;----------------<Hyper Attacks>-----------------------------------------
;====================================================
; 超必殺技
;====================================================
;------------------------------------------------------------------------------------------

;ただの光弾
[Statedef 3100]
type    = S
movetype = A
physics = S
velset = 0,0
anim = 230
poweradd = 300
sprpriority = 2
ctrl = 0



[State 3000]
type = NotHitby
trigger1 = Time = 0
time = 41
value = SCA

[State 1000, 3]
type = Projectile
trigger1 = AnimElem = 1
projanim = 16447
projhitanim = 3002
projedgebound = 70
projID = 1000
projpriority = 1
postype = p1
offset = 50,-100
velocity = 5
attr = S, SP
damage = 10,10
animtype = hard
hitflag = MAFP
guardflag = MA
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-60
hitsound = S8,2
guardsound = S8,2
pausetime = 0,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -12.3
air.velocity = -3,-4
air.fall = 1
air.juggle = 10
yaccel = .5
ProjHits  =  40

[State 3000]
type = PlaySnd
trigger1 = time = 0
value = s103, 5


[State 3000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

;拒絶のいかづち
[Statedef 4600]
type    = S
movetype = A
physics = S
velset = 0,0
anim = 862
poweradd = -500
sprpriority = 2
ctrl = 0


[State 3000]
type = PlaySnd
trigger1 = time = 1
value = s0, 11
chanel = 1


[State 2000, 背景]
type = BGPalFX
Trigger1=AnimElem = 1
time = 100
add = 256,256,256
mul = 0,0,0
invertall = 0


[State 7100, エフェクト]
type = Explod
trigger1 = AnimElem = 1
anim = 8200
postype = p1
pos = 0,-50
scale = 0.5, 0.5
velocity = 0, 0
accel = 0,0
removetime = 15;290
persistent = 0
ownpal= 1
OnTop = 0
sprpriority = -5
supermovetime = 15;290
bindtime = -1

[State 1000, 3]
type = Projectile
trigger1 = AnimElem = 3
projanim = 861
projedgebound = 70
projscale=0.6,0.6
projID = 861
projpriority = -3
postype = p1
offset = -50,10
velocity = 0
attr = S, SP
damage = 300,300
animtype = hard
hitflag = MAFP
guardflag = MA
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-60
hitsound = -1
guardsound = -1
pausetime = 0,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -100,0
air.velocity = -3,-4
air.fall = 1
air.juggle = 10
yaccel = .5
ProjHits  =  1
ProjRemove = 0
ProjRemoveTime = 50

[State 1000, 3]
type = Projectile
trigger1 = AnimElem = 3
projanim = 861
projedgebound = 70
projscale=0.6,0.6
projID = 861
projpriority = -3
postype = p1
offset = -40,10
velocity = 0
attr = S, SP
damage = 300,300
animtype = hard
hitflag = MAFP
guardflag = MA
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-60
hitsound = -1
guardsound = -1
pausetime = 0,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -100,0
air.velocity = -3,-4
air.fall = 1
air.juggle = 10
yaccel = .5
ProjHits  =  1
ProjRemove = 0
ProjRemoveTime = 50

[State 1000, 3]
type = Projectile
trigger1 = AnimElem = 3
projanim = 861
projedgebound = 70
projscale=0.6,0.6
projID = 861
projpriority = -3
postype = p1
offset = 40,10
velocity = 0
attr = S, SP
damage = 300,300
animtype = hard
hitflag = MAFP
guardflag = MA
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-60
hitsound = -1
guardsound = -1
pausetime = 0,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -100,0
air.velocity = -3,-4
air.fall = 1
air.juggle = 10
yaccel = .5
ProjHits  =  1
ProjRemove = 0
ProjRemoveTime = 50

[State 1000, 3]
type = Projectile
trigger1 = AnimElem = 3
projanim = 861
projedgebound = 70
projscale=0.6,0.6
projID = 861
projpriority = -3
postype = p1
offset = 50,10
velocity = 0
attr = S, SP
damage = 300,300
animtype = hard
hitflag = MAFP
guardflag = MA
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-60
hitsound = -1
guardsound = -1
pausetime = 0,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -100,0
air.velocity = -3,-4
air.fall = 1
air.juggle = 10
yaccel = .5
ProjHits  =  1
ProjRemove = 0
ProjRemoveTime = 50

