

;----------------------------------------------------------------------------
;エフェクト
[Statedef 8330]
type = A
movetype = A
physics = N
ctrl = 0
anim = 8330
velset = 0,0
sprpriority = 3


[State 0, StopSnd]
type = StopSnd
trigger1 = time =0
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = S1100,0
volume = 0
channel = -1

[State 0, Turn]
type = Turn
trigger1 = RootDist X > 0


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 16610, 2];←攻撃
type = HitDef
trigger1 = Root,Palno = [1,10]
trigger1 = time = 0
attr = S, NA
damage = ceil(40*root,fvar(1)),4
hitflag = MAFD
guardflag = MA
priority = 3
pausetime = 8,8
sparkxy = -10,-55
sparkno = S8301
;guard.sparkno =
hitsound   = S1, 2
guardsound = S6, 0
animtype = Med
ground.type = High
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = -2,-2
air.velocity = -3,-4
envshake.time = 5           ;ヒットした時に画面を揺らす時間
envshake.ampl = 2           ;ヒットした時の画面の振幅
envshake.freq = 50          ;ヒットした時に画面が揺れる速度
palfx.time = 100
palfx.mul = 240,192,128
palfx.sinadd = 96,128,160,16
palfx.add = 224,128,64
fall = 1
guard.kill = 0

[State 16610, 2];←攻撃
type = HitDef
trigger1 = Root,Palno = 11
trigger1 = time = 0
attr = S, NA
damage = ceil(80*root,fvar(1)),4
hitflag = MAFD
guardflag = MA
priority = 3
pausetime = 8,8
sparkxy = -10,-55
sparkno = S8301
;guard.sparkno =
hitsound   = S1, 2
guardsound = S6, 0
animtype = Med
ground.type = High
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = -2,-2
air.velocity = -3,-4
envshake.time = 5           ;ヒットした時に画面を揺らす時間
envshake.ampl = 2           ;ヒットした時の画面の振幅
envshake.freq = 50          ;ヒットした時に画面が揺れる速度
palfx.time = 100
palfx.mul = 240,192,128
palfx.sinadd = 96,128,160,16
palfx.add = 224,128,64
fall = 1
guard.kill = 1

[State 16610, 2];←攻撃
type = HitDef
trigger1 = Root,Palno = 12
trigger1 = time = 0
attr = S, NA
damage = ceil(120*root,fvar(1)),4
hitflag = MAFD
guardflag = MA
priority = 3
pausetime = 8,8
sparkxy = -10,-55
sparkno = S8301
;guard.sparkno =
hitsound   = S1, 2
guardsound = S6, 0
animtype = Med
ground.type = High
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = -2,-2
air.velocity = -3,-4
envshake.time = 5           ;ヒットした時に画面を揺らす時間
envshake.ampl = 2           ;ヒットした時の画面の振幅
envshake.freq = 50          ;ヒットした時に画面が揺れる速度
palfx.time = 100
palfx.mul = 240,192,128
palfx.sinadd = 96,128,160,16
palfx.add = 224,128,64
fall = 1
guard.kill = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Animtime =0


;----------------------------------------------------------------------------
;満開ゲージ
[Statedef 11000]
type = A
movetype = I
physics = N
ctrl = 0
anim = 11000
velset = 0,0
sprpriority = 2
movetime = 99999
supermovetime = 99999

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow


[State 0, Explod]
type = Explod
trigger1 = teamside = 1
trigger1 = Numexplod(11000) = 0
anim = 11000
ID = 11000
pos = 0,180
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.2,0.2
sprpriority = 6
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 0, Explod]
type = Explod
trigger1 = teamside = 2
trigger1 = Numexplod(11000) = 0
anim = 11000
ID = 11000
pos = 0,180
postype = right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.2,0.2
sprpriority = 6
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = Numexplod(8100) = 0
trigger1 = teamside = 1
trigger1 = Root,Var(58) = 20
anim = 8100
ID = 8100
pos = 25,200
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 20
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1


[State 0, Explod]
type = Explod
trigger1 = Numexplod(8100) = 0
trigger1 = teamside = 2
trigger1 = Root,Var(58) = 20
anim = 8100
ID = 8100
pos = -25,200
postype = right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 20
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1


