
;---------------------------------------------------------------------------
;イントロ（試合開始前の登場演出アクション）
[Statedef 10190]
type = S
ctrl = 0
anim = 2
velset = 0,0

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


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

[State 0, VarAdd]
type = VarAdd
triggerall = Var(59) <= 0
trigger1 = NumHelper(19000)
trigger1 = Helper(19000),Stateno = 19000
trigger1 = command = "F"
fv = 39    ;fv =
value = 1

[State 0, VarAdd]
type = VarAdd
triggerall = Var(59) <= 0
trigger1 = NumHelper(19000)
trigger1 = Helper(19000),Stateno = 19000
trigger1 = command = "B"
fv = 39    ;fv =
value = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Var(59) <= 0
trigger1 = NumHelper(19000)
trigger1 = Helper(19000),Stateno = 19000
trigger1 = (command = "F") || (command = "B")
value = S19000,0
volume = 250
channel = -1


[State 0, VarAdd]
type = VarAdd
trigger1 = NumHelper(19000)
trigger1 = Helper(19000),Stateno = 19000
fv = 30    ;fv =
value = 1

[State 0, VarSet]
type = VarSet
trigger1 =(command = "F") || (command = "B") 
fv = 30    ;fv = 10
value = 0


[State 0, VarSet]
type = VarSet
triggerall = Var(59) <= 0
trigger1 = Fvar(6) = 0
trigger1 = FVar(39) >= 5

trigger2 = Fvar(6) = 4
trigger2 = Fvar(39) >= 4
fv = 39    ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
triggerall = Fvar(30) > 300
trigger1 = FVar(39) = 5
fv = 39    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = Fvar(6) = 0
trigger1 = FVar(39) <= -1
Fv = 39    ;fv = 10
value = 4

[State 0, VarSet]
type = VarSet
trigger1 = Fvar(6) = 4
trigger1 = FVar(39) <= -1
Fv = 39    ;fv = 10
value = 3


[State 0, PlaySnd]
type = PlaySnd
triggerall = Var(59) <= 0
trigger1 = NumHelper(19000)
trigger1 = Helper(19000),Stateno = 19000
trigger1 = (command = "a") || (command = "b")|| (command = "c") ||(command = "start")
value = S19000,1
volume = 250
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Var(59) <= 0
trigger1 = NumHelper(19000)
trigger1 = Helper(19000),Stateno = 19000
trigger1 = (command = "a") || (command = "b")|| (command = "c") ||(command = "start")
value = S19000+fvar(39),0
volume = 250
channel = fvar(39)



[State 0, ChangeState]
type = ChangeState
trigger1 = Var(59) <= 0
trigger1 = (command = "a") ||(command = "b")|| (command = "c") ||(command = "start")
trigger2 = NumHelper(19000) = 0
trigger3 = Helper(19000),Stateno = 19001
value = 0



;----------------------------------------------------------------------------
;アシスト選択
[Statedef 19000]
type = A
movetype = I
physics = N
ctrl = 0
anim = 19000
velset = 0,0
sprpriority = 15

[State 0, VarSet]
type = VarSet
trigger1 = root,var(59) <= 0 || root,var(48)%10 = 0
trigger1 = Time = 0
v = 30    ;fv = 10
value = 100

[State 0, VarSet]
type = VarSet
trigger1 =  root,var(59) > 0 && root,var(48)%10 = 1
trigger1 = Time = 0
trigger1 = root,stateno!=192 && (root,stateno!=[16193,16196])
v = 30    ;fv = 10
value = 25

[State 0, VarSet]
type = VarSet
trigger1 =  root,var(59) > 0 && root,var(48)%10 = 1
trigger1 = Time = 0
trigger1 = root,stateno=192
v = 30    ;fv = 10
value = 55

[State 0, VarSet]
type = VarSet
trigger1 =  root,var(59) > 0 && root,var(48)%10 = 1
trigger1 = Time = 0
trigger1 = root,stateno=[16193,16196]
v = 30    ;fv = 10
value = ifelse((root,stateno=16193||root,stateno=16196),125,ifelse(root,stateno=16194,88,65))

