;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;超必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 大神
[Statedef 22000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -1000
anim = 22000
ctrl = 0

;---------------------[強弱判定]
[state a]
type = varset
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 1


;---------------------[アニメーション変更]
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 22001


;---------------------[パワーゲージ減少,MAX関係]
[state a];スパキャン時のゲージ減少
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1101
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 1201
trigger5 = prevstateno = 1702
trigger6 = prevstateno = 1150
trigger7 = prevstateno = 1250
value = -1000

[State -2, a];どこキャン時の点滅(失敗)
type = palfx
triggerall = gametime %2
triggerall = time <= 10
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1101
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 1201
trigger5 = prevstateno = 1702
trigger6 = prevstateno = 1150
trigger7 = prevstateno = 1250
time = 1
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1



;---------------------[スパキャン]
[state a];スパキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -128

[state a];スパキャンゲージ減少
type = poweradd
trigger1 = time = 0
trigger1 = var(11) = 1
value = -1000

[state a];スパキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = animelem = 8,<=0
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6000
sprpriority = -1
postype = p1
pos = 0,-102
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6001
sprpriority = 1
postype = p1
pos = 0,-102
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 25
anim = 22099
sprpriority = 1
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 25
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,0



[State 2000, 6];フッハッハッハッハ
type = PlaySnd
trigger1 = Time = 0
value = 2000,1

[State 2000, 6];ハアッハッハッハッハッハ
type = PlaySnd
trigger1 = animelem = 3
value = 2000,2

;---------------------[攻撃判定]
[State 800, 1]
type = HitDef
Trigger1 = p2stateno != [120,159]
Trigger1 = p2stateno != 40
trigger1 = p2statetype != A
attr = S, HT
damage = 0,0
hitflag = M
priority = 6, Miss
sparkno = -1
sprpriority = 5
p2facing = 1
p1stateno = 22005
p2stateno = 22010
p2facing = 1 
kill = 0


;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 大神ヒット
[Statedef 22005]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 22005
ctrl = 0

;---------------------[画面効果]
[State 3040, 7]
type = EnvColor
trigger1 = animelem = 18,<=0
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2


;---------------------[エフェクト]
[State 1000, 5]
type = Explod
trigger1 = animelem = 7
trigger2 = animelem = 8
anim = 7002
sprpriority = 7
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 7003
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 1000, 5]
type = Explod
trigger1 = animelem = 8
anim = 22006
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 32720
sprpriority = 8
postype = p2
pos = -120,-170
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 1.3 , 1.3
;---------------------[効果音]
[State 2000, 6];刺す
type = PlaySnd
trigger1 = animelem = 7
value = 2000,4

[State 2000, 6];抜く
type = PlaySnd
trigger1 = animelem = 9
value = 240,0

[State 2000, 6];潰す
type = PlaySnd
trigger1 = animelem = 18
value = 2000,5

[State 2000, 6];飛べ
type = PlaySnd
trigger1 = animelem = 17
value = 2000,3

;---------------------[相手制御]
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0

[state a]
type = targetstate
trigger1 = animelem = 7
value = 22011

[state a]
type = targetstate
trigger1 = animelem = 8
value = 22012

[state a]
type = targetstate
trigger1 = animelem = 20
value = 22013

[state a]
type = pause
trigger1 = animelem = 18
time = 80
movetime = 80


[state a]
type = targetlifeadd
trigger1 = animelem = 7
value = -96
kill = 0

[state a]
type = targetlifeadd
trigger1 = animelem = 8
value = -58
kill = 0

[state a]
type = targetlifeadd
trigger1 = animelem = 18
value = -192


;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;投げられている相手1
[Statedef 22010]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 22010


[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1


;---------------------------------------------------------------------------
;投げられている相手2
[Statedef 22011]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 22011


[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;投げられている相手3
[Statedef 22012]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 22012


[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;投げられている相手4
[Statedef 22013]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1];カメラ固定
type = null;screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 820, 1]
type = ChangeAnim
Trigger1 = Time =60 ;12
value = 5050



[State 820, 1]
type = ChangeAnim
Trigger1 = Time =60 ;12
trigger1 = animexist(5052) = 1
value = 5052

[State 821, 1] ;これは重力これは毎フレ??事に0.4の力が加わります
type = VelAdd
Trigger1 = 1
y = .8

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[State 821, 3]
type = null;SelfState
trigger1 = time =70 ;40
value = 5050


[State 820, 1]
type = ChangeAnim
Trigger1 = Time =70 ;40
trigger1 = animexist(5061) = 1
value = 5061

[State 820, 1]
type = ChangeAnim
Trigger1 = Time =70; 40
trigger1 = animexist(5062) = 1
value = 5062

[State 821, 3]
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


;---------------------------------------------------------------------------
; 混
[Statedef 2100]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -2000
anim = 2100
ctrl = 0


;---------------------[パワーゲージ減少,MAX関係]
[state a];スパキャン時のゲージ減少
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1101
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 1201
trigger5 = prevstateno = 1702
trigger6 = prevstateno = 1150
trigger7 = prevstateno = 1250
value = -1000

[State -2, a];どこキャン時の点滅(失敗)
type = palfx
triggerall = gametime %2
triggerall = time <= 10
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1101
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 1201
trigger5 = prevstateno = 1702
trigger6 = prevstateno = 1150
trigger7 = prevstateno = 1250
time = 1
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1


;---------------------[スパキャン]
[state a];スパキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -128

[state a];スパキャンゲージ減少
type = poweradd
trigger1 = time = 0
trigger1 = var(11) = 1
value = -1000

[state a];スパキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = animelem = 7,<=0
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1
[State 1000, 5]
type = Explod
trigger1 = time = 15
anim = 2199
sprpriority = -1
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = 1.1,1.1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6010
sprpriority = -1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6011
sprpriority = 1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 25
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,0

;---------------------[効果音]
[State 2000, 6];さあ
type = PlaySnd
trigger1 = Time = 0
value = 2100,0

[State 2000, 6];無に還ろう
type = PlaySnd
trigger1 = animelem = 2
value = 2100,1

[State 2000, 6];無に還ろう
type = PlaySnd
trigger1 = animelem = 2
value = 2100,1

[State 2000, 6];はぁ
type = PlaySnd
trigger1 = animelem = 9
value = 2100,2

[State 2000, 6];効果音
type = PlaySnd
trigger1 = animelem = 7
trigger1 = animelem = 8
trigger1 = animelem = 9
trigger1 = animelem = 10
trigger1 = animelem = 11
value = 111,0
[State 1000, 5]
type = Explod
trigger1 = Time = 35
anim = 16500
id = 2100
sprpriority = 10
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

;---------------------[画面効果]
[State 3040, 7]
type = EnvColor
trigger1 = animelem = 9,<=0
ignorehitpause = 1
time = 2
value = 0,0,0
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 9
ignorehitpause = 1
time = 2
value = 255,255,255
under = 2

;---------------------[攻撃判定]
;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 2100
persistent = 0
name = "muni"
pos = -20,0
postype = P1
stateno = 2101
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



; 無ヘルパー
[Statedef 2101]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 8,0
ctrl = 0
anim = 2101

;---------------------[変数指定]
[state a]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 2101
v = 14
value = 8

[state a]
type = varadd
trigger1 = movecontact = 1
v = 14
value = -1

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 2101

;---------------------[エフェクト]
[State 1000, 5];
type = Explod
trigger1 = movehit = 1
anim = 2110
id = 2110
sprpriority = 10
postype = p2
velset = 0,0
pos = 10,-70
bindtime = -1
supermove = 1
ignorehitpause = 1
facing = -1
under = 0

[State 1000, 5];
type = Explod
trigger1 = moveguarded = 1
anim = 1015
id = 2110
sprpriority = 10
postype = p2
velset = 0,0
pos = 10,-70
bindtime = 1
supermove = 1
ignorehitpause = 1
facing = -1
under = 0


;---------------------[速度指定]
[state a]
type = velset
trigger1 = movecontact = 1
trigger2 = p2Dist X <=0
x = 0

[state a]
type = velset
trigger1 = movecontact = 5
x = 8

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
trigger2 = movehit = 10
trigger3 = moveguarded = 8
attr = S, HP
animtype  = hard
damage    = 60 - var(14)*2,12
getpower = 0,0
guardflag = MA
numhits = 1
pausetime = 0,6
guard.pausetime = 0,8
sparkno = -1;s7002
sparkxy = -17,0
hitsound   = s111,0
guard.sparkno = -1;s7012
guardsound = s190,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity =2,-3
air.velocity = 2,-3
fall = 1
air.fall = 1
fall.recover = 0
ID = 1200


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 100
trigger2 = var(14) <= 0


;---------------------------------------------------------------------------
; ？？？？？？・無に還ろう
[Statedef 2200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -1000
anim = 2200
ctrl = 0


[State 2000, 6];音楽
type = PlaySnd
trigger1 = Time = 0
value = 88,0

;---------------------[アニメーション変更]
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2201

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6000
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6001
sprpriority = 1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 30
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,0

;---------------------[効果音]
;[State 2000, 6];さあ
;type = PlaySnd
;trigger1 = Time = 0
;value = 2200,0

;---------------------[攻撃判定]
;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 2205


; ？？？？？？・無に還ろう・攻撃
[Statedef 2205]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
ctrl = 0

[state a]
type = pause
trigger1 = time =15
time = 50
;---------------------[アニメーション変更]
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2206

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = 1
value = SCA

;---------------------[エフェクト]
[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

;---------------------[効果音]
;[State 2000, 6];無に還ろう
;type = PlaySnd
;trigger1 = Time = 0
;value = 2200,1



[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 8888
id = 2200
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

;---------------------[ヘルパー呼び出し]

[State 2900, 1];
type = helper
trigger1 = time = 0
id = 2100
persistent = 0
name = "muni"
pos = 0,-240
postype = back
stateno = 2222
helpertype = normal
keyctrl = 0
ownpal = 1



;---------------------[終了]
[state a]
type = changestate
trigger1 = time = 20
value = 2210



; ？？？？？？・無に還ろう・終了
[Statedef 2210]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2210
ctrl = 0

;---------------------[アニメーション変更]
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2211

;---------------------[エフェクト]
[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[state a]
type = removeexplod
trigger1 = time = 0
is = 8888


[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 8889
id = 2201
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



; 無ヘルパー
[Statedef 2222]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 8,0
ctrl = 0
anim = 2222
;---------------------[変数指定]
[state a]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 2101
v = 14
value = 8

[state a]
type = varadd
trigger1 = movecontact = 1
v = 14
value = -1
;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = null;;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 2101


;---------------------[攻撃の指定]
[state a]
type = velset
trigger1 = movecontact = 1
trigger2 = p2Dist X <=0
x = 0

[state a]
type = velset
trigger1 = movecontact = 5
x = 8

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 1
trigger2 = time = 2
attr = S, HP
damage = 100,25
numhits = 127
animtype = Hard
guardflag = M
hitflag = MAF
priority = 40, Hit
pausetime = 0,0
getpower = 0,2
sparkno = s4025
guard.sparkno = s4120
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s2,1
ground.type = hard
ground.slidetime = 20
ground.hittime  = 28
ground.velocity = 0
air.velocity = -8,-20
fall = 1
air.fall = 1
fall.recover = 0
nochainid = 2200

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 3
attr = S, HP
damage = 55,20
numhits = 1
animtype = Hard
guardflag = M
hitflag = MAF
priority = 40, Hit
pausetime = 80,0
getpower = 0,2
sparkno = s4025
guard.sparkno = s4120
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s2,1
ground.type = hard
ground.slidetime = 20
ground.hittime  = 28
ground.velocity = 0
air.velocity = -8,-20
fall = 1
air.fall = 1
fall.recover = 0
nochainid = 2200