[State 0, Explod]
type = Explod
trigger1 = teamside = 1
trigger1 = root,Var(58) >= 20 &&  root,Var(58) < 40
trigger1 = Numexplod(11001) = 0
trigger1 = Numexplod(11002) = 0
trigger1 = Numexplod(11003) = 0
trigger1 = Numexplod(11004) = 0
trigger1 = Numexplod(11005) = 0
anim = 11001
ID = 11001
pos = 0,180
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.2,0.2
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = teamside = 2
trigger1 = root,Var(58) >= 20 &&  root,Var(58) < 40
trigger1 = Numexplod(11001) = 0
trigger1 = Numexplod(11002) = 0
trigger1 = Numexplod(11003) = 0
trigger1 = Numexplod(11004) = 0
trigger1 = Numexplod(11005) = 0
anim = 11001
ID = 11001
pos = 0,180
postype = right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.2,0.2
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,Var(58) >= 40 &&  root,Var(58) < 60
trigger2 = root,Var(58) <20
id = 11001

[State 0, Explod]
type = Explod
trigger1 = Numexplod(8100) = 0
trigger1 = teamside = 1
trigger1 = Root,Var(58) = 40
anim = 8100
ID = 8100
pos = 25,200
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 20
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1

[State 0, Explod]
type = Explod
trigger1 = Numexplod(8100) = 0
trigger1 = teamside = 2
trigger1 = Root,Var(58) = 40
anim = 8100
ID = 8100
pos = -25,200
postype = right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 20
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1

[State 0, Explod]
type = Explod
trigger1 = teamside = 1
trigger1 = root,Var(58) >= 40 &&  root,Var(58) < 60
trigger1 = Numexplod(11001) = 0
trigger1 = Numexplod(11002) = 0
trigger1 = Numexplod(11003) = 0
trigger1 = Numexplod(11004) = 0
trigger1 = Numexplod(11005) = 0
anim = 11002
ID = 11002
pos = 0,180
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.2,0.2
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = teamside = 2
trigger1 = root,Var(58) >= 40 &&  root,Var(58) < 60
trigger1 = Numexplod(11001) = 0
trigger1 = Numexplod(11002) = 0
trigger1 = Numexplod(11003) = 0
trigger1 = Numexplod(11004) = 0
trigger1 = Numexplod(11005) = 0
anim = 11002
ID = 11002
pos = 0,180
postype = right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.2,0.2
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,Var(58) >= 60 &&  root,Var(58) < 80
trigger2 = root,Var(58) <40
id = 11002

[State 0, Explod]
type = Explod
trigger1 = Numexplod(8100) = 0
trigger1 = teamside = 1
trigger1 = Root,Var(58) = 60
anim = 8100
ID = 8100
pos = 25,200
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 20
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1

[State 0, Explod]
type = Explod
trigger1 = Numexplod(8100) = 0
trigger1 = teamside = 2
trigger1 = Root,Var(58) = 60
anim = 8100
ID = 8100
pos = -25,200
postype = right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 20
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1


[State 0, Explod]
type = Explod
trigger1 = teamside = 1
trigger1 = root,Var(58) >= 60 &&  root,Var(58) < 80
trigger1 = Numexplod(11001) = 0
trigger1 = Numexplod(11002) = 0
trigger1 = Numexplod(11003) = 0
trigger1 = Numexplod(11004) = 0
trigger1 = Numexplod(11005) = 0
anim = 11003
ID = 11003
pos = 0,180
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.2,0.2
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = teamside = 2
trigger1 = root,Var(58) >= 60 &&  root,Var(58) < 80
trigger1 = Numexplod(11001) = 0
trigger1 = Numexplod(11002) = 0
trigger1 = Numexplod(11003) = 0
trigger1 = Numexplod(11004) = 0
trigger1 = Numexplod(11005) = 0
anim = 11003
ID = 11003
pos = 0,180
postype = right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.2,0.2
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,Var(58) >= 80 &&  root,Var(58) < 100
trigger2 = root,Var(58) <60
id = 11003

[State 0, Explod]
type = Explod
trigger1 = Numexplod(8100) = 0
trigger1 = teamside = 1
trigger1 = Root,Var(58) = 80
anim = 8100
ID = 8100
pos = 25,200
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 20
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1

[State 0, Explod]
type = Explod
trigger1 = Numexplod(8100) = 0
trigger1 = teamside = 2
trigger1 = Root,Var(58) = 80
anim = 8100
ID = 8100
pos = -25,200
postype = right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 20
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1