[State 0, VarAdd]
type = VarAdd
trigger1 = Time%6 = 0
v = 30    ;fv =
value = -1

[State 0, Explod]
type = Explod
trigger1 = NumExplod(11200) = 0
anim = 11200
ID = 11200
pos = -50,40
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 = -1
scale = (Helper(19000),var(30)/100.0),1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
supermove = -1
pausemove = -1

[State 10000]
type = ModifyExplod
trigger1 = numexplod(11200) = 1
scale =  (Helper(19000),var(30)/100.0),1
ID = 11200


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


[State 19000, ]
type = BindToRoot
trigger1 = Root,Fvar(6) = 1
pos = -20, -30

[State 0, Explod]
type = Explod
trigger1 = Root,FVar(6)
trigger1 = roundstate = 1
trigger1 = NumExplod(19010+Root,Fvar(6)) = 0
anim = 19000+Root,Fvar(6)
ID = 19010+Root,FVar(6)
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 = 0.2,0.2
sprpriority = 16
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = Root,FVar(39)
trigger1 = roundstate = 1
trigger1 = NumExplod(19000+Root,Fvar(39)) = 0
anim = 19000+Root,Fvar(39)
ID = 19000+Root,FVar(39)
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 = 0.2,0.2
sprpriority = 16
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = roundstate = 1
anim = 19000+Root,Fvar(39)
ID = 19000+Root,Fvar(39)
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 = 0.2,0.2
sprpriority = 16
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Var(59) <= 0
trigger1 = root,Fvar(39) != 1

trigger2 = roundstate = 2

trigger3 = Var(59) <= 0
trigger3 = Root,command ="start"
id = 19001

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Var(59) <= 0
trigger1 = root,Fvar(39) != 2

trigger2 = roundstate = 2

trigger3 = Var(59) <= 0
trigger3 = Root,command ="start"
id = 19002

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Var(59) <= 0
trigger1 = root,Fvar(39) != 3

trigger2 = roundstate = 2

trigger3 = Var(59) <= 0
trigger3 = Root,command ="start"
id = 19003

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Var(59) <= 0
trigger1 = root,Fvar(39) != 4
trigger2 = roundstate = 2
trigger3 = Var(59) <= 0
trigger3 = Root,command ="start"
id = 19004


[State 0, ChangeState]
type = ChangeState
trigger1 = root,Anim = 0
trigger2 = roundstate = 2
trigger3 = Root,stateno = 0
trigger4 = Var(59) <= 0
trigger4 = Root,command ="start"
trigger5 = Var(30)  <= 0
Value = 19001
;ignorehitpause =
;persistent =

;----------------------------------------------------------------------------
;アシスト選択
[Statedef 19001]
type = A
movetype = I
physics = N
ctrl = 0
anim = 19000
velset = 0,0
sprpriority = 15

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

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = roundstate = 1
anim = 19000+Root,Fvar(39)
ID = 19000+Root,Fvar(39)
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 = 0.2,0.2
sprpriority = 16
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = roundstate = 1
anim = 19000+Root,Fvar(6)
ID = 19010+Root,Fvar(6)
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 = 0.2,0.2
sprpriority = 16
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = NumHelper(19000)
trigger1 = Time = 0
value = S19000,1
volume = 250
channel = -1

[State 0, PlaySnd]
type = PlaySnd
;trigger1 = fvar(39) = 1
trigger1 = NumHelper(19000)
trigger1 = Time = 0
value = S19000+Root,fvar(39),0
volume = 250
channel = fvar(39)

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
trigger2 = roundstate = 2
id = 11200


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,Fvar(39) != 1
trigger2 = roundstate = 2
id = 19001

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,Fvar(39) != 2
trigger2 = roundstate = 2
id = 19002

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,Fvar(39) != 3
trigger2 = roundstate = 2
id = 19003

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,Fvar(39) != 4
trigger2 = roundstate = 2
id = 19004