[State 1000, 3]
type = Projectile
trigger1 = AnimElem = 3
projanim = 861
projedgebound = 70
projscale=0.6,0.6
projID = 861
projpriority = -3
postype = p1
offset = 60,10
velocity = 0
attr = S, SP
damage = 300,300
animtype = hard
hitflag = MAFP
guardflag = MA
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-60
hitsound = -1
guardsound = -1
pausetime = 0,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -100,0
air.velocity = -3,-4
air.fall = 1
air.juggle = 10
yaccel = .5
ProjHits  =  1
ProjRemove = 0
ProjRemoveTime = 50


[State 3000]
type = PlaySnd
trigger1 = time = 50
value = s5, 15
chanel = 2

[State 3000]
type = PlaySnd
trigger1 = time = 5
value = s102, 12
chanel = 0

[State 3000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;光の樹木
;
[Statedef 33333]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0.4 , -0.01
ctrl = 0
anim = 16448
sprpriority = 2
poweradd = -500


[State 7100, エフェクト];カットイン;背景;58×3=174;
type = Explod
trigger1 = Time = 1
anim = 16446
postype = B
pos = 0,0
scale = 1, 1;2, 2
velocity = 0, 0
accel = 0,0
persistent = 0
ownpal= 1
sprpriority = 0;100;-5
supermovetime = 50;290
removetime = 50;-2;290
bindtime = -1


[State 3020, 0]
type = PlayerPush
trigger1 = 1
value = 1

[State 3020, Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = s103, 5
channel = -1
PauseMoveTime = 9999

[State 1010, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 1
x = 13

[State 1010, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 3
x = 10;5

[State 1010, 移動速度]
type = VelSet
trigger1 = AnimElem = 5
x = 20;18;4

[State 3020, 2]
type = PlayerPush
trigger1 = 1
value = 1

[State 3020, hit-1]
type = HitDef
trigger1 = Time%2 = 0
trigger1 = Time < 60 ;30HIT
hitflag = MAD
attr = , NA
animtype  = Heavy
damage    = 100 , 1000
guard.dist = 0
getpower = 0 , 0
pausetime = 4,8
sparkno = -1
sparkxy = -10,-10
ground.type = Low
ground.slidetime = 0
ground.hittime  = 120
ground.velocity = 0 , -3
air.velocity = 0 , -4
envshake.time = 15
envshake.freq = 20
envshake.ampl = -10
envshake.phase = 90
airguard.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
p2lifeadd = -200

[State 3020, hit-2]
type = HitDef
trigger1 = p2statetype = S
hitflag = MAD
attr = , HA
animtype  = Heavy
damage    = (target,LifeMax)/3 , 0
guard.dist = 0
getpower = 0 , 0
pausetime = 20 , 40
sparkno = -1
sparkxy = -10,-10
hitsound = s500,24
ground.type = Low
ground.slidetime = 30
ground.hittime  = 60
ground.velocity = -18 , -16
air.velocity = -18,-15
fall = 1
fall.recover = 0 
fall.damage = 600
fall.envshake.ampl = 6
fall.envshake.freq = 178
fall.envshake.time = 15
mindist = 50,-100
maxdist = 100,-10
airguard.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
p2stateno = 8888


[State 1000, 3]
type = Projectile
trigger1 = AnimElem = 1
projanim = 8586
projedgebound = 70
projID = 8586
projpriority = 1
postype = p1
offset = 40,-20
attr = S, SP
damage = 20,20
animtype = hard
hitflag = MAFP
sparkno = -1
guardflag = MA
guardsound = S6,0
pausetime = 0,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = 0,0
air.velocity = 0,-4
air.fall = 1
air.juggle = 10
yaccel = .5
size = 1,1
ProjRemoveTime = 150
ProjHits  =  200


