[Data]
life = 1200
attack = 90
defence = 125
fall.defence_up = 100
liedown.time = 15
airjuggle = 200
sparkno = -1
guard.sparkno = -1
KO.echo = 0
 volume = 255
power = 7000
IntPersistIndex = 10
FloatPersistIndex = 0

[Size]
xscale = 1           ;水平方向の縮尺（通常１）
yscale = 1           ;垂直方向の縮尺（通常１）
ground.back = 15     ;キャラの幅(後方,地上)
ground.front = 16    ;キャラの幅(前方,地上)
air.back = 12        ;キャラの幅(後方,空中)
air.front = 12       ;キャラの幅(前方,空中)
height = 125
attack.dist = 0
proj.attack.dist = 320
proj.doscale = 0   
head.pos = 0, -118
mid.pos = -4, -86
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 3.4     
walk.back = -3.4     
run.fwd  = 6.2130434, 0    
run.back = -6.5,-1.8 
jump.neu = 0,-9.8   
jump.back = -4.05,2    
jump.fwd = 4.0,2       
runjump.back = -2.55,-8.1 
runjump.fwd = 4,-8.1      
airjump.neu = 0,-8.1      
airjump.back = -2.55      
airjump.fwd = 2.5      

[Movement]
airjump.num = 0   
airjump.height = 35  
yaccel = .57        
stand.friction = .85  
crouch.friction = .82

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;Common
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0]
type = helper
triggerall = enemy,alive
triggerall = roundstate = 0 || var(4)=1
trigger1 = roundstate <=1 || roundstate=2 && numhelper(999200)<=2
name = "magnam2"
helpertype = player
id = 999200
stateno = 99920
keyctrl = 0
ignorehitpause=1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 0]
type = changestate
triggerall = roundstate <=1
trigger1 = var(4) = 1
trigger1 = var(7) := var(7) + 1
trigger1 = var(7) < 56
value = 0
ignorehitpause = 1

[State 0]
type = null
trigger1 = var(4)=1 && enemy,alive = 0
ignorehitpause = 1

[State 0]
type = ChangeAnim
triggerall = palno = 12
triggerall = name = "ALSIEL"
triggerall = Anim != 17000
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0

[State 0]
type = ChangeAnim
triggerall = palno != 12
triggerall = name = "ALSIEL"
trigger1 = Anim != 1 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 1

[State 0]
type = VelSet
triggerall = name = "ALSIEL"
trigger1 = Time = 0
y = 0

[State 0]
type = VelSet
triggerall = name = "ALSIEL"
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 5]
type = ChangeAnim
triggerall = palno = 12
triggerall = !ishelper
trigger1 = drawgame
trigger1 = enemy,alive = 0
trigger1 = Anim != 17000
value = 17000
ignorehitpause = 1

[State 0]
type = turn
triggerall = name = "ALSIEL"
triggerall = !ishelper
trigger1 = fvar(5) < 0
trigger1 = teammode = single
trigger1 = roundstate = 2
ignorehitpause = 1
[State 0]
type = ChangeState
trigger1 = !alive && !ishelper && name="ALSIEL"
value = 5050
[State 0]
type = statetypeset
trigger1 = name !="ALSIEL"
statetype = A
movetype = H
physics = N
ignorehitpause = 1
[State 0]
type = lifeadd
trigger1 = name !="ALSIEL"
value = -1
absolute = 1
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = name !="ALSIEL"
value = 0
ignorehitpause = 1
[State 0]
type = assertspecial
trigger1 = name !="ALSIEL"
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow
ignorehitpause = 1
[State 0]
type = assertspecial
trigger1 = name !="ALSIEL"
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1
[State 0]
type = ChangeState
triggerall = name !="ALSIEL"
trigger1 = !alive
value = 5150
ignorehitpause = 1
[State 0]
type = lifeset
trigger1 = name !="ALSIEL"
value = 0
ignorehitpause = 1
[State 0]
type = powerset
trigger1 = name !="ALSIEL"
value = 0
ignorehitpause = 1
[state 0]
type = destroyself
triggerall = name ="ALSIEL"
trigger1 = ishelper
ignorehitpause = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;Varのラウンド持ち越し
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 5900]
type = S
anim = 1

[State 0]
type = ChangeState
trigger1 = var(4) = 1
value = 0
ctrl = 1
ignorehitpause = 1

[State 0]
type = ChangeAnim
triggerall = anim !=0
trigger1 = palno =12
value = 0

[State 0]
type = VarRangeSet
triggerall = !ishelper && name="ALSIEL"
trigger1 = TeamMode = turns
value = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = VarRangeSet
triggerall = !ishelper && name="ALSIEL"
trigger1 = TeamMode = turns
fvalue = 0
persistent = 0
ignorehitpause = 1

[State 0]
type = ChangeState
trigger1 = roundno = 1
value = 190

[State 0]
type = destroyself
trigger1 = Ishelper
ignorehitpause = 1
[State 0]
type = powerset
trigger1 = name !="ALSIEL" && !ishelper
value = 0
ignorehitpause = 1
[State 0]
type = Lifeset
trigger1 = name !="ALSIEL" && !ishelper
value = 0
ignorehitpause = 1
[State 0]
type = SelfState
triggerall = name !="ALSIEL" && !ishelper
trigger1 = time > 0
value = 5050
ignorehitpause = 1
[State 0]
type = ChangeState
triggerall = name !="ALSIEL" && !ishelper
trigger1 = !alive
value = 5150
ignorehitpause = 1

;---------------------------------------------------------------------------
; ジャンプスタート
;---------------------------------------------------------------------------

[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40,ジャンプ防止]
type = changeState
triggerall = var(30) > 0
trigger1 = time = 0
value = 0
ctrl = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 0]
type = destroyself
trigger1 = Ishelper
ignorehitpause = 1
[State 0]
type = powerset
trigger1 = name !="ALSIEL" && !ishelper
value = 0
ignorehitpause = 1
[State 0]
type = Lifeset
trigger1 = name !="ALSIEL" && !ishelper
value = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
; フロントステップ
;---------------------------------------------------------------------------

[Statedef 100]
type    = S
physics = N
anim = 100
ctrl = 0
sprpriority = 1

[State 100]
type = PlaySnd
trigger1 = animelem = 1
value = s10000,38

[State 100]
type = Explod
trigger1 = animelem = 3
anim = 22118
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100]
type = ChangeState
trigger1 = AnimTime = 0
value = 101

[Statedef 101]
type    = S
physics = N
anim = 22120
ctrl = 0
velset = 50,0

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 101]
type = removeexplod
trigger1 = time = 0
id = 22118

[State 101]
type = ChangeState
trigger1 = animtime = 0
value = 102

[Statedef 102]
type    = S
physics = N
anim = 102
ctrl = 0
velset = 0,0

[State 102]
type = Explod
trigger1 = animelem = 1
anim = 22119
sprpriority = 1
postype = p1
pos = -9,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 102]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; バックステップ
;---------------------------------------------------------------------------

[Statedef 105]
type    = S
physics = S
ctrl = 0
anim = 104
velset = 0,0

[State 105]
type = Trans
trigger1 = (GameTime%3) = 1
trans = add1
alpha = 100,250

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 105]
type = ChangeState
trigger1 = Time = 7
value = 106

;---------------------------------------------------------------------------
; 空中
;---------------------------------------------------------------------------

[Statedef 106]
type    = A
physics = A
ctrl = 1
anim = 105
sprpriority = 1

[State 106]
type = Trans
trigger1 = (GameTime%3) = 1
trans = add1
alpha = 100,250

[State 106]
type = VelSet
trigger1 = Time = 0
x = -8.0
y = -4.3

[State 106]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 107

;---------------------------------------------------------------------------
; 着地
;---------------------------------------------------------------------------

[Statedef 107]
type    = S
physics = N
ctrl = 0
anim = 106
velset = 0,0

[State 107]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 107]
type = PosSet
trigger1 = Time = 0
y = 0

[State 107]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 107]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
movetype= I
physics = U ;Leave physics unchanged

[State -2]
type = NotHitBy
triggerall = var(39)=1
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 60
ignorehitpause = 1

[State 120]
type = helper
triggerall = var(39)=1
trigger1 = !numhelper(41000)&&roundstate=2
id = 41000
persistent = 0
name = "baef"
pos = 20,-(40+((statetype=A)*50)+((statetype=S)*45))
postype = P1
stateno = 150
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
[State 0]
type = StateTypeSet
trigger1 = !ishelper
statetype = S
movetype = I
physics = S
persistent = 0
ignorehitpause = 1

[State 0]
type = ChangeAnim
triggerall = !ishelper
trigger1 = Anim != 130
value = 130

[State 0]
type = ChangeState
triggerall = !ishelper
trigger1 = command = "holddown"
value = 131

[State 0]
type = ChangeState
triggerall = !ishelper
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140
;-------------------------------------------------------------------------------------------------------
[State 0]
type = StateTypeSet
trigger1 = ishelper(22101)
statetype = A
movetype = I
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(22101)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(22101)
value = 10145
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(22101)
value = 0
persistent = 0
ignorehitpause = 1

[State 0]
type = NotHitBy 
trigger1 = ishelper(22101)
value = SCA
ignorehitpause = 1

[State 0]
type = trans
trigger1 = ishelper(22101)
trans = add

[State 0]
type = assertspecial
trigger1 = ishelper(22101)
flag = noshadow

[State 0]
type = varset
triggerall = ishelper(22101)
trigger1 = time = 0
v = 56
value = 0

[State 0]
type = varadd
triggerall = ishelper(22101)
trigger1 = var(56) <= 40
var(56) = 1

[State 0]
type = angledraw
triggerall = ishelper(22101)
trigger1 = time >= 0
scale = 0.2 + var(56)/10.0 , 0.2 + var(56)/10.0

[State 0]
type = angleadd
triggerall = ishelper(22101)
trigger1 = Time >= 0
value = -3

[State 0]
type = HitOverride
trigger1 = ishelper(22101)
time = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 130
ignorehitpause = 1

[State 0]
type = destroyself
triggerall = ishelper(22101)
trigger1 = time >= 25
;-------------------------------------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State 0]
type = StateTypeSet
trigger1 = ishelper(1890)
statetype = S
movetype = I
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(1890)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(1890)
value = 190
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(1890)
value = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = velset
triggerall = ishelper(1890)
trigger1 = time < 200
y = -0.5
ignorehitpause = 1
[State 0]
type = velset
triggerall = ishelper(1890)
trigger1 = time = 260
y = 0
ignorehitpause = 1
[State 0]
type = NotHitBy 
trigger1 = ishelper(1890)
value = SCA
ignorehitpause = 1
[State 0]
type = assertspecial
trigger1 = ishelper(1890)
flag = noshadow
ignorehitpause = 1
[State 0]
type = hitoverride
trigger1 = ishelper(1890)
time = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 130
ignorehitpause = 1
[State 0]
type = destroyself
triggerall = ishelper(1890)
trigger1 = animtime = 0
;-------------------------------------------------------------------------------------------------------
[State 0]
type = StateTypeSet
trigger1 = ishelper(12310)
statetype = S
movetype = I
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(12310)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(12310)
value = 12310
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(12310)
value = 0
persistent = 0
ignorehitpause = 1

[State 0]
type = HitOverride
trigger1 = ishelper(12310)
time = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 130
ignorehitpause = 1

[State 0]
type = AssertSpecial
trigger1 = ishelper(12310)
flag = noshadow

[State 0]
type = Turn
triggerall = ishelper(12310)
triggerall = enemy,pos x=[-320,320]
triggerall = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x>=0
trigger1 = facing=-1
trigger2 = enemy,pos x-pos x<0
trigger2 = facing=1
ignorehitpause = 1

[state 0]
type = velset
triggerall = ishelper(12310)
trigger1 = time>=30&&(p2bodydist X<0||p2bodydist X>0)
x = ifelse(p2bodydist X<0,-4,4)

[state 0]
type = velset
triggerall = ishelper(12310)
trigger1 = time>=30&&(p2bodydist Y<50||p2bodydist Y>50)
y = ifelse(p2bodydist Y<50,-1.0,1.0)

[State 0]
type = Explod
triggerall = ishelper(12310)
trigger1 = (gametime%4)=0
anim = 12320
id = 12320
sprpriority = 2147483647
postype = p1
pos = 0,0
vel = 0,0
trans = add
bindtime = -1
removetime = 10
supermove = 1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = angledraw
trigger1 = ishelper(12310)
scale= 0.25+0.4*(gametime%2),0.25+0.4*(gametime%2)

[State 0]
type = AngleAdd
trigger1 = ishelper(12310)
value = 14

[State 0]
type = ModifyExplod
trigger1 = ishelper(12310)
id = 12320
scale= 0.2+0.12*(gametime%9),0.2+0.12*(gametime%9)

[state 0]
type = trans
trigger1 = ishelper(12310)
trans = add
alpha= 250-70*(gametime%3),70*(gametime%3)
ignorehitpause = 1

[state 0]
type = removeexplod
triggerall = ishelper(12310)
trigger1 = time>=70
id = 12320

[State 0]
type = Projectile
triggerall = ishelper(12310)
triggerall = palno !=12
trigger1 = ishelper
trigger1 = (gametime%2) = 1
attr = S, NA
damage = Ceil(0.0015 * enemy,Const(data.life)),Ceil(0.00015 * enemy,Const(data.life))
guardflag = M
hitflag = MAFP
projanim = 22179
projremove = 0
projremovetime = 2
postype = p1
pausetime = 0,0
hitsound   = s10000,43
sparkno = s22138
guard.sparkno = s22184
guardsound = s120,0
animtype = hard
sparkxy = 5, -5
getpower = 0
givepower = -1
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5
air.juggle = 2
air.velocity = -4.5,-4.8
air.fall = 1
p2stateno = 9000
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 0]
type = Projectile
triggerall = ishelper(12310)
triggerall = palno = 12
trigger1 = ishelper
trigger1 = (gametime%2) = 1
attr = S, NA
damage = 20+random%20,10+random%20
guardflag = M
hitflag = MAFP
projanim = 22179
projremove = 0
projremovetime = 2
postype = p1
pausetime = 0,0
hitsound   = s10000,43
sparkno = s22138
guard.sparkno = s22184
guardsound = s120,0
animtype = hard
sparkxy = 5, -5
getpower = 0
givepower = -1
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5
air.juggle = 2
air.velocity = -4.5,-4.8
air.fall = 1
p2stateno = 9000
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 0]
type = NotHitBy 
trigger1 = ishelper(12310)
value = SCA
ignorehitpause = 1