[State 0, ChangeState]
type = DestroySelf
trigger1 = Time >= 5


;----------------------------------------------------------------------------
;アシスト　東郷
[Statedef 30000]
type = A
movetype = A
physics = N
ctrl = 0
anim = 30000
velset = 0,0
sprpriority = -1
facep2 = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 20

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Animtime = -10
value = S19000,2
volume = 250
channel = -1

[State 0, Explod]
type = Explod
trigger1 = time = 0
trigger2 = Animtime = -10
anim = 19099+Root,Fvar(39)
ID = 19100
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 = 1000
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1




[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = time = 0
trigger1 = Root,Var(19)
v = 19    ;fv =
value = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 5
value = S30000,0
volume = 250
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
value = S30000,1
volume = 250
channel = -1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 2
trigger2 = AnimElem = 6
trigger3 = Animelem = 10
anim = 30001
ID = 30001
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 = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
attr = A, SP
animtype  = Medium
damage    = 25
guardflag = MA
pausetime = 1,10
sparkno = 3
sparkxy = -20,-70
hitsound   = s0,5
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -2
ground.cornerpush.veloff = 0
air.velocity = -0,-4
envshake.time = 2
envshake.ampl = 1

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 10
attr = A, SP
animtype  = Medium
damage    = 35
guardflag = MA
pausetime = 1,10
sparkno = 3
sparkxy = -20,-70
hitsound   = s0,5
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2.5
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
envshake.time = 2
envshake.ampl = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = S30000,3
volume = 250
channel = 1

[State 30000, AI攻撃時間計測]
type = varadd
TriggerAll = root,var(59)>0
Trigger1 = var(1)<86
Trigger1 = stateno=30000
V = 1
value = 1

[State 30000, AI攻撃時間計測リセット]
type = varset
Trigger1 = stateno!=30000
V = 1
value = 0

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

;----------------------------------------------------------------------------
;アシスト　東郷  銀
[Statedef 30500]
type = A
movetype = A
physics = N
ctrl = 0
anim = 30500
velset = 0,0
sprpriority = -1
facep2 = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 20


[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = Root,Pos X -1*(60 * Root,facing)
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S19000,2
volume = 250
channel = -1

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 19099+Root,Fvar(39)
ID = 19100
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 = 1000
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1


[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = time = 0
trigger1 = Root,Var(19)
v = 19    ;fv =
value = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 5
value = S30000,4
volume = 250
channel = 1



[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = S30000,3
volume = 250
channel = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Root,Var(59) <= 0
trigger1 = Time >= 80
trigger1 = Root,command != "hold_y"
value = 30501
ctrl = 0

[State 0, ChangeState]
type = ChangeState
triggerall = Root,Var(59) > 0
triggerall = Time >= 80
triggerall = PlayerID(root,var(49)),statetype!=C
trigger1 = roundstate>=3
trigger2 = Root,Var(59) >= 3
trigger2 = P2bodydist X <= -85
trigger3 = Root,Var(59) < 3 && Time >= 80
trigger4 = Root,Var(59) >= 3 && Root,var(37)=0
trigger4 = PlayerID(root,var(49)),stateno!=820 && (root,stateno!=[800,820])
trigger4 = P2bodydist X >= 85
trigger4 = PlayerID(root,var(49)),statetype!=A
trigger4 = PlayerID(root,var(49)),statetype!=L
trigger5 = Root,Var(59) >= 3 && Root,var(37)=0
trigger5 = P2bodydist X >= 85 && P2dist Y >=-10
trigger5 = PlayerID(root,var(49)),movetype=H || (PlayerID(root,var(49)),stateno=[5100,5118])
trigger5 = PlayerID(root,var(49)),stateno!=820 && (root,stateno!=[800,820]) && (PlayerID(root,var(49)),StateNo !=[120,155])
trigger6 = Root,Var(59) >= 3 && Root,var(37)=0
trigger6 = PlayerID(root,var(49)),stateno!=820 && (root,stateno!=[800,820])
trigger6 = root,stateno=810 && root,Time >= 42
trigger6 = P2bodydist X >= 85
value = 30501
ctrl = 0