[State 3020, 30]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;--------------------------------------------------
;
[Statedef 8888]
type = U
movetype = U
physics = N
ctrl = 0
movehitpersist = 1
hitdefpersist = 1
[State , 即死]
type = LifeSet
triggerall = name != "zekira"
trigger1 = !ishelper
value = 0
ignorehitpause = 1
[State , proj]
type = Projectile
triggerAll = ishelper
triggerAll = !root,numProjID(3100)
trigger1 = root,alive
trigger1 = Time < 61
attr = C, HT
hitflag = MA
damage = 0 
pausetime = 0, 2 
sparkno = -1 
hitsound = -1 
guard.dist = 0 
givepower = 0, 0 
projID = 3100 
projanim = anim
projpriority = 7
projremove = 0 
projremovetime = 30
projmisstime = 1
postype = p2
offset = 0, -500 
p1stateno = PrevStateNo 
pausemovetime = 2147483647 
supermovetime = 2147483647
ignorehitpause = 1
[State , 透明化]
type = AssertSpecial
trigger1 = ishelper
flag = Invisible
flag2 = NoShadow
ignorehitpause = 1
[State , 1]
type = SelfState
triggerall = ishelper
trigger1 = Time >= 62
value = PrevStateno
ignorehitpause = 1
[State , 2]
type = ChangeState
triggerall = !ishelper
trigger1 = !Alive
value = 5150
ignorehitpause = 1
;--------------------------------------------------------------------------

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



;---------------------------------------------------------------------------
; 本気を
[Statedef 2300]
type = S
movetype = A
physics = S
ctrl = 0
juggle=0
Anim = 2300
sprpriority=1

[State 2300, PalFX]
type = palfx
triggerall = !time
trigger1 = prevstateno = [200,999]
time = 5
add = 230,230,230
[State 2300, SuperPause]
type = SuperPause
trigger1 = animelem = 3
anim = -1
movetime = 30
time = 30
darken=0
[State 2300, strength var]
type=varset
trigger1= !time
var(46)=2
[State 2300, Hyper_Effect];超必殺演出
type = Helper
trigger1 = animelem = 3
id = 8100
stateno = 8100
postype = p1
pos = -3,-75
helpertype = normal
ownpal = 1
ontop = 1
bindtime = -1
ignorehitpause = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[State 2300, Pause]
type = Pause
trigger1 = Animelemtime(3) = 31
time = 105
movetime = 105

[State 20, 1]
type = VarSet
trigger1 = Animelem = 3
var(31) = -3

[State -2, 1]
type = PlaySnd
trigger1 = !time
value = s104,6
channel = 2

[State -2, 1]
type = PlaySnd
trigger1 = Animelem = 18
value = s104,7
channel = 2

[State 2001]
type = Explod
trigger1 = Animelem = 5
anim = 2314
pos = -60,-103
postype = P1
id = 2300
bindtime = -1
sprpriority = 3
ontop = 1
scale = .5,.5
IgnoreHitPause = 1
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999
[State 2001]
type = Explod
trigger1 = Animelem = 5
anim = 2314
pos = 42,-103
postype = P1
id = 2300
bindtime = -1
sprpriority = 3
ontop = 1
scale = .5,.5
IgnoreHitPause = 1
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999

[State 300]
Type = Helper
Trigger1 = animelem = 8
StateNo = 2310
ID = 2300
name = "superior fire"
PosType = P1
Pos = 42,-103
Ownpal = 1
SprPriority = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999
[State 300]
Type = Helper
Trigger1 = animelem = 8
StateNo = 2311
ID = 2300
name = "superior fire"
PosType = P1
Pos = -60,-103
Ownpal = 1
SprPriority = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999

[State -2, 1]
type = VarSet
trigger1 = Animelem = 18
var(40) = 0

[State 300]
Type = Helper
Trigger1 = animelem = 18
StateNo = 2315
ID = 2315
name = "superior fire"
PosType = P1
Pos = 5,-72
Ownpal = 1
SprPriority = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999

[State vel]
type = VarRandom
trigger1 = 1
v = 2
range = -60,-10
[State vel]
type = VarRandom
trigger1 = 1
v = 3
range = -30,-80