[State 0, Explod]
type = Explod
trigger1 = teamside = 1
trigger1 = root,Var(58) >= 80 &&  root,Var(58) < 100
trigger1 = Numexplod(11001) = 0
trigger1 = Numexplod(11002) = 0
trigger1 = Numexplod(11003) = 0
trigger1 = Numexplod(11004) = 0
trigger1 = Numexplod(11005) = 0
anim = 11004
ID = 11004
pos = 0,180
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.2,0.2
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = teamside = 2
trigger1 = root,Var(58) >= 80 &&  root,Var(58) < 100
trigger1 = Numexplod(11001) = 0
trigger1 = Numexplod(11002) = 0
trigger1 = Numexplod(11003) = 0
trigger1 = Numexplod(11004) = 0
trigger1 = Numexplod(11005) = 0
anim = 11004
ID = 11004
pos = 0,180
postype = right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.2,0.2
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,Var(58) >= 100 &&  root,Var(58) < 120
trigger2 = root,Var(58) <80
id = 11004

[State 0, Explod]
type = Explod
trigger1 = Numexplod(8100) = 0
trigger1 = teamside = 1
trigger1 = Root,Var(58) = 100
anim = 8100
ID = 8100
pos = 25,200
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 20
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1

[State 0, Explod]
type = Explod
trigger1 = Numexplod(8100) = 0
trigger1 = teamside = 2
trigger1 = Root,Var(58) = 100
anim = 8100
ID = 8100
pos = -25,200
postype = right  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 20
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
supermove = 1


[State 0, Explod]
type = Explod
trigger1 = teamside = 1
trigger1 = root,Var(58) >= 100 &&  root,Var(58) <= 120
trigger1 = Numexplod(11001) = 0
trigger1 = Numexplod(11002) = 0
trigger1 = Numexplod(11003) = 0
trigger1 = Numexplod(11004) = 0
trigger1 = Numexplod(11005) = 0
anim = 11005
ID = 11005
pos = 0,180
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.2,0.2
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = teamside = 2
trigger1 = root,Var(58) >= 100 &&  root,Var(58) <= 120
trigger1 = Numexplod(11001) = 0
trigger1 = Numexplod(11002) = 0
trigger1 = Numexplod(11003) = 0
trigger1 = Numexplod(11004) = 0
trigger1 = Numexplod(11005) = 0
anim = 11005
ID = 11005
pos = 0,180
postype = right  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.2,0.2
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,Var(58) <100
id = 11005

[State 0, VarAdd]
type = parentVarAdd
trigger1 = root,var(57) = 0
trigger1 = Var(58) >0
trigger1 = root,Var(58)%10 = 0
v = 58    ;fv =
value = 1


[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 1
trigger1 = Root,Fvar(6) = 1
ID = 8100
pos = 85,200
postype = left

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 1
trigger1 = Root,Fvar(6) = 1
ID = 11000
pos = 60,180
postype = left

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 1
trigger1 = Root,Fvar(6) = 1
ID = 11001
pos = 60,180
postype = left

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 1
trigger1 = Root,Fvar(6) = 1
ID = 11002
pos = 60,180
postype = left

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 1
trigger1 = Root,Fvar(6) = 1
ID = 11003
pos = 60,180
postype = left

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 1
trigger1 = Root,Fvar(6) = 1
ID = 11004
pos = 60,180
postype = left

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 1
trigger1 = Root,Fvar(6) = 1
ID = 11005
pos = 60,180
postype = left

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 2
trigger1 = Root,Fvar(6) = 1
ID = 8100
pos = -85,200
postype = right

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 2
trigger1 = Root,Fvar(6) = 1
ID = 11000
pos = -60,180
postype = right

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 2
trigger1 = Root,Fvar(6) = 1
ID = 11001
pos = -60,180
postype = right

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 2
trigger1 = Root,Fvar(6) = 1
ID = 11002
pos = -60,180
postype = right

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 2
trigger1 = Root,Fvar(6) = 1
ID = 11003
pos = -60,180
postype = right

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 2
trigger1 = Root,Fvar(6) = 1
ID = 11004
pos = -60,180
postype = right

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 2
trigger1 = Root,Fvar(6) = 1
ID = 11005
pos = -60,180
postype = right



;----------------------------------------------------------------------------
;目隠し
[Statedef 10001]
type = A
movetype = I
physics = N
ctrl = 0
anim = 9999
velset = 0,0
sprpriority = 5

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow



[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1



[State 0, Explod]
type = Explod
trigger1 = root,Var(8) = 1
trigger1 = NumExplod(9999) = 0
anim = 9999
ID = 9999
pos = 0,-0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 2,2
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = root,Var(8) = 2
trigger1 = NumExplod(9999) = 0
anim = 9998
ID = 9999
pos = 0,-0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 2,2
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = root,Var(8) = 3
trigger1 = NumExplod(9999) = 0
anim = 9999
ID = 9999
pos = 0,-0
postype = front ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.5,2
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = root,Var(8) = 4
trigger1 = NumExplod(9999) = 0
anim = 9999
ID = 9999
pos = -50,-260
postype = p2 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.5,3
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0