;----------------------------------------------------------------------------
;東郷　銀　射撃
[Statedef 30501]
type = A
movetype = A
physics = N
ctrl = 0
anim = 30501
velset = 0,0
sprpriority = 3

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,NT,ST,HT
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 5
value = S30000,5
volume = 250
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S30000,1
volume = 250
channel = -1

[State 0, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
name = ""
ID = 30500
stateno = 30502
pos = 125,-12
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 4
size.yscale = 0.5


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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 104
value = S19000,2
volume = 250
channel = -1

[State 0, Explod]
type = Explod
trigger1 = time = 104
anim = 19099+Root,Fvar(39)
ID = 19100
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 = 1000
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S30000,3
volume = 250
channel = 1


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 114


;----------------------------------------------------------------------------
;東郷　銀　弾丸
[Statedef 30502]
type = A
movetype = A
physics = N
ctrl = 0
anim = 30502
velset = 0,0
sprpriority = 4

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,NT,ST,HT
time = 1

[State 210, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, SP
animtype  = Hard
damage    = 150
HitFlag = MAFD
guardflag = L
pausetime = 10,10
sparkno = 3
sparkxy = -20,-70
hitsound   = s0,5
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2.5
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
envshake.time = 4
envshake.ampl = 2
fall = 1
fall.recover = 0



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


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


;----------------------------------------------------------------------------
;アシスト　風
[Statedef 31000]
type = A
movetype = A
physics = N
ctrl = 0
anim = 31000
velset = 0,0
sprpriority = 3
facep2 = 1


[State 0, PlayerPush]
type = PlayerPush
trigger1 = time <= 10
value = 1



[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = time = 0
trigger1 = Root,Var(19)
v = 19    ;fv =
value = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
value = S0,2
volume = 250
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
value = S31000,0
volume = 250
channel = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Animtime = -10
value = S19000,2
volume = 250
channel = -1

[State 0, Explod]
type = Explod
trigger1 = time = 0
trigger2 = Animtime = -10
anim = 19099+Root,Fvar(39)
ID = 19100
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 = 1000
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Medium
damage    = 105
guardflag = MA
pausetime = 20,20
sparkno = s8010+Random%3
sparkxy = -20,-70
hitsound   = s1,5
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -12.5,-4
air.velocity = -12.5,-4
envshake.time = 8
envshake.ampl = 4
fall = 1
ID = 31000

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 31001
ID = 33000
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 = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 0
pausemove = 0


[State 0, TargetState]
type = TargetState
trigger1 = !Target(31000),ISHelper
trigger1 = movehit =1
value = 1025
ID = 31000

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 9
value = S31000,1+random%2
volume = 250
channel = 2

[State 0, SprPriority]
type = SprPriority
trigger1 = Animelem = 9
value = -3


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

;----------------------------------------------------------------------------
;アシスト　風
[Statedef 31500]
type = A
movetype = A
physics = N
ctrl = 0
anim = 31500
velset = 0,0
sprpriority = 3
facep2 = 1

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

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time <= 10
value = 1


[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = time = 0
trigger1 = Root,Var(19)
v = 19    ;fv =
value = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
value = S0,2
volume = 250
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
value = S31000,0
volume = 250
channel = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Animtime = -10
value = S19000,2
volume = 250
channel = -1

[State 0, Explod]
type = Explod
trigger1 = time = 0
trigger2 = Animtime = -10
anim = 19099+Root,Fvar(39)
ID = 19100
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 = 1000
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1


[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = Hard
damage    = 105
guardflag = HA
pausetime = 20,20
sparkno = s8010+Random%3
sparkxy = -20,-70
hitsound   = s1,5
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 160
ground.velocity = -2.5,0
guard.hittime = 60
air.velocity = -2.5,-1
envshake.time = 8
envshake.ampl = 4
;fall = 1
ID = 31500
nochainID = 31500
forcestand = 1


[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 31501
ID = 33000
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 = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 0
pausemove = 0