[State vel]
type = VarSet
trigger1 = 1
fvar(29) = var(2)*0.1
[State vel]
type = VarSet
trigger1 = 1
fvar(30) = var(3)*0.1
[State Ether]
type=helper
triggerall = gametime%4 = 1
trigger1 = animelemtime(19)>=0
trigger1 = animelemtime(40)<=0
helpertype=normal
stateno=3000
ID=3000
name="ether"
postype=p1
pos= 34,-75
facing=1
ownpal=0
size.xscale=.5
size.yscale=.5
pausemovetime=65535
supermovetime=65535
ignorehitpause=0
persistent = 1

[State 1100, Vel]
type = VelSet
trigger1 = Animelemtime(19) >= 0
trigger1 = Animelemtime(39) <= 0
x = -1.8
[State 1100, Vel]
type = VelSet
trigger1 = Animelem = 40
x = 0

[State 300 , 2]
type = HitDef
trigger1 = AnimElem = 18
trigger2 = AnimElem = 19
trigger3 = AnimElem = 20
trigger4 = AnimElem = 21
trigger5 = AnimElem = 22
trigger6 = AnimElem = 23
trigger7 = AnimElem = 24
trigger8 = AnimElem = 25
trigger9 = AnimElem = 26
trigger10 = AnimElem = 27
trigger11 = AnimElem = 28
trigger12 = AnimElem = 29
trigger13 = AnimElem = 30
trigger14 = AnimElem = 31
trigger15 = AnimElem = 32
trigger16 = AnimElem = 33
trigger17 = AnimElem = 34
trigger18 = AnimElem = 35
trigger19 = AnimElem = 36
trigger20 = AnimElem = 37
trigger21 = AnimElem = 38
trigger22 = AnimElem = 39
trigger23 = AnimElem = 40
attr = , HP
damage = 20,20
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4,Hit
pausetime = 1,10
guard.pausetime = 1,16
sparkno = -1+(0*(var(40) := 0))
guard.sparkno = -1+(0*(var(41) := 0))
sparkxy = -1+(0*(var(42) := -20 && var(43) := -70))
ground.type = high
ground.slidetime = 18
ground.hittime = 20
air.hittime = 20
ground.velocity = -2.8,-5
air.velocity = -2.8,-5
fall = 1
fall.recover = 0
guard.kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 5
envshake.freq = 85
envshake.ampl = -8
fall.damage = 6000

[State -2]
type = PlaySnd
Triggerall = MoveHit = 1
Trigger1 = time = [127,129]
Trigger2 = time = [136,138]
Trigger3 = time = [145,147]
Trigger4 = time = [154,156]
Trigger5 = time = [163,165]
Trigger6 = time = [172,174]
Trigger7 = time = [181,183]
Trigger8 = time = [190,192]
value = s1,6
channel = 7
IgnoreHitPause = 1

[State -2]
type = PlaySnd
Triggerall = MoveHit = 1
Trigger1 = time = [130,132]
Trigger2 = time = [139,141]
Trigger3 = time = [148,150]
Trigger4 = time = [157,159]
Trigger5 = time = [166,168]
Trigger6 = time = [175,177]
Trigger7 = time = [184,186]
Trigger8 = time = [193,195]
value = s1,6
channel = 8
IgnoreHitPause = 1

[State -2]
type = PlaySnd
Triggerall = MoveHit = 1
Trigger1 = time = [133,135]
Trigger2 = time = [142,144]
Trigger3 = time = [151,153]
Trigger4 = time = [160,162]
Trigger5 = time = [169,171]
Trigger6 = time = [178,180]
Trigger7 = time = [187,189]
Trigger8 = time = [196,198]
value = s1,6
channel = 9
IgnoreHitPause = 1

[State -2]
type = PlaySnd
Triggerall = MoveGuarded = 1
Trigger1 = time = [127,129]
Trigger2 = time = [136,138]
Trigger3 = time = [145,147]
Trigger4 = time = [154,156]
Trigger5 = time = [163,165]
Trigger6 = time = [172,174]
Trigger7 = time = [181,183]
Trigger8 = time = [190,192]
value = s3,0
channel = 7
IgnoreHitPause = 1