[state 0]
type = destroyself
triggerall = ishelper(12310)
trigger1 = Time>=75
;-------------------------------------------------------------------------------------------------------
[State 0]
type = StateTypeSet
trigger1 = ishelper(1720)
statetype = S
movetype = I
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(1720)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(1720)
value = 28000
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(1720)
value = 0
persistent = 0
ignorehitpause = 1

[State 0]
type = NotHitBy 
trigger1 = ishelper(1720)
value = SCA
ignorehitpause = 1

[State 0]
type = AssertSpecial
trigger1 = ishelper(1720)
flag = noshadow

[State 0]
type = trans
trigger1 = ishelper(1720)
trans = add
ignorehitpause = 1

[State 0]
type = AngleDraw
trigger1 = ishelper(1720)
scale = 1.0,1.0

[State 0]
type = AngleAdd
trigger1 = ishelper(1720)
value = -7

[State 0]
type = varset
triggerall = ishelper(1720)
trigger1 = enemy,pos x=[-320,320]
trigger1 = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x>=0
trigger2 = enemy,pos x!=[-320,320]
trigger2 = enemy,pos y!=[-480,60]
trigger2 = enemynear,pos x-pos x>=0
v = 0
value = 0
ignorehitpause = 1

[State 0]
type = velset
triggerall = ishelper(1720)
trigger1 = var(0)=0
x = (P2Dist X)/10
y = (P2Dist Y+(enemynear(0),const(size.mid.pos.y)))/10

[State 0]
type = Turn
triggerall = ishelper(1720)
triggerall = enemy,pos x=[-320,320]
triggerall = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x>=0
trigger1 = facing=-1
trigger2 = enemy,pos x-pos x<0
trigger2 = facing=1
ignorehitpause = 1

[State 0]
type = AngleDraw
triggerall = ishelper(1720)
trigger1 = time >= 0
value = gametime * 1.5 * (1 + random%100) * 0.1
scale = (ifelse((gametime%120<=59),((gametime%60 * 0.01)  / 0.6),(1 - (gametime%60*0.01)  / 0.6))) * 1.5,1.5

[State 0]
type = VarRandom
trigger1 = ishelper(1720)
v = 48
range = 0,360

[State 0]
type = Explod
triggerall = ishelper(1720)
trigger1 = time < 140
anim = 22131
pos = Ceil(100*cos(pi*var(48)/180)),Ceil(100*sin(pi*var(48)/180))
vel = -10*cos(pi*var(48)/180)+vel X,-10*sin(pi*var(48)/180)+vel Y
removetime = 10
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = Explod
triggerall = ishelper(1720)
trigger1 = time < 150
trigger1 = GameTime%5 = 0
anim = 10910
scale = 0.5,0.5
ontop = 1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = Explod
triggerall = ishelper(1720)
trigger1 = time < 150
anim = 26000
scale = 0.5,0.5
ontop = 1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = Projectile
triggerall = ishelper(1720)
triggerall = palno = 12
trigger1 = time < 150
projanim = 22179
projid = 22183
projremove = 1
projremovetime = 1
projmisstime = 10
projhits = 1
getpower = 100
ownpal = 0
attr = S, SP
animtype = Hard
damage = 20+random%20,10+random%20
hitflag = MAFPD
guardflag = M
hitsound = s10000,2
guardsound = s10000,2
pausetime = 10,10
sparkno = s22138
guard.sparkno = s22184
ground.type = high
ground.hittime = 21
ground.slidetime = 21
air.juggle = 8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
fall = 1
palfx.time = 60
palfx.add = 64,64,128
palfx.mul = 256,256,256
palfx.sinadd = 150,150,150,5
palfx.color = 0
palfx.invertall = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = Projectile
triggerall = ishelper(1720)
triggerall = palno != 12
trigger1 = time < 150
projanim = 22179
projid = 22183
projremove = 1
projremovetime = 1
projmisstime = 10
projhits = 1
getpower = 100
ownpal = 0
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFPD
guardflag = M
hitsound = s10000,2
guardsound = s10000,2
pausetime = 10,10
sparkno = s22138
guard.sparkno = s22184
ground.type = high
ground.hittime = 21
ground.slidetime = 21
air.juggle = 8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
fall = 1
p2stateno = 1234
palfx.time = 60
palfx.add = 64,64,128
palfx.mul = 256,256,256
palfx.sinadd = 150,150,150,5
palfx.color = 0
palfx.invertall = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = HitOverride
trigger1 = ishelper(1720)
time = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 130
ignorehitpause = 1

[State 0]
type = DestroySelf
triggerall = ishelper(1720)
trigger1 = time > 150
;-------------------------------------------------------------------------------------------------------
[State 0]
type = StateTypeSet
trigger1 = ishelper(18102)
statetype = S
movetype = I
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(18102)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(18102)
value = 18101
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(18102)
value = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = HitOverride
trigger1 = ishelper(18102)
time = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 130
ignorehitpause = 1
[State 0]
type = trans
trigger1 = ishelper(18102)
trans = add
ignorehitpause = 1
[State 0]
type = NotHitBy 
trigger1 = ishelper(18102)
value = SCA
ignorehitpause = 1
[State 0]
type = AngleDraw
trigger1 = ishelper(18102)
scale = 1.0,1.0

[State 0]
type = AngleAdd
trigger1 = ishelper(18102)
value = -7

[state 0]
type = AssertSpecial
trigger1 = ishelper(18102)
flag = noshadow

[State 0]
type = VarRandom
triggerall = ishelper(18102)
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
v = 48
range = 0,5

[State 0]
type = Projectile
triggerall = ishelper(18102)
triggerall = var(48) = 0
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage = 68+random%20,1
getpower = 61,61
guardflag = M
projanim = 18102
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 15
postype = p1
offset = 0,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22111
guard.sparkno = s22184
sparkxy = 0,(ceil(p2bodydist Y)-170)
hitsound   = s10000,43
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = Projectile
triggerall = ishelper(18102)
triggerall = var(48) = 0
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage = 68+random%20,1
getpower = 61,61
guardflag = M
projanim = 18102
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 15
postype = p1
offset = 120,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22111
guard.sparkno = s22184
sparkxy = 0,(ceil(p2bodydist Y)-170)
hitsound   = s10000,43
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = Projectile
triggerall = ishelper(18102)
triggerall = var(48) = 0
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage = 68+random%20,1
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 15
postype = p1
offset = -120,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22111
guard.sparkno = s22184
sparkxy = 0,(ceil(p2bodydist Y)-170)
hitsound   = s10000,43
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = Projectile
triggerall = ishelper(18102)
triggerall = var(48) = 1
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage = 68+random%20,1
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 15
postype = p1
offset = 60,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22111
guard.sparkno = s22184
sparkxy = 0,(ceil(p2bodydist Y)-170)
hitsound   = s10000,43
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = Projectile
triggerall = ishelper(18102)
triggerall = var(48) = 1
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage = 68+random%20,1
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 15
postype = p1
offset = -60,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkxy = 0,(ceil(p2bodydist Y)-170)
hitsound   = s10000,43
sparkno = s22111
guard.sparkno = s22184
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = Projectile
triggerall = ishelper(18102)
triggerall = var(48) = 1
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage = 68+random%20,1
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 15
postype = p1
offset = -160,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22111
guard.sparkno = s22184
sparkxy = 0,(ceil(p2bodydist Y)-170)
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = Projectile
triggerall = ishelper(18102)
triggerall = var(48) = 2
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage = 68+random%20,1
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 15
postype = p1
offset = 140,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22111
guard.sparkno = s22184
sparkxy = 0,(ceil(p2bodydist Y)-170)
hitsound   = s10000,43
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = Projectile
triggerall = ishelper(18102)
triggerall = var(48) = 2
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage = 68+random%20,1
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 15
postype = p1
offset = -100,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22111
guard.sparkno = s22184
sparkxy = 0,(ceil(p2bodydist Y)-170)
hitsound   = s10000,43
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = Projectile
triggerall = ishelper(18102)
triggerall = var(48) = 2
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage = 68+random%20,1
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 15
postype = p1
offset = 40,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22111
guard.sparkno = s22184
sparkxy = 0,(ceil(p2bodydist Y)-170)
hitsound   = s10000,43
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = Projectile
triggerall = ishelper(18102)
triggerall = var(48) = 3
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage = 68+random%20,1
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 15
postype = p1
offset = 100,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22111
guard.sparkno = s22184
sparkxy = 0,(ceil(p2bodydist Y)-170)
hitsound   = s10000,43
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = Projectile
triggerall = ishelper(18102)
triggerall = var(48) = 3
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage = 68+random%20,1
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 15
postype = p1
offset = -80,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22111
guard.sparkno = s22184
sparkxy = 0,(ceil(p2bodydist Y)-170)
hitsound   = s10000,43
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = Projectile
triggerall = ishelper(18102)
triggerall = var(48) = 3
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage = 68+random%20,1
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 15
postype = p1
offset = 10,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22111
guard.sparkno = s22184
sparkxy = 0,(ceil(p2bodydist Y)-170)
hitsound   = s10000,43
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = Projectile
triggerall = ishelper(18102)
triggerall = var(48) = 4
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage = 68+random%20,1
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 15
postype = p1
offset = 20,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22111
guard.sparkno = s22184
sparkxy = 0,(ceil(p2bodydist Y)-170)
hitsound   = s10000,43
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = Projectile
triggerall = ishelper(18102)
triggerall = var(48) = 4
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage = 68+random%20,1
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 15
postype = p1
offset = -80,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22111
guard.sparkno = s22184
sparkxy = 0,(ceil(p2bodydist Y)-170)
hitsound   = s10000,43
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = Projectile
triggerall = ishelper(18102)
triggerall = var(48) = 4
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage = 68+random%20,1
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 15
postype = p1
offset = 160,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkxy = 0,(ceil(p2bodydist Y)-170)
hitsound   = s10000,43
sparkno = s22111
guard.sparkno = s22184
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = Projectile
triggerall = ishelper(18102)
triggerall = var(48) = 5
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage = 68+random%20,1
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 15
postype = p1
offset = -10,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22111
guard.sparkno = s22184
sparkxy = 0,(ceil(p2bodydist Y)-170)
hitsound   = s10000,43
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = Projectile
triggerall = ishelper(18102)
triggerall = var(48) = 5
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage = 68+random%20,1
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 15
postype = p1
offset = 100,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22111
guard.sparkno = s22184
sparkxy = 0,(ceil(p2bodydist Y)-170)
hitsound   = s10000,43
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = Projectile
triggerall = ishelper(18102)
triggerall = var(48) = 5
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage = 68+random%20,1
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 15
postype = p1
offset = 60,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22111
guard.sparkno = s22184
sparkxy = 0,(ceil(p2bodydist Y)-170)
hitsound   = s10000,43
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[state 0]
type = playsnd
triggerall = ishelper(18102)
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
value = 801,1

[state 0]
type = destroyself
triggerall = ishelper(18102)
trigger1 = time = 178
;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
movetype= I
physics = C

[State -2]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 60
ignorehitpause = 1

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
trigger1 = command != "holddown"
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
movetype= I
physics = N

[State -2]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 60
ignorehitpause = 1

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U
movetype= I
physics = U 
ctrl = 1

[State -2]
type = NotHitBy
triggerall = var(39)=1
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 60
ignorehitpause = 1

[State 140]
type = helper
triggerall = var(39)=1
trigger1 = !numhelper(41000)&&roundstate=2
id = 41000
persistent = 0
name = "baef"
pos = 20,-(40+((statetype=A)*50)+((statetype=S)*45))
postype = P1
stateno = 150
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 140]
type = ChangeAnim
trigger1 = Time=0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 140]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;ガード
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
;---------------------------------------------------------------------------
[Statedef 150]
[State 0]
type = StateTypeSet
trigger1 = !ishelper && name = "ALSIEL"
statetype = S
movetype = I
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = !ishelper && name = "ALSIEL"
x = 0
y = 0
persistent = 0
ignorehitpause = 1

[State 0]
type = ChangeAnim
triggerall = !ishelper && name = "ALSIEL"
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
triggerall = !ishelper
triggerall = roundstate = 2
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 150, Hi to Lo]
type = StateTypeSet
triggerall = !ishelper
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
triggerall = !ishelper
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
triggerall = !ishelper
trigger1 = time = 0
waveform = square
time = 3
;-----------------------------------------;バリアヘルパー
[State 150]
type = ChangeAnim
triggerall = ishelper(41000)
trigger1 = anim != 40000
value = 40000
ignorehitpause = 1

[State 150]
type = StateTypeSet
triggerall = ishelper(41000)
trigger1 = 1
movetype= I
ignorehitpause = 1

[State 0]
type = HitOverride
trigger1 = ishelper(41000)
time = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 150
ignorehitpause = 1

[state 150]
type = nothitby
trigger1 = ishelper(41000)
value = SCA

[State 150]
type = AssertSpecial
triggerall = ishelper(41000)
trigger1 = 1
flag = noshadow

[State 150]
type = Trans
triggerall = ishelper(41000)
trigger1 = 1
trans = add
alpha = 250-(time*15),50*(time*30)

[State 150]
type = AngleDraw
trigger1 = ishelper(41000)
Scale = 0.01+(time*0.03),0.1+(time*0.03)

[State 150]
type = Explod
triggerall = ishelper(41000)
trigger1 = time=0
anim = 34600
id = 34600
sprpriority = 2147483647
postype = p1
pos = 0,0
vel = 0,0
trans = add
bindtime = -1
removetime = 15
supermove = 1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = PlaySnd
triggerall = ishelper(41000)
trigger1 = Time = 0
value = 10000,39

[State 150]
type = ModifyExplod
triggerall = ishelper(41000)
trigger1 = 1
ID = 34600
scale = 1.0-(time*0.07),1.0-(time*0.07)

[state 150]
type = destroyself
triggerall = ishelper(41000)
trigger1 = Time >= 16
:----------------------------------hitdef掻き消しヘルパー
[State 0]
type = StateTypeSet
trigger1 = ishelper(166666)
statetype = S
movetype = I
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(166666)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(166666)
value = 22195
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(166666)
value = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = HitOverride
trigger1 = ishelper(166666)
time = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 150
ignorehitpause = 1

[State 0]
type = AssertSpecial
trigger1 = ishelper(166666)
flag = invisible
ignorehitpause = 1