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = hitcount >= 300
trigger2 = root,stateno != 2205






;---------------------------------------------------------------------------
; ？？？？？？？・吸い寄せ
[Statedef 2300]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -1000
anim = 2300
ctrl = 0

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6000
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6001
sprpriority = 1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 30
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,0

;---------------------[効果音]
;---------------------[攻撃判定]
;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 2301



; ？？？？？？・吸い寄せ・攻撃
[Statedef 2301]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2301
ctrl = 0

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = time <= 40
value = SCA

;---------------------[エフェクト]
;---------------------[効果音]
[State 2000, 6];音楽
type = PlaySnd
trigger1 = Time = 0
value = 2300,0


;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = time = 0
id = 2320
persistent = 0
name = "kabe1"
pos = -10,0
postype = p2
stateno = 2320
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[変数指定]
[state a]
type = varset
trigger1 = time = 0
v = 19
value = 255

[state a]
type = varadd
trigger1 = var(19) >= 128
;trigger1 = 
v = 19
value = -3

;---------------------[背景]
[State 3040, 7]
type = BGPalfx
trigger1 = 1;animelem = 24,<=0
;persistent = 0
ignorehitpause = 1
time = 1
mul = var(19),var(19),var(19)
under = 2

;---------------------[攻撃判定]
[State 800, 1]
type = HitDef
Trigger1 = p2stateno != 40
trigger1 = p2statetype != A
attr = S, HT
damage = 0,0
hitflag = M
priority = 6, Miss
sparkno = -1
sprpriority = 5
p2facing = 1
p1stateno = 2310
p2stateno = 2010
p2facing = 1 
kill = 0

;---------------------[防御の距離の変更]
[State 1000, 0]
type = AttackDist
trigger1 = time = 0
value = 0



;---------------------[終了]
[state a]
type = changestate
trigger1 = time = 170
value = 2302


; ？？？？？？・吸い寄せ・終了
[Statedef 2302]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2302
ctrl = 0

;---------------------[変数指定]
[state a]
type = null;varset
trigger1 = time = 0
v = 19
value = 255

[state a]
type = varadd
trigger1 = var(19) <= 254
;trigger1 = 
v = 19
value = 5

;---------------------[背景]
[State 3040, 7]
type = BGPalfx
trigger1 = 1;animelem = 24,<=0
;persistent = 0
ignorehitpause = 1
time = 1
mul = var(19),var(19),var(19)
under = 2


;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; 大神ヒット
[Statedef 2310]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 2310
ctrl = 0

;---------------------[変数指定]
[state a]
type = varadd
trigger1 = var(19) > 5
trigger1 = animelem = 10,<=0
v = 19
value = -5

[state a]
type = varadd
trigger1 = var(19) <= 254
trigger1 = animelem = 19,>=0
v = 19
value = 5

;---------------------[背景]
[State 3040, 7]
type = BGPalfx
trigger1 = 1;animelem = 24,<=0
;persistent = 0
ignorehitpause = 1
time = 1
mul = var(19),var(19),var(19)
under = 2

;---------------------[エフェクト]
[State 1020, 4];画面シェイク
type = EnvShake
trigger1 = animelem = 7
trigger2 = animelem = 18
time = 15
ampl = -12
freq = 95
phase = 95

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 7
trigger2 = animelem = 18
;persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 7002
sprpriority = 9
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 7003
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 1000, 5]
type = Explod
trigger1 = animelem = 8
anim = 2311
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14


;---------------------[効果音]
[State 2000, 6];はかないものだ
type = PlaySnd
trigger1 = animelem = 16
value = 2300,1

[State 2000, 6];刺す
type = PlaySnd
trigger1 = animelem = 7
value = 2300,2

[State 2000, 6];潰す
type = PlaySnd
trigger1 = animelem = 18
value = 2300,3

;---------------------[相手制御]
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0

[state a]
type = targetstate
trigger1 = animelem = 7
value = 2011

[state a]
type = targetstate
trigger1 = animelem = 8
value = 2012

[state a]
type = targetstate
trigger1 = animelem = 18
value = 2013

[state a]
type = pause
trigger1 = animelem = 18
time = 14
movetime = 14


[state a]
type = targetlifeadd
trigger1 = animelem = 7
value = -96
kill = 0

[state a]
type = targetlifeadd
trigger1 = animelem = 8
value = -58
kill = 0

[state a]
type = targetlifeadd
trigger1 = animelem = 18
value = -300

;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



;壁ヘルパー
[Statedef 2320]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2320

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[追い越されたとき]
[state a]
type = posset
trigger1 = p2Dist X < 0
x = enemy,pos x

[state a]
type = posset
trigger1 = p2Dist X > 100
x = enemy,pos x


[state a]
type = posadd
trigger1 = pos x = enemy,pos x
x = -10



;---------------------[押し戻し判定]
[State 1000, 0]
type = PlayerPush
trigger1 = 1
value = 1

;---------------------[速度指定]
[State 1000, 0]
type = velset
trigger1 = 1
x = 2

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = root,stateno != 2301




;---------------------------------------------------------------------------
; ？？？？？？？？・オロチMAX超
[Statedef 2400]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -3000
anim = 2400
ctrl = 0


;---------------------[強弱判定]
[state a]
type = varset
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 1

;---------------------[変数指定]
[state a]
type = varset
trigger1 = time = 0
v = 20
value = 0

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = animelem = 8,<=0
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 24
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 24
anim = 6010
sprpriority = -1
postype = p1
pos = -31,-112
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 34
anim = 6011
sprpriority = 1
postype = p1
pos = -31,-112
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 24
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 27
persistent = 0
ignorehitpause = 1
time = 30
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 24
value = 3000,0

;---------------------[効果音]
[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 7
value = 801,1


;---------------------[エフェクト]
[State 3040, 7]
type = EnvColor
trigger1 = time >= 27
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = animelem = 7
id = 2401
persistent = 0
name = "???"
pos = 100+var(5)*100,-93
postype = p1
stateno = 2401
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[終了]
[state a]
type = changestate
trigger1 = var(20) = 1
value = 2405

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


; ？？？？？？？？・オロチMAX超・成功
[Statedef 2405]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= 0
anim = 2405
sprpriority = 35
ctrl = 0


;---------------------[エフェクト]
[State 3040, 7]
type = EnvColor
trigger1 = animelem = 11,<=0
;persistent = 0
ignorehitpause = 1
time = 3
value = 0,0,0
under = 2

;---------------------[効果音]
[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 9
value = 2300,1

;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1







;鏡(?)ヘルパー
[Statedef 2401]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2401

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
attr = S, HP
animtype  = hard
damage    = 0,0
getpower = 0,0
hitflag = MA
guardflag = N
numhits = 1
pausetime = 0,6
guard.pausetime = 0,8
sparkno = s7002
sparkxy = 0,0
hitsound   = s240,0
guard.sparkno = s7012
guardsound = s190,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,0
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = 2410
p2stateno = 2415

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0



;鏡(?)ヘルパー終了
[Statedef 2410]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
sprpriority = 15
ctrl = 0
anim = 2410

;---------------------[変数指定]
[state a]
type = parentvarset
trigger1 = time = 0
v = 20
value = 1

;---------------------[効果音]
[State 2000, 6]
type = PlaySnd
trigger1 = animtime = 0
value = 2300,3

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[エフェクト]
[State 3040, 7]
type = EnvColor
trigger1 = time = 0
trigger2 = animtime = 0
;persistent = 0
ignorehitpause = 1
time = 5
value = 255,255,255
under = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2411
sprpriority = 25
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1020, 4];画面シェイク
type = EnvShake
trigger1 = animtime = 0
time = 25
ampl = -12
freq = 95
phase = 95

;---------------------[相手制御]
[State 801, 2]
type = TargetBind
trigger1 = time = 0
pos = 0,0

[State 801, 2]
type = Targetstate
trigger1 = animtime = 0
value = 2416

[State 801, 2]
type = Targetlifeadd
trigger1 = animtime = 0
value = -800


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0


;---------------------------------------------------------------------------
;投げられている相手
[Statedef 2415]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 20

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2415


[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;投げられている相手2
[Statedef 2416]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2416

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state a]
type = velset
trigger1 = animelem = 1
x = -.5
y = -12

[State 821, 1] ;これは重力これは毎フレーム事に0.4の力が加わります
type = VelAdd
Trigger1 = 1;animelem = 3,>= 0
y = .4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 










[Statedef 3000]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3000
ctrl     = 0
sprpriority = 5

[State 2000]
type = Explod
trigger1 = time = 0
anim = 9999
pos = ifelse(facing=1,-320,320),0
ownpal = 1
postype = front
bindtime = -1
supermove = 1
sprpriority = -15
facing = ifelse(facing=-1,-1,1)

[State 2000]
type = Explod
trigger1 = time = 0
anim = 9998
pos = ifelse(facing=1,-320,320),0
ownpal = 1
postype = front
bindtime = -1
supermove = 1
sprpriority = -10
facing = ifelse(facing=-1,-1,1)
[State 2200, 3]
type = PlaySnd
trigger1 = Time = 1
value = 3000,2
volume = 0


[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElem = 4
value = SCA
time = 3


[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 30
time = 30



[State 2000]
type = AssertSpecial
trigger1 = time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1



[State 2000,]
type = PlaySnd
trigger1 = time = 0
value = s9,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,23


[State 800, ヒット定義（投げ用）]
type = HitDef
triggerall = prevstateno != [2000,2999]
trigger1 = Time = 0
trigger1 = p2stateno != [120,159]
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 3010
p2stateno = 3020
guard.dist = 0
fall = 1

[State 800, ヒット定義（投げ用）]
type = HitDef
triggerall = prevstateno = [2000,2999]
trigger1 = Time = 0
trigger1 = p2stateno != [120,159]
attr = S, HT
hitflag = MAF
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 3010
p2stateno = 3020
guard.dist = 0
fall = 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 神塵　発動

[Statedef 3010]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3010
ctrl     = 0
sprpriority = 5
[State 2424]
type = Helper
trigger1 = time = 0
name = "MAX3"
stateno = 16668
ID = 16668
helpertype = normal
pos = -320,-220
postype = front
keyctrl = 0
ownpal = 1
ignorehitpause = 1
size.yscale = 1.025

[State 2424]
type = Helper
trigger1 = time = 99
name = "MAX3"
stateno = 16668
ID = 16668
helpertype = normal
pos = -320,-220
postype = front
keyctrl = 0
ownpal = 1
ignorehitpause = 1
size.yscale = 1.025
[State 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NOBG
ignorehitpause = 1



[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1,5

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,5

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 19
trigger3 = AnimElem = 29
trigger4 = AnimElem = 36
trigger5 = AnimElem = 41
trigger6 = AnimElem = 49
trigger7 = AnimElem = 60
value = s0,4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 56
value = s3,0

[State 810, 1]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(55) < 0
pos = 45,0

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime (4) >= 0 && AnimElemTime (7) <= 0
trigger2 = AnimElemTime (22) >= 0 && AnimElemTime (24) <= 0
edge = 50,0

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime (7) >= 0 && AnimElemTime (15) <= 0
trigger2 = AnimElemTime (24) >= 0 && AnimElemTime (32) <= 0
trigger3 = AnimElemTime (39) >= 0 && AnimElemTime (56) <= 0
edge = 30,0

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime (15) >= 0 && AnimElemTime (17) <= 0
edge = 25,0