;---------------------------------------------------------------------------
;挑発
[Statedef 10195]
type = S
movetype = I
physics = S
ctrl = 0
anim = 10195
velset = 0,0
sprpriority =-2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = S800,1
volume = 250


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8003
ID = 10195
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8004
ID = 10195
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 194
ID = 10195
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time =10
value = S190,8
volume = 250
channel = 0

[State 0, Explod]
type = Explod
trigger1 = time = 99
anim = 8003
ID = 10195
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = time = 99
anim = 8004
ID = 10195
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = time = 99
anim = 194
ID = 10195
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =99
value = S800,1
volume = 250

[State 195, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1



;----------------------------------------------------------------------------
;友奈シルエット
[Statedef 21100]
type = A
movetype = I
physics = N
ctrl = 0
anim = 21100
velset = 0,0
sprpriority = 5



[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible



[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 99999

[State 0, Explod]
type = Explod
trigger1 = teamside = 1
trigger1 = numexplod(21100) =0
anim = 21100
ID = 21100
pos = 30,170
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = teamside = 1
trigger1 = numexplod(21103) =0
trigger1 = root,Var(51) =0
anim = 21103
ID = 21103
pos = 30,170
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = teamside = 1
trigger1 = numexplod(21102) =0
trigger1 = root,Var(54) =0
anim = 21102
ID = 21102
pos = 30,170
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = teamside = 1
trigger1 = numexplod(21101) =0
trigger1 = root,Var(55) =0
anim = 21101
ID = 21101
pos = 30,170
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 0, Explod]
type = Explod
trigger1 = teamside = 2
trigger1 = numexplod(21100) =0
anim = 21100
ID = 21100
pos = -30,170
postype = right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = teamside = 2
trigger1 = numexplod(21103) =0
trigger1 = root,Var(51) =0
anim = 21103
ID = 21103
pos = -30,170
postype = right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = teamside = 2
trigger1 = numexplod(21102) =0
trigger1 = root,Var(54) =0
anim = 21102
ID = 21102
pos = -30,170
postype = right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = teamside = 2
trigger1 = numexplod(21101) =0
trigger1 = root,Var(55) =0
anim = 21101
ID = 21101
pos = -30,170
postype = right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(21103)
trigger1 = root,Var(51) =1
id = 21103

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(21102)
trigger1 = root,Var(54) =1
id = 21102

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(21101)
trigger1 = root,Var(55) =1
id = 21101

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 1
trigger1 = Root,Fvar(6) = 1
ID = 21100
pos = 90,170
postype = left

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 1
trigger1 = Root,Fvar(6) = 1
ID = 21101
pos = 90,170
postype = left

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 1
trigger1 = Root,Fvar(6) = 1
ID = 21102
pos = 90,170
postype = left

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 1
trigger1 = Root,Fvar(6) = 1
ID = 21103
pos = 90,170
postype = left

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 2
trigger1 = Root,Fvar(6) = 1
ID = 21100
pos = -90,170
postype = right

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 2
trigger1 = Root,Fvar(6) = 1
ID = 21101
pos = -90,170
postype = right

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 2
trigger1 = Root,Fvar(6) = 1
ID = 21102
pos = -90,170
postype = right

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 2
trigger1 = Root,Fvar(6) = 1
ID = 21103
pos = -90,170
postype = right