;[State 0, TargetState]
;type = TargetState
;trigger1 = !Target(31500),ISHelper
;trigger1 = movehit =1
;value = 1545
;ID = 31500

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 9
value = S31000,1+random%2
volume = 250
channel = 2

[State 0, SprPriority]
type = SprPriority
trigger1 = Animelem = 9
value = -3

[State 31500, AI攻撃時間計測]
type = varadd
TriggerAll = root,var(59)>0
Trigger1 = var(1)<126
Trigger1 = stateno=31500
V = 1
value = 1

[State 31500, AI攻撃時間計測リセット]
type = varset
Trigger1 = stateno!=31500
V = 1
value = 0


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


;----------------------------------------------------------------------------
;アシスト　樹
[Statedef 32000]
type = A
movetype = A
physics = N
ctrl = 0
anim = 32000
velset = 0,0
sprpriority = -1
facep2 = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 5
value = S32000,0+random%3
volume = 250
channel = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Animtime = -10
value = S19000,2
volume = 250
channel = -1

[State 0, Explod]
type = Explod
trigger1 = time = 0
trigger2 = Animtime = -10
anim = 19099+Root,Fvar(39)
ID = 19100
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 = 1000
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1

[State 0, Explod]
type = Explod
trigger1 = Time = 5
anim = 32001
ID = 32000
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 = 60
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0



[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = time = 0
trigger1 = Root,Var(19)
v = 19    ;fv =
value = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S32000,3
volume = 250
channel = -1


[State 0, Helper]
type = Helper
trigger1 = Time = 30
helpertype = normal ;player
name =""
ID = 32100
stateno = 32100
pos = 0,-60
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 32000, AI攻撃時間計測]
type = varadd
TriggerAll = root,var(59)>0
Trigger1 = var(1)<140
Trigger1 = stateno=32000
V = 1
value = 1

[State 32000, AI攻撃時間計測リセット]
type = varset
Trigger1 = stateno!=32000
V = 1
value = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 140

;----------------------------------------------------------------------------
;樹ワイヤ
[Statedef 32100]
type = A
movetype = A
physics = N
ctrl = 0
anim = 32100
velset = 0,0
sprpriority = 4



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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NT,ST,HT
time = 1

[State 0, Explod]
type = Explod
trigger1 = Time = 0
anim = 32101
ID = 32100
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 = 60
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0



[State 210, ヒット定義]
type = HitDef
trigger1 = time%5 =0
attr = S, ST
animtype  = Medium
damage    = 5
guardflag = MA
pausetime = 5,5
sparkno = s8010+Random%3
sparkxy = -20,-35
hitsound   = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 50
ground.velocity = 0
air.velocity = -0,-1
guard.velocity = -1
envshake.time = 2
envshake.ampl = 1


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 60

;----------------------------------------------------------------------------
;アシスト　樹 　雲がい鏡バリア
[Statedef 32500]
type = A
movetype = A
physics = N
ctrl = 0
anim = 32500
velset = 0,0
sprpriority = -1
facep2 = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, AttackDist]
type = AttackDist
trigger1 = 1
value = 0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 5
value = S32000,2
volume = 250
channel = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
trigger2 = time = 130
value = S19000,2
volume = 250
channel = -1

[State 0, Explod]
type = Explod
trigger1 = time = 0
trigger2 = time = 130
anim = 19099+Root,Fvar(39)
ID = 19100
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 = 1000
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1

[State 0, Explod]
type = Explod
trigger1 = Time = 5
anim = 32501
ID = 32500
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 = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = time = 0
trigger1 = Root,Var(19)
v = 19    ;fv =
value = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S19000,2
volume = 250
channel = -1


[State 0, Helper]
type = Helper
trigger1 = Time = 30
helpertype = normal ;player
name =""
ID = 32501
stateno = 32501
pos = 40,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 130
id = 32500

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 140

;----------------------------------------------------------------------------
;樹　　　雲がい鏡バリア
[Statedef 32501]
type = A
movetype = A
physics = N
ctrl = 0
anim = 32502
velset = 0,0
sprpriority = 4