[State -2]
type = PlaySnd
Triggerall = MoveGuarded = 1
Trigger1 = time = [130,132]
Trigger2 = time = [139,141]
Trigger3 = time = [148,150]
Trigger4 = time = [157,159]
Trigger5 = time = [166,168]
Trigger6 = time = [175,177]
Trigger7 = time = [184,186]
Trigger8 = time = [193,195]
value = s3,0
channel = 8
IgnoreHitPause = 1

[State -2]
type = PlaySnd
Triggerall = MoveGuarded = 1
Trigger1 = time = [133,135]
Trigger2 = time = [142,144]
Trigger3 = time = [151,153]
Trigger4 = time = [160,162]
Trigger5 = time = [169,171]
Trigger6 = time = [178,180]
Trigger7 = time = [187,189]
Trigger8 = time = [194,196]
value = s3,0
channel = 9
IgnoreHitPause = 1

[State -2 , 1]
type = Varset
trigger1 = MoveHit
fv = 20
value = fvar(20)*0.98
IgnoreHitPause = 1
persistent = 0

[State -2];ヘルパー
type = helper
 triggerall = roundstate=2
 triggerall = numhelper(222)=0
 trigger1 = !ishelper
 id = 222
 name = "eizoku"
 pos = 30,0
 postype = P2
 stateno = 222
 helpertype = Normal
 keyctrl = 0
 ownpal = 1


[State ,干渉外へ]
type = Posset
 trigger1 = 1
 trigger1 = IsHelper(222)
 x = root,pos x
 y = root,pos y
 ignorehitpause = 1


[state PH,Recover]
 type = selfstate
 trigger1 = IsHelper(222)
 trigger1 = 1
 value = 222
 ignorehitpause = 1
 pausemovetime = 99999999
 supermovetime = 99999999
 ignorehitpause = 1



[State 1005, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 300 , 7]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

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


;-----------------------------------------------------
；極太ビーム
[Statedef 3300]
type    = S
movetype = A
physics = N
anim = 3300
juggle = 0
ctrl = 0
poweradd = -3000
velset = 0,0
facep2 = 1
sprpriority = 2


[State 3300,]
Type=Explod
trigger1 = Animelem = 1
Anim=5454
ID=5454
PosType=p1
Pos= 70,-70
Ownpal=1
Scale=1,1
SprPriority= -1
OnTop=0
RemoveTime= 100
IgnoreHitPause=1
Persistent=0
SuperMoveTime=9**8
PauseMoveTime=9**8
BindTime = -1

[state samsara]
type=poweradd
trigger1=AnimElem = 3
absolute=1
value=-3000

[State 3300,カットイン]
Type=Explod
Trigger1= AnimElem = 3
Anim=25000
ID=25000
PosType=Back
Pos=0,-100
Ownpal=0
Scale=0.7,0.7
SprPriority=-3
OnTop=0
RemoveTime=41
IgnoreHitPause=1
Persistent=0
SuperMoveTime=9**8
PauseMoveTime=9**8

[state 3700]
type = NotHitby
trigger1 = 1
value = SCA

[state 3700]
type = SuperPause
trigger1 = time = 0
time = 50
movetime = 50
sound = s2000,1
p2defmul = 1
anim = -1

[State 3000]
type = explod
trigger1 = time = 0
anim = 7200
pos = ceil(6*const(size.xscale)),ceil(-98*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 32
anim = 7300
pos = 160,floor(screenpos y)-77
postype = left
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 43
anim = 7400
pos = ceil(13*const(size.xscale)),0
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)



[State -2, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 999999999
trans = none
length = 5
timegap  = 3
framegap = 1
palcolor = 0
palinvertall = 0
palbright = 50,50,255
palcontrast = 255,255,255
palpostbright = 50,50,255
PalAdd = -40,-40,0
PalMul = 1,1,1