;-----------------------------------------------
;7,8,9Pカラーアシスト顔グラ

[State 0, Explod]
type = Explod
trigger1 = teamside = 1
trigger1 = (Root,Palno = [7,9]) || Root,Palno = 11
trigger1 = Root,Fvar(39)
trigger1 = Roundstate= 2
trigger1 = numexplod(19000) =0
anim = 19000+Root,Fvar(39)
ID = 19000
pos = 30-(Root,Fvar(39)-1)*(Root,Fvar(39)*3+10),30
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 9999
scale = 0.2,0.2
sprpriority = 6
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = teamside =2
trigger1 = (Root,Palno = [7,9]) || Root,Palno = 11
trigger1 = Root,Fvar(39)
trigger1 = Roundstate= 2
trigger1 = numexplod(19000) =0
anim = 19000+Root,Fvar(39)
ID = 19000
pos = -(30-(Root,Fvar(39)-1)*(Root,Fvar(39)*3+10)),30
postype = right  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 9999
scale = 0.2,0.2
sprpriority = 6
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(19000)
trigger1 = Root,Var(19) = 100
ID = 19000
anim = 19000+Root,Fvar(39)
pos = -(30-(Root,Fvar(39)-1)*(Root,Fvar(39)*3+10)),30
trans = none
removetime = -1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 1
trigger1 = Root,Var(19) = 100
trigger1 = Root,Fvar(6) = 1
ID = 19000
trans = none
pos =  30-(Root,Fvar(39)-1)*(Root,Fvar(39)*3+10),70
postype = left
scale = 0.1,0.1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 2
trigger1 = Root,Var(19) = 100
trigger1 = Root,Fvar(6) = 1
ID = 19000
trans = none
pos =  -(30-(Root,Fvar(39)-1)*(Root,Fvar(39)*3+10)),70
postype = right
scale = 0.1,0.1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(19000)
trigger1 = Root,Var(19) < 100
pos = -(30-(Root,Fvar(39)-1)*(Root,Fvar(39)*3+10)),30
ID = 19000
trans = addalpha
alpha = 50,250
removetime = -1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 1
trigger1 = Root,Var(19) < 100
trigger1 = Root,Fvar(6) = 1
ID = 19000
trans = addalpha
pos =  30-(Root,Fvar(39)-1)*(Root,Fvar(39)*3+10),70
postype = left
scale = 0.1,0.1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = teamside = 2
trigger1 = Root,Var(19) < 100
trigger1 = Root,Fvar(6) = 1
ID = 19000
trans = addalpha
pos =  -(30-(Root,Fvar(39)-1)*(Root,Fvar(39)*3+10)),70
postype = right
scale = 0.1,0.1


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = roundState = 2
id = 19001

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = roundState = 2
id = 19002

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = roundState = 2
id = 19003

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = roundState = 2
id = 19004

;----------------------------------------------------------------------------
;VS星屑
[Statedef 21500]
type = A
movetype = I
physics = N
ctrl = 0
anim = 21100
velset = 0,0
sprpriority = 5

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1

[state 0, null]
type = null 
trigger1 = Var(11) != 0
trigger1 = Var(10) > Var(11)+100
trigger1 = Var(10):= (ceil(Var(11)/100)*100)
trigger2 = Var(11) = 0
trigger2 = Var(10) >= 999
trigger2 = Var(10):= (ceil(Var(11)/100)*100)
ignorehitpause = 1

[state 0, null]
type = null 
trigger1 = roundstate = 2
trigger1 = Enemy,numhelper
trigger1 = PlayerIDexist(var(10)+1000)
trigger1 = PlayerID(var(10)+1000),Ishelper
trigger1 = PlayerID(var(10)+1000),TeamSide != Root,TeamSide
trigger1 = PlayerID(var(10)+1000),Stateno <= 900
trigger1 = PlayerID(var(10)+1000),Movetype != H
trigger1 = Var(11) := Var(10)+1000
trigger1 = Var(10):= (ceil(Var(11)/100)*100)
trigger1 = Var(9) := Var(9)-1
ignorehitpause = 1

[state 0, null]
type = null 
trigger1 = roundstate = 2
trigger1 = Enemy,numhelper
trigger1 = PlayerIDexist(var(10)+2000)
trigger1 = PlayerID(var(10)+2000),Ishelper
trigger1 = PlayerID(var(10)+2000),TeamSide != Root,TeamSide
trigger1 = PlayerID(var(10)+2000),Stateno <= 900
trigger1 = PlayerID(var(10)+2000),Movetype != H
trigger1 = Var(11) := Var(10)+2000
trigger1 = Var(10):= (ceil(Var(11)/100)*100)
trigger1 = Var(9) := Var(9)-1
ignorehitpause = 1

[state 0, null]
type = null 
trigger1 = roundstate = 2
trigger1 = Enemy,numhelper
trigger1 = PlayerIDexist(var(10)+3000)
trigger1 = PlayerID(var(10)+3000),Ishelper
trigger1 = PlayerID(var(10)+3000),TeamSide != Root,TeamSide
trigger1 = PlayerID(var(10)+3000),Stateno <= 900
trigger1 = PlayerID(var(10)+3000),Movetype != H
trigger1 = Var(11) := Var(10)+3000
trigger1 = Var(10):= (ceil(Var(11)/100)*100)
trigger1 = Var(9) := Var(9)-1
ignorehitpause = 1