[State 0]
type = BindToRoot
trigger1 = ishelper(166666)
pos = 0,0
ignorehitpause = 1

[State 0]
type = ReversalDef
triggerall = root,palno = [1,6]
trigger1 = ishelper(166666)
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7, Hit
pausetime = 0,0
numhits = 0
sparkno = s22132
hitsound = s2000,5
ignorehitpause = 1

[State 0]
type = ReversalDef
triggerall = root,palno = [7,12]
trigger1 = ishelper(166666)
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7, Hit
pausetime = 0,0
numhits = 0
sparkno = s22132
hitsound = s2000,5
p2stateno = 104000
ignorehitpause = 1

[State 0]
type = targetlifeadd
triggerall = root,palno = [7,12]
triggerall = ishelper(166666)
trigger1 = roundstate >= 3 || numtarget>0&&roundstate=2
value = -2147483647
absolute = 1
ignorehitpause = 1
[State 0]
type = targetlifeadd
triggerall = root,palno = [7,12]
triggerall = ishelper(166666)
trigger1 = roundstate >= 3 || numtarget>0&&roundstate=2
value = -2
absolute = 1
ignorehitpause = 1
[State 0]
type = targetdrop
triggerall = root,palno = [7,12]
triggerall = ishelper(166666)
trigger1 = numtarget > 0
trigger1 = target,ishelper
trigger1 = root,alive=0||roundstate>=3&&enemy,alive=0
trigger2 = root,winko
ignorehitpause = 1
[State 0]
type = targetstate
triggerall = root,palno = [7,12]
triggerall = ishelper(166666)
triggerall = timemod = 25,0
trigger1 = numtarget>0&&roundstate=2
trigger1 = target,ishelper != 1
trigger1 = target,alive
trigger2 = numtarget > 0
trigger2 = roundstate >= 3
trigger2 = target,alive
trigger2 = target,stateno != 104000
value = 104000
ignorehitpause = 1
[State 0]
type = statetypeset
triggerall = root,palno = [7,12]
trigger1 = ishelper(166666)
statetype = S
movetype = H
physics = N
ignorehitpause = 1
[State 0]
type = assertspecial
triggerall = root,palno = [7,12]
triggerall = ishelper(166666)
trigger1 = !ishelper
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1
[State 0]
type = pause
triggerall = root,palno = [7,12]
triggerall = ishelper(166666)
trigger1 = movereversed = 1
time = 1
movetime = 1
[State 0]
type = superpause
triggerall = root,palno = [7,12]
triggerall = ishelper(166666)
trigger1 = movereversed = 1
anim = -1
time = 1
movetime = 1
darken = 0
[State 0]
type = nothitby
triggerall = root,palno = [7,12]
trigger1 = ishelper(166666)
value = SCA
;-----------------------------------------;弾幕ヘルパー
[State 0]
type = StateTypeSet
trigger1 = ishelper(16500)
statetype = S
movetype = I
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(16500)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(16500)
value = 40000
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(16500)
value = 0
persistent = 0
ignorehitpause = 1
[State 150]
type = nothitby
trigger1 = ishelper(16500)
value = SCA
time = -1
ignorehitpause = 1
[State 150]
type = hitoverride
trigger1 = ishelper(16500)
time = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 150
ignorehitpause = 1
[State 150]
type = posset
trigger1 = ishelper(16500)
x = 0
y = -90
ignorehitpause = 1
[State 150]
type = AngleDraw
trigger1 = ishelper(16500)
scale = 1.0,1.0
[State 150]
type = AngleAdd
trigger1 = ishelper(16500)
value = -7
[State 150]
type = AssertSpecial
trigger1 = ishelper(16500)
flag = noshadow
[State 150]
type = PlaySnd
triggerall = ishelper(16500)
trigger1 = Time = 0
value = 2300,0
volume = 255
freqmul = 0.4
[State 150]
type = Explod
triggerall = ishelper(16500)
trigger1 = numexplod(26000) = 0
trigger1 = time = 0
anim = 26000
id = 26000
sprpriority = 2147483647
postype = p1
pos = 0,0
removetime = 280
bindtime = -1
ontop = 1
ownpal = 1
trans = add
pausemovetime = 2147483647
supermovetime = 2147483647
[State 150]
type = ModifyExplod
triggerall = ishelper(16500)
trigger1 = time <= 20
scale = 0.02*time,0.02*time
id = 26000
[State 150]
type = ModifyExplod
triggerall = ishelper(16500)
trigger1 = time > 260
scale = 0.02*(280-time),0.02*(280-time)
id = 26000
[State 150]
type = Explod
triggerall = ishelper(16500)
trigger1 = numexplod(28000) = 0
trigger1 = time = 0
anim = 28000
id = 28000
sprpriority = 2147483647
postype = p1
sprpriority = 7
pos = 0,0
removetime = 280
bindtime = -1
ontop = 1
ownpal = 1
trans = add
pausemovetime = 2147483647
supermovetime = 2147483647
[State 150]
type = ModifyExplod
triggerall = ishelper(16500)
trigger1 = time <= 20
scale = 0.02*time,0.02*time
id = 28000
[State 150]
type = ModifyExplod
triggerall = ishelper(16500)
trigger1 = time > 260
scale = 0.02*(280-time),0.02*(280-time)
id = 28000
[State 150]
type = Explod
triggerall = ishelper(16500)
trigger1 = numexplod(22138)=0&&time=0
anim = 22138
id = 22138
sprpriority = 214748364
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 280
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 150]
type = Explod
triggerall = ishelper(16500)
trigger1 = numexplod(221380)=0&&time=10
anim = 22138
id = 221380
sprpriority = 214748364
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 270
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 150]
type = Explod
triggerall = ishelper(16500)
trigger1 = numexplod(221381)=0&&time=20
anim = 22138
id = 221381
sprpriority = 214748364
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 260
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 150]
type = Explod
triggerall = ishelper(16500)
trigger1 = numexplod(221382)=0&&time=30
anim = 22138
id = 221382
sprpriority = 214748364
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 250
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 150]
type = Projectile
triggerall = ishelper(16500)
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = 3.5,-5
attr = S, SP
animtype = Hard
damage = 30+random%10,10+random%10
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s120,0
pausetime = 0,10
sparkno = -1
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(16500)
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = -3.5,5
attr = S, SP
animtype = Hard
damage = 30+random%10,10+random%10
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s120,0
pausetime = 0,10
sparkno = -1
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(16500)
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = -3.5,-5
attr = S, SP
animtype = Hard
damage = 30+random%10,10+random%10
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s120,0
pausetime = 0,10
sparkno = -1
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(16500)
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = 3.5,5
attr = S, SP
animtype = Hard
damage = 30+random%10,10+random%10
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s120,0
pausetime = 0,10
sparkno = -1
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(16500)
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = 0,5
attr = S, SP
animtype = Hard
damage = 30+random%10,10+random%10
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s120,0
pausetime = 0,10
sparkno = -1
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(16500)
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = 0,-5
attr = S, SP
animtype = Hard
damage = 30+random%10,10+random%10
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s120,0
pausetime = 0,10
sparkno = -1
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(16500)
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = 10,-5
attr = S, SP
animtype = Hard
damage = 30+random%10,10+random%10
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s120,0
pausetime = 0,10
sparkno = -1
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(16500)
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = -10,0
attr = S, SP
animtype = Hard
damage = 30+random%10,10+random%10
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s120,0
pausetime = 0,10
sparkno = -1
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(16500)
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = 10,0
attr = S, SP
animtype = Hard
damage = 30+random%10,10+random%10
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s120,0
pausetime = 0,10
sparkno = -1
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(16500)
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = -10,5
attr = S, SP
animtype = Hard
damage = 30+random%10,10+random%10
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s120,0
pausetime = 0,10
sparkno = -1
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(16500)
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = -10,-5
attr = S, SP
animtype = Hard
damage = 30+random%10,10+random%10
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s120,0
pausetime = 0,10
sparkno = -1
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(16500)
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = 10,5
attr = S, SP
animtype = Hard
damage = 30+random%10,10+random%10
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s120,0
pausetime = 0,10
sparkno = -1
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = destroyself
triggerall = ishelper(16500)
trigger1 = time = 280
;-----------------------------------------;扇風機ヘルパー
[State 0]
type = StateTypeSet
trigger1 = ishelper(1065)
statetype = A
movetype = A
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(1065)
x = 6
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(1065)
value = 1065
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(1065)
value = 0
persistent = 0
ignorehitpause = 1

[State 0]
type = hitoverride
trigger1 = ishelper(1065)
time = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 150
ignorehitpause = 1
[State 0]
type = Explod
triggerall = ishelper(1065)
trigger1 = animelem = 2
anim = 1061
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 0]
type = Explod
triggerall = ishelper(1065)
trigger1 = animtime = 0
anim = 1063
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 0]
type = Explod
triggerall = ishelper(1065)
triggerall = time >= 0
trigger1 = (GameTime%3) = 1
id = 22131
anim = 22131
sprpriority = 10
postype = p1
pos = 20,0
random = 40,40
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -4,-1 + (random%2)
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 0]
type = Explod
triggerall = ishelper(1065)
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
id = 22131
anim = 22131
sprpriority = 10
postype = p1
pos = 20,0
random = 40,40
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -5,-2 + (random%4)
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 0]
type = Projectile
triggerall = ishelper(1065)
trigger1 = AnimElem = 2
attr = S, SP
projanim = 1062
projremovetime = 16
projid = 1050
projpriority = 2147483647
projsprpriority = 2147483647
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 0,0
velocity = 0
damage = 45+random%20,5+random%20 
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = s22111
guard.sparkno = s22184
sparkxy = 0,0
hitsound = s222,0
guardsound = s121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647
[state 0]
type = Projectile
triggerall = ishelper(1065)
trigger1 = AnimElem = 2
attr = S, SP
projanim = 10620
projremovetime = 16
projid = 1050
projpriority = 2147483647
projsprpriority = 2147483647
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 0,0
velocity = 0
damage = 0,0
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = s22111
guard.sparkno = s22184
sparkxy = 0,0
hitsound = s222,0
guardsound = s121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = nothitby
trigger1 = ishelper(1065)
value = SCA
time = -1
ignorehitpause = 1

[state 0]
type = destroyself
triggerall = ishelper(1065)
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300
ignorehitpause = 1
;-----------------------------------------;バニッシュ無敵ヘルパー
[State 150]
type = ChangeAnim
triggerall = ishelper(10070000)
trigger1 = anim != 40000
value = 40000
ignorehitpause = 1

[State 0]
type = statetypeset
triggerall = ishelper(10070000)
trigger1 = 1
statetype = S
movetype= I
physics = S
ignorehitpause = 1

[State 150]
type = nothitby
trigger1 = ishelper(10070000)
value = SCA
time = -1
ignorehitpause = 1

[State 0]
type = HitOverride
trigger1 = ishelper(10070000)
time = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 150
ignorehitpause = 1

[State 0]
type = BindToRoot
triggerall = ishelper(10070000)
trigger1 = 1
ignorehitpause = 1

[State 0]
type = ChangeAnim
triggerall = ishelper(10070000)
trigger1 = selfanimexist(root,anim)
value = (root,anim)
elem = (root,animelemno(0))
ignorehitpause = 1

[State 0]
type = Turn
triggerall = ishelper(10070000)
trigger1 = Facing != root,Facing
ignorehitpause = 1

[State 0]
type = DestroySelf
triggerall = ishelper(10070000)
triggerall = numhelper(6400000)
trigger1 = helper(6400000),var(45) = 0
trigger2 = roundstate != 2
ignorehitpause = 1
;--------------------------------;アーマー
[State 150]
type = StateTypeSet
triggerall = ishelper(6400000)
trigger1 = 1
statetype = S
movetype= I
physics = S
ignorehitpause = 1

[State 150]
type = NotHitBy
triggerall = ishelper(6400000)
trigger1 = roundstate >= 3
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 150]
type = statetypeset
triggerall = ishelper(6400000)
trigger1 = 1
movetype = I
ignorehitpause = 1

[State 150]
type = AssertSpecial
triggerall = ishelper(6400000)
trigger1 = 1
flag = Invisible
ignorehitpause = 1

[State 150];本体に張り付かせる
type = BindToRoot
triggerall = ishelper(6400000)
trigger1 = 1
ignorehitpause = 1

[State 150]
type = NotHitBy
triggerall = ishelper(6400000)
trigger1 = roundstate != 2
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 150];当たり判定のアニメを本体と同じに
type = ChangeAnim
triggerall = ishelper(6400000)
trigger1 = 1
value = parent,Anim
elem = parent,AnimElemNo(0)
ignorehitpause = 1

[State 150]
type = PlaySnd
triggerall = ishelper(6400000)
triggerall = root,palno != 10
trigger1 = time = 0
trigger1 = gethitvar(damage)
value = 10000,5
freqmul = 2.0+((random%4)*0.2)
voulme = 255

[State 150];ターン
type = Turn
triggerall = ishelper(6400000)
trigger1 = Facing != root,Facing
ignorehitpause = 1

[State 150];Hit後の無敵
type = nothitby
triggerall = ishelper(6400000)
trigger1 = GetHitVar(Damage)
time = 200
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 150]
type = NotHitBy
triggerall = ishelper(6400000)
trigger1 = time = 0
trigger2 = (root,stateno=[5000,5150])||(root,anim=[5000,5150])
value = SCA,AA,AT,AP
time = 60
ignorehitpause = 1

[State 150]
type = poweradd
triggerall = ishelper(6400000)
triggerall = roundstate = 2
trigger1 = time = 1
value = 200
ignorehitpause = 1

[State 150]
type = hitoverride
trigger1 = ishelper(6400000)
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 150
ignorehitpause = 1

[State 150]
type = turn
triggerall = ishelper(6400000)
trigger1 = facing != parent,facing
ignorehitpause = 1

[State 150]
type = destroyself
triggerall = ishelper(6400000)
trigger1 = root,palno != [7,12]
ignorehitpause = 1