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 52 | AnimElem = 53
x = 5

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 4 | AnimElem = 7 | AnimElem = 8 | AnimElem = 9
trigger2 = AnimElem = 11 | AnimElem = 13 | AnimElem = 14 | AnimElem = 15
trigger3 = AnimElem = 16 | AnimElem = 17 | AnimElem = 18 | AnimElem = 19
trigger4 = AnimElem = 24 | AnimElem = 25 | AnimElem = 26 | AnimElem = 28
trigger5 = AnimElem = 30 | AnimElem = 31 | AnimElem = 32 | AnimElem = 33
trigger6 = AnimElem = 34 | AnimElem = 35 | AnimElem = 36 | AnimElem = 40
trigger7 = AnimElem = 42 | AnimElem = 43 | AnimElem = 45 | AnimElem = 46
trigger8 = AnimElem = 47 | AnimElem = 48 | AnimElem = 55
x = 5;10

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 5 | AnimElem = 6
trigger2 = AnimElem = 22 | AnimElem = 23
x = 15

[State 1000, 軸位置移動]
type = Posadd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 29
x = 20

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElemtime(55) >= 3
x = 2.6

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 56
y = -3.7

[State 1000, 軸位置移動]
type = VelAdd
trigger1 = AnimElemtime(56) > 0
x = -.07
y = .3




[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
getpower = 0
damage = 80,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 5,10
sparkno = -1
hitsound = -1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 3030
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0
numhits = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HA
getpower = 0
damage = 30,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-65
hitsound = s1,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 3030
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
getpower = 0
damage = 35,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-70
hitsound = s1,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 3040
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 31
attr = S, HA
getpower = 0
damage = 40,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-65
hitsound = s1,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 3030
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 37
attr = S, HA
getpower = 0
damage = 45,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-70
hitsound = s1,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 3040
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 43
attr = S, HA
getpower = 0
damage = 51,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-70
hitsound = s1,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 3030
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 51
attr = S, HA
getpower = 0
damage = 57,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-60
hitsound = s1,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 3040
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 56
attr = A, HA
getpower = 0
damage = 60,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,11
sparkno = s4020
sparkxy = -25,-70
hitsound = s1,3
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9
p2stateno = 3035
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 60
attr = A, HA
getpower = 0
damage = 63,0
animtype = up
hitflag = MAF
priority = 3, Hit
pausetime = 11,11
sparkno = s4020
sparkxy = -25,-60
hitsound = s1,3
ground.type = High
ground.slidetime = 10
ground.hittime  = 200
ground.velocity = -3,-4
air.velocity = -3,-4
yaccel = .36
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3015

;---------------------------------------------------------------------------
; 神塵　トドメ

[Statedef 3015]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 3015
ctrl     = 0
sprpriority = 2

[State 1000, ヘルパ?を出す]
type = Helper
trigger1 = Animtime = 0
name = "MAX3END"
stateno = 6669
ID = 6669
helpertype = normal
pos = 0,0
postype = front
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.yscale = 1.025
[State 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000]
type = AssertSpecial
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(6) < 0
flag = NoFG
flag2 = NOBG
ignorehitpause = 1



[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 1
value = s4,0

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 軸位置移動]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 25,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 8
value = s10,22
channel = 10

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
value = s12,4

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 7
x = 9

[State 1000, 軸位置移動]
type = Veladd
trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(12) < 0
trigger1 = Vel X >= .4
x = -.4

[State 1000, 軸位置移動]
type = Velset
trigger1 = AnimElem = 12
x = 0

[State 1000, ]
type = StateTypeSet
trigger1 = AnimElem = 7
physics  = N

[State 1000, ]
type = StateTypeSet
trigger1 = AnimElem = 12
physics  = S

[State 1000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem =5
name = "OROCHINAGI"
stateno = 3050
ID = 3000
helpertype = normal
pos = 60,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1








;---------------------------------------------------------------------------
; 神塵　大蛇薙ヘルパー

[Statedef 3050]
type     = S
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2020
ctrl     = 0
sprpriority = 10

[State 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 191, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1201, キャラ本体に引っ付く位置]
type = BindToParent
trigger1 = 1
pos = 60,0

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, HP
damage = 180,0
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAFP
priority = 3, Hit
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -4,-5.5
air.velocity = -4,-5.5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 2100,]
type = Envcolor
trigger1 = Movehit = 1
time = 1
value = 255,255,255
under = 0

[State 1001, このヘルパーを消す]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,Anim != 3015

;---------------------------------------------------------------------------
;相手動作(投げ掴み)
[Statedef 3020]
type    = S
movetype= H
physics = S
velset = 0,0

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3040

[State 1830]
type = SelfState
trigger1 = Enemy,Stateno != 3010
value = 5100

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;相手動作(上段やられ)
[Statedef 3030]
type    = S
movetype= H
physics = S
velset = 0,0

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3020

[State 1830]
type = SelfState
trigger1 = Enemy,Stateno != 3010
value = 5100

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;相手動作(上段やられ)
[Statedef 3035]
type    = S
movetype= H
physics = S
velset = 0,0

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 52, 1]
type = VelSet
trigger1 = time = 8
x = -6
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3020

[State 1830]
type = SelfState
trigger1 = Enemy,Stateno != 3010
value = 5100

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;相手動作(下段やられ)
[Statedef 3040]
type    = S
movetype= H
physics = S
velset = 0,0

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3030

[State 1830]
type = SelfState
trigger1 = Enemy,Stateno != 3010
value = 5100

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1


;この下、一行以上空ける事。

;------  "無式"[発動]  ------
[Statedef 3400]
type = S
movetype = A
physics = S
poweradd = -2000
anim = 3300
juggle   = ifelse(Var(14) = 1,0,15)
ctrl = 0
velset = 0,0
facep2 = 1
[State 3000, NoFg]
type = AssertSpecial
trigger1 = time = [1,4]
flag = nofg
[State 2200, 3]
type = PlaySnd
trigger1 = Time = 1
value = 3000,2
volume = 0






[State 2200, 3]
type = PlaySnd
trigger1 = Time = 1
value = 3000,2
volume = 0

[State -2, 0]
type = PalFX
triggerall = timemod = 2,0 && time <= 14
trigger1 = prevstateno = [3000,3999]
time = 1
add = 255,0,0
mul = 255,0,0
color = 1
ignorehitpause = 1

[State 2000, 15]
type = EnvColor
trigger1 = Time = 3
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 7
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 26
under = 1
supermove = 1

[State 620, 2]
type = PlaySnd
trigger1 = AnimElem = 9
value = 192,0
channel = 20
volume = 80

[State 2300, 9]
type = SuperPause
trigger1 = time = 1
time = 30
movetime = 30
darken = 0
anim = -1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time >= 1
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 2100, 3]
type = null;Explod
trigger1 = Time = 5
anim = 18110
pos = 10,-60
postype = p1
sprpriority = 10
supermove = 1
bindtime = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 5
anim = 10010
sprpriority = -1
postype = p1
pos = 10,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 15
anim = 10011
sprpriority = 3
postype = p1
pos = 10,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(14) = 1
anim = 6002
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(14) = 1
anim = 6000
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(14) = 1
anim = 6001
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 2300, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 45

;[State 2000, 2]
;type = PlaySnd
;trigger1 = Time = ifelse(var(1) = 1,0,3)
;value = 5,27

[State 3000, 1]
type = helper
trigger1 = AnimElem = 9
id = 3305
stateno = 3305
pausemovetime = 0
ignorehitpause = 1
pos = 60,0

[State 2300, 15]
type = ChangeState
trigger1 = AnimTime = 0
value = 3301

;------  DC"無式"[発動]  ------
[Statedef 3500]
type = S
movetype = A
physics = S
poweradd = -2500
anim = 3300
juggle   = 0
ctrl = 0
velset = 0,0
facep2 = 1
[State 2000]
type = Explod
trigger1 = time = 0
anim = 8050
pos = ifelse(facing=1,-320,320),0
ownpal = 1
postype = front
bindtime = -1
supermove = 1
sprpriority = -15
facing = ifelse(facing=-1,-1,1)


[State 2000]
type = Explod
trigger1 = time = 0
anim = 8060
pos = ifelse(facing=1,-320,320),0
ownpal = 1
postype = front
bindtime = -1
supermove = 1
sprpriority = -10
facing = ifelse(facing=-1,-1,1)



[State 2000]
type = Explod
trigger1 = time = 30
anim = 6667
pos = ifelse(facing=1,-320,320),0
ownpal = 1
postype = front
bindtime = -1
supermove = 1
sprpriority = -10
facing = ifelse(facing=-1,-1,1)


[State 2200, 3]
type = PlaySnd
trigger1 = Time = 1
value = 3000,1
volume = 0

[State -2, 0]
type = PalFX
triggerall = timemod = 2,0 && time <= 14
trigger1 = prevstateno = [3000,3999]
time = 1
add = 255,0,0
mul = 255,0,0
color = 1
ignorehitpause = 1

[State 2000, 15]
type = EnvColor
trigger1 = Time = 3;0
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 7;4
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 26
under = 1
supermove = 1

[State 620, 2]
type = PlaySnd
trigger1 = AnimElem = 9
value = 5,23
channel = 20
volume = 80

[State 2300, 9]
type = SuperPause
trigger1 = time = 1
time = 45
movetime = 45
darken = 0
anim = -1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time >= 1
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 2100, 3]
type = null;Explod
trigger1 = Time = 5
anim = 18110
pos = 10,-60
postype = p1
sprpriority = 10
supermove = 1
bindtime = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 5
anim = 10010
sprpriority = -1
postype = p1
pos = 10,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 15
anim = 10011
sprpriority = 3
postype = p1
pos = 10,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 9090]
type = Explod
trigger1 = Time = 0 ;&& Var(15) = 1
anim = 6052
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 ;&& Var(15) = 1
anim = 6050
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 ;&& Var(15) = 1
anim = 6051
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 2300, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 45

[State 3000, 1]
type = helper
trigger1 = AnimElem = 9
id = 3550
stateno = 3550
pausemovetime = 0
ignorehitpause = 1
pos = 60,0

[State 2300, 15]
type = ChangeState
trigger1 = AnimTime = 0
value = 3301


;------  "無式" 攻撃  ------
[Statedef 3301]
type = S
movetype = A
physics = S
anim = 3301
poweradd = 0
velset = 0
ctrl = 0
[State 2424]
type = Helper
trigger1 = time = 0
name = "MAX3"
stateno = 26668
ID = 26668
helpertype = normal
pos = -320,-220
postype = front
keyctrl = 0
ownpal = 1
ignorehitpause = 1
size.yscale = 1.025
[State 2000, 2]
type = PlaySnd
trigger1 = AnimElem = 6
value = 192,1

[State 1000, 2]
type = Width
trigger1 = AnimElem = 1,>=0
edge= 20,0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 14
value = 1,0
volume = 0

[State 1300, 3]
type = HitDef
trigger1 = AnimElem = 15
attr = S, HA
animtype =  diagup;Hard
damage = 73,40
getpower  = 0
givepower = 20,20
hitflag = MAF
sparkno = s10102
guard.sparkno = s10151
sparkxy = -15,-60
guardflag = MA
pausetime = 45,45
guard.pausetime = 25,25
hitsound = S10,2
guardsound = S10,9
ground.type = high
ground.slidetime = 30
ground.hittime = 17
ground.velocity = -6.8,-7.5
air.velocity = -6.8,-5
guard.hittime = 15
guard.velocity = -13
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -19
envshake.time = 30
envshake.freq = 120
envshake.ampl = 5
envshake.phase = 120
palfx.time = 56
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
yaccel = .50
fall = 1
fall.recover = 0

[State 700, 残像]
type = AfterImage
trigger1 = AnimElem = 2
time = 80
length = 8     ;残像の表示時間
timegap = 4     ;時間差
framegap = 4    ;フレーム差
palbright = 1, 1, 1
palcontrast = 128, 128, 128
paladd = 0, 0, 0
palmul = 1, 1, 1
trans = Add1

[State 3000, 1]
type = helper
trigger1 = time = 13 || time = 27 || time = 41
id = 3306
stateno = 3306
pausemovetime = 0
ignorehitpause = 0