[state 0, null]
type = null 
trigger1 = roundstate = 2
trigger1 = Enemy,numhelper
trigger1 = PlayerIDexist(var(10)+4000)
trigger1 = PlayerID(var(10)+4000),Ishelper
trigger1 = PlayerID(var(10)+4000),TeamSide != Root,TeamSide
trigger1 = PlayerID(var(10)+4000),Stateno <= 900
trigger1 = PlayerID(var(10)+4000),Movetype != H
trigger1 = Var(11) := Var(10)+4000
trigger1 = Var(10):= (ceil(Var(11)/100)*100)
trigger1 = Var(9) := Var(9)-1
ignorehitpause = 1

[state 0, null]
type = null 
trigger1 = roundstate = 2
trigger1 = Enemy,numhelper
trigger1 = PlayerIDexist(var(10)+5000)
trigger1 = PlayerID(var(10)+5000),Ishelper
trigger1 = PlayerID(var(10)+5000),TeamSide != Root,TeamSide
trigger1 = PlayerID(var(10)+5000),Stateno <= 900
trigger1 = PlayerID(var(10)+5000),Movetype != H
trigger1 = Var(11) := Var(10)+5000
trigger1 = Var(10):= (ceil(Var(11)/100)*100)
trigger1 = Var(9) := Var(9)-1
ignorehitpause = 1

[state 0, null]
type = null 
trigger1 = roundstate = 2
trigger1 = Enemy,numhelper
trigger1 = PlayerIDexist(var(10)+6000)
trigger1 = PlayerID(var(10)+6000),Ishelper
trigger1 = PlayerID(var(10)+6000),TeamSide != Root,TeamSide
trigger1 = PlayerID(var(10)+6000),Stateno <= 900
trigger1 = PlayerID(var(10)+6000),Movetype != H
trigger1 = Var(11) := Var(10)+6000
trigger1 = Var(10):= (ceil(Var(11)/100)*100)
trigger1 = Var(9) := Var(9)-1
ignorehitpause = 1

[state 0, null]
type = null 
trigger1 = roundstate = 2
trigger1 = Enemy,numhelper
trigger1 = PlayerIDexist(var(10)+7000)
trigger1 = PlayerID(var(10)+7000),Ishelper
trigger1 = PlayerID(var(10)+7000),TeamSide != Root,TeamSide
trigger1 = PlayerID(var(10)+7000),Stateno <= 900
trigger1 = PlayerID(var(10)+7000),Movetype != H
trigger1 = Var(11) := Var(10)+7000
trigger1 = Var(10):= (ceil(Var(11)/100)*100)
trigger1 = Var(9) := Var(9)-1
ignorehitpause = 1

[state 0, null]
type = null 
trigger1 = roundstate = 2
trigger1 = Enemy,numhelper
trigger1 = PlayerIDexist(var(10)+8000)
trigger1 = PlayerID(var(10)+8000),Ishelper
trigger1 = PlayerID(var(10)+8000),TeamSide != Root,TeamSide
trigger1 = PlayerID(var(10)+8000),Stateno <= 900
trigger1 = PlayerID(var(10)+8000),Movetype != H
trigger1 = Var(11) := Var(10)+8000
trigger1 = Var(10):= (ceil(Var(11)/100)*100)
trigger1 = Var(9) := Var(9)-1
ignorehitpause = 1

[state 0, null]
type = null 
trigger1 = roundstate = 2
trigger1 = Enemy,numhelper
trigger1 = PlayerIDexist(var(10)+9000)
trigger1 = PlayerID(var(10)+9000),Ishelper
trigger1 = PlayerID(var(10)+9000),TeamSide != Root,TeamSide
trigger1 = PlayerID(var(10)+9000),Stateno <= 900
trigger1 = PlayerID(var(10)+9000),Movetype != H
trigger1 = Var(11) := Var(10)+9000
trigger1 = Var(10):= (ceil(Var(11)/100)*100)
trigger1 = Var(9) := Var(9)-1
ignorehitpause = 1


[state 0, null]
type = null 
trigger1 = roundstate = 2
trigger1 = Enemy,numhelper
trigger1 = Var(9) := Enemy,numhelper
trigger1 = Var(10) := Var(10)+1
trigger1 = PlayerIDexist(var(10))
trigger1 = PlayerID(var(10)),Ishelper
trigger1 = PlayerID( var(10) ),TeamSide != Root,TeamSide
trigger1 = PlayerID(var(10)),Stateno <= 900
trigger1 = PlayerID(var(10)),Movetype != H
trigger1 = Var(11) := Var(10)
trigger1 = Var(10):= (ceil(Var(11)/100)*100)
trigger1 = Var(9) := Var(9)-1
ignorehitpause = 1