[State 150]
type = varset
triggerall = ishelper(6400000)
triggerall = root,var(30)
trigger1 = root,palno = 12
v = 0
value = 1
ignorehitpause = 1
[State 150]
type = varadd
triggerall = ishelper(6400000)
triggerall = !win
trigger1 = root,palno = 12
trigger1 = root,stateno = 30081
trigger1 = root,time = 5
trigger2 = root,palno = 12
trigger2 = root,stateno = 30080
trigger2 = root,time = 310
v = 1
value = 1
ignorehitpause = 1
[State 150]
type = varadd
triggerall = ishelper(6400000)
trigger1 = root,stateno = 23000
trigger1 = root,time = 5
v = 1
value = 1
ignorehitpause = 1
[State 150]
type = varset
triggerall = ishelper(6400000)
trigger1 = roundstate < 2
v = 2
value = 0
ignorehitpause = 1
[State 150]
type = varadd
triggerall = ishelper(6400000)
trigger1 = roundstate = 2
v = 2
value = 1
ignorehitpause = 1
[State 150]
type = varset
triggerall = ishelper(6400000)
triggerall = root,palno = 12
trigger1 = enemynear,hitdefattr = SCA,AA,AT,AP
v = 3
value = 600
ignorehitpause = 1
[State 150]
type = varset
triggerall = ishelper(6400000)
triggerall = root,palno = 12
trigger1 = var(3) > 600 || var(3) < 0
v = 3
value = 0
ignorehitpause = 1
[State 150]
type = varadd
triggerall = ishelper(6400000)
triggerall = root,palno = 12
trigger1 = var(3) > 0
v = 3
value = -1
ignorehitpause = 1
[State 150]
type = varset
triggerall = ishelper(6400000)
trigger1 = roundstate < 2
v = 4
value = 0
ignorehitpause = 1
[State 150]
type = varadd
triggerall = ishelper(6400000)
trigger1 = root,var(30)
v = 4
value = 1
ignorehitpause = 1
[State 150]
type = varset
triggerall = ishelper(6400000)
triggerall = var(5) != 10
trigger1 = root,stateno = 23000
trigger1 = root,movehit
v = 5
value = 10
ignorehitpause = 1
[State 150]
type = varset
triggerall = ishelper(6400000)
trigger1 = root,stateno!=23000
v = 5
value = 0
ignorehitpause = 1
[State 150]
type = varset
triggerall = ishelper(6400000)
trigger1 = roundstate = 2
trigger1 = 1
var(6) = enemynear,life
ignorehitpause = 1
[State 150]
type = varset
triggerall = ishelper(6400000)
triggerall = enemynear,name != "ALSIEL"
triggerall = roundstate = 2
triggerall = root,alive
trigger1 = root,life <= 100
trigger1 = var(6) >= enemynear,lifemax*0.1
var(7) = 1
ignorehitpause = 1
[State 150]
type = VarSet
triggerall = ishelper(6400000)
trigger1 = root,stateno = 1007000
trigger1 = root,time > 45
v = 45
value = 600
ignorehitpause = 1
[State 150]
type = VarAdd
triggerall = ishelper(6400000)
trigger1 = root,stateno != 1007000
trigger1 = (GameTime%2)=0 && var(45) !=0
var(45) = -1
ignorehitpause = 1
[State 150]
type = VarSet
triggerall = ishelper(6400000)
trigger1 = roundstate != 2
v = 45
value = 0
ignorehitpause = 1

[State 150]
type = helper
triggerall = ishelper(6400000)
triggerall = roundstate = 2
triggerall = numhelper(301050) < 5
trigger1 = root,palno = 12
trigger1 = root,stateno = 19201
trigger1 = root,time = [0,420]
ID = 301050
name = "chaos"
stateno = 150
pos = 0,2000
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = helper
triggerall = ishelper(6400000)
trigger1 = roundstate = 2
trigger1 = numhelper(649999) < 5
trigger1 = root,stateno = 2205
trigger2 = numhelper(649999) < 5
trigger2 = p2name="Kyuketsuki"&&enemy,palno=11 || p2name="Shutdown" || p2name="MUAHAHAHAHAHAHAHAHA"
id = 649999
name = "649999"
stateno = 150
pos = 0,899999999+99999999
postype = p1
helpertype = player
keyctrl = 0
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = helper
triggerall = ishelper(6400000)
triggerall = numhelper(169990) = 0
triggerall = roundstate <= 2
trigger1 = root,stateno = 23000
trigger2 = root,stateno = 10003
id = 169990
persistent = 1
name = "kill"
pos = 0,0
postype = p1
stateno = 150
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = pause
triggerall = ishelper(6400000)
trigger1 = roundstate < 2
time = 0
movetime = 0
ignorehitpause = 1
[State 150]
type = superpause
triggerall = ishelper(6400000)
trigger1 = roundstate < 2
time = 0
movetime = 0
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1
[State 150]
type = SuperPause
triggerall = ishelper(6400000)
triggerall = root,name != "New_Shiki_Nanaya"
trigger1 = win
trigger1 = roundstate = 2
anim = -1
movetime = 1
time = 1
darken = 0
persistent = 0
ignorehitpause = 1
[State 150]
type = Pause
triggerall = ishelper(6400000)
triggerall = root,name != "New_Shiki_Nanaya"
trigger1 = !win
trigger2 = roundstate != 2
movetime = 0
time = 0
ignorehitpause = 1
[State 150]
type = SuperPause
triggerall = ishelper(6400000)
trigger1 = !win
trigger2 = roundstate != 2
movetime = 0
time = 0
darken = 0
anim = -1
p2defmul = 1
ignorehitpause = 1

;-----------------------------------------;Hitdefヘルパー
[State 150]
type = ChangeAnim
triggerall = ishelper(66666)
trigger1 = anim != 66666
value = 66666
ignorehitpause = 1

[State 150]
type = AssertSpecial
trigger1 = ishelper(66666)
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 150]
type = screenbound
trigger1 = ishelper(66666)
value = 1
movecamera = 1

[State 150]
type = PlayerPush
trigger1 = ishelper(66666)
value = 0

[State 150]
type = NotHitBy
trigger1 = ishelper(66666)
value = SCA,AA,AT,AP
time = 2147483647
ignorehitpause = 1

[State 66666]
type = hitdef
triggerall = ishelper(66666)
trigger1 = timemod = 60,0
trigger1 = time >= 60
attr = S,NA
damage = 0,0
guardflag = 
hitflag = 
priority = 7, Hit
ignorehitpause = 1

[State 150]
type = HitOverride
trigger1 = ishelper(66666)
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 150
ignorehitpause = 1

[State 150]
type = posset
trigger1 = ishelper(66666)
x = enemy,pos x
y = enemy,pos y

[State 150]
type = Projectile
triggerall = ishelper(66666)
triggerall = root,stateno = 24000
trigger1 = root,numprojid(30530) = 0
trigger1 = root,time = 20
attr = S, SA
animtype  = hard
damage = 50+random%20,5+random%20 
projremovetime = 20
postype = p1
projremove = 1
getpower = 0,0
givepower = -2147483647
hitflag = MAFD
guardflag = 
projanim = 22180
ProjID = 30530
offset = 0,-75
pausetime = 0,30
guard.pausetime = 2,1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-5
air.velocity = 0,-5
fall = 1
fall.revcover = 0
kill = 1
ignorehitpause = 1
p1stateno = 24050
p2stateno = 24100
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(66666)
triggerall = root,palno = 12
triggerall = root,stateno = 11225
trigger1 = (GameTime%11) = 1
attr = A, NA
projanim = 22179
projid = 22179
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p1
offset = 0,-50
velocity = 0
animtype  = hard
damage = 30+random%10,10+random%10
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0;-2
fall = 1
air.fall = 1
fall.recover = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(66666)
triggerall = root,palno = 12
triggerall = root,stateno = 11225
triggerall = numprojid(11010) = 0
trigger1 = (GameTime%11) = 1
attr = A, NA
projanim = 22152
projhitanim = -1
projid = 11010
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p1
offset = 0,-50
velocity = 0
animtype  = hard
damage = 30+random%20,10+random%20
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0;-2
fall = 1
air.fall = 1
fall.recover = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(66666)
triggerall = root,palno = 12
triggerall = root,stateno = 2205
trigger1 = (GameTime%5) = 1
attr = A, NA
projanim = 22179
projid = 100000000
projremove = 0
projremovetime = 5
postype = p2
offset = 0,-50
animtype  = hard
damage = 30+random%20,10+random%20
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 1
air.fall = 1
fall.recover = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(66666)
triggerall = root,palno = 12
triggerall = root,stateno = 2205
triggerall = numprojid(2215200) = 0
trigger1 = (GameTime%5) = 1
attr = A, NA
projanim = 22152
projid = 2215200
projremove = 0
projremovetime = 5
postype = p2
offset = 0,-50
animtype  = hard
damage = 30+random%20,10+random%20
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 1
air.fall = 1
fall.recover = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(66666)
triggerall = root,palno = 12
triggerall = root,stateno = 33500
trigger1 = (GameTime%6) = 1
trigger1 = p2movetype != A
trigger2 = (GameTime%6) = 1
trigger2 = p2movetype = A&&time >= 180
attr = A, NA
projanim = 22176
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p1
offset = 0,-50
animtype  = hard
damage = 30+random%20,5+random%20
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 30201
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(66666)
triggerall = root,palno = 12
triggerall = root,stateno = 33500
triggerall = numprojid(22180) = 0
trigger1= (GameTime%7) = 1
attr = A, NA
projanim = 22180
projid = 22180
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p1
offset = 0,-50
animtype  = hard
damage = 30+random%20,5+random%20
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 30201
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(66666)
triggerall = root,palno = 12
triggerall = root,stateno = 33500
trigger1 = (GameTime%7) = 1
trigger1 = time >= 200
trigger1 = p2movetype != A
trigger2 = (GameTime%7) = 1
trigger2 = p2movetype = A&&time >= 250
attr = A, NA
projanim = 22176
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = back
offset = 160,-90
velocity = 0
animtype  = hard
damage = 30+random%20,5+random%20
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 30201
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(66666)
triggerall = (GameTime%4) = 1
triggerall = enemynear,name != "Oniwarud"
triggerall = enemynear,name != "New_Shiki_Nanaya"
triggerall = enemynear,name != "Psycho Shredder[S]"
triggerall = root,palno = 12
triggerall = root,life < lifemax/2
trigger1 = roundstate<3
attr = S, SA
animtype  = hard
damage = 10+random%10,5+random%10
projremovetime = 5
postype = p1
priority = 2147483647
projremove = 0
getpower = 0
givepower = 0
hitflag = MAFPD
guardflag = 
projanim = 666666
ProjID = 666666
offset = 0,-50
projpriority = 2147483647
projsprpriority = 2147483647
pausetime = 0,0
guard.pausetime = 2,1
fall = 1
fall.revcover = 0
kill = 1
fall.damage = -2147483647
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(66666)
triggerall = root,palno = 12
trigger1 = enemynear,name = "Kouryou"
attr = S, SA
animtype  = hard
damage = 30+random%20,10+random%20
projremovetime = 5
postype = p1
priority = 2147483647
projremove = 0
getpower = 0
givepower = 0
hitflag = MAFPD
guardflag = 
projanim = 666666
ProjID = 666666
offset = 0,-50
projpriority = 2147483647
projsprpriority = 2147483647
pausetime = 0,0
guard.pausetime = 2,1
fall = 1
fall.revcover = 0
kill = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = destroyself
triggerall = ishelper(66666)
trigger1 = roundstate >= 3
trigger2 = win
ignorehitpause = 1
;---------------------------
[State 150]
type = StateTypeSet
trigger1 = ishelper(18510)
statetype = S
movetype = I
physics = S
persistent = 0
ignorehitpause = 1
[State 150]
type = VelSet
trigger1 = ishelper(18510)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 150]
type = changeanim
trigger1 = ishelper(18510)
value = 40000
persistent = 0
ignorehitpause = 1
[State 150]
type = ctrlset
trigger1 = ishelper(18510)
value = 0
persistent = 0
ignorehitpause = 1

[State 150]
type = nothitby
trigger1 = ishelper(18510)
value = SCA
time = -1
ignorehitpause = 1

[State 150]
type = hitoverride
trigger1 = ishelper(18510)
time = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 150
ignorehitpause = 1

[State 150]
type = Explod
triggerall = ishelper(18510)
trigger1 = numexplod(22138)=0&&time=0
anim = 22138
id = 22138
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 250
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Explod
triggerall = ishelper(18510)
trigger1 = numexplod(221380)=0&&time=10
anim = 22138
id = 221380
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 240
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Explod
triggerall = ishelper(18510)
trigger1 = numexplod(221381)=0&&time=20
anim = 22138
id = 221381
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 230
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = VarRandom
trigger1 = ishelper(18510)
v = 0
range = 0,360

[State 150]
type = Explod
triggerall = ishelper(18510)
trigger1 = time <= 250
anim = 33300
random = 25,25
ownpal = 1
ontop = 1
scale = 2.0,2.0
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 150]
type = PlaySnd
triggerall = ishelper(18510)
trigger1 = time = 0
value = s10000,6
volume = 255

[State 150]
type = Explod
triggerall = ishelper(18510)
trigger1 = time <= 250
anim = 33400
pos = Ceil(200*cos(pi*var(0)/180)),Ceil(200*sin(pi*var(0)/180))
vel = -10*cos(pi*var(0)/180),-10*sin(pi*var(0)/180)
removetime = 20
ownpal = 1
scale = 1.5,1.5
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 150]
type = DestroySelf
triggerall = ishelper(18510)
trigger1 = time >= 250
;----------------------------
[State 150]
type = StateTypeSet
trigger1 = ishelper(313900)
statetype = S
movetype = I
physics = S
persistent = 0
ignorehitpause = 1
[State 150]
type = VelSet
trigger1 = ishelper(313900)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 150]
type = changeanim
trigger1 = ishelper(313900)
value = 40000
persistent = 0
ignorehitpause = 1
[State 150]
type = ctrlset
trigger1 = ishelper(313900)
value = 0
persistent = 0
ignorehitpause = 1

[State 150]
type = nothitby
trigger1 = ishelper(313900)
value = SCA
time = -1
ignorehitpause = 1
[State 150]
type = hitoverride
trigger1 = ishelper(313900)
time = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 150
ignorehitpause = 1

[State 150]
type = Explod
triggerall = ishelper(313900)
trigger1 = numexplod(22138)=0&&time=0
anim = 22138
id = 22138
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 180
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Explod
triggerall = ishelper(313900)
trigger1 = numexplod(221380)=0&&time=10
anim = 22138
id = 221380
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 170
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Explod
triggerall = ishelper(313900)
trigger1 = numexplod(221381)=0&&time=20
anim = 22138
id = 221381
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 160
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = VarRandom
trigger1 = ishelper(313900)
v = 0
range = 0,200