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 16
movetype = I

[State 1300, 5]
type = PosAdd
trigger1 = AnimElem = 7 || AnimElem = 8 || AnimElem = 9 || AnimElem = 10
trigger2 = AnimElem = 11 || AnimElem = 12 || AnimElem = 19 || AnimElem = 20
x = 8

[State 1300, 6]
type = PosAdd
trigger1 = AnimElem = 13 || AnimElem = 14
x = 16

[State 1302, 2]
type = PosAdd
trigger1 = AnimElem = 21 || AnimElem = 22 || AnimElem = 23 || AnimElem = 24 || AnimElem = 25
x = 5

[State 2000, 15]
type = EnvColor
trigger1 = MoveHit = 1
time = 1
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1005, 15]
type = ChangeState
trigger1 = AnimElem = 18, >= 10 && AnimElem = 24, <= 1 ;Var(9) = 1 && Time = [80,87]
value = 3399
ignorehitpause = 0
[State 3005, width]
type = width
trigger1 = 1
edge = 40,0


;--------------------------------------------------------------
;どこキャンモード
[Statedef 3399]
type     = S
movetype = I
physics  = S
anim     = 3307
velset   = 0,0
ctrl     = 0
[State 1000, ヘルパ?を出す]
type = Helper
trigger1 = Animtime = 0
name = "MAX3END"
stateno = 6669
ID = 6669
helpertype = normal
pos = 0,0
postype = front
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.yscale = 1.025
[State 1000, 0]
type = varset
trigger1 = time = 0
var(9) = 0

[State 195, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,25
channel = 2
volume = 0

;[State 195, コントロール可否]
;type = CtrlSet
;trigger1 = Time = 45
;value = 1

[state a]
type = varset
trigger1 = Time = 60;time = 0
v = 10
value = 360

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




[

;------  "無式"[毒がみ分身ヘルパー]  ------
[Statedef 3306]
type = S
movetype = A
physics = S
anim = 3302
poweradd = 0
velset = 0
ctrl = 0



[State 1000, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5

[State 1000, 0]
type = PlayerPush
trigger1 = time = 0
value = 1

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 9
value = 1,0
volume = 0

[State 1300, 3]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HP
animtype = Hard
damage = 53,20
getpower  = 0
givepower = 20,20
hitflag = MAF
sparkno = s10102
guard.sparkno = s10151
sparkxy = -15,-60
guardflag = MA
pausetime = 24,24
hitsound = S10,2
guardsound = S10,9
ground.type = high
ground.slidetime = 30
ground.hittime = 17
ground.velocity = 0
guard.hittime = 17
guard.velocity = 0
palfx.time = 56
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
yaccel = .50

[State 700, 残像]
type = AfterImage
trigger1 = AnimElem = 2
time = 80
length = 5     ;残像の表示時間
timegap = 5     ;時間差
framegap = 4    ;フレーム差
palbright = 1, 1, 1
palcontrast = 128, 128, 128
paladd = 0, 0, 0
palmul = 1, 1, 1
trans = Add1

[State 1300, 5]
type = PosAdd
trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimElem = 6 || AnimElem = 7 || AnimElem = 13 || AnimElem = 14 || AnimElem = 15
x = 8

[State 1300, 6]
type = PosAdd
trigger1 = AnimElem = 8 || AnimElem = 9
x = 16

[State 1302, 2]
type = PosAdd
trigger1 = AnimElem = 16
x = 20

[State 2355, 10]
type = AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1
persistent = 0

[State end]
type = destroyself
trigger1 = AnimElem = 13;
trigger2 = parent,movetype = H

;------  "無式"[火柱ヘルパー]  ------
[Statedef 3305]
type = S
movetype = A
physics = S
anim = 3305
poweradd = 0
velset = 0
ctrl = 0
sprpriority = 10

[State -2]
type = Explod
trigger1 = time = 0
anim = 1075
ownpal = 1
sprpriority = 2
postype = p1
pos = 30,-100
;bindtime = 1
ignorehitpause = 0


[State 2000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,6
channel = 0
volume = 0

[State -2,1]
type=null;Explod
trigger1 = time = 0
id=3305
anim=3305
pos=0,0
postype=p1
facing = 1
supermove = 1
ownpal=1
bindtime=1
under=0
ignorehitpause = 1
sprpriority = 40

[State 1505, 5]
type = null;Projectile
trigger1 = AnimElem = 2
projpriority = 17
projID = 3500
attr = S, HP
projanim = 3306
projpriority = 100
projshadow = 68,68,68
projremovetime = 59
projmiSStime = 59
projbindtime = 0
projhitS = 25
offset = 0,0
velocity = 0,0
hitflag = MAF
damage = 90,50
getpower = 0
givepower = 20,20
animtype = Hard
guardflag = MA
pausetime = 0,9
sparkno = s10102
guard.sparkno = s10151
sparkxy = -15,-60
hitsound = S1,2
guardsound = S10,9
ground.type = high
ground.slidetime = 30
ground.hittime  = 17
ground.velocity = -10
air.velocity = -5,-1
guard.hittime = 17
guard.velocity = -13
air.fall = 1
fall.recover = 0

[State 1300, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HP
animtype = Hard
damage =202,80
getpower = 0
givepower = 20,20
hitflag = MAF
sparkno = s10102
guard.sparkno = s10151
sparkxy = -15,-60
guardflag = MA
pausetime = 1,9
hitsound = S1,2
guardsound = S10,9
ground.type = high
ground.slidetime = 30
ground.hittime  = 20
ground.velocity = -10
air.velocity = -5,-2.2
guard.hittime = 17
guard.velocity = -13
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
palfx.time = 56
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
yaccel = .50
air.fall = 1
fall.recover = 0

[State 2210, 2]
type = null;PlaySnd
trigger1 = MoveHit = 1
value = S4,7
channel = 21
persistent = 0
ignorehitpause = 1

[State -2, 5]
type = null;Pause
trigger1 = movehit = 1 && time < 20
trigger1 = winko = 0
trigger1 = timemod = 2,0
time = 1
movetime = 0

[State 2355, 10]
type = AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1
persistent = 0

[State end]
type = destroyself
trigger1 = animtime = 0

;------  DC"無式"[火柱ヘルパー]  ------
[Statedef 3550]
type = S
movetype = A
physics = S
anim = 3305
poweradd = 0
velset = 0
ctrl = 0
sprpriority = 10


[State -2]
type = Explod
trigger1 = time = 0
anim = 1075
ownpal = 1
sprpriority = 2
postype = p1
pos = -30,-170
;bindtime = 1
ignorehitpause = 0

[State 2000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,6;1,5
channel = 0
volume = 0

[State -2,1]
type=null;Explod
trigger1 = time = 0
id=3305
anim=3305
pos=0,0
postype=p1
facing = 1
supermove = 1
ownpal=1
bindtime=1
under=0
ignorehitpause = 1
sprpriority = 40

[State 1300, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HP
animtype = Hard
damage = 212,10
getpower = 0
givepower = 20,20
hitflag = MAF
sparkno = s10102
guard.sparkno = s10151
sparkxy = -15,-60
guardflag = MA
pausetime = 1,9
hitsound = S1,2
guardsound = S10,9
ground.type = high
ground.slidetime = 30
ground.hittime  = 20
ground.velocity = -10
air.velocity = -5,0;-2.2
guard.hittime = 17
guard.velocity = -13
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
palfx.time = 56
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
yaccel = .50
air.fall = 1
fall.recover = 0
air.juggle = 0
p2stateno = 3560

[State 2210, 2]
type = null;PlaySnd
trigger1 = MoveHit = 1
value = S4,7
channel = 21
persistent = 0
ignorehitpause = 1

[State -2, 5]
type = null;Pause
trigger1 = movehit = 1 && time < 20
trigger1 = winko = 0
trigger1 = timemod = 2,0
time = 1
movetime = 0

[State 2355, 10]
type = AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1
persistent = 0

[State end]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;DC版相手動作1
[Statedef 3560]
type    = S
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3560

[State 52, 1]
type = Hitfallset
trigger1 = time = 0
value = 0

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

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


[Statedef 3700]
type = S
movetype = A
physics = S
anim = 3600
poweradd = ifelse(Var(11) = 1,-1500,-1000);-1000
velset = 0
ctrl = 0
facep2 = 1
juggle  = ifelse(Var(11) = 1,0,16)

[State 9090]
type = Explod
trigger1 = Time = 0 && Prevstateno = 1100
anim = 6002
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Prevstateno = 1100
anim = 6000
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Prevstateno = 1100
anim = 6001
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 3000, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA, NT, ST, NP
time = 40

[State 2200, 3]
type = PlaySnd
trigger1 = time = 0
value = 9,4
volume = 255

[State 2200, 3]
type = PlaySnd
trigger1 = time = 6
value = 3,18
channel = 0
volume = 0

[State 2001, 2053]
type = Explod
trigger1 = AnimElem = 7
anim = 3620
ID = 3620
pos = -6, 0
postype = p1
facing = 1
bindtime = -1
vel = 0, 0
removetime = -1
supermove = 1
sprpriority = 3
ontop = 0
scale = 1,1
random = 0,0
ownpal = 1

[State 2200, 6]
type = Explod
trigger1 = time = 8
anim = 20001
pos = -27,-62
postype = p1
sprpriority = 20
supermove = 1
bindtime = 1
ownpal = 1

[State 2200, 7]
type = Explod
trigger1 = time = 8
anim = 20000
pos = -27,-62
postype = p1
sprpriority = -2
supermove = 1
bindtime = 1
ownpal = 1

[State 2000, 15]
type = EnvColor
trigger1 = time = 6
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = time = 10
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 26
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = time = 6
time = 30
anim = -1
p2defmul = 1
movetime = 30
darken = 0

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [6,35]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 220, 2]
type = PlaySnd
trigger1 = AnimElem = 7
value = 5,15
channel = 10
volume = 0

[State 2105, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 3730

[State 2200, 18]
type = ChangeState
triggerall = var(59) != 1
trigger1 = Time = 40
trigger1 = command != "おしっぱなしx"
value = 3710

[State 2200, 18]
type = ChangeState
triggerall = var(59) != 1
trigger1 = Time = [41,142]
trigger1 = command != "おしっぱなしx"
;trigger2 = AnimTime = 0
value = 3720

[State 2200, 18]
type = ChangeState
triggerall = var(59) != 1
trigger1 = Time = 143 ;AnimTime = 0
value = 3730

;------  強 百八拾弐式[発動]  ------
[Statedef 3800]
type = S
movetype = A
physics = S
anim = 3600
poweradd = ifelse(Var(11) = 1,-1500,-1000);-1000
velset = 0
ctrl = 0
facep2 = 1
juggle  = ifelse(Var(11) = 1,0,16)

[State 9090]
type = Explod
trigger1 = Time = 0 && Prevstateno = 1100
anim = 6002
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Prevstateno = 1100
anim = 6000
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Prevstateno = 1100
anim = 6001
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 3000, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA, NT, ST, NP
time = 44

[State 2200, 3]
type = PlaySnd
trigger1 = time = 0
value = 9,4
volume = 255

[State 2200, 3]
type = PlaySnd
trigger1 = time = 6
value = 3,18
channel = 0
volume = 0

[State 2001, 2053]
type = Explod
trigger1 = AnimElem = 7
anim = 3620
ID = 3620
pos = -6, 0
postype = p1
facing = 1
bindtime = -1
vel = 0, 0
removetime = -1
supermove = 1
sprpriority = 3
ontop = 0
scale = 1,1
random = 0,0
ownpal = 1

[State 2200, 6]
type = Explod
trigger1 = time = 8
anim = 20001
pos = -27,-62
postype = p1
sprpriority = 20
supermove = 1
bindtime = 1
ownpal = 1