;[State 0, NotHitBy]
;type = NotHitBy
;trigger1 = 1
;value = SCA,NT,ST,HT
;time = 1

[State 0, AttackDist]
type = AttackDist
trigger1 = 1
value = 0

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

[State 10000, 3];相殺する場合、消滅ステートに移行
type = HitOverRide
trigger1 = Time >=0
time = 1
attr = SCA, NA, SA, HA, NP, SP, HP,AT
slot = 2
stateno = 32502

[State 0, ReversalDef]
type = ReversalDef
trigger1 =  Time >=0
reversal.attr = SCA,AA,AP,AT          ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pauseTime= 5,5
;sparkno = S32503
hitsound = S32000,4
p1stateno = 32502

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time = 100
trigger2 = Numhelper(30000) = 0


;----------------------------------------------------------------------------
;樹　　　雲がい鏡バリア   カウンター
[Statedef 32502]
type = A
movetype = A
physics = N
ctrl = 0
anim = 32503
velset = 0,0
sprpriority = 4


[State 10000, 3];相殺する場合、消滅ステートに移行
type = HitOverRide
trigger1 = Time >=0
time = 1
attr = SCA, NA, SA, HA, NP, SP, HP, AT
slot = 2
stateno = 32502



[State 0, ReversalDef]
type = ReversalDef
trigger1 =  Time >=0
reversal.attr = SCA,AA,AP.AT           ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pauseTime= 5,5
;sparkno = S32503
hitsound = S32000,4
p1stateno = 32502

[State 0, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal ;player
name = "SPS"
ID = 32503
stateno = 32503
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
Size.xscale = 3


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


[State 0, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 32501
ctrl = 0


;----------------------------------------------------------------------------
;樹　　　すっぽこビーム
[Statedef 32503]
type = A
movetype = A
physics = N
ctrl = 0
anim = 32504
velset = 0,0
sprpriority = 5

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,NT,ST,HT
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S30000,1
volume = 250
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S32000,5
volume = 250
channel = 3

[State 210, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, SP
animtype  = Medium
damage    = 80
guardflag = MA
pausetime = 5,5
sparkno = 3
sparkxy = -20,-70
hitsound   = s0,5
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2.5
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
envshake.time = 4
envshake.ampl = 2



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


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



;----------------------------------------------------------------------------
;アシスト　夏凜
[Statedef 33000]
type = A
movetype = A
physics = N
ctrl = 0
anim = 33000
velset = 0,0
sprpriority = -1
facep2 = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0



[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Animtime = -10
value = S19000,2
volume = 250
channel = -1

[State 0, Explod]
type = Explod
trigger1 = time = 0
trigger2 = Animtime = -10
anim = 19099+Root,Fvar(39)
ID = 19100
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 = 1000
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = time = 0
trigger1 = Root,Var(19)
v = 19    ;fv =
value = 0

[State 3000, 残像]
type = AfterImage
trigger1 = AnimElem = 2, 1
time = 5
paladd = 225,0,0
timegap = 2
framegap = 4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 5
value = S33000,0
volume = 250
channel = 4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
value = S33000,1
volume = 250
channel = -1




[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = Animelem = 2
x = 2

[State 0, VelSet]
type = VelSet
trigger1 = Animelem = 3
x = 15

[State 0, PosAdd]
type = PosAdd
trigger1 = Animelem = 3
x = 100

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 7055
ID = 33000
pos = -20,0
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 = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 0
pausemove = 0

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 33001
ID = 33000
pos = -50,0
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 = 1000
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype  = Medium
damage    = 75
guardflag = MA
pausetime = 12,12
sparkno = s8010+Random%3
sparkxy = -20,-70
hitsound   = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 17
ground.velocity = -2.5,-5
air.velocity = -2.5,-5
envshake.time = 4
envshake.ampl = 2
fall = 1
fall.recover = 0


[State 0, VelSet]
type = VelSet
trigger1 = Animelem = 5
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 =  Animelem = 8
value = S33000,2
volume = 250
channel = 4

