State 1050, チェンジ]
type = selfstate
persistent=256
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
ignorehitpause=1

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

;---------------------------------------------------------------------------
;花粉症A

[Statedef 1011]
type     = S
movetype = A
physics  = S
ctrl     = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=ifelse(enemynear,movetype!=H,ifelse(sysfvar(2)>=0,0,1),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):=150        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=15         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=15         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=25        ;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):=200       ;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):=0          ;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
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
ignorehitpause=1

[state switch_ayuayu_150]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771895)=0
trigger1=numexplod(4949794)>=5
anim=21010
ID=4771895
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state null_kill_T]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771897)=0
trigger1=numexplod(4949794)>=5
anim=21010
ID=4771897
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

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

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

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

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

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

[State -3]
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 = 2,>=0
Edge = 30,0
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 = 2
x = 23
ignorehitpause=1

[State 1110, 効果音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimElem = 2
value = s0,3
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 = 2
value = s5,42
channel = 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)
triggerall=sysfvar(2)<var(38)
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 = movehit !=0
value = 3210
ID = stateno+15010
persistent = 0
ignorehitpause = 1

[State 1110, チェンジ]
type = selfstate
persistent=256
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
ignorehitpause=1

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

;---------------------------------------------------------------------------
;花粉症B

[Statedef 1012]
type     = S
movetype = A
physics  = S
ctrl     = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=ifelse(enemynear,movetype!=H,ifelse(sysfvar(2)>=0,0,1),1)
hitcountpersist=1

[state atack_value]
type=null
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1||var(19):=50        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=20         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=20         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=30        ;animの総フレーム。
trigger1=1||fvar(19):=-1     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=10       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=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):=200       ;転倒開始ライン
trigger1=1||var(45):=-2147483648          ;即死解禁時の攻撃威力
trigger1=1||var(46):=0          ;即死解禁時のfalldamage威力
trigger1=1||var(12):=ifelse(random>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
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
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)>=5
anim=21010
ID=4771896
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

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

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

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

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

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

[State -3]
type = width
trigger1 = animelem = 2,>=0
Edge = 30,0
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 = 2
trigger1 = P2BodyDist X > 30
x = 40
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
trigger1 = P2BodyDist X > 30
x = 30
ignorehitpause=1

[State 1120, 効果音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimElem = 2
value = s0,3
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 = 2
value = s5,5
channel = 0
ignorehitpause=1

[State 1000, チェンジ]; ------------- AI
type=selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(59)!=0
triggerall=animelem=7,>=0
triggerall=animelem=8,<0
trigger1=movecontact>=(15-var(59))
trigger1=1||var(47):=1013
trigger2=(sysfvar(2)>=1000)
trigger2=animelem=7,>=0
trigger2=1||var(47):=1013
value=931022810
ctrl = 0
ignorehitpause=1

[State 1000, チェンジ]
type=selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(59)=0
trigger1=animelem=7,>=0
trigger1=animelem=8,<0
trigger1=command="hold_y"
trigger1=1||var(47):=1013
value=931022810
ctrl = 0
ignorehitpause=1

[State 1120, チェンジ]
type = selfstate
persistent=256
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
ignorehitpause=1

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

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

[Statedef 1013]
type     = S
movetype = A
physics  = S
ctrl     = 0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=ifelse(enemynear,movetype!=H,ifelse(sysfvar(2)>=0,0,1),1)
hitcountpersist=1

[state atack_value]
type=null
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1||var(19):=50        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=20         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=20         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=36        ;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):=-2       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=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):=200       ;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):=0          ;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
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
ignorehitpause=1

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

[state null_kill_T]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771897)=0
trigger1=numexplod(4949794)>=5
anim=21010
ID=4771897
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

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

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

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

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

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

[State 1120, 効果音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = AnimElem = 2
value = s0,3
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 = 2
value = s5,6
channel = 0
ignorehitpause=1

[State 1120, チェンジ]
type = selfstate
persistent=256
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
ignorehitpause=1

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

;---------------------------------------------------------------------------
;一刀A飛び退き

[Statedef 1200]
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):=10         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=100        ;animの総フレーム。
trigger1=1||fvar(19):=-0.5     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=-1       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000      ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=400       ;転倒開始ライン
trigger1=1||var(45):=10          ;凶悪攻撃時の攻撃威力
trigger1=1||var(46):=0          ;凶悪攻撃時のfalldamage威力
ignorehitpause=1