[State 2200, 7]
type = Explod
trigger1 = time = 8
anim = 20000
pos = -27,-62
postype = p1
sprpriority = -2
supermove = 1
bindtime = 1
ownpal = 1

[State 2000, 15]
type = EnvColor
trigger1 = time = 6
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = time = 10
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 26
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = time = 6
time = 30
anim = -1
p2defmul = 1
movetime = 30
darken = 0

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [6,35]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 220, 2]
type = PlaySnd
trigger1 = AnimElem = 7
value = 5,15
channel = 10
volume = 0

[State 2105, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 3730

[State 2200, 18]
type = ChangeState
triggerall = var(59) != 1
trigger1 = Time = 43
trigger1 = command != "おしっぱなしy"
value = 3710

[State 2200, 18]
type = ChangeState
triggerall = var(59) != 1
trigger1 = Time = [44,142];;[33,143]
trigger1 = command != "おしっぱなしy"
;trigger2 = AnimTime = 0
value = 3720

[State 2200, 18]
type = ChangeState
triggerall = var(59) != 1
trigger1 = Time = 143 ;AnimTime = 0
value = 3730

;------  弱 百八拾弐式1  ------
[Statedef 3710]
type = S
movetype = A
physics = S
anim = 3610
poweradd = 0
velset = 0
ctrl = 0
facep2 = 0

[State -2, 1];百八拾弐式の音止め
type = stopSnd
trigger1 = time = 0
channel = 10

[State 3000, 無敵]
type = NotHitBy
trigger1 = time = [1,6]
value = SCA, NT, ST, NP

[State 2001, 2053]
type = removeExplod
trigger1 = Time = 0
ID = 3620

[State 2001, 2053]
type = Explod
trigger1 = Time = 0
anim = 3630
pos = -6, 0
postype = p1
facing = 1
vel = 0, 0
supermove = 1
sprpriority = 3
ontop = 0
scale = 1,1
random = 0,0
ownpal = 1

[State 2200, 3]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 3,19
channel = 0
volume = 0

[State 2200, 3]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 5,25
volume = 0

[State 2110, 3]
type = PosAdd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
x = 22

[State 2110, 3]
type = PosAdd
trigger1 = AnimElem = 10
x = 10

[State 2110, 3]
type = PosAdd
trigger1 = Animtime = 0
x = 10

[State 201, 2]
type = PlaySnd
trigger1 = movehit = 1
value = 4,7
ignorehitpause = 1
persistent = 0
volume = 0

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 11
movetype = I


[State 114, 5]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
animtype = Hard
damage = 210,10
getpower = 0
givepower = 20,20
hitflag = MAF
guardflag = MA
pausetime = 40,40
hitsound = S4,12
sparkno = s10030;2
guard.sparkno = s10420
sparkxy = -15,-60
guardsound = S4,10
ground.type = Low
ground.slidetime = 20;30
ground.hittime = 17
ground.velocity = -8,-5
air.velocity = -8,-5
guard.hittime = 17
guard.velocity = -13
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -19
palfx.time = 83
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
fall = 1

[State -2, a]
type = Explod
trigger1 = AnimElem = 7, >= 5 && movehit = 1
ID = 4500
anim = 4500
pos = 0,-50
random = 0,0
postype = p2
ownpal = 1
removetime = 20
bindtime = 20
sprpriority = 20
persistent = 0
ignorehitpause = 1

[State -2, b]
type = Explod
trigger1 = AnimElem = 16, >= 8 && movehit = 1
ID = 4015
anim = ifelse(random < 300,4015,10000)
pos = 0,-50
random = 0,0
postype = p2
ownpal = 1
removetime = 20
bindtime = 20
sprpriority = 20
persistent = 0
ignorehitpause = 1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 9
projanim = 1701
projshadow = 68,68,68
offset = 66, -70
velocity = 0.000001,0
projremovetime = 30


[State 1005, 15]
type = ChangeState
trigger1 = Var(6) = 1 && AnimElem = 9, >= 7 ;&& AnimElem = 7, < 15
value = 4100

[State 1305, 1]
type = VarSet
trigger1 = AnimElem = 13
var(6) = 0

[State 1640, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------  弱 百八拾弐式2  ------
[Statedef 3720]
type = S
movetype = A
physics = S
anim = 3610
poweradd = 0
velset = 0
ctrl = 0
facep2 = 0

[State -2, 1];百八拾弐式の音止め
type = stopSnd
trigger1 = time = 0
channel = 10

[State 3000, 無敵]
type = NotHitBy
trigger1 = time = [1,6]
value = SCA, NT, ST, NP

[State 2001, 2053]
type = removeExplod
trigger1 = Time = 0
ID = 3620

[State 2001, 2053]
type = Explod
trigger1 = Time = 0
anim = 3630
pos = -6, 0
postype = p1
facing = 1
vel = 0, 0
supermove = 1
sprpriority = 3
ontop = 0
scale = 1,1
random = 0,0
ownpal = 1

[State 2200, 3]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 3,19
channel = 0
volume = 0

[State 2200, 3]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 5,25
volume = 0

[State 2110, 3]
type = PosAdd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
x = 22

[State 2110, 3]
type = PosAdd
trigger1 = AnimElem = 10
x = 10

[State 2110, 3]
type = PosAdd
trigger1 = Animtime = 0
x = 10


[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 11
movetype = I

[State 114, 5]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
animtype = Hard
damage = 224,10
getpower = 0
givepower = 20,20
hitflag = MAF
guardflag = MA
pausetime = 40,40
hitsound = S4,12
sparkno = s10030;2
guard.sparkno = s10420
sparkxy = -15,-60
guardsound = S4,10
ground.type = Low
ground.slidetime = 20;30
ground.hittime = 17
ground.velocity = -8,-5
air.velocity = -8,-5
guard.hittime = 17
guard.velocity = -13
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -19
palfx.time = 83
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
fall = 1

[State -2, a]
type = Explod
trigger1 = AnimElem = 7, >= 5 && movehit = 1
ID = 4500
anim = 4500
pos = 0,-50
random = 0,0
postype = p2
ownpal = 1
removetime = 20
bindtime = 20
sprpriority = 20
persistent = 0
ignorehitpause = 1

[State -2, b]
type = Explod
trigger1 = AnimElem = 16, >= 8 && movehit = 1
ID = 4015
anim = ifelse(random < 300,4015,10000)
pos = 0,-50
random = 0,0
postype = p2
ownpal = 1
removetime = 20
bindtime = 20
sprpriority = 20
persistent = 0
ignorehitpause = 1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 9
projanim = 1701
projshadow = 68,68,68
offset = 66, -70
velocity = 0.000001,0
projremovetime = 30

[State 1005, 15]
type = ChangeState
trigger1 = Var(6) = 1 && AnimElem = 9, >= 7 ;&& AnimElem = 7, < 15
value = 4100

[State 1305, 1]
type = VarSet
trigger1 = AnimElem = 13
var(6) = 0

[State 1640, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;------  弱 百八拾弐式3  ------
[Statedef 3730]
type = S
movetype = A
physics = S
anim = 3610
poweradd = 0
velset = 0
ctrl = 0
facep2 = 0

[State -2, 1];百八拾弐式の音止め
type = null;stopSnd
trigger1 = time = 0
channel = 10

[State 3000, 無敵]
type = NotHitBy
trigger1 = time = [1,6]
value = SCA, NT, ST, NP


[State 2001, 2053]
type = removeExplod
trigger1 = Time = 0
ID = 3620

[State 2001, 2053]
type = Explod
trigger1 = Time = 0
anim = 3630
pos = -6, 0
postype = p1
facing = 1
vel = 0, 0
supermove = 1
sprpriority = 3
ontop = 0
scale = 1,1
random = 0,0
ownpal = 1

[State 2200, 3]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 3,19
channel = 0
volume = 0

[State 2200, 3]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 5,25
volume = 0

[State 2110, 3]
type = PosAdd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
x = 22

[State 2110, 3]
type = PosAdd
trigger1 = AnimElem = 10
x = 10

[State 2110, 3]
type = PosAdd
trigger1 = Animtime = 0
x = 10


[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 11
movetype = I

[State 114, 5]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
animtype = diagup
damage = 266
getpower = 0
givepower = 20,20
hitflag = MAF
;guardflag = MA
pausetime = 40,40
hitsound = S4,12
sparkno = s10030;2
guard.sparkno = s10420
sparkxy = -15,-60
guardsound = S4,10
ground.type = Low
ground.slidetime = 20;30
ground.hittime = 17
ground.velocity = -8,-5
air.velocity = -8,-5
guard.hittime = 17
guard.velocity = -13
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -19
palfx.time = 83
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
fall = 1

[State -2, a]
type = Explod
trigger1 = AnimElem = 7, >= 5 && movehit = 1
ID = 4500
anim = 4500
pos = 0,-50
random = 0,0
postype = p2
ownpal = 1
removetime = 20
bindtime = 20
sprpriority = 20
persistent = 0
ignorehitpause = 1

[State -2, b]
type = Explod
trigger1 = AnimElem = 16, >= 8 && movehit = 1
ID = 4015
anim = ifelse(random < 300,4015,10000)
pos = 0,-50
random = 0,0
postype = p2
ownpal = 1
removetime = 20
bindtime = 20
sprpriority = 20
persistent = 0
ignorehitpause = 1

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 9
projanim = 1701
projshadow = 68,68,68
offset = 66, -70
velocity = 0.000001,0
projremovetime = 30

[State 1005, 15]
type = ChangeState
trigger1 = Var(6) = 1 && AnimElem = 9, >= 7 ;&& AnimElem = 7, < 15
value = 4100

[State 1305, 1]
type = VarSet
trigger1 = AnimElem = 13
var(6) = 0

[State 1640, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 馬乗りバルカンパンチ弱-1
[Statedef 3120]
type = S
movetype = A
physics = N
anim = 3120
velset = 0,0
ctrl = 0
juggle = 7
poweradd = -2000
[State 2000]
type = Explod
trigger1 = time = 0
anim = 9999
pos = ifelse(facing=1,-320,320),0
ownpal = 1
postype = front
bindtime = -1
supermove = 1
sprpriority = 1
facing = ifelse(facing=-1,-1,1)

[State 2000]
type = Explod
trigger1 = time = 0
anim = 9998
pos = ifelse(facing=1,-320,320),0
ownpal = 1
postype = front
bindtime = -1
supermove = 1
sprpriority = 2
facing = ifelse(facing=-1,-1,1)



[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalContrast = 250, 0, 0
PalBright = 0,0,0
time = 45
length  = 7
TimeGap = 1
FrameGap = 1

[State 3120, 1]
type = BGPalFX
trigger1 = Time = 0
time = 4
add = 255,255,255

[State 3120, 1]
type = SuperPause
trigger1 = Time = 0
time = 30
movetime = 30
darken = 0
anim = -1
sound = S3000,0

[State 3120, 1]
type = Explod
trigger1 = Time = 3
anim = 6020
pos = 25,-130
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1

[State 3120, 1]
type = BGPalFX
trigger1 = Time = 4
time = 26
add = -255,-255,-255

[State 3120, 1]
type = Explod
trigger1 = Time = 13
anim = 6021
pos = 25,-130
sprpriority = 5
supermove = 1
shadow = 0
ownpal = 1

[State 3120, 1]
type = AssertSpecial
trigger1 = Time < 30
flag = nobardisplay
flag2= noBG
flag3= noFG

[State 3120, 1]
type = velset
trigger1 = AnimElem = 7
x = 9

[State 3120, 1]
type = velmul
trigger1 = AnimElem = 13,>= 0
x = .85

[State 3120, 1]
type = velset
trigger1 = AnimElem = 14,= 4
x = 0
[State 3020, 2]
type = ChangeState
trigger1 = AnimElem = 7,>= 0 && AnimElem = 13,< 0
trigger1 = P2BodyDist X < 20
value = 3121