[State 150]
type = Explod
triggerall = ishelper(313900)
trigger1 = time <= 180
anim = 33300
random = 25,25
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Explod
triggerall = ishelper(313900)
trigger1 = time <= 180
anim = 33400
pos = Ceil(200*cos(pi*var(0)/180)),Ceil(200*sin(pi*var(0)/180))
vel = -10*cos(pi*var(0)/180),-10*sin(pi*var(0)/180)
removetime = 20
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = DestroySelf
triggerall = ishelper(313900)
trigger1 = time >= 180
;-----------------------------------------;演出ヘルパー
[State 150]
type = StateTypeSet
trigger1 = ishelper(64000)
statetype = S
movetype = I
physics = N
persistent = 0
ignorehitpause = 1
[State 150]
type = VelSet
trigger1 = ishelper(64000)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 150]
type = changeanim
trigger1 = ishelper(64000)
value = 40000
persistent = 0
ignorehitpause = 1
[State 150]
type = ctrlset
trigger1 = ishelper(64000)
value = 0
persistent = 0
ignorehitpause = 1
[State 150]
type = hitoverride
trigger1 = ishelper(64000)
time = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 150
ignorehitpause = 1
[State 150]
type = nothitby
trigger1 = ishelper(64000)
value = SCA
time = -1
ignorehitpause = 1
[State 150]
type = AssertSpecial
triggerall = ishelper(64000)
trigger1 = 1
flag = noshadow

[State 150]
type = PalFx
triggerall = ishelper(64000)
trigger1 = time = 30
sinadd = -256,-256,-256,200
time = 50
ignorehitpause = 1

[State 150]
type = Explod
triggerall = ishelper(64000)
trigger1 = time >= 0
trigger1 = time <= 80
anim = 10085
id = 10085
sprpriority = 2147483647
postype = p1
pos = 0,0
vel = 0,0
trans = add
scale = abs(0.05*(time-30)),abs(0.05*(time-30))
bindtime = -1
removetime = 16
supermove = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = RemoveExplod
trigger1 = time = 80
id = 10085

[state 150]
type = destroyself
triggerall = ishelper(64000)
trigger1 = time >= 80
;------------------------------------------;バニシングヘルパー
[State 150]
type = StateTypeSet
trigger1 = ishelper(22122)
statetype = S
movetype = I
physics = N
persistent = 0
ignorehitpause = 1
[State 150]
type = VelSet
trigger1 = ishelper(22122)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 150]
type = changeanim
trigger1 = ishelper(22122)
value = 22121
persistent = 0
ignorehitpause = 1
[State 150]
type = ctrlset
trigger1 = ishelper(22122)
value = 0
persistent = 0
ignorehitpause = 1
[State 150]
type = BindToroot
trigger1 = ishelper(22122)
ignorehitpause = 1
[State 150]
type = posset
trigger1 = ishelper(22122)
x = enemynear,pos x
y = enemynear,pos y
ignorehitpause = 1
[State 150]
type = hitoverride
trigger1 = ishelper(22122)
time = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 150
ignorehitpause = 1
[State 150]
type = nothitby
trigger1 = ishelper(22122)
value = SCA
time = -1
ignorehitpause = 1
[State 150]
type = Projectile
triggerall = ishelper(22122)
triggerall = root,palno = 12
trigger1 =AnimElem=1||AnimElem=2||AnimElem=3||AnimElem=4||AnimElem=5||AnimElem=6||AnimElem=7
attr = A, NA
projanim = 22152
projid = 35902
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 1
postype = p1
offset = 0,0
animtype  = hard
damage = 60+random%20,10+random%20
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 7,0
sparkno = s22109 + (random%3)
sparkxy = -5, -80
hitsound   = s10000,3
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 4
ground.hittime  = 4
ground.velocity = 0,-4
air.velocity = 0,-4
envshake.time = 4
envshake.ampl = 4
yaccel = 0.4
fall = 1
fall.recover = 0
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647
[State 150]
type = Projectile
triggerall = ishelper(22122)
triggerall = root,palno != 12
trigger1 =AnimElem=1||AnimElem=2||AnimElem=3||AnimElem=4||AnimElem=5||AnimElem=6||AnimElem=7
attr = A, NA
projanim = 22152
projid = 35902
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 1
postype = p1
offset = 0,0
animtype  = hard
damage = 20+random%10,10
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 8,0
sparkno = s22109 + (random%3)
sparkxy = -5, -80
hitsound   = s10000,3
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = 0,-4
air.velocity = 0,-4
envshake.time = 7
envshake.ampl = 7
yaccel = 0.4
fall = 1
fall.recover = 0
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = destroyself
triggerall = ishelper(22122)
trigger1 = animtime = 0
ignorehitpause = 1
;-----------------------------------------------------------------;火柱ヘルパー
[State 150]
type = StateTypeSet
trigger1 = ishelper(1412)
statetype = A
movetype = I
physics = N
persistent = 0
ignorehitpause = 1
[State 150]
type = VelSet
trigger1 = ishelper(1412)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 150]
type = changeanim
trigger1 = ishelper(1412)
value = 1412
persistent = 0
ignorehitpause = 1
[State 150]
type = ctrlset
trigger1 = ishelper(1412)
value = 0
persistent = 0
ignorehitpause = 1
[State 150]
type = posset
triggerall = ishelper(1412)
trigger1 = time = 0
trigger1 = root,var(5) = 4
x = enemy,pos x 
[State 150]
type = PosSet
trigger1 = ishelper(1412)
y = 0
ignorehitpause = 1
[State 150]
type = hitoverride
trigger1 = ishelper(1412)
time = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 150
ignorehitpause = 1
[State 150]
type = playsnd
triggerall = ishelper(1412)
trigger1 = animelem = 12
value = 10000,18
volume = 255
[State 150]
type = playsnd
triggerall = ishelper(1412)
trigger1 = animelem = 12
value = 10000,28
volume = 255
[State 150]
type = playsnd
triggerall = ishelper(1412)
trigger1 = animelem = 12
value = 10000,49
volume = 255
[State 150]
type = nothitby
trigger1 = ishelper(1412)
value = SCA
time = -1
ignorehitpause = 1
[State 150]
type = Explod
triggerall = ishelper(1412)
trigger1 = animelem = 14
anim = 10090
id = 10090
sprpriority = 2147483646
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 5
supermove = 0
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[State 150]
type = Explod
triggerall = ishelper(1412)
trigger1 = animelem = 14
anim = 10090
id = 10090
sprpriority = 2147483646
postype = p1
pos = 0,30
ownpal = 1
bindtime = 1
removetime = 15
supermove = 0
scale = 0.8,0.8
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[State 150]
type = Explod
triggerall = ishelper(1412)
trigger1 = animelem = 14
anim = 10090
id = 10090
sprpriority = 2147483646
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 20
supermove = 0
scale = 0.6,0.6
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[State 150]
type = Explod
triggerall = ishelper(1412)
trigger1 = animelem = 14
anim = 10090
id = 10090
sprpriority = 2147483646
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 25
supermove = 0
scale = 0.3,0.3
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[State 150]
type = Explod
triggerall = ishelper(1412)
trigger1 = animelem = 14
anim = 2551
id = 2551
ownpal = 1
sprpriority = 21474836
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[State 150]
type = Explod
triggerall = ishelper(1412)
trigger1 = animelem = 14
anim = 22108
sprpriority = 2147483647
postype = p1
pos = 0,-100
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Explod
triggerall = ishelper(1412)
trigger1 = time >= 0
trigger1 = GameTime%2 = 1
anim = 22131
sprpriority = 2147483647
postype = p1
pos = root,var(50),root,var(51)
bindtime = 1
ownpal = 1
trans = add
persistent = 1
ignorehitpause = 1
vel = 0,-5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = EnvShake
triggerall = ishelper(1412)
trigger1 = animelem = 12
time = 20
ampl = -10
freq = 95
phase = 95

[State 150]
type = Projectile
triggerall = ishelper(1412)
triggerall = palno != 12
trigger1 = animelem = 14
projanim = 22150
projremove = 0
projremovetime = 30
projpriority = 2147483647
projsprpriority = 2147483647
getpower = 20,20
offset = 0,0
attr = S, SP
animtype = Hard
damage = 60+random%20,10
hitflag = MAFPD
guardflag = M
numhits = 1
pausetime = 16,16
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = 0,-10
air.juggle = 8
air.velocity = 0,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
p2stateno = 14200
palfx.time = 60
palfx.add = 0,0,0
palfx.mul = 50,50,50
palfx.sinadd = 100,100,100,30
palfx.color = 0
palfx.invertall = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(1412)
triggerall = palno = 12
trigger1 = animelem = 14
attr = S,SP
animtype  = hard
damage = 68+random%20,1+random%20
getpower = 20,20
guardflag = M
projanim = 22150
projremove = 0
projremovetime = 30
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 15
postype = p1
offset = 0,0
numhits = 1
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
palfx.time = 60
palfx.add = 0,0,0
palfx.mul = 50,50,50
palfx.sinadd = 100,100,100,30
palfx.color = 0
palfx.invertall = 1
p2stateno = 14200
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = destroyself
triggerall = ishelper(1412)
trigger1 = animtime = 0
;-----------------------------------------;弾幕ヘルパー
[State 0]
type = StateTypeSet
trigger1 = ishelper(1851)
statetype = S
movetype = I
physics = N
persistent = 0
ignorehitpause = 1
[State 0]
type = VelSet
trigger1 = ishelper(1851)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = ishelper(1851)
value = 40000
persistent = 0
ignorehitpause = 1
[State 0]
type = ctrlset
trigger1 = ishelper(1851)
value = 0
persistent = 0
ignorehitpause = 1
[State 150]
type = nothitby
trigger1 = ishelper(1851)
value = SCA
time = -1
ignorehitpause = 1
[State 150]
type = BindToRoot
trigger1 = ishelper(1851)
pos = -15,-150
ignorehitpause = 1

[State 150]
type = hitoverride
trigger1 = ishelper(1851)
time = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 150
ignorehitpause = 1

[State 150]
type = PlaySnd
trigger1 = ishelper(1851)
trigger1 = time = 0
value = s10000,11
volume = 255

[State 150]
type = VarRandom
trigger1 = ishelper(1851)
v = 0
range = 0,200

[State 150]
type = Explod
triggerall = ishelper(1851)
trigger1 = time <= 160
anim = 33300
random = 25,25
ownpal = 1
ontop = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 150]
type = Explod
triggerall = ishelper(1851)
trigger1 = time <= 160
anim = 33400
pos = Ceil(200*cos(pi*var(0)/180)),Ceil(200*sin(pi*var(0)/180))
vel = -10*cos(pi*var(0)/180),-10*sin(pi*var(0)/180)
removetime = 20
ownpal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 150]
type = DestroySelf
triggerall = ishelper(1851)
trigger1 = time > 160
;---------------------------------
[State 150]
type = StateTypeSet
trigger1 = ishelper(169990)
statetype = S
movetype = I
physics = S
persistent = 0
ignorehitpause = 1
[State 150]
type = VelSet
trigger1 = ishelper(169990)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 150]
type = changeanim
trigger1 = ishelper(169990)
value = 100000
persistent = 0
ignorehitpause = 1
[State 150]
type = ctrlset
trigger1 = ishelper(169990)
value = 0
persistent = 0
ignorehitpause = 1

[State 150]
type = AssertSpecial
trigger1 = ishelper(169990)
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 150]
type = BindToroot
trigger1 = ishelper(169990)

[State 150]
type = PlayerPush
trigger1 = ishelper(169990)
value = 0

[State 150]
type = PosSet
trigger1 = ishelper(169990)
x = root, pos x

[State 150]
type = nothitby
trigger1 = ishelper(169990)
value = SCA
ignorehitpause = 1

[State 150]
type = hitby
triggerall = ishelper(169990)
trigger1 = roundstate = 2
value = C,NP
ignorehitpause = 1

[State 150]
type = HitDef
triggerall =enemynear,name="New_Shiki_Nanaya"||enemynear,name="Psycho Shredder[S]"|| enemynear,name = "mapelao"
trigger1 = ishelper(169990)
attr = S, NA
animtype  = hard
damage = 2147483647-random%2147483647,2147483647-random%2147483647
priority = 7
getpower = 0,0
givepower = -2147483647,-2147483647
guardflag = M
ignorehitpause = 1