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger1=1||var(15):=var(30)
trigger2=var(47)=var(30)
trigger2=1||var(47):=0
value=var(30)
ignorehitpause=1

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

[State 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 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 = 2
x = -15
y = -5
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 = 2, >= 0
y = 0.8
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 = 2
value = A
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 = 6002
scale = -1,1
pos = 0,0
;postype = p1
sprpriority = 5
bindtime = 1
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 = time = 2
value = s5,169
channel = 0
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 = time = 2
value = s0,0
channel = 1
ignorehitpause=1

[State 1000, チェンジ];フェイントの場合 ------------ AI
type = selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(59)!=0
triggerall = Pos Y >=0 && Vel Y >0
trigger1 = (numexplod(893189730)=0)
trigger1 = 1||var(3):=1
trigger1 = power>ceil((powermax/5)*var(3))
trigger1 = var(21)<3
value = 1201
ctrl = 0
ignorehitpause=1

[State 1000, チェンジ];Xの場合 ------------ AI
type = selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(59)!=0
triggerall = Pos Y >=0 && Vel Y >0
triggerall = (numexplod(893189730)=0)
trigger1 = (numexplod(893189726)!=0)
trigger1 = random%10<var(59)
trigger2 = (numexplod(893189727)!=0)
trigger2 = abs(fvar(14))<200
value = 1202
ctrl = 0
ignorehitpause=1

[State 1000, チェンジ];Yの場合 ------------ AI
type = selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(59)!=0
triggerall = Pos Y >=0 && Vel Y >0
trigger1 = (numexplod(893189730)!=0)
trigger1 = abs(fvar(14))<=120
trigger2 = (numexplod(893189728)!=0)
trigger2 = abs(fvar(14))<=120
trigger3 = (numexplod(893189729)!=0)
trigger3 = abs(fvar(14))<=120
value = 1203
ctrl = 0
ignorehitpause=1

[State 1000, チェンジ];Zの場合 ------------ AI
type = selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(59)!=0
triggerall = Pos Y >=0 && Vel Y >0
trigger1 = (numexplod(893189730)!=0)
trigger1 = abs(fvar(14))>120
trigger2 = (numexplod(893189728)!=0)
trigger2 = abs(fvar(14))>120
trigger3 = (numexplod(893189729)!=0)
trigger3 = abs(fvar(14))>120
value = 1204
ctrl = 0
ignorehitpause=1

[State 1000, チェンジ];フェイントの場合
type = selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=var(59)=0
trigger1 = Pos Y >=0 && Vel Y >0
trigger1 = (command = "hold_x") = 0
trigger1 = (command = "hold_y") = 0
trigger1 = (command = "hold_z") = 0
trigger2=var(59)!=0
trigger2 = Pos Y >=0 && Vel Y >0
value = 1201
ctrl = 0
ignorehitpause=1

[State 1000, チェンジ];Xの場合
type = selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(59)=0
trigger1 = Pos Y >=0 && Vel Y >0
trigger1=(command = "hold_x")
value = 1202
ctrl = 0
ignorehitpause=1

[State 1000, チェンジ];Yの場合
type = selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(59)=0
trigger1 = Pos Y >=0 && Vel Y >0
trigger1=(command = "hold_y")
value = 1203
ctrl = 0
ignorehitpause=1

[State 1000, チェンジ];Zの場合
type = selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=var(59)=0
trigger1 = Pos Y >=0 && Vel Y >0
trigger1=(command = "hold_z")
value = 1204
ctrl = 0
ignorehitpause=1

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

;---------------------------------------------------------------------------
;一刀Aフェイント

[Statedef 1201]
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):=30        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=7         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=10         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=15        ;animの総フレーム。
trigger1=1||fvar(19):=-0.5     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=-1       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000      ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=400       ;転倒開始ライン
trigger1=1||var(45):=10          ;凶悪攻撃時の攻撃威力
trigger1=1||var(46):=0          ;凶悪攻撃時のfalldamage威力
ignorehitpause=1

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger1=1||var(15):=var(30)
trigger2=var(47)=var(30)
trigger2=1||var(47):=0
value=var(30)
ignorehitpause=1

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

[State 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=-3.4
Y=0
ignorehitpause=1