[State 3120, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 馬乗りバルカンパンチ-2
[Statedef 3121]
type = S
movetype = A
physics = N
anim = ifelse(prevstateno = 3120,3121,0)

[State 3121, 1]
type = width
trigger1 = AnimElem = 6,>= 0 && AnimElem = 10,< 0
value = 30,0

[State 3121, 1]
type = velmul
trigger1 = AnimElem = 11,< 0
x = .9

[State 3121, 1]
type = velset
trigger1 = AnimElem = 11
x = 0

[State 3121, 1]
type = posadd
trigger1 = AnimElem = 10
x = 20

[State 3121, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
damage = 0,90
animtype = Hard
guardflag = M
hitflag = MAF
getpower = 0,0
pausetime = 0,0
sparkno = S8030
guard.sparkno = S8080
sparkxy = -5, -75
hitsound = S5,2
guardsound = S6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -12
p1stateno = 3122
p2facing = 1
p2stateno = 9040

[State 3121, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 馬乗りバルカンパンチ-3
[Statedef 3122]
type = S
movetype = A
physics = N
anim = 3122

[State 2424]
type = Helper
trigger1 = time = 0
name = "MAX3"
stateno = 26668
ID = 26668
helpertype = normal
pos = -320,-220
postype = front
keyctrl = 0
ownpal = 1
ignorehitpause = 1
size.yscale = 1.025

[State 3122, 1]
type = width
trigger1 = AnimElem = 8,< 0
edge = 50,0

[State 3122, 1]
type = velmul
trigger1 = AnimElem = 5,< 0
x = .96

[State 3121, 1]
type = velset
trigger1 = AnimElem = 5
x = 0

[State 3121, 1]
type = TargetBind
trigger1 = AnimElem = 1,>= 0 && AnimElem = 2,< 0
pos = 30,-50

[State 3121, 1]
type = TargetBind
trigger1 = AnimElem = 2,>= 0 && AnimElem = 3,< 0
pos = 20,-40

[State 3121, 1]
type = TargetBind
trigger1 = AnimElem = 3,>= 0 && AnimElem = 76,< 0
pos = 20,0

[State 3121, 1]
type = TargetState
trigger1 = AnimElem = 69
value = 9041

[State 3121, 1]
type = TargetState
trigger1 = AnimElem = 78
value = 0

[State 3121, 1]
type = HitAdd
trigger1 = AnimElem = 13
trigger2 = AnimElem = 18
trigger3 = AnimElem = 23
trigger4 = AnimElem = 28
trigger5 = AnimElem = 33
trigger6 = AnimElem = 38
trigger7 = AnimElem = 43
trigger8 = AnimElem = 48
trigger9 = AnimElem = 53
trigger10= AnimElem = 58
trigger11= AnimElem = 63
trigger12= AnimElem = 68
trigger13= AnimElem = 76
value = 1

[State 3121, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 13
trigger2 = AnimElem = 18
trigger3 = AnimElem = 23
trigger4 = AnimElem = 28
trigger5 = AnimElem = 33
trigger6 = AnimElem = 38
trigger7 = AnimElem = 43
trigger8 = AnimElem = 48
trigger9 = AnimElem = 53
trigger10= AnimElem = 58
trigger11= AnimElem = 63
trigger12= AnimElem = 68
value = -14
kill = 0

[State 3121, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 76
value = -92

[State 3121, 1]
type = EnvShake
trigger1 = AnimElem = 13
trigger2 = AnimElem = 18
trigger3 = AnimElem = 23
trigger4 = AnimElem = 28
trigger5 = AnimElem = 33
trigger6 = AnimElem = 38
trigger7 = AnimElem = 43
trigger8 = AnimElem = 48
trigger9 = AnimElem = 53
trigger10= AnimElem = 58
trigger11= AnimElem = 63
trigger12= AnimElem = 68
time = 6
ampl = -8

[State 3121, 1]
type = EnvShake
trigger1 = AnimElem = 76
time = 20
ampl = -10

[State 3121, 1]
type = PlaySnd
trigger1 = AnimElem = 13
trigger2 = AnimElem = 18
trigger3 = AnimElem = 23
trigger4 = AnimElem = 28
trigger5 = AnimElem = 33
trigger6 = AnimElem = 38
trigger7 = AnimElem = 43
trigger8 = AnimElem = 48
trigger9 = AnimElem = 53
trigger10= AnimElem = 58
trigger11= AnimElem = 63
trigger12= AnimElem = 68
value = 222,0
[State 3121, 1]
type = PlaySnd
trigger1 = AnimElem = 13
trigger2 = AnimElem = 18
trigger3 = AnimElem = 23
trigger4 = AnimElem = 28
trigger5 = AnimElem = 33
trigger6 = AnimElem = 38
trigger7 = AnimElem = 43
trigger8 = AnimElem = 48
trigger9 = AnimElem = 53
trigger10= AnimElem = 58
trigger11= AnimElem = 63
trigger12= AnimElem = 68
value = 500,1

[State 3121, 1]
type = PlaySnd
trigger1 = AnimElem = 72
value = 300,13

[State 3021, 1]
type = PlaySnd
trigger1 = AnimElem = 76
value = 220,4

[State 3021, 1]
type = PlaySnd
trigger1 = AnimElem = 76
value = 240,0

[State 3121, 1]
type = Explod
trigger1 = AnimElem = 13
trigger2 = AnimElem = 18
trigger3 = AnimElem = 23
trigger4 = AnimElem = 28
trigger5 = AnimElem = 33
trigger6 = AnimElem = 38
trigger7 = AnimElem = 43
trigger8 = AnimElem = 48
trigger9 = AnimElem = 53
trigger10= AnimElem = 58
trigger11= AnimElem = 63
trigger12= AnimElem = 68
trigger13= AnimElem = 76
anim = 9055
pos = 50,-10
sprpriority = 5
shadow = 0
ownpal = 1

[State 3121, 1]
type = Explod
trigger1 = AnimElem = 13
trigger2 = AnimElem = 18
trigger3 = AnimElem = 23
trigger4 = AnimElem = 28
trigger5 = AnimElem = 33
trigger6 = AnimElem = 38
trigger7 = AnimElem = 43
trigger8 = AnimElem = 48
trigger9 = AnimElem = 53
trigger10= AnimElem = 58
trigger11= AnimElem = 63
trigger12= AnimElem = 68
trigger13= AnimElem = 76
anim = 7003
pos = 50,-10
sprpriority = 5
shadow = 0
ownpal = 1

[State 3121, 1]
type = BGPalFX
trigger1 = AnimElem = 1
trigger2 = AnimElem = 13
trigger3 = AnimElem = 18
trigger4 = AnimElem = 23
trigger5 = AnimElem = 28
trigger6 = AnimElem = 33
trigger7 = AnimElem = 38
trigger8 = AnimElem = 43
trigger9 = AnimElem = 48
trigger10= AnimElem = 53
trigger11= AnimElem = 58
trigger12= AnimElem = 63
trigger13= AnimElem = 68
trigger14= AnimElem = 76
time = 1
add = 255,255,255
ignorehitpause = 1



    ;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 77
id = 3120
persistent = 0
name = "4i"
pos = -320,-220
postype = P1
stateno = 3123
helpertype = normal
keyctrl = 0
ownpal = 1



[State 3121, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 3129
ctrl = 1


[Statedef 3123]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 13,0
ctrl = 0
anim = 3123
[State 3121, 1]
type = PlaySnd
trigger1 = time = 0
value = 21,1

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalContrast = 255, 255,255
PalBright = 0,0,0
time = 30000
length  = 7
TimeGap = 3
FrameGap = 1
;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 3
attr = S, SP
animtype  = hard
damage    = 90,40
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,12
sparkno = s7002
sparkxy = -17,0
hitsound   = s21,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,-4.5
fall = 0
air.fall = 1
fall.recover = 0
p1stateno = 3124


[state a]
type = destroyself
trigger1 = time = 70


[Statedef 3124]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3124


[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
attr = A, SP
animtype  = hard
damage    = 170,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s7002
sparkxy = -17,0
hitsound   = s21,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,0
air.velocity = -4,-4.5
fall = 0
air.fall = 1
fall.recover = 0
palfx.time = 110
palfx.add = 200,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 9042

;---------------------[消滅]
[Statedef 3129]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 15,0
ctrl = 0
anim = 3129

[State 1000, ヘルパ?を出す]
type = Helper
trigger1 = Animtime = 0
name = "MAX3END"
stateno = 6669
ID = 6669
helpertype = normal
pos = 0,0
postype = front
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.yscale = 1.025

[State 3121, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; 馬乗りバルカンパンチ(2P処理-1)
[Statedef 9040]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 0

[State 9040, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 9040

[State 9040, 2]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

;---------------------------------------------------------------------------
; 馬乗りバルカンパンチ(2P処理-2)
[Statedef 9041]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 0

[State 9041, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 9041

;---------------------------------------------------------------------------
; 馬乗りバルカンパンチ(2P処理-3)
[Statedef 9042]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 0

[State 9042, 1]
type = velset
trigger1 = Time = 0
x = -10
y =-20

[State 9042, 1]
type = ChangeAnim2
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5161)
value = 9042

[State 9042, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(5101)
trigger1 = SelfAnimExist(5161)
trigger1 = Time < 44
value = 5101

[State 9042, 1]
type = ChangeAnim
trigger1 = Time = 44
trigger1 = anim = 5101
value = 5161

[State 9042, 1]
type = velmul
trigger1 = Time < 48
x = .9

[State 9042, 1]
type = velset
trigger1 = Time = 48
x = 0

[State 9042, 1]
type = SelfState
trigger1 = Time = 54
value = 5110


[Statedef 2000];ブルータル･ゴッド･プロジェクト226
type    = S
movetype= A
physics = S
poweradd = -2000
ctrl = 0
velset = 0,0
anim = 2000
sprpriority = 2


[State 2200, 3]
type = PlaySnd
trigger1 = Time = 1
value = 3000,2
volume = 0
[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalContrast = 250, 0, 0
PalBright = 0,0,0
time = 45
length  = 7
TimeGap = 1
FrameGap = 1

[State 3020, 1]
type = BGPalFX
trigger1 = Time = 0
time = 4
add = 255,255,255

[State 2000]
type = Explod
trigger1 = time = 0
anim = 9999
pos = ifelse(facing=1,-320,320),0
ownpal = 1
postype = front
bindtime = -1
supermove = 1
sprpriority = -15
facing = ifelse(facing=-1,-1,1)

[State 2000]
type = Explod
trigger1 = time = 0
anim = 9998
pos = ifelse(facing=1,-320,320),0
ownpal = 1
postype = front
bindtime = -1
supermove = 1
sprpriority = -10
facing = ifelse(facing=-1,-1,1)


[State 2000]
type = AssertSpecial
trigger1 = time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;[State 240, 4]
;type = envcolor
;trigger1 = Time = 0
;time = 2
;value = 255,255,255
;under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [3,35]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 0
time = 25
movetime = 25
anim = -1
darken = 0
unhittable = 1
sound = S3000,1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S2000,1
channel = 0


[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 2

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 2001




[Statedef 2001];突進
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 10,0
anim = 2001
sprpriority = 2
juggle = 10

[State 170, 1]
type = notHitBy
trigger1 = time = 0
trigger1 = var(58) = 1
value = SCA, AP,AA,AT
time = 6
ignorehitpause = 1

[State 701, 1]
type = null;Width
trigger1 = 1
player = 60,0

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 1

[State 800, 1]
type = HitDef
Trigger1 = 1
Trigger1 = movecontact = 0
trigger1 = p2life > 0
pausetime = 0,0
damage = 200,400