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

;----------------------------------------------------------------------------
;アシスト　夏凜
[Statedef 33500]
type = A
movetype = A
physics = N
ctrl = 0
anim = 33500
velset = 0,0
sprpriority = -1
facep2 = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Animtime = -10
value = S19000,2
volume = 250
channel = -1

[State 0, Explod]
type = Explod
trigger1 = time = 0
trigger2 = Animtime = -10
anim = 19099+Root,Fvar(39)
ID = 19100
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 = 1000
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = time = 0
trigger1 = Root,Var(19)
v = 19    ;fv =
value = 0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 5
value = S19004,random%3
volume = 250
channel = 4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 4
trigger2 = Animelem = 8
trigger3 = Animelem = 12
value = S33000,1
volume = 250
channel = -1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 4
trigger2 = Animelem = 8
trigger3 = Animelem = 12
value = S0,0
volume = 250
channel = -1

[State 0, Explod]
type = Explod
trigger1 = Animelem = 4
trigger2 = Animelem = 8
trigger3 = Animelem = 12
anim = 7055
ID = 33000
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 = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermove = 0
pausemove = 0


[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0



[State 0, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal ;player
name = ""
ID =33501
stateno = 33501
pos = 65,-67
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
;size.xscale =
;size.yscale =



[State 0, Helper]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal ;player
name = ""
ID =33501
stateno = 33501
pos = 65,-47
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
;size.xscale =
;size.yscale =



[State 0, Helper]
type = Helper
trigger1 = AnimElem = 12
helpertype = normal ;player
name = ""
ID =33501
stateno = 33501
pos = 65,-52
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
;size.xscale =
;size.yscale =


[State 0, Helper]
type = Helper
trigger1 = AnimElem = 12
helpertype = normal ;player
name = ""
ID =33501
stateno = 33501
pos = 45,-42
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
;size.xscale =
;size.yscale =




[State 0, PlaySnd]
type = PlaySnd
trigger1 =  AnimelemTime(15) = 20
value = S33000,2
volume = 250
channel = 4


[State 33500, AI攻撃時間計測]
type = varadd
;TriggerAll = root,var(59)>0
Triggerall = var(1)<45
Triggerall = stateno=33500
Trigger1 = helper(33501),movehit
V = 1
value = 1

[State 33500, AI攻撃時間計測リセット]
type = varset
Trigger1 = stateno!=33500
V = 1
value = 0



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

;----------------------------------------------------------------------------
;夏凜　刀
[Statedef 33501]
type = A
movetype = A
physics = N
ctrl = 0
anim = 33501
velset = 15,0
sprpriority = 3

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,NT,ST,HT
time = 1

[State 210, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, SP
animtype  = Medium
damage    = 25
guardflag = MA
pausetime = 10,10
sparkno =  S8010+Random%3
sparkxy = -20,-40
hitsound   = s1,6
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2.5
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
envshake.time = 4
envshake.ampl = 2
ID =33500

[State 0, VarSet]
type = VarSet
trigger1 = NumTarget(33500)
trigger1 = movehit
v = 29   ;fv = 10
value = Target(33500),ID

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

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit
trigger1 = PlayerIDExist(var(29))
value = 33502
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 33503
ctrl = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 300




;----------------------------------------------------------------------------
;夏凜　刀
[Statedef 33502]
type = A
movetype = I
physics = N
ctrl = 0
anim = 33501+random%3
velset = 0,0
sprpriority = -2

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = PlayerID(Var(29)),Pos X
y = PlayerID(Var(29)),Pos Y+Const(size.mid.pos.y)

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,NT,ST,HT
time = 1


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


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 100

;----------------------------------------------------------------------------
;夏凜　刀   弾かれ
[Statedef 33503]
type = A
movetype = I
physics = N
ctrl = 0
anim = 33504
velset = 2,-4
sprpriority = -2

[State 0, VelAdd]
type = VelAdd
trigger1 = Time >= 10
y = 0.3


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,NT,ST,HT
time = 1


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


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 150
trigger2 = Pos Y >= 10