[state 0, null]
type = null 
trigger1 = Var(11)
trigger1 = Var(12) = 0
trigger1 = Var(12):= Var(11)
ignorehitpause = 1

[state 0, null]
type = Varset
trigger1 = 1
v = 8
value = ((playerID(Var(12)),Pos X) - (Root,Pos X))
ignorehitpause = 1

[state 0, null]
type = Varset
trigger1 = 1
v = 16
value = ((playerID(Var(13)),Pos X) - (Root,Pos X))
ignorehitpause = 1

[state 0, null]
type = null 
trigger1 = Var(11)
trigger1 = Var(12) != 0
trigger1 = Var(13) = 0
trigger1 = Var(13):= Var(11)
ignorehitpause = 1

[state 0, null]
type = null
trigger1 = !PlayerIDexist(Var(12))
trigger1 = Var(12) := 0
trigger2 = PlayerID(Var(12)),Stateno = 250  ||  PlayerID(Var(12)),Stateno = 450 ||  PlayerID(Var(12)),Stateno = 550 ||  PlayerID(Var(12)),Stateno = 25000 
trigger2 = Var(12) := 0
ignorehitpause = 1

[state 0, null]
type = null
trigger1 = !PlayerIDexist(Var(13))
trigger1 = Var(13) := 0
trigger2 = Var(12) = Var(13)
trigger2 = Var(13) := 0
ignorehitpause = 1

[state 0, null]
type = null
trigger1 = !PlayerIDexist(Var(13))
trigger1 = Var(13) := 0
trigger2 = PlayerID(Var(13)),Stateno = 250 ||  PlayerID(Var(13)),Stateno = 350 ||  PlayerID(Var(12)),Stateno = 450 ||  PlayerID(Var(12)),Stateno = 550||  PlayerID(Var(13)),Stateno = 25000 
trigger2 = Var(13) := 0
ignorehitpause = 1

;----------------------------------------------------------------------------
;東郷
[Statedef 1053]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1053
velset = 0,0
sprpriority = 2


[State 0, DestroySelf]
type = DestroySelf
trigger1 = Root,Movetype != H
trigger2 = Root,stateno != 3102
;----------------------------------------------------------------------------
;東郷
[Statedef 1054]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1054
velset = 0,0
sprpriority = 5

[State 0, PosSet]
type = PosSet
trigger1 = Root,Anim = 88260
x = Root,Pos X
y = Root,Pos Y

[State 0, SprPriority]
type = SprPriority
trigger1 = Root,anim= 88260
value = 2

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 1054
ID = 1053
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 1,1
sprpriority = -3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0



[State 0, SprPriority]
type = SprPriority
trigger1 = Root,Movetype != H
trigger2 = Root,anim!= 88260
value = -3

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time = 0 && Random<300
trigger2 = Root,anim!= 88260

;---------------------------------------------------------------------------
;G3-X 対応イントロ
[Statedef 16193]
type = S
ctrl = 0
anim = 16193
velset = 0,0

[State 191, ステート変更];アニメーションが終われば「通常立ち」のステートに変更する
type = ChangeState
trigger1 = Time = 0
trigger1 = random < 200
value = 16194

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time =400
value = S190,9
volume = 250
channel = 0

[State 191, ステート変更];アニメーションが終われば「通常立ち」のステートに変更する
type = ChangeState
trigger1 = NumHelper(19000) = 0
trigger1 = Time >= 750
value = 0

;---------------------------------------------------------------------------
;G3-X 対応イントロ
[Statedef 16194]
type = S
ctrl = 0
anim = 16193
velset = 0,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro


[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time =430
value = S190,8
volume = 250
channel = 250


[State 191, ステート変更];アニメーションが終われば「通常立ち」のステートに変更する
type = ChangeState
trigger1 = NumHelper(19000) = 0
trigger1 = Time >= 530
value = 0

;---------------------------------------------------------------------------
;ココア　対応イントロ
[Statedef 16195]
type = S
ctrl = 0
anim = 16195
velset = 0,0


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time =0
value = S190,10
volume = 250
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time =100
value = S190,11
volume = 250
channel = 0


[State 0, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 14
range = 1,2
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = NumExplod(16195) = 0
trigger1 =  var(14) = 1
anim = 5557
ID = 16195
pos = -15,-45
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = NumExplod(16195) = 0
trigger1 =  var(14) = 2
anim = 5558
ID = 16195
pos = -20,-45
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = NumHelper(19000) = 0
trigger1 = time >=400
value = S800,1
volume = 250