[State 800, 1]
type = HitDef
Trigger1 = 2
Trigger1 = movecontact = 0
trigger1 = p2life > 0
pausetime = 0,0
damage = 100,100
ID = 2000
guard.pausetime = 6,0
attr = S, HA
hitflag = MAF
sparkno = S4020
guard.sparkno = S507
sparkxy = -10,-60
guardflag = M
priority = 3
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5,-5
guard.velocity = 0
air.velocity = -5,-5
hitsound = S240,0;14
guardsound = S0,10
sparkno = -1
sprpriority = 4
p2facing = 1
;p1stateno = 2003
;p2stateno = 2010
fall = 1
fall.recover = 0
hitonce = 1

[State 240, 4]
type = ChangeState
trigger1 = movehit
trigger1 = numtarget(2000) >= 1
value = 2003

[State 240, 4]
type = ChangeState
trigger1 = Time = 30
trigger2 = moveguarded = 1
;trigger1 = FrontEdgeBodyDist < 30
value = 2002


[Statedef 2003];ヒット
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 8,0
anim = 2001
sprpriority = 2

[State 240, 4]
type = targetState
trigger1 = time = 0
trigger1 = numtarget(2000) >= 1
value = 2010

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 2

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 0

[State 810, Bind 1]
type = TargetBind
trigger1 = 1
trigger1 = numtarget(2000) >= 1
pos = 75, 0
postype = p1
time = 2

[State 240, 4]
type = ChangeState
trigger1 = FrontEdgeBodyDist < 83
value = 2004









[Statedef 2002];停止
type    = S
movetype= I
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2002
sprpriority = 2

[State 106, 0]
type = null;posadd
trigger1 = animelem = 1
x = 5

[State 106, 0]
type = VelSet
trigger1 = Time = [0,13]
x = 1.5

[State 106, 0]
type = VelSet
trigger1 = Time = [14,18]
x = 1

[State 106, 0]
type = VelSet
trigger1 = Time = 19
x = 0

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 2004];壁際
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2003
sprpriority = 2

[State 701, 1]
type = Width
trigger1 = 1
edge = 93,0

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 3
value = S199,1

[State 810, Bind 1]
type = null;TargetBind
trigger1 = time = 0
pos = 30, 0
postype = p1
time = 2

[State 810, Bind 1]
type = Targetstate
trigger1 = time = 0
value = 2011

[State 240, 4]
type = envshake
trigger1 = AnimElem = 3
time = 20
ampl = -5
freq = 100

[State 240, 4]
type = varset
trigger1 = Time = 0
var(5) = 1

[State 106, 0]
type = null;posadd
trigger1 = animTime = 0
x = 4

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 105





[Statedef 2005];鎖
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2015
sprpriority = 2

[State 240, 4]
type = posadd
trigger1 = animelem = 11
x = 15

[State 240, 4]
type = posadd
trigger1 = animelem = 12
x = 10

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 11
trigger2 = AnimElem = 12
value = S240,0;14

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 8
value = S0,30
;channel = 1

[State 240, 4]
type = null;stopsnd
trigger1 = AnimElem = 12
channel = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 13
value = S210,0

[State 3110, 8]
type = hitadd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 13
value = 1

[State 3110, 8]
type = targetlifeadd
trigger1 = AnimElem = 11
trigger2 = AnimElem = 12
value = -32
kill = 0

[State 3110, 8]
type = envcolor
trigger1 = AnimElem = 11
trigger2 = AnimElem = 12
ignorehitpause = 1
time = 1
under = -1
value = 255,255,255

[State 240, 4]
type = Explod
trigger1 = AnimElem = 11
trigger2 = AnimElem = 13
anim = 510
postype = p2
pos = 5,-80
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 12
anim = 502
postype = p2
pos = -1,-58
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 11
anim = 503
pos = 30,-38
postype = p2
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 13
anim = 503
postype = p2
pos = -1,-63
sprpriority = 4
facing = -1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 13
anim = 509
postype = p2
pos = 10,-90
sprpriority = 4
facing = -1

[State 810, Bind 1]
type = Targetstate
trigger1 = animelem = 11
value = 2012

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 2006

[Statedef 2006];マント攻撃
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2004
sprpriority = 2



[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 20
trigger7 = AnimElem = 24
trigger8 = AnimElem = 28
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
volume = 300
value = S224,0
channel = 1

[State 821, 4]
type =null; playsnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 20
trigger7 = AnimElem = 24
trigger8 = AnimElem = 28
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
volume = 255
value = S224,0

[State 3110, 8]
type = hitadd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 20
trigger7 = AnimElem = 24
trigger8 = AnimElem = 28
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
value = 1

[State 3110, 8]
type = targetlifeadd
triggerall = var(58) = 0
triggerall = palno != 12
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 20
trigger7 = AnimElem = 24
trigger8 = AnimElem = 28
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
value = -15
kill = 0

[State 3110, 8]
type = targetlifeadd
triggerall = var(58) = 1
triggerall = palno != 12
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 20
trigger7 = AnimElem = 24
trigger8 = AnimElem = 28
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
value = -25
kill = 0
absolute = 1

[State 3110, 8]
type = targetlifeadd
triggerall = palno = 12
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 20
trigger7 = AnimElem = 24
trigger8 = AnimElem = 28
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
value = -30
kill = 0

[State 3110, 8]
type = envcolor
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 20
trigger7 = AnimElem = 24
trigger8 = AnimElem = 28
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
ignorehitpause = 1
time = 1
under = -1
value = 255,255,255

[State 240, 4]
type = Explod
trigger1 = AnimElem = 1
trigger2 = AnimElem = 7
trigger3 = AnimElem = 22
anim = 502
postype = p2
pos = 0,-28
random = 30,0
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
trigger3 = AnimElem = 18
trigger4 = AnimElem = 28
anim = 502
postype = p2
pos = 0,-68
random = 30,0
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 13
trigger3 = AnimElem = 25
anim = 502
postype = p2
pos = 0,-98
random = 30,0
sprpriority = 4

[State 810, Bind 1]
type = Targetstate
trigger1 = time = 0
value = 2013

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 2007

[Statedef 2007];ショット
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2005
sprpriority = 2

[State 2424]
type = Helper
trigger1 = time = 0
name = "MAX3"
stateno = 36668
ID = 36668
helpertype = normal
pos = -320,-220
postype = front
keyctrl = 0
ownpal = 1
ignorehitpause = 1
size.yscale = 1.025
[State 2424]
type = Helper
trigger1 = time = 100
name = "MAX3"
stateno = 36668
ID = 36668
helpertype = normal
pos = -320,-220
postype = front
keyctrl = 0
ownpal = 1
ignorehitpause = 1
size.yscale = 1.025




[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,46

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,36
volume = 100






[State 3110, 8]
type = Pause
triggerall = (GameTime%3) = 1
trigger1 = AnimElem = 41, > 0
trigger1 = AnimElem = 53, < 0
trigger1 = 1
time = 1
movetime = 0
ignorehitpause = 1
[State 810, Bind 1]
type = Targetstate
trigger1 = time = 0
value = 2014

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 40
value = S0,27



[State 821, 4]
type = playsnd
trigger1 = AnimElem = 41
trigger2 = AnimElem = 42
trigger3 = AnimElem = 43
trigger4 = AnimElem = 46
value = S202,0

[State 810, Bind 1]
type = Targetstate
trigger1 = animelem = 41
value = 2015
[State 3110, 8]
type = envcolor
trigger1 = animelem = 41
trigger2 = animelem = 42
trigger3 = animelem = 43
ignorehitpause = 1
time = 2
under = -1
value = 255,255,255

[State 240, 4]
type = envshake
trigger1 = animelem = 41
trigger2 = animelem = 42
trigger3 = animelem = 43
trigger4 = animelem = 44
time = 3

[State 821, 4]
type = hitadd
trigger1 = animelem = 41
trigger2 = animelem = 42
trigger3 = animelem = 43
trigger4 = animelem = 44
value = 1

[State 821, 4]
type = targetlifeadd
triggerall = var(58) = 0
triggerall = palno != 12
trigger1 = animelem = 41
trigger2 = animelem = 42
trigger3 = animelem = 43
trigger4 = animelem = 44
value = -28
kill = 0

[State 821, 4]
type = targetlifeadd
triggerall = var(58) = 1
triggerall = palno != 12
trigger1 = animelem = 41
trigger2 = animelem = 42
trigger3 = animelem = 43
trigger4 = animelem = 44
value = -28
kill = 0
absolute = 1

[State 821, 4]
type = targetlifeadd
triggerall = palno = 12
trigger1 = animelem = 41
trigger2 = animelem = 42
trigger3 = animelem = 43
trigger4 = animelem = 44
value = -28
kill = 0

[State 1034, 2]
type = explod
trigger1 = animelem = 40
ID = 1072
anim = 1072
pos = -3,0
postype = p1
sprpriority = 3

;pausemovetime = 99999

[State 240, 4]
type = envshake
;trigger1 = animelem = 41
trigger1 = animelem = 67
trigger2 = animelem = 69
trigger3 = animelem = 71
trigger4 = animelem = 73
trigger5 = animelem = 75
trigger6 = animelem = 77
trigger7 = animelem = 79
;trigger8 = animelem = 81
time = 15
;ampl = -14
ignorehitpause = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 51
value = S0,111

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 51
value = S0,47

[State 1034, 2]
type = explod
trigger1 = animelem = 67
anim = 2006
pos = 138,-90
postype = p1
sprpriority = 3

[State 1034, 2]
type = posfreeze
trigger1 = 1
time = 2
ignorehitpause = 1

[State 821, 4]
type = playsnd
trigger1 = animelem = 67
;trigger2 = animelem = 59
trigger2 = animelem = 71
;trigger4 = animelem = 63
trigger3 = animelem = 75
;trigger6 = animelem = 67
trigger4 = animelem = 79
;trigger8 = animelem = 71
value = S0,49



[State 191, 1]
type = targetstate
triggerall = win = 0
trigger1 = animelem = 67
trigger2 = animelem = 69
trigger3 = animelem = 71
trigger4 = animelem = 73
trigger5 = animelem = 75
trigger6 = animelem = 77
trigger7 = animelem = 79
value = 2017

[State 821, 4]
type = playsnd
triggerall = win = 0
;trigger1 = animelem = 67
trigger1 = animelem = 69
;trigger2 = animelem = 71
trigger2 = animelem = 73
;trigger3 = animelem = 75
trigger3 = animelem = 77
;trigger4 = animelem = 79
value = S0,48

[State 821, 4]
type = playsnd
triggerall = win = 0
;trigger1 = animelem = 67
trigger1 = animelem = 69
;trigger2 = animelem = 71
trigger2 = animelem = 73
;trigger3 = animelem = 75
trigger3 = animelem = 77
;trigger4 = animelem = 79
value = S0,17

[State 191, 1];トドメ
type = targetstate
trigger1 = animelem = 81
triggerall = win = 0
value = 2018

[State 191, 1];トドメ
type = targetstate
trigger1 = animelem = 67, > 0
trigger1 = win
value = 2018
persistent = 0

[State 821, 4]
type = hitadd
triggerall = win = 0
trigger1 = animelem = 67
trigger2 = animelem = 69
trigger3 = animelem = 71
trigger4 = animelem = 73
trigger5 = animelem = 75
trigger6 = animelem = 77
trigger7 = animelem = 79
trigger8 = animelem = 80
value = 1

[State 821, 4]
type = targetlifeadd
triggerall = var(58) = 0
triggerall = win = 0
triggerall = palno != 12
trigger1 = animelem = 67
trigger2 = animelem = 69
trigger3 = animelem = 71
trigger4 = animelem = 73
trigger5 = animelem = 75
trigger6 = animelem = 77
trigger7 = animelem = 78
value = -25