[State 150]
type = destroyself
triggerall = ishelper(169990)
trigger1 = root,stateno!=23000&&root,stateno!=10003
trigger2 = win
trigger3 = roundstate != 2
ignorehitpause = 1
;----------------------------------
[State 150]
type = statetypeset
trigger1 = ishelper(24610)
statetype = S
movetype = I
physics = N
persistent = 0
ignorehitpause = 1
[State 150]
type = VelSet
trigger1 = ishelper(24610)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 150]
type = changeanim
trigger1 = ishelper(24610)
value = 40010
persistent = 0
ignorehitpause = 1
[State 150]
type = ctrlset
trigger1 = ishelper(24610)
value = 0
persistent = 0
ignorehitpause = 1
[State 150]
type = nothitby
trigger1 = ishelper(24610)
value = SCA
time = -1
ignorehitpause = 1
[State 150]
type = ReversalDef
triggerall = ishelper(24610)
trigger1 = root,alive
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7, Hit
pausetime = 2147483647,2147483647
numhits = 0
sparkno = s22132
hitsound = s2300,3
p2stateno = 1000040
ignorehitpause = 1
[State 150]
type = targetlifeadd
triggerall = ishelper(24610)
trigger1 = roundstate >= 3||numtarget>0&&roundstate=2
value = -2147483647
absolute = 1
ignorehitpause = 1
[State 150]
type = targetfacing
triggerall = ishelper(24610)
triggerall = numtarget
trigger1 = target,alive && target,ishelper = 0
value = 1-2*(random%2)
ignorehitpause = 1
[State 150]
type = targetvelset
triggerall = ishelper(24610)
triggerall = numtarget
trigger1 = target,alive && target,ishelper = 0
x = 0
y = 2147483647*2147483647
ignorehitpause = 1
[State 150]
type = targetveladd
triggerall = ishelper(24610)
triggerall = numtarget
trigger1 = target,alive && target,ishelper = 0
x = 0
y = 2147483647*2147483647
ignorehitpause = 1
[State 150]
type = targetlifeadd
triggerall = ishelper(24610)
trigger1 = roundstate >= 3||numtarget>0&&roundstate=2
value = -2
absolute = 1
ignorehitpause = 1
[State 150]
type = targetstate
triggerall = ishelper(24610)
triggerall = roundstate >= 2
triggerall = timemod = 30,0
triggerall = !root,winko
trigger1 = numtarget>0&&roundstate=2
trigger1 = target,ishelper != 1
trigger1 = target,alive
trigger2 = numtarget > 0
trigger2 = roundstate >= 3
trigger2 = target,alive
trigger2 = target,stateno != [1000040,1000044]
value = 1000040
ignorehitpause = 1
[State 150]
type = statetypeset
trigger1 = ishelper(24610)
statetype = S
movetype = H
physics = N
ignorehitpause = 1
[State 150]
type = assertspecial
trigger1 = ishelper(24610)
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1
[State 150]
type = targetdrop
triggerall = ishelper(24610)
trigger1 = numtarget > 0
trigger1 = target,ishelper
trigger1 = root,alive=0||roundstate>=3&&enemy,alive=0
trigger2 = root,winko
ignorehitpause = 1
[State 150]
type = posset
triggerall = ishelper(24610)
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
y = 1000
[State 150]
type = turn
triggerall = ishelper(24610)
trigger1 = time<=300
trigger1 = facing != parent,facing
ignorehitpause = 1
[State 150]
type = BindToRoot
trigger1 = ishelper(24610)
ignorehitpause = 1
;-----------------------------
[State 150]
type = StateTypeSet
trigger1 = ishelper(10015)
statetype = S
movetype = I
physics = N
persistent = 0
ignorehitpause = 1
[State 150]
type = VelSet
trigger1 = ishelper(10015)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 150]
type = changeanim
trigger1 = ishelper(10015)
value = 40010
persistent = 0
ignorehitpause = 1
[State 150]
type = nothitby
trigger1 = ishelper(10015)
value = SCA
time = -1
ignorehitpause = 1
[State 150]
type = ctrlset
trigger1 = ishelper(10015)
value = 0
persistent = 0
ignorehitpause = 1
[state 150]
type = AssertSpecial
trigger1 = ishelper(10015)
flag = noshadow
[state 150]
type = ReversalDef 
trigger1 = ishelper(10015)
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,0 
p2stateno = 100150
ignorehitpause = 1
[state 150]
type = targetlifeadd
triggerall = ishelper(10015)
trigger1 = roundstate >= 3 || numtarget>0&&roundstate=2&&time<=600
value = -2147483647
absolute = 1
ignorehitpause = 1
[state 150]
type = targetlifeadd
triggerall = ishelper(10015)
trigger1 = roundstate >= 3 || numtarget>0&&roundstate=2&&time<=600
value = -2
absolute = 1
ignorehitpause = 1
[state 150]
type = targetdrop
triggerall = ishelper(10015)
trigger1 = numtarget > 0
trigger1 = target,ishelper
ignorehitpause = 1
[State 150]
type = targetstate
triggerall = ishelper(10015)
trigger1 = numtarget>0&&roundstate=2
trigger1 = timemod = 30,0
trigger1 = time <= 600
trigger1 = target,ishelper != 1
trigger1 = target,alive
trigger2 = numtarget > 0
trigger2 = roundstate >= 3
trigger2 = target,alive
trigger2 = target,stateno != 100150
value = 100150
ignorehitpause = 1
[state 150]
type = posset
triggerall = ishelper(10015)
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
y = 1000
[state 150]
type = PlaySnd
triggerall = ishelper(10015)
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
value = 1150,0
volume = 255
[state 150]
type = PlaySnd
triggerall = ishelper(10015)
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
value = 10000,17
[state 150]
type = Explod
triggerall = ishelper(10015)
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
anim = 33800
id = 33800
sprpriority = 2147483647
postype = left
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = add
[state 150]
type = varset
triggerall = ishelper(10015)
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
var(2) = 100 
[state 150]
type = destroyself
triggerall = ishelper(10015)
trigger1 = var(2) != 100 
trigger1 = time = 300
trigger2 = enemy,alive != 1
ignorehitpause = 1
;---------------------------;混線ヘルパー
[State 150]
type = StateTypeSet
trigger1 = ishelper(301050)
statetype = S
movetype = I
physics = N
persistent = 0
ignorehitpause = 1
[State 150]
type = VelSet
trigger1 = ishelper(301050)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 150]
type = changeanim
trigger1 = ishelper(301050)
value = 40020
persistent = 0
ignorehitpause = 1
[State 150]
type = ctrlset
trigger1 = ishelper(301050)
value = 0
persistent = 0
ignorehitpause = 1
[state 150]
Type = Posset
trigger1 = ishelper(301050)
x = 0
y = 2000
ignorehitpause = 1
[state 150]
type = HitBy
trigger1 = ishelper(301050)
value = C,HP
time = 1
ignorehitpause = 1
[state 150]
type = Projectile
triggerall = ishelper(301050)
trigger1 = time >= 1
projID = 45321423
projanim = 45321423
projremove = 0
projremovetime = 4
projhits = 1
projmisstime = 1
projpriority = 4
postype = p1
velmul = 0, 0
attr = C,HP
hitflag = MAFD
guardflag = 
p2stateno = 30104
sparkno = -1
affectteam = F
persistent = 1
[state 150]
type = pause
trigger1 = ishelper(301050)
time = 0
movetime = 0
ignorehitpause = 1
[state 150]
type = superpause
trigger1 = ishelper(301050)
time = 0
movetime = 0
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1
[state 150]
type = destroyself
triggerall = ishelper(301050)
trigger1 = roundstate != 2
trigger2 = root,stateno != 19201
;---------------------------
[State 150]
type = StateTypeSet
trigger1 = ishelper(649999)
statetype = S
movetype = I
physics = N
persistent = 0
ignorehitpause = 1
[State 150]
type = VelSet
trigger1 = ishelper(649999)
x = 0
y = 0
persistent = 0
ignorehitpause = 1
[State 150]
type = changeanim
trigger1 = ishelper(649999)
value = 40020
persistent = 0
ignorehitpause = 1
[State 150]
type = ctrlset
trigger1 = ishelper(649999)
value = 0
persistent = 0
ignorehitpause = 1
[state 150]
Type = Posset
trigger1 = ishelper(649999)
x = 0
y = 899999999+99999999
ignorehitpause = 1
[state 150]
type = HitBy
trigger1 = ishelper(649999)
value = C,HP
time = 1
ignorehitpause = 1
[state 150]
type = Projectile
triggerall = ishelper(649999)
trigger1 = time >= 1
projid = 1234567890
projanim = 1234567890
projremove = 0
projscale = 1,1
projremovetime = 4
projhits = 1
projmisstime = 1
projpriority = 4
postype = p1
attr = C,HP
hitflag = MAFD
guardflag = 
p2stateno = 50340
sparkno = -1
affectteam = F
ignorehitpause = 1
[state 150]
type = pause
trigger1 = ishelper(649999)
time = 0
movetime = 0
ignorehitpause = 1
[state 150]
type = superpause
trigger1 = ishelper(649999)
time = 0
movetime = 0
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1
[state 150]
type = destroyself
triggerall = ishelper(649999)
triggerall = p2name != "Kyuketsuki"
triggerall = p2name != "Shutdown"
triggerall = p2name != "MUAHAHAHAHAHAHAHAHA"
trigger1 = roundstate != 2
trigger2 = root,stateno != 2205
;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
;---------------------------------------------------------------------------

[Statedef 151]
type    = S
movetype= I
physics = S

[State -2]
type = NotHitBy
trigger1 = var(39)=1
value = SCA

[State 151]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 151]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
;---------------------------------------------------------------------------

[Statedef 152]
type    = C
movetype= I
physics = N
velset = 0,0

[State 152]
type = NotHitBy
trigger1 = var(39)=1
value = SCA

[State 152]
type = ChangeAnim
trigger1 = 1
value = 151
ignorehitpause = 1
persistent = 0

[State 152]
type = ChangeState
trigger1 = HitShakeOver
value = 153

[State 152]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
;---------------------------------------------------------------------------

[Statedef 153]
type    = C
movetype= I
physics = C

[State 153]
type = NotHitBy
trigger1 = var(39)=1
value = SCA

[State 153]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 153]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
;---------------------------------------------------------------------------

[Statedef 154]
type    = A
movetype= I
physics = N
velset = 0,0

[State 154]
type = NotHitBy
trigger1 = var(39)=1
value = SCA

[State 154]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154]
type = ChangeState
trigger1 = HitShakeOver
value = 155 

[State 154]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
;---------------------------------------------------------------------------

[Statedef 155]
type    = A
movetype= I
physics = N
anim = 152

[State 155]
type = NotHitBy
trigger1 = var(39)=1
value = SCA

[State 155]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (Vel y > 0)

[State 155]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = Command != "holdback"
value = 52

[State 155]
type = ChangeState
trigger1 = sysvar(0)
value = 130

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;負け動作
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; タイムオーバー
;---------------------------------------------------------------------------

[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

[State 170]
type = PlaySnd
trigger1 = time = 10
value = 10000,5
volume = 255
freqmul = 0.9

[State 170]
type = changeanim
trigger1 = time = 0
value = 170

[State 170]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作１　
;---------------------------------------------------------------------------

[Statedef 180]
type = S

[State 180]
type = VarRandom
triggerall = palno != 11
trigger1 = time = 0
v = 48
range = 0,5

[State 180];天上天下
type = ChangeState
triggerall = palno != 10
trigger1 = var(48) = 0
value = 181

[State 180];我より優れるものはなし
type = ChangeState
triggerall = palno != 10
trigger1 = var(48) = 1
value = 184

[State 180];このような結末は・・・
type = ChangeState
triggerall = palno != 10
trigger1 = var(48) = 2
value = 185

[State 180];下の下だな・・・
type = ChangeState
triggerall = palno != 10
trigger1 = var(48) = 3
value = 186

[State 180];下の下だな2・・・
type = ChangeState
triggerall = palno != 10
trigger1 = var(48) = 4
value = 187

[State 180];下の下だな2・・・
type = ChangeState
triggerall = palno != 10
trigger1 = var(48) = 5
value = 189

[State 180]
type = ChangeState
triggerall = palno = 10
trigger1 = 1
value = 1840

;---------------------------------------------------------------------------
; 勝った動作
;---------------------------------------------------------------------------
[Statedef 1840]
type = S
ctrl = 0
anim = 1840
velset = 0,0

[State 1840]
type = PlaySnd
trigger1 = animelem = 7
value = 190,1
volume = 255
[State 1840]
type = PlaySnd
trigger1 = animelem = 7
value = 2000,2
volume = 255
freqmul = 1.8+((random%2)*0.2)
[State 1840]
type = PlaySnd
trigger1 = animelemtime(57) = 12
value = 182,0
volume = 255
freqmul = 1.5
[State 1840]
type = PlaySnd
trigger1 = time = 180
value = 10000,26
volume = 255
freqmul = 0.5
[State 1840]
type = PlaySnd
trigger1 = time = 180
value = 10000,26
volume = 255
freqmul = 0.45
[State 1840]
type = PlaySnd
trigger1 = time = 180
value = 10000,26
volume = 255
[State 1840]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1840]
type = AssertSpecial
trigger1 = time = [0,250]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作[天上天下]
;---------------------------------------------------------------------------
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181]
type = PlaySnd
trigger1 = time = 50
value = 181,0
volume = 255
freqmul = 0.9

[State 181]
type = Explod
trigger1 = numexplod(182) = 0
trigger1 = animelem = 1
anim = 182
id = 182
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
removetime = -1
under = 0
trans = add

[State 181]
type = RemoveExplod
trigger1 = time = 225
ID = 182

[State 181]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 181]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 181]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 181]
type = Explod
trigger1 = time = 265
anim = 185
sprpriority = 999
postype = p1
pos = 0,-75
bindtime = -1
under = 0
ownpal = 1
scale = 1.2,1.2
pausemovetime = 2147483647
supermovetime = 2147483647

[State 181]
type = PlaySnd
trigger1 = time = 265
value = 10000,46
[State 181]
type = PlaySnd
trigger1 = time = 265
value = 10000,8
volume = -150

[State 181]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作　我より優れる物はなし
;---------------------------------------------------------------------------

[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 184]
type = PlaySnd
trigger1 = animelem = 2
value = 191,0
freqmul = 0.9

[State 184]
type = PlaySnd
trigger1 = animelem = 12
value = 191,1
freqmul = 0.9

[State 1]
type = Explod
trigger1 = time > 270
trigger1 = time <= 280
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 270
trigger1 = time <= 280
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 270
trigger1 = time <= 280
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 270
anim = 185
sprpriority = 999
postype = p1
pos = 0,-75
bindtime = -1
under = 0
ownpal = 1
scale = 1.2,1.2
pausemovetime = 2147483647
supermovetime = 2147483647

[State 191, 3]
type = PlaySnd
trigger1 = time = 270
value = 10000,46
[State 191, 3]
type = PlaySnd
trigger1 = time = 270
value = 10000,8
volume = -150

[State 184]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 184]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作　このような結末は・・・・
;---------------------------------------------------------------------------

[Statedef 185]
type = S
ctrl = 0
anim = 1850
velset = 0,0

[State 1850]
type = PlaySnd
trigger1 = Time = 0
value = 2000,0
volume = 255
freqmul = 0.9

[State 1850]
type = PlaySnd
trigger1 = Time = 60
value = 2000,1
volume = 255
freqmul = 0.9

[State 1850]
type = PlaySnd
trigger1 = Time = 130
value = 2000,2
volume = 255
freqmul = 0.9

[State 1851]
type = helper
triggerall = !ishelper
trigger1 = time = 0
stateno = 150
name = ""
ID = 1851
pos = -15,-150
helpertype = player
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[state 1850]
type = Explod
triggerall = numexplod(1851) = 0
trigger1 = time = 160
anim = 1851
id = 1851
sprpriority = 2147483647
removetime = 65
pos = -15,-130
scale = 0.2,0.2
ontop = 1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 215
trigger1 = time <= 225
anim = 22131
sprpriority = 2147483647
postype = p1
pos = -20,-140
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 215
trigger1 = time <= 225
anim = 22131
sprpriority = 2147483647
postype = p1
pos = -20,-140
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 215
trigger1 = time <= 225
anim = 22131
sprpriority = 2147483647
postype = p1
pos = -20,-140
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 2000]
type = PlaySnd
trigger1 = time = 220
value = s10000,1
volume = 255
[State 2000]
type = PlaySnd
trigger1 = time = 230
value = s10000,16
freqmul = 2.0
[State 2000]
type = PlaySnd
trigger1 = time = 225
value = s10000,23
[State 2000]
type = PlaySnd
trigger1 = time = 225
value = s10000,26