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

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

[state 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 = 0.85
ignorehitpause=1

[State -3, 着地音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=animelem=1,=0
value = s9,6
channel = 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=1,=0
anim = 6000
pos = 0,0
;postype = p1
sprpriority = 5
bindtime = 1
ignorehitpause=1

[State 1120, チェンジ]
type = selfstate
persistent=256
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
ignorehitpause=1

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

;---------------------------------------------------------------------------
;一刀A猛打移行

[Statedef 1202]
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):=30        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=7         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=10         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=5        ;animの総フレーム。
trigger1=1||fvar(19):=-0.5     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=-1       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000      ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=400       ;転倒開始ライン
trigger1=1||var(45):=10          ;凶悪攻撃時の攻撃威力
trigger1=1||var(46):=0          ;凶悪攻撃時のfalldamage威力
ignorehitpause=1

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger1=1||var(15):=var(30)
trigger2=var(47)=var(30)
trigger2=1||var(47):=0
value=var(30)
ignorehitpause=1

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

[State 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=-3.4
Y=0
ignorehitpause=1

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

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

[state 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=1,=0
x = 0.85
ignorehitpause=1

[State -3, 着地音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=animelem=1,=0
value = s9,6
channel = 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=1,=0
anim = 6000
pos = 0,0
;postype = p1
sprpriority = 5
bindtime = 1
ignorehitpause=1

[State 1000, チェンジ]
type = selfstate
persistent=256
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 = 1000
elem=4
ctrl = 0
ignorehitpause=1

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

;---------------------------------------------------------------------------
;一刀y構え

[Statedef 1203]
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):=30        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=7         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=10         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=19        ;animの総フレーム。
trigger1=1||fvar(19):=-0.5     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=-1       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000      ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=400       ;転倒開始ライン
trigger1=1||var(45):=10          ;凶悪攻撃時の攻撃威力
trigger1=1||var(46):=0          ;凶悪攻撃時のfalldamage威力
ignorehitpause=1

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger1=1||var(15):=var(30)
trigger2=var(47)=var(30)
trigger2=1||var(47):=0
value=var(30)
ignorehitpause=1

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

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

[State 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=-3.4
Y=0
ignorehitpause=1

[State -3, yo-i]
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, 170
channel = 0
ignorehitpause=1

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

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

[state 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 = 0.85
ignorehitpause=1

[State -3, 着地音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=0
value = s9,6
channel = 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=1,=0
anim = 6000
pos = 0,0
;postype = p1
sprpriority = 5
bindtime = 1
ignorehitpause=1

[State 1000, チェンジ]
type = selfstate
persistent=256
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 = 1205
ctrl = 0
ignorehitpause=1

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

;---------------------------------------------------------------------------
;一刀y構え

[Statedef 1204]
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):=30        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=7         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=10         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=5        ;animの総フレーム。
trigger1=1||fvar(19):=-0.5     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=-1       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000      ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=400       ;転倒開始ライン
trigger1=1||var(45):=10          ;凶悪攻撃時の攻撃威力
trigger1=1||var(46):=0          ;凶悪攻撃時のfalldamage威力
ignorehitpause=1

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger1=1||var(15):=var(30)
trigger2=var(47)=var(30)
trigger2=1||var(47):=0
value=var(30)
ignorehitpause=1

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

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

[State 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=-3.4
Y=0
ignorehitpause=1

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

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

[state 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 = 0.85
ignorehitpause=1

[State -3, 着地音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=0
value = s9,6
channel = 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=1,=0
anim = 6000
pos = 0,0
;postype = p1
sprpriority = 5
bindtime = 1
ignorehitpause=1

[State 1000, チェンジ]
type = selfstate
persistent=256
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 = 1206
ctrl = 0
ignorehitpause=1

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

;---------------------------------------------------------------------------
;一刀y突進

[Statedef 1205]
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):=30        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=7         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=10         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=5        ;animの総フレーム。
trigger1=1||fvar(19):=-0.5     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=-1       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000      ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=400       ;転倒開始ライン
trigger1=1||var(45):=10          ;凶悪攻撃時の攻撃威力
trigger1=1||var(46):=0          ;凶悪攻撃時のfalldamage威力
ignorehitpause=1

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger1=1||var(15):=var(30)
trigger2=var(47)=var(30)
trigger2=1||var(47):=0
value=var(30)
ignorehitpause=1