[State 821, 4]
type = targetlifeadd
triggerall = var(58) = 1
triggerall = win = 0
triggerall = palno != 12
trigger1 = animelem = 67
trigger2 = animelem = 69
trigger3 = animelem = 71
trigger4 = animelem = 73
trigger5 = animelem = 75
trigger6 = animelem = 77
trigger7 = animelem = 78
value = -35
absolute = 1

[State 821, 4]
type = targetlifeadd
triggerall = win = 0
triggerall = palno = 12
trigger1 = animelem = 67
trigger2 = animelem = 69
trigger3 = animelem = 71
trigger4 = animelem = 73
trigger5 = animelem = 75
trigger6 = animelem = 77
trigger7 = animelem = 78
value = -40

[State 4100,1]
type = Helper
trigger1 = animelem = 67
ID = 2007
name = "denki"
sprpriority = 5
pos = -30,-20
postype = back
stateno = 2016
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3110, 8]
type = envcolor
triggerall = win = 0
trigger1 = animelem = 67
trigger2 = animelem = 71
trigger3 = animelem = 75
trigger4 = animelem = 79
ignorehitpause = 1
time = 2
under = -1
value = 255,255,255

[State 3110, 8]
type = null;Pause
trigger1 = MoveHit
trigger1 = (GameTime%2) = 1
trigger1 = animelem = 67,>= 0
trigger1 = animelem = 79,<= 0
trigger1 = p2life != 0
time = 1
movetime = 0

[State 3110, 8]
type = Pause
trigger1 = (GameTime%3) = 1
trigger1 = animelem = 67,>= 0
;trigger1 = animelem = 81,<= 0
trigger1 = p2life != 0
trigger1 = win = 0
time = 1
movetime = 0


[State 240, 4]
type = varset
trigger1 = Time = 0
var(5) = 0

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 33993
ctrl = 1

[Statedef 33993];ショット
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 33993
sprpriority = 2

[State 1000, ヘルパ?を出す]
type = Helper
trigger1 = Animtime = 0
name = "MAX3END"
stateno = 6669
ID = 6669
helpertype = normal
pos = 0,0
postype = front
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.yscale = 1.025

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1


[Statedef 2010];相手
type    = A
movetype= H
physics = N
velset = 0,0

[State 821, 4]
type = SelfState
trigger1 = enemy,movetype = H
value = 5300

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2009




[Statedef 2011];相手
type    = S
movetype= H
physics = N
velset = 0,0

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2010

[Statedef 2012];相手
type    = S
movetype= H
physics = S
velset = 0,0

[State 820, 1]
type = posadd
Trigger1 = time = 22
x = 20

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2011

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 22
value = 2040

[Statedef 2013];相手
type    = S
movetype= H
physics = S
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2012





[Statedef 2014];相手気絶
type    = S
movetype= H
physics = S
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 810]
type = hitfallset
trigger1 = time = 0
value = 0

[State 820, 1]
type = ChangeAnim
trigger1 = AnimExist(5300)
trigger1 = time = 0
value = 5300

[State 820, 1]
type = ChangeAnim2
trigger1 = !AnimExist(5300)
trigger1 = time = 0
value = 2014

[Statedef 2015];相手
type    = S
movetype= H
physics = N
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 820, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2013
















[Statedef 2016];電気ヘルパー
type    = S
velset = 0,0
anim = 2016

[State 107, 2]
type = explod
trigger1 = time % 3 = 0
trigger1 = 1
anim = 2007
postype = p2
pos = 0,-40
random = 80,80
ownpal = 1
sprpriority = 4

[State 820, 1]
type = destroyself
trigger1 = time = 130





[Statedef 2017];相手ラスト
type    = S
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = posadd
Trigger1 = time = 0
x = -4

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 820, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2232

[State 820, 1]
type = palfx
trigger1 = 1
time = 2
add = 22, 22,22;23,24
sinadd = 122, 122,122, 5
invertall = 1

[Statedef 2018];相手吹っ飛ぶ
type    = A
movetype = H
physics = N
velset = -5,-8.5
sprpriority = -1

[State 820, 1]
type = palfx
trigger1 = 1
time = 4
add = 22, 22,22;23,24
sinadd = 122, 122,122, 5
invertall = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .4

[State 821, 4]
type = changeanim
trigger1 = time = 0
trigger1 = selfAnimExist(5052)
value = 5052

[State 821, 4]
type = changeanim2
trigger1 = time = 0
trigger1 = !selfAnimExist(5052)
value = 2233

[State 821, 4]
type = changeanim
trigger1 = time = 20
trigger1 = selfAnimExist(5062)
value = 5062

[State 821, 4]
type = changeanim2
trigger1 = time = 20
trigger1 = !selfAnimExist(5062)
value = 2234

[State 5050, 6]
type = selfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = time >= 25
value = 5100
;---------------------------------------------------------------------------
; 無に還ろう
;---------------------------------------------------------------------------













[Statedef 8200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -3000
anim = 8200
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state a]
type = varset
trigger1 = time = 0
v = 5
value = ifelse(var(30)!=1,(1*(command!="x")),0+(random%2))

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 8201

[State 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(6) = 1 || AnimElemTime(7) = 14
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2200,0

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 8
value = 2563,2

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 50
value = 0,0,0
under = 2

[state a]
type = changestate
trigger1 = animtime = 0
value = 8205

;---------------------------------------------------------------------------
;攻撃
;---------------------------------------------------------------------------

[Statedef 8205]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 8205
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 8206

[State 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2200,1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 20
value = 2563,5
volume = 250
channel = 10

[State 2632]
type = Explod
trigger1 = Time = 0
anim = 22176
id = 22176
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 2632]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 1]
type = Projectile
triggerall = var(1)!=1
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 99999999,999999999
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2635

[State 1]
type = Projectile
triggerall = var(1)!=0
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 9999999999,999999999
getpower = 0,0
givepower = 0-((palno = 12)*9999999999)
hitflag = MAFD
guardflag =
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2635

[State 1]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 22178
projhitanim = -1
projid = 22178
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1


[State 1]
type = AttackDist
trigger1 = palno=12
value = 0

[State 1]
type = ReversalDef
triggerall = palno = 12
trigger1 = time = [20,220]
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 2636

[state 1]
type = targetstate
triggerall = palno = 12
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
value = 2636


[State 1]
type = Explod
trigger1 = target,stateno = 2636 && enemyNear,time = 0 || projhit22177 = 1
anim = 22109+var(35)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 1]
type = HitAdd
trigger1 = target,stateno = 2636 && enemyNear,time = 0
value = 1

[state a]
type = changestate
trigger1 = time >= 250
value = 8210

;---------------------------------------------------------------------------
;終了
;---------------------------------------------------------------------------

[Statedef 8210]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 8210
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 8211

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 2635]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 2635]
type = destroyself
trigger1 = ishelper


[State 2635]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2635]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 2635]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 2635]
type = changestate
trigger1 = time >= 8
value = 2637


[Statedef 2636]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1



[State 2636]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

[State 2636]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
fvalue = 0

[State 2636]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(1) = 0

[State 2636]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(2) = 0

[State 2636]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(3) = 0

[State 2636]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(4) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(1) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(2) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(3) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(4) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(5) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(6) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(7) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(8) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(9) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(10) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(11) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(12) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(13) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(14) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(15) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(16) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(17) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(18) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(19) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(20) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(21) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(22) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(23) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(24) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(25) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(26) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(27) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(28) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(29) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(30) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(31) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(32) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(33) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(34) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(35) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(36) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(37) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(38) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(39) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(40) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(41) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(42) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(43) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(44) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(45) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(46) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(47) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(48) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(49) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(50) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(51) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(52) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(53) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(54) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(55) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(56) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(57) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(58) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(59) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(1) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(2) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(3) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(4) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(5) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(6) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(7) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(8) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(9) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(10) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(11) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(12) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(13) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(14) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(15) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(16) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(17) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(18) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(19) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(20) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(21) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(22) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(23) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(24) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(25) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(26) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(27) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(28) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(29) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(30) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(31) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(32) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(33) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(34) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(35) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(36) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(37) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(38) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(39) = 0

[State 2636]
type = AssertSpecial
trigger1 = ishelper
flag = invisible

[State 2636]
type = PlayerPush
trigger1 = 1
value = -1

[State 2636]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2636]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2636]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 2636]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[state 2636]
type = destroyself
trigger1 = ishelper&&time>=1

[State 2636]
type = changestate
trigger1 = !ishelper&&time >= 8
value = 2637

;---------------------------------------------------------------------------
;相手落下1
;---------------------------------------------------------------------------

[Statedef 2637]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 2637]
type = destroyself
trigger1 = ishelper



[State 2637]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

[State 2637]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
fvalue = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(1) = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(2) = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(3) = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(4) = 0

[State 2637]
type = PlayerPush
trigger1 = 1
value = -1

[State 2637]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2637]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2637]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 2637]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 2637]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 2637]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


[Statedef 288890]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22177
ownpal = 1

[State 1]
type = BindToroot
trigger1 = 1
pos = 0,0

[state 1]
type = varset
trigger1 = numtarget&&target,ishelper=0||root,fvar(20)!=0
v = 10
value = (RoundState<=2)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = varset
trigger1 = root,fvar(38)=2
trigger1 = root,time<150&&enemy,movereversed
trigger2 = root,time>=150
v = 11
value = (root,time<150)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = s22133
hitsound = s2562,31
p2stateno = 169995

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


[state 1]
type = targetstate
trigger1 = root,stateno=22050&&root,time>=150
value = 169995
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = targetstate
trigger1 = var(11)!=0&&root,fvar(38)=2
trigger1 = enemy,alive&&root,time<150
value = 169995
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Projectile
trigger1 = root,palno=12&&root,stateno=22050&&(root,time=[30,170])&&var(10)!=0
trigger1 = (GameTime%6)=1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
numhits = 0
damage    = 21474836
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag =
pausetime = 2,1
guard.pausetime = 2,1
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -0.2,-0.5
air.velocity = -0.2,-0.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000
ignorehitpause = 1

[state 1]
type = nothitby
trigger1 = 1
value = SCA

[State 1]
type = ChangeState
trigger1 = !(root,stateno=22050||root,stateno=2999)
value = 288888


[Statedef 288888]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22132
ownpal = 1

[State 1]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = s22133
hitsound = s2562,31
p1stateno = 288889-(power>=powermax*0.5&&(root,var(30)!=1||root,var(30)!=0&&root,fvar(28)=0))
p2stateno = IfElse((root,var(29)>=1),103999,13121)
;p1getp2state = (root,var(30)!=1||root,var(30)!=0&&root,fvar(28)=0)
getpower = (Const(data.power))/8

[state 1]
type = targetdrop
trigger1 = root,alive=0||roundstate>=3&&enemy,alive=0
;excludeid = 288888

[state 1]
type = null;targetstate
triggerall = root,var(29) >= 1
trigger1 = target,stateno != [103999,104007]
value = 103999



[state 1]
type = nothitby
trigger1 = 1
value = SCA

[State 1]
type = ChangeState
trigger1 = (root,stateno=2999||root,stateno=2205)
value = 288890+(root,stateno=2205)

[Statedef 22101]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22175
ownpal = 1

[state a]
type = nothitby
trigger1 = 1
value = SCA

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = Trans
trigger1 = 1
trans = add

[state a]
type = varset
trigger1 = time = 0
v = 56
value = 0

[State a]
type = VarAdd
trigger1 = Var(56) <= 40
var(56) = 1

[State a]
Type = AngleDraw
Trigger1 = Time >= 0
scale = 0.2 + Var(56)/10.0 , 0.2 + Var(56)/10.0

[State a]
Type = AngleAdd
Trigger1 = Time >= 0
Value = -3

[state a]
type = destroyself
trigger1 = Time >= 25