[State 1]
type = Explod
trigger1 = time > 535
trigger1 = time <= 545
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 535
trigger1 = time <= 545
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 535
trigger1 = time <= 545
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 535
anim = 185
sprpriority = 999
postype = p1
pos = 0,-75
bindtime = -1
under = 0
ownpal = 1
scale = 1.2,1.2
pausemovetime = 2147483647
supermovetime = 2147483647

[State 191, 3]
type = PlaySnd
trigger1 = time = 535
value = 10000,46
[State 191, 3]
type = PlaySnd
trigger1 = time = 535
value = 10000,8
volume = -150

[State 1851]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1851]
type = AssertSpecial
trigger1 = time = [0,600]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作　血を出す
;---------------------------------------------------------------------------

[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 5
value = 240,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 16
value = 182,0
volume = 255
freqmul = 0.9

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 187
id = 185
sprpriority = 999
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 265
trigger1 = time <= 275
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 265
anim = 185
sprpriority = 999
postype = p1
pos = 0,-75
bindtime = -1
under = 0
ownpal = 1
scale = 1.2,1.2
pausemovetime = 2147483647
supermovetime = 2147483647

[State 191, 3]
type = PlaySnd
trigger1 = time = 265
value = 10000,46
[State 191, 3]
type = PlaySnd
trigger1 = time = 265
value = 10000,8
volume = -150

[State 186]
type = NotHitBy
trigger1 = 1
value = SCA

[State 186]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作 下の下だな・・・
;---------------------------------------------------------------------------
[Statedef 187]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 7
value = 190,1

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 7
value = 2000,0
volume = 255
freqmul = 0.9

[State 191, 3]
type = PlaySnd
trigger1 = animelemtime(57) = 12
value = 182,0
volume = 255
freqmul = 0.9

[State 187]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1]
type = Explod
trigger1 = time > 293
trigger1 = time <= 303
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 293
trigger1 = time <= 303
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 293
trigger1 = time <= 303
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 293
anim = 185
sprpriority = 999
postype = p1
pos = 0,-75
bindtime = -1
under = 0
ownpal = 1
scale = 1.2,1.2
pausemovetime = 2147483647
supermovetime = 2147483647

[State 191, 3]
type = PlaySnd
trigger1 = time = 293
value = 10000,46
[State 191, 3]
type = PlaySnd
trigger1 = time = 293
value = 10000,8
volume = -150

[State 187]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作　敗者から魂を抜く　その魂我に捧げよ！！
;---------------------------------------------------------------------------

[Statedef 189]
type = S
ctrl = 0
anim = 189
velset = 0,0

[State 189]
type = posset
trigger1 = time = 0
trigger1 = fvar(5) > 0
x = enemy,pos x - 50
[State 189]
type = posset
trigger1 = time = 1
trigger1 = fvar(5) < 0
x = enemy,pos x + 50
ignorehitpause = 1
[State 189]
type = Explod
trigger1 = time > 0
trigger1 = time <= 15
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 189]
type = Explod
trigger1 = time > 0
trigger1 = time <= 15
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 189]
type = Explod
trigger1 = time > 0
trigger1 = time <= 15
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 189]
type = Explod
trigger1 = time = 0
anim = 3053
sprpriority = 0
postype = p1
pos = 0,-70
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add
scale = 1.2,1.2
supermovetime = 2147483647
pausemovetime = 2147483647
[State 189]
type = Explod
trigger1 = time = 34
anim = 32300
sprpriority = -4
postype = p1
pos = 30,-95
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 120
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647

[State 189]
type = Explod
trigger1 = time = 154
anim = 32350
sprpriority = -4
postype = p1
pos = 30,-95
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 10
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647
[State 189]
type = PlaySnd
trigger1 = time = 0
value = 10000,46
volume = 255
[State 189]
type = PlaySnd
trigger1 = time = 0
value = 10000,8
volume = -255
[State 189]
type = PlaySnd
trigger1 = time = 20
value = 10000,47
volume = 255
[State 189]
type = PlaySnd
trigger1 = time = 20
value = 1200,0
[State 189]
type = PlaySnd
trigger1 = time = 20
value = 1300,1
[State 189]
type = PlaySnd
trigger1 = Time = 20||Time = 80||Time = 140||Time = 200||Time = 260||Time = 320||Time = 380
value = 10000,26
[State 189]
type = PlaySnd
trigger1 = Time = 325
value = 10000,53
[State 189]
type = PlaySnd
trigger1 = Time = 380
value = 2300,3
[State 189]
type = PlaySnd
trigger1 = time = 380
value = 10000,55
freqmul = 1.8
[State 189]
type = helper
triggerall = !ishelper
trigger1 = time = 10
stateno = 130
name = ""
ID = 1890
pos = 62,150
helpertype = player
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 189]
type = Explod
trigger1 = time > 700
trigger1 = time <= 710
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 189]
type = Explod
trigger1 = time > 700
trigger1 = time <= 710
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 189]
type = Explod
trigger1 = time > 700
trigger1 = time <= 710
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 189]
type = Explod
trigger1 = time = 700
anim = 185
sprpriority = 999
postype = p1
pos = 0,-75
bindtime = -1
under = 0
ownpal = 1
scale = 1.2,1.2
pausemovetime = 2147483647
supermovetime = 2147483647
[State 189]
type = PlaySnd
trigger1 = time = 700
value = 10000,46
[State 189]
type = PlaySnd
trigger1 = time = 700
value = 10000,8
volume = -150

[State 189]
type = NotHitBy
trigger1 = 1
value = SCA

[State 189]
type = AssertSpecial
trigger1 = time = [0,750]
flag = roundnotover

[Statedef 190]
type = S
ctrl = 0
anim = 192
velset = 0,0
range = 0,2

[State 190]
type= ChangeState
trigger1 = enemy,name="G OROCHI" || enemy,name="UNKNOWN"
value = 192

[State 190]
type = ChangeState
trigger1 = enemy,name="G Magaki"
value = 1920

[State 190]
type = ChangeState
triggerall = palno != 12
trigger1 = enemy,name="Mizuchi"|| enemy,name="G Mizuchi"|| enemy,name="Phantom Mizuchi JP"|| enemy,name="hades"
value = 1900

[State 190]
type = ChangeState
triggerall = palno != 12
trigger1 = enemy,name="kouryou"
value = 19000

[State 190]
type = ChangeState
triggerall = palno = 12
trigger1 = name = "ALSIEL"
value = 191

[State 190]
type = changestate
triggerall = palno != 12
trigger1 = name = "ALSIEL"
trigger1 = random <= 124
value = 1910

[State 190]
type = changestate
triggerall = palno != 12
trigger1 = name = "ALSIEL"
trigger1 = random = [125,249]
value = 18400

[State 190]
type = ChangeState
triggerall = palno != 12
trigger1 = name = "ALSIEL"
trigger1 = random = [250,374]
value = 194

[State 190]
type = ChangeState
triggerall = palno != 12
trigger1 = name = "ALSIEL"
trigger1 = random = [375,499]
value = 193

;---------------------------------------------------------------------------
; 登場 マガキからの転生
;---------------------------------------------------------------------------
[Statedef 1920]
type = S
ctrl = 0
anim = 1920
velset = 0,0
range = 0,2

[State a];光の粒
type = Explod
trigger1 = time >= 0
trigger1 = GameTime%6 = 1
anim = 28200
id = 28200
sprpriority = 2147483647
postype = p1
pos = var(50),var(51)
bindtime = 1
ownpal = 1
trans = add
persistent = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2620]
type = Explod
trigger1 = time = 0
anim = 1910
sprpriority = 100
postype = p1
pos = 0,0
bindtime = -1
removetime = 340
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2620]
type = Explod
trigger1 = time = 340
anim = 1900
sprpriority = 100
postype = p1
pos = 0,0
bindtime = -1
removetime = 35
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 192]
type = PlaySnd
trigger1 = time = 370
value = 10000,33
volume= 255

[State 192]
type = PlaySnd
trigger1 = time = 10
value = 10000,56
volume= 255
freqmul = 0.9

[State 192]
type = PlaySnd
trigger1 = time = 200
value = 10000,11
volume= 255

[State 192]
type = PlaySnd
trigger1 = time = 375
value = 10000,0
[state a]
type = playsnd
trigger1 = time = 375
value = 10000,18
[state a]
type = playsnd
trigger1 = time = 375
value = 10000,28
[state a]
type = playsnd
trigger1 = time = 375
value = 10000,49

[state a]
type = playsnd
trigger1 = time = 340
value = 10000,29
[State 11051]
type = BGPalFx
trigger1 = time = 340
mul = 0,0,0
invertall = 1
color = 0
time = 15
ignorehitpause = 1
[State 11052]
type = Explod
trigger1 = time = 340
Anim = 1930
pos = 14, -110
postype = p1
ownpal = 1
removetime = 15
sprpriority = 4
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 375
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 5
supermove = 0
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = time = 375
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,30
ownpal = 1
bindtime = 1
removetime = 15
supermove = 0
scale = 0.8,0.8
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = time = 375
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 20
supermove = 0
scale = 0.6,0.6
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = time = 375
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 25
supermove = 0
scale = 0.3,0.3
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = time = 375
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 30
supermove = 0
scale = 0.1,0.1
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = time = 375
anim = 2551
id = 2551
ownpal = 1
sprpriority = 1
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = time = 375
anim = 22108
sprpriority = 999
postype = p1
pos = 0,-100
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = EnvShake
trigger1 = time = 375
time = 15
ampl = -15
freq = 95
phase = 95

[State 191] 
type = AssertSpecial
trigger1 = Time = [0,1750]
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[Statedef 1900]
type = S
ctrl = 0
anim = 19000
velset = 0,0

[State 0]
type = posset
trigger1 = time = 0
y = -160
[State 0]
type = velset
trigger1 = pos Y < 0
y = 4
[State 0]
type = velset
trigger1 = pos Y = 0
y = 0

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 2000,2
volume = 255
freqmul = 2.5

[State 191, 3]
type = PlaySnd
trigger1 = time = 30
value = 182,0
volume = 255

[State 191, 3]
type = PlaySnd
trigger1 = time = 160
value = 10000,53
volume = 255

[State 191, 3]
type = PlaySnd
trigger1 = time = 140
value = 10000,29
volume = 255

[State 11051]
type = BGPalFx
trigger1 = time = 140
mul = 0,0,0
invertall = 1
color = 0
time = 15
ignorehitpause = 1
[State 11052]
type = Explod
trigger1 = time = 140
Anim = 1930
pos = 14, -110
postype = p1
ownpal = 1
removetime = 15
sprpriority = 4
supermovetime = 2147483647
pausemovetime = 2147483647

[State 191, 3]
type = PlaySnd
trigger1 = time = 282
value = 12,0
volume = 255
freqmul = 0.7

[State 191, 3]
type = PlaySnd
trigger1 = time = 282
value = 2300,3
volume = 255

[State 191] 
type = AssertSpecial
trigger1 = Time = [0,1750]
trigger1 = 1
flag = Intro

[State 191] 
type = ChangeState
trigger1 = time = 318
value = 0

[Statedef 19000]
type = S
ctrl = 0
anim = 190000
velset = 0,0

[State 0]
type = posset
trigger1 = time = 0
y = -180
[State 0]
type = velset
trigger1 = pos Y < 0
y = .5
[State 0]
type = velset
trigger1 = pos Y = 0
y = 0

[State 191, 3]
type = PlaySnd
trigger1 = time = 50
value = 10000,36
volume = 255

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 12,1
volume = 255

[State 191, 3]
type = PlaySnd
trigger1 = time = 470
value = 10000,56
volume = 255
freqmul = 0.7
[State 10005]
type = PlaySnd
trigger1 = time = 0
value = 10000,29
volume = 250
[State 11051]
type = BGPalFx
trigger1 = time = 0
mul = 0,0,0
invertall = 1
color = 0
time = 15
ignorehitpause = 1
[State 11052]
type = Explod
trigger1 = time = 0
Anim = 1930
pos = 14, -110
postype = p2
ownpal = 1
removetime = 15
sprpriority = 4
supermovetime = 2147483647
pausemovetime = 2147483647

[State 191] 
type = AssertSpecial
trigger1 = Time = [0,1750]
trigger1 = 1
flag = Intro

[State 191] 
type = ChangeState
trigger1 = animtime = 0
value = 0

[Statedef 1910]
type = S
ctrl = 0
anim = 19100
velset = 0,0

[State 0]
type = posset
trigger1 = time = 0
trigger2 = animelem = 14
trigger3 = animelem = 27
y = -250
[State 0]
type = velset
trigger1 = pos Y < 0
y = 5
[State 0]
type = velset
trigger1 = pos Y = 0
y = 0

[State 0]
type = PlaySnd
trigger1 = animelem = 1
value = 2200,0
freqmul = 0.9
[State 0]
type = PlaySnd
trigger1 = animelem = 13
trigger2 = animelem = 25
trigger3 = animelem = 37
trigger4 = animelem = 49
value = 190,0
freqmul = 0.9
[State 0]
type = PlaySnd
trigger1 = animelem = 13
trigger2 = animelem = 25
trigger3 = animelem = 37
trigger4 = animelem = 49
value = 190,1
freqmul = 0.9

[State 0]
type = Explod
trigger1 = animelem = 13
trigger2 = animelem = 25
trigger3 = animelem = 37
trigger4 = animelem = 49
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 191] 
type = AssertSpecial
trigger1 = Time = [0,1750]
trigger1 = 1
flag = Intro

[State 191] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 登場 恐れては・・・
;---------------------------------------------------------------------------

[Statedef 191]
type = S
ctrl = 0
anim = 193
velset = 0,0

[State a];光の粒
type = Explod
trigger1 = time >= 0
trigger1 = GameTime%6 = 1
anim = 28200
id = 28200
sprpriority = 5
postype = p1
pos = var(50),var(51)
bindtime = 1
ownpal = 1
trans = add
persistent = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 250
trigger1 = time <= 260
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 250
trigger1 = time <= 260
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 250
trigger1 = time <= 260
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 250
anim = 185
sprpriority = 999
postype = p1
pos = 0,-75
bindtime = -1
under = 0
ownpal = 1
scale = 1.2,1.2
pausemovetime = 2147483647
supermovetime = 2147483647