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

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

[State 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 -3, どん]
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,=0
value = s5, 171
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 = s0,3
channel = 3
ignorehitpause=1

[State -3, 地面を蹴る]
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 = s9,9
channel = 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 = 2
anim = 6001
pos = -15,0
;postype = p1
sprpriority = 6
bindtime = 1
ignorehitpause=1

[State -1]
Type = PosAdd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = 1
X = 20
ignorehitpause=1

[State 3010, チェンジ]
type = selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = P2BodyDist X < 30
value = 1207
ignorehitpause=1

[State 3010, チェンジ]
type = selfstate
persistent=256
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 = 1207
ignorehitpause=1

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

;---------------------------------------------------------------------------
;一刀z突進

[Statedef 1206]
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):=30        ;攻撃の威力。元の数値の倍程度。
trigger1=1||var(20):=7         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=10         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=5        ;animの総フレーム。
trigger1=1||fvar(19):=-0.5     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=-1       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000      ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=400       ;転倒開始ライン
trigger1=1||var(45):=10          ;凶悪攻撃時の攻撃威力
trigger1=1||var(46):=0          ;凶悪攻撃時のfalldamage威力
ignorehitpause=1

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

[state change_anim]
type=changeanim
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=anim!=var(30)
trigger1=1||var(15):=var(30)
trigger2=var(47)=var(30)
trigger2=1||var(47):=0
value=var(30)
ignorehitpause=1

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

[State 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 -3, 砕けろ]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=0
value = s5, 11
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 = s0,3
channel = 3
ignorehitpause=1

[State -3, 地面を蹴る]
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 = s9,9
channel = 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 = 2
anim = 6001
pos = -15,0
;postype = p1
sprpriority = 6
bindtime = 1
ignorehitpause=1

[State -1]
Type = PosAdd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=1
X = 30
ignorehitpause=1

[State 3010, チェンジ]
type = selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = P2BodyDist X < 30
value = 1208
ignorehitpause=1

[State 3010, チェンジ]
type = selfstate
persistent=256
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 = 1208
ignorehitpause=1

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

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

;一刀突き
[Statedef 1207]
type     = S
movetype = A
physics  = S
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):=15         ;怯み時間。元のヒットポーズタイム。
trigger1=1||var(0):=27         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=49        ;animの総フレーム。
trigger1=1||fvar(19):=-3     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=-2       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=9000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=500       ;転倒開始ライン
trigger1=1||var(45):=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):=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
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
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)>=4
anim=21010
ID=4771893
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

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

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

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

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

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

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

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

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

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

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

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

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

[state remove_helper]
type=destroyself
triggerall=ishelper
trigger1=animtime=0
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
persistent=256
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
ignorehitpause=1

[State 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 = 1
x = 10
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 = 2
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 = 3
x = 5
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 = 6002
pos = -30,0
;postype = p1
sprpriority = 5
bindtime = 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 = 2
value = s0,1
channel = 1
ignorehitpause=1

[State 210, 破！]
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 = 1
ignorehitpause=1

[State 3010, チェンジ]
type = selfstate
persistent=256
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
ignorehitpause=1

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

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

;一刀C突き
[Statedef 1208]
type     = S
movetype = A
physics  = S
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=ifelse((animelem=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):=30        ;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):=27         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=49        ;animの総フレーム。
trigger1=1||fvar(19):=-4     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=-2       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=9000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=500       ;転倒開始ライン
trigger1=1||var(45):=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):=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
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
ignorehitpause=1

[state switch_ayuayu_low]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771894)=0
trigger1=numexplod(4949794)>=4
anim=21010
ID=4771894
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

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

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

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

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

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

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

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

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

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

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

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

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

[state remove_helper]
type=destroyself
triggerall=ishelper
trigger1=animtime=0
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
persistent=256
triggerall=(sysfvar(1)!=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id)||(name!="through_Lightning_Shuko")
trigger1=1
value=4771893
ignorehitpause=1

[State 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 = 1
x = 10
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 = 2
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 = 3
x = 5
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 = 6002
pos = -30,0
;postype = p1
sprpriority = 5
bindtime = 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 = 2
value = s0,1
channel = 1
ignorehitpause=1

[State 210, 破！]
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 = 1
ignorehitpause=1

[State 3010, チェンジ]
type = selfstate
persistent=256
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
ignorehitpause=1