[State 1100, 音を鳴らす]
type = playsnd
trigger1 = animelem = 4
value = 104,0


[State 1100, 音を鳴らす]
type = playsnd
trigger1 = animelem=1
value = 10,0

[State 1100, 音を鳴らす]
type = playsnd
trigger1 = animelem=15
value = 8,1




[state samsara]
type=envcolor
trigger1=time=[218,457]
persistent=5
under=1
[state samsara]
type=envshake
trigger1=time=[218,457]
ampl=3
freq=95
persistent=5
phase=95
time=5

[State 3000]
type = explod
trigger1 = animelem=10,>=0&&animelem=11,<0
anim = 7500
pos = ceil(-24*const(size.xscale)),ceil(-70*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)
random=50,50
[State 3000]
type = explod
trigger1 = animelem=11
anim = 3310
pos = ceil(77*const(size.xscale)),ceil(-127*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = 1.3,1.3
removetime=280


[state samsara]
type=assertspecial
trigger1=1
flag=unguardable
[state samsara]
type=projectile
triggerall = !ishelper
trigger1=time=[218,457]
air.velocity=0,2147483647
attr=acs,aa,ap,at
damage=-2147483647
fall=1
fall.damage=-2147483647
fall.recover=0
fall.recovertime=2147483647
givepower=-114191190999433215
ground.cornerpush.veloff=0
ground.type=trip
ground.velocity=0,2147483647
hitflag=MAF
hitonce=0
offset=ceil(77*const(size.xscale)),ceil(-67*const(size.yscale))
palfx.add=-100,0,130
palfx.color=0
palfx.invertall=1
palfx.sinadd=110,110,110,10
palfx.time=60
priority=7,hit
projanim=3311
projedgebound=2000000000
projheightbound=-2000000000,2000000000
projpriority=2147483647
projremove=0
projremovetime=1
projstagebound=2000000000
sparkno=s-1


[state samsara]
type=targetlifeadd
trigger1=1
absolute=1
value=-2147483647
[state samsara]
type=targetpoweradd
trigger1=1
value=-114191190999433215


[State -2, ChangeAnim]
type = changeanim
trigger1 = time=458
value = 3301

[State 1000,00]
type = Afterimage
trigger1 = anim=3301&&AnimTime = 0
time = 0

[State 240, ステート変更]
type = ChangeState
trigger1 = anim=3301&&AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;やりすぎましたわ。
[Statedef 1333]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= -2000
ctrl = 0
velset = 0,0
anim = 1333
sprpriority = 2

[State 1000, 0]
Type = AssertSpecial
trigger1 = stateno = 1333
Flag = NoMusic
Flag = NoKOSlow

[State 52, 2];背景を黒く
type = BGPalFX
trigger1 = time >= 0;time = 0
time = 1
add = 0,0,0
mul = 1,1,1;256,256,256
sinadd = 256,256,256,10
invertall = 0
color = 256

[State 7100, 超必殺技暗転時間停止]
type = SuperPause
trigger1 = Time = 0;20;trigger1 = AnimElem = 1, 1
                 ;左に「s」を付ければ「自分のairファイル」のアクションナンバーが使える。
pos = 0, -57    ;超必エフェクトの座標（Ｘ軸,Ｙ軸）
sound = s10, 0    ;超必発動サウンド。通常は「common.snd」の音を使うが、
                 ;左に「s」を付ければ「自分のsndファイル」の音が使える。
poweradd = -2000 ;パワーゲージ増減量
time = 250;300       ;ポーズする時間（フレーム）
movetime = 240;1116;876;821;280;295     ;ポーズ中に動ける時間。timeよりも多いとバグる（デフォルトは０）
darken = 0      ;ポーズ中画面を暗転するか否か（0=しない・1=する）
                 ;暗転する色は「ownpal」の有無により「Explod」や「ヘルパー」にも影響するので注意。
p2defmul = 1  ;直前のステートを「SuperPauseを設置したステート」でキャンセルした場合、
                 ;『相手に一時的に与える防御力乗算値(float)』。
                 ;デフォルトは０。（相手の防御力が上がり、ダメージ量に下方修正が掛かる）
                 ;１にすれば『ダメージ補正が掛からなくなる』事になる。
                 ;相手が食らい状態以外（相手のMoveTypeが「H」以外）になれば解除される。
;unhittable = 1  ;ポーズ中自分を無敵状態にするか否か（0=しない・1=する）
                 ;デフォルトは１。