[State 0, Explod]
type = Explod
trigger1 = NumHelper(19000) = 0
trigger1 = time >= 400
anim = 8003
ID = 10195
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = NumHelper(19000) = 0
trigger1 = time >= 400
anim = 8004
ID = 10195
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = NumHelper(19000) = 0
trigger1 = time >= 400
anim = 194
ID = 10195
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1


[State 191, ステート変更];アニメーションが終われば「通常立ち」のステートに変更する
type = ChangeState
trigger1 = NumHelper(19000) = 0
trigger1 = Time >= 400
value = 0

;---------------------------------------------------------------------------
;対夏凜イントロ
[Statedef 16196]
type = S
ctrl = 0
anim = 16196
velset = 0,0


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro


[State 191, ステート変更];アニメーションが終われば「通常立ち」のステートに変更する
type = ChangeState
trigger1 = Time = 420
value = 16197

;---------------------------------------------------------------------------
;対夏凜イントロ
[Statedef 16197]
type = S
ctrl = 0
anim = 16197
velset = 0,0


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(52) = 0
trigger1 = time =0
value = S190,12
volume = 250
channel = 0



[State 0, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 14
range = 1,2
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =400
value = S800,1
volume = 250



[State 191, ステート変更];アニメーションが終われば「通常立ち」のステートに変更する
type = ChangeState
trigger1 = Time = 300
value = 16198

;---------------------------------------------------------------------------
;対夏凜イントロ
[Statedef 16198]
type = S
ctrl = 0
anim = 16198
velset = 0,0


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro



[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =0
value = S800,1
volume = 250


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8003
ID = 10195
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8004
ID = 10195
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 194
ID = 10195
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1


[State 191, ステート変更];アニメーションが終われば「通常立ち」のステートに変更する
type = ChangeState
trigger1 = NumHelper(19000) = 0
trigger1 = AnimTime = 0
value = 0


;--------------------------------------------------------------------------------------------------------
;アーマー関連

;----------------------------------------------------------------------------------------------------------
;------------------------------------------------------ アーマー
[Statedef 22000]; アーマー判定ヘルパー
type = A
movetype = I
physics = N

[State 9000, 0]; 不具合対策
type = ChangeState
trigger1 = !IsHelper
value = 0
ctrl = 1

[State 9000, 0]; アーマー化した瞬間に重複被弾しないための無敵
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 1

[State 9000, 0]; 投げ無敵
type = NotHitBy
trigger1 = Time >= 1
value = ,AT
time = 1

[State 9000, 0]; 透明＋影消し
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

[State 9000, 0]; 本体に追従
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 0,0

[State 9000, 0]; 判定を揃える
type = ChangeAnim
trigger1 = SelfAnimExist(Parent,Anim)
value = Parent,Anim
elem = Parent,AnimElemNo(0)

[State 9000, 0]; 打撃／飛び道具を受けたらステートを繰り返す
type = HitOverRide
trigger1 = IsHelper(22000)
attr = SCA,AA,AP
stateno = 22000

[State 9000, 0]; 本体がアーマーパートを過ぎたら消滅
type = DestroySelf
trigger1 = Parent,StateNo = 0
trigger2 = Root,Var(57) = 0

;------------------------------------------------------ アーマー
[Statedef 22001]; アーマー判定ヘルパー
type = A
movetype = I
physics = N

[State 9000, 0]; 不具合対策
type = ChangeState
trigger1 = !IsHelper
value = 0
ctrl = 1

[State 9000, 0]; アーマー化した瞬間に重複被弾しないための無敵
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 1

[State 9000, 0]; 投げ無敵
type = NotHitBy
trigger1 = Time >= 1
value = ,NA,SA,HA,AT
time = 1


[State 9000, 0]; 透明＋影消し
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

[State 9000, 0]; 本体に追従
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 0,0

[State 9000, 0]; 判定を揃える
type = ChangeAnim
trigger1 = SelfAnimExist(Parent,Anim)
value = Parent,Anim
elem = Parent,AnimElemNo(0)

[State 9000, 0]; 打撃／飛び道具を受けたらステートを繰り返す
type = HitOverRide
trigger1 = IsHelper(22001)
attr = SCA,AP
stateno = 22001

[State 9000, 0]; 本体がアーマーパートを過ぎたら消滅
type = DestroySelf
trigger1 = Parent,StateNo != 1200
trigger1 = Parent,StateNo != 1230