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

;---------------------------------------------------------------------------
;落下星弱上昇

[Statedef 1500]
type     = S
movetype = A
physics  = S
ctrl=0
sprpriority=ifelse(sysfvar(2)>=3000,2147483647,2)
movehitpersist=1
hitcountpersist=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
trigger2=var(47)=stateno
trigger2=1||var(47):=0
value=stateno
ignorehitpause=1

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

[State 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 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=5,=0
value = 1
movecamera = 1,0
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 = 5
y = -30
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
persistent = 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 = 6000
scale = -1,1
pos = 0,0
sprpriority = 5
bindtime = 1
ignorehitpause=1

[State -2, 掛け声]
type = playsnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=4,=0
value = s5,48
channel = 0
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=4,=0
value = s0,0
channel = 1
ignorehitpause=1

[State 1000, チェンジ];落下
type = selfstate
persistent=256
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 = 1501
ctrl = 0
ignorehitpause=1

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

;---------------------------------------------------------------------------
;落下星弱上昇

[Statedef 1501]
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):=10         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=190        ;animの総フレーム。
trigger1=1||fvar(19):=-0.5     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=-1       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=9000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=500       ;転倒開始ライン
trigger1=1||var(45):=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):=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
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
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)>=5
anim=21010
ID=4771896
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state null_kill_T]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771897)=0
trigger1=numexplod(4949794)>=6
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(4771899)=0
trigger1=numexplod(4949794)>=5
anim=21010
ID=4771899
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

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

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

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

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

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

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

[State 1100, Velocity]
type = playerpush
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
ignorehitpause=1

[State 900, 0]
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 = 1
x = (P2dist X)-20
y = -210
ignorehitpause=1

[State 1300, 速度]
type = VelSet
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=0
y = 30
persistent = 0
ignorehitpause=1

[State -2, 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,=7
value = s5,118
channel = 0
ignorehitpause=1

[State 1100]
type = selfstate
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = Pos Y >=0 && Vel Y >0
trigger2=animtime=0
value = 1502
ignorehitpause=1

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

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

;落下星着地

[Statedef 1502]
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):=10         ;怯み時間。元のヒットタイム。
trigger1=1||var(16):=31        ;animの総フレーム。
trigger1=1||fvar(19):=-0.5     ;吹き飛びx角度。任意。
trigger1=1||fvar(20):=-1       ;吹き飛びy角度。任意。
trigger1=1||var(30):=stateno   ;このstatedefの番号。
trigger1=1||var(38):=500       ;CSAS当身仕込み開始ライン
trigger1=1||var(39):=1000       ;CSAS特殊性能化開始ライン
trigger1=1||var(41):=3000      ;強力な即死の解禁されるCSAS値
trigger1=1||var(15):=9000      ;凶悪技術の解禁されるライン
trigger1=1||var(42):=30        ;ガー不攻撃開始ライン
trigger1=1||var(43):=300       ;proj混じりの攻撃や常時無敵の開始ライン
trigger1=1||var(44):=500       ;転倒開始ライン
trigger1=1||var(45):=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):=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
persistent=256
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
triggerall=prevstateno!=19191082
triggerall=movecontact!=0
triggerall=1||var(47):=0
trigger1=animelem=1,=0
trigger1=1||var(47):=var(30)
value=931022810
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)>=5
anim=21010
ID=4771896
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

[state null_kill_T]
type=explod
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1=numexplod(4771897)=0
trigger1=numexplod(4949794)>=6
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(4771899)=0
trigger1=numexplod(4949794)>=5
anim=21010
ID=4771899
postype=p1
pos=0,0
bindtime=-1
removetime=1
ignorehitpause=1

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

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

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

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

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

[state helper];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 remove_helper]
type=destroyself
triggerall=ishelper
trigger1=animtime=0
ignorehitpause=1

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

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

[State 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 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 = Time=0
y = 0
ignorehitpause=1

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

[State -3, 着地音]
type = PlaySnd
triggerall=!ishelper
triggerall=sysfvar(1)=(((gametime*const(data.life)/114514)*(gametime*0.93))/1.919810931)/gametime*id
triggerall=name="through_Lightning_Shuko"
trigger1 = animelem=1,=0
value = s9, 8
ignorehitpause=1

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

[state 1000,exit]
type = selfstate
persistent=256
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
ignorehitpause=1

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