[State 7100, エフェクト]
type = Explod
trigger1 = Time = 1;200;240;40;trigger1 = AnimElem = 1, 1
anim = 16445
postype = left
pos = 0,0
scale = 1.2, 1.2;2, 2
velocity = 0, 0
accel = 0,0
removetime = -2;290
persistent = 0
ownpal= 1
OnTop = 1
sprpriority = 200
supermovetime = 1580;290


[State 210, 音を鳴らす];
type = PlaySnd
trigger1 = Time = 1
value = s104, 2;
channel = 0

[State 210, 音を鳴らす];
type = PlaySnd
trigger1 = AnimElem = 1
value = s1111, 0;


[State 240, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
attr = , NA
animtype  = Medium
damage    = 400;800
guardflag = MA
pausetime = 12,12
hitsound   = s0, 7
guardsound = s0, 7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-6
air.velocity = -2.2,-3.2

[State 240, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;光の園
[Statedef 2525]
type    = S
movetype = A
physics = S
velset = 0,0
anim = 5658
poweradd = 300
sprpriority = 2
ctrl = 0


[State 52, 2];背景を黒く
type = BGPalFX
trigger1 = time >= 0;time = 0
time = 1
add = 0,0,0
mul = 1,1,1;256,256,256
sinadd = 256,256,256,10
invertall = 0
color = 256

[State 7100, エフェクト]
type = Explod
trigger1 = AnimElem = 1
anim = 5656
postype = left
pos = 0,0
scale = 1, 1
velocity = 0, 0
accel = 0,0
removetime = 40
persistent = 0
ownpal= 1
OnTop = 1
sprpriority = 200
supermovetime = 40;290
BindTime = -1

[State 7100, エフェクト]
type = Explod
trigger1 = AnimElem = 2
anim = 5657
postype = left
pos = 0,0
scale = 1, 1
velocity = 0, 0
accel = 0,0
removetime = 200
persistent = 0
ownpal= 1
OnTop = 1
sprpriority = 200
supermovetime = 200;290
BindTime = -1

[State 3000]
type = NotHitby
trigger1 = Time = 0
time = 41
value = SCA


[state 1000]
type = superpause
trigger1 = !enemy,Alive
time = 1
anim = -1
darken = 0
ignorehitpause = 1


[State 1000, 3]
type = Projectile
trigger1 = AnimElem = 1
projanim = 8586
projedgebound = 70
projID = 8586
projpriority = 1
postype = p2
offset = 0,-50
attr = S, SP
damage = 8,8
animtype = hard
hitflag = MAFP
guardflag = MA
sparkxy = 0,-30
hitsound = -1
guardsound = -1
pausetime = 0,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = 0,0
air.velocity = 0,-4
air.fall = 1
air.juggle = 10
yaccel = .5
size = 0.8,0.8
ProjRemoveTime = 230
ProjHits  =  100
ProjRemove = 0
OwnPal = 1


[state 当身]
type = Reversaldef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
pausetime = 0,3
p2stateno = 13001
ignorehitpause = 1

[State -2];ヘルパー
type = helper
 triggerall = roundstate=2
 triggerall = numhelper(222)=0
 trigger1 = !ishelper
 id = 222
 name = "eizoku"
 pos = 30,0
 postype = P2
 stateno = 222
 helpertype = Normal
 keyctrl = 0
 ownpal = 1


[State ,干渉外へ]
type = Posset
 trigger1 = 1
 trigger1 = IsHelper(222)
 x = root,pos x
 y = root,pos y
 ignorehitpause = 1


[state PH,Recover]
 type = selfstate
 trigger1 = IsHelper(222)
 trigger1 = 1
 value = 222
 ignorehitpause = 1
 pausemovetime = 99999999
 supermovetime = 99999999
 ignorehitpause = 1


[State 3000]
type = PlaySnd
trigger1 = time = 0
value = s104, 8
channel = 8


[State 3000]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1000, 1
channel = 7


[State 3000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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