[State 191, 3]
type = PlaySnd
trigger1 = time = 250
value = 10000,0
[State 191, 3]
type = PlaySnd
trigger1 = time = 250
value = 2000,0
freqmul = 0.9
[State 191, 3]
type = PlaySnd
trigger1 = time = 330
value = 2000,1
freqmul = 0.9
[State 191, 3]
type = PlaySnd
trigger1 = time = 410
value = 2000,2
freqmul = 0.9
[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 10000,47
[State 191, 3]
type = PlaySnd
trigger1 = time = 250
value = 10000,54
[State 190]
type = helper
triggerall = !ishelper
trigger1 = time = 0
stateno = 150
name = ""
ID = 18510
pos = 0,-75
helpertype = player
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 564
anim = 194
id = 194
sprpriority = 2147483647
postype = p1
pos = -3,-108
bindtime = 1
supermove = 1
removetime = -2
under = 0
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 191, 3]
type = PlaySnd
trigger1 = time = 502
value = 191,0
freqmul = 0.9

[State 191, 3]
type = PlaySnd
trigger1 = time = 564
value = 191,1
freqmul = 0.9

[State 191, 3]
type = PlaySnd
trigger1 = time = 564
value = 2300,3

[State 191] 
type = AssertSpecial
trigger1 = Time = [0,1750]
trigger1 = 1
flag = Intro

[State 191] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 登場 オロチからの転生
;---------------------------------------------------------------------------
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State a];光の粒
type = Explod
trigger1 = time >= 0
trigger1 = GameTime%6 = 1
anim = 28200
id = 28200
sprpriority = 0
postype = p1
pos = var(50),var(51)
bindtime = 1
ownpal = 1
trans = add
persistent = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 191]
type = Explod
trigger1 = time = 0
anim = 19250
id = 19250
sprpriority = 999
postype = p1
pos = 0,0
bindtime = 1
removetime = 240
supermove = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[State 191]
type = Explod
trigger1 = time = 240
anim = 1925
id = 1925
sprpriority = 999
postype = p1
pos = 0,0
bindtime = 1
removetime = 20
supermove = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[State 191]
type = Explod
trigger1 = time = 260
anim = 1926
id = 1926
sprpriority = 999
postype = p1
pos = 0,0
bindtime = 1
removetime = 40
supermove = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[state a]
type = playsnd
trigger1 = time = 240
value = 10000,29
[State 11051]
type = BGPalFx
trigger1 = time = 240
mul = 0,0,0
invertall = 1
color = 0
time = 15
ignorehitpause = 1
[State 11052]
type = Explod
trigger1 = time = 240
anim = 1930
pos = 14, -110
postype = p1
ownpal = 1
removetime = 15
sprpriority = 4
supermovetime = 2147483647
pausemovetime = 2147483647

[State 192]
type = PlaySnd
trigger1 = time = 300
value = 10000,0
[state a]
type = playsnd
trigger1 = time = 300
value = 10000,18
[state a]
type = playsnd
trigger1 = time = 300
value = 10000,28
[state a]
type = playsnd
trigger1 = time = 300
value = 10000,49

[State 1000, 5]
type = Explod
trigger1 = time = 300
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 5
supermove = 0
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = time = 300
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,30
ownpal = 1
bindtime = 1
removetime = 15
supermove = 0
scale = 0.8,0.8
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = time = 300
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 20
supermove = 0
scale = 0.6,0.6
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = time = 300
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 25
supermove = 0
scale = 0.3,0.3
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = time = 300
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 30
supermove = 0
scale = 0.1,0.1
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = time = 300
anim = 2551
id = 2551
ownpal = 1
sprpriority = 1
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = time = 300
anim = 22108
sprpriority = 999
postype = p1
pos = 0,-100
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = EnvShake
trigger1 = time = 300
time = 15
ampl = -15
freq = 95
phase = 95

[State 191] 
type = AssertSpecial
trigger1 = Time = [0,1750]
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 登場 倒して見せよ
;---------------------------------------------------------------------------

[Statedef 193]
type = S
ctrl = 0
anim = 196000
velset = 0,0

[State 190]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1

[State 190]
type = PlaySnd
trigger1 = Time = 0||Time = 60||Time = 120||Time = 160||Time = 200||Time = 240||Time = 260||Time = 280||Time = 300||Time = 320||Time = 340||Time = 360||Time = 370||Time = 380||Time = 390||Time = 400||Time = 410||Time = 420
value = 10000,26
volume = 255

[State 190]
type = PlaySnd
trigger1 = time = 430
value = 190,1
volume= 255

[State 190]
type = PlaySnd
trigger1 = time = 550
value = 190,2
volume= 255

[State 190]
type = PlaySnd
trigger1 = time = 430
value = 190,0
freqmul = 1.2
volume= 255

[State 190];光の粒
type = Explod
trigger1 = time >= 0
trigger1 = GameTime%6 = 1
anim = 28200
id = 28200
sprpriority = 5
postype = p1
pos = var(50),var(51)
bindtime = 1
ownpal = 1
trans = add
persistent = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 190]
type = Explod
trigger1 = time = 430
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 190] 
type = AssertSpecial
trigger1 = Time = [0,1750]
trigger1 = 1
flag = Intro

[State 190] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 登場 因果・・・さあ、たおしてみせよ
;---------------------------------------------------------------------------

[Statedef 194]
type = S
ctrl = 0
anim = 195
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 10000,47

[State 191, 3]
type = PlaySnd
trigger1 = time = 370
value = 10000,0

[State 191, 3]
type = PlaySnd
trigger1 = time = 370
value = 2000,0
freqmul = 1.3

[State 191, 3]
type = PlaySnd
trigger1 = time = 430
value = 2000,1
freqmul = 1.5

[State 191, 3]
type = PlaySnd
trigger1 = time = 480
value = 2000,2
freqmul = 1.7

[State 191, 3]
type = PlaySnd
trigger1 = time = 530
value = 2200,0
freqmul = 0.9

[State 191, 3]
type = PlaySnd
trigger1 = time = 580
value = 190,0
freqmul = 0.9

[State a];光の粒
type = Explod
trigger1 = time >= 0
trigger1 = GameTime%6 = 1
anim = 28200
id = 28200
sprpriority = 5
postype = p1
pos = var(50),var(51)
bindtime = 1
ownpal = 1
trans = add
persistent = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 191] 
type = AssertSpecial
trigger1 = Time = [0,1750]
trigger1 = 1
flag = Intro

[State 191] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[Statedef 18400]
type = S
ctrl = 0
anim = 18400
velset = 0,0
range = 0,2

[State a];光の粒
type = Explod
trigger1 = time >= 0
trigger1 = GameTime%6 = 1
anim = 28200
id = 28200
sprpriority = 5
postype = p1
pos = var(50),var(51)
bindtime = 1
ownpal = 1
trans = add
persistent = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 12
value = 10000,0

[state a]
type = playsnd
trigger1 = animelem = 12
value = 10000,18
[state a]
type = playsnd
trigger1 = animelem = 12
value = 10000,28
[state a]
type = playsnd
trigger1 = animelem = 12
value = 10000,49

[State 1000, 5]
type = Explod
trigger1 = animelem = 12
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 5
supermove = 0
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = animelem = 12
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,30
ownpal = 1
bindtime = 1
removetime = 15
supermove = 0
scale = 0.8,0.8
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = animelem = 12
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 20
supermove = 0
scale = 0.6,0.6
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = animelem = 12
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 25
supermove = 0
scale = 0.3,0.3
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = animelem = 12
anim = 10090
id = 10090
sprpriority = 5
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 30
supermove = 0
scale = 0.1,0.1
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = animelem = 12
anim = 2551
id = 2551
ownpal = 1
sprpriority = 1
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = animelem = 12
anim = 22108
sprpriority = 999
postype = p1
pos = 0,-100
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = EnvShake
trigger1 = animelem = 12
time = 15
ampl = -15
freq = 95
phase = 95

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 6
value = 181,0
volume = 255
freqmul = 0.9

[State 191] 
type = AssertSpecial
trigger1 = Time = [0,1750]
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 挑発の動作  見よう見まねでやったけど弾幕の制御のしたかたがわからない
;---------------------------------------------------------------------------
[Statedef 195]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 18100
sprpriority = 5

[State 195]
type = varset
trigger1 = time = 0
v = 30
value = 1  

[state 195]
type = Explod
trigger1 = time = 20
anim = 32100
sprpriority = -4
postype = p1
pos = 6,-159
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 56
scale = 0.65,0.65
supermovetime = 2147483647
pausemovetime = 2147483647

[state 195]
type = Explod
trigger1 = time = 76
anim = 32200
sprpriority = -4
postype = p1
pos = 6,-159
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 10
scale = 0.65,0.65
supermovetime = 2147483647
pausemovetime = 2147483647

[State 195]
type = helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = AnimElem = 6
id = 16500
persistent = 0
name = "monsyou"
pos = 0,-100
size.xscale = 0.9
size.yscale = 0.9
postype = p1
stateno = 150
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 195]
type = PlaySnd
trigger1 = animelem = 6
value = 195,0
volume = 255
freqmul = 0.9

[State 195]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;やられ動作
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; HITG_SHAKE
;---------------------------------------------------------------------------

[Statedef 5000]
type    = S
movetype= H
physics = N
velset = 0,0

[state 5000]
type = destroyself
triggerall = enemynear,name != "genjitsu"
trigger1 = ishelper

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 5000]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001

[State 5000]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5000]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITG_SLIDE
;---------------------------------------------------------------------------

[Statedef 5001]
type    = S
movetype= H
physics = S

[state 5001]
type = destroyself
triggerall = enemynear,name != "genjitsu"
trigger1 = ishelper

[State 5001]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5001]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 5001]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5001]
type = VelSet
trigger1 = HitOver
x = 0

[State 5001]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5001]
type = ChangeState
trigger1 = HitOver
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HITC_SHAKE
;---------------------------------------------------------------------------

[Statedef 5010]
type    = C
movetype= H
physics = N
velset = 0,0

[state 5010]
type = destroyself
triggerall = enemynear,name != "genjitsu"
trigger1 = ishelper

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 5010]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5010]
type = StateTypeSet
triggerall = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5010]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5011

[State 5010]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5010]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 5010]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5010]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITC_SLIDE
;---------------------------------------------------------------------------

[Statedef 5011]
type    = C
movetype= H
physics = C

[state 5011]
type = destroyself
triggerall = enemynear,name != "genjitsu"
trigger1 = ishelper

[State 5011]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5011]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 5011]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5011]
type = VelSet
trigger1 = HitOver
x = 0

[State 5011]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5011]
type = ChangeState
trigger1 = HitOver
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; HITA_SHAKE
;---------------------------------------------------------------------------

[Statedef 5020]
type    = A
movetype= H
physics = N
velset = 0,0

[state 5020]
type = destroyself
triggerall = enemynear,name != "genjitsu"
trigger1 = ishelper

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5020]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5020]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5020]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5020]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITA_UP
;---------------------------------------------------------------------------

[Statedef 5030]
type    = A
movetype= H
physics = N
ctrl = 0

[state 5030]
type = destroyself
triggerall = enemynear,name != "genjitsu"
trigger1 = ishelper

[State 5030]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0 
trigger2 = Pos Y >= 10 
value = 5040

[State 5030]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0 
trigger2 = Pos Y >= 10
value = 5050 

[State 5030]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035 

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
;---------------------------------------------------------------------------

[Statedef 5035]
type    = A
movetype= H
physics = N

[state 5035]
type = destroyself
triggerall = enemynear,name != "genjitsu"
trigger1 = ishelper

[State 5035]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] 
trigger1 = Anim != 5090 
value = 5035

[State 5035]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver  
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0   
trigger3 = Pos Y >= 10  
trigger4 = Time = 0     
trigger4 = Anim != 5035
value = 5040 

[State 5035]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver  
trigger2 = AnimTime = 0 
trigger3 = Vel Y > 0   
trigger3 = Pos Y >= 10  
trigger4 = Time = 0    
trigger4 = Anim != 5035 
value = 5050

;---------------------------------------------------------------------------
; HITA_RECOV
;---------------------------------------------------------------------------

[Statedef 5040]
type    = A
movetype= H
physics = N

[state 5040]
type = destroyself
triggerall = enemynear,name != "genjitsu"
trigger1 = ishelper

[State 5040]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 5040]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 5040]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
; HITA_FALL
;---------------------------------------------------------------------------

[Statedef 5050]
type    = A
movetype= H
physics = N

[state 5050]
type = destroyself
triggerall = enemynear,name != "genjitsu"
trigger1 = ishelper

[State 5050]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 5050]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 5050]
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 5050]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

[state 5050, 10]
type = lifeset
triggerall = enemynear,name != "genjitsu"
triggerall = ishelper
trigger1 = 1
value = lifemax
ignorehitpause = 1

;---------------------------------------------------------------------------
; HIT_TRIP (shaking)
;---------------------------------------------------------------------------

[Statedef 5070]
type    = A
movetype= H
physics = N
velset = 0,0

[state 5070]
type = destroyself
triggerall = enemynear,name != "genjitsu"
trigger1 = ishelper

[State 5070]
type = ChangeAnim 
trigger1 = 1
value = 5070

[State 5070]
type = ChangeState
trigger1 = HitShakeOver
value = 5071

[State 5070]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HIT_TRIP2
;---------------------------------------------------------------------------

[Statedef 5071]
type    = A
movetype= H
physics = N

[state 5071]
type = destroyself
triggerall = enemynear,name != "genjitsu"
trigger1 = ishelper

[State 5071]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5071]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5071]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HITL_SHAKE
;---------------------------------------------------------------------------

[Statedef 5080]
type    = L
movetype= H
physics = N
velset = 0,0

[state 5080]
type = destroyself
triggerall = enemynear,name != "genjitsu"
trigger1 = ishelper

[State 5080]
type = VarSet
trigger1 = time = 0
sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090)

[State 5080]
type = VarAdd
trigger1 = time = 0
trigger1 = (anim = [5081,5089]) || (anim = [5111,5119])
trigger1 = SelfAnimExist(sysvar(2) + (anim % 10))
sysvar(2) = anim % 10

[State 5080]
type = VarSet
trigger1 = time = 0
trigger1 = sysvar(2) = 5090
trigger1 = !SelfAnimExist(5090)
sysvar(2) = 5030

[State 5080]
type = ChangeAnim
trigger1 = 1
value = sysvar(2)

[State 5080, 4]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5081

[State 5080]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) != 0
value = 5030

;---------------------------------------------------------------------------
; HITL_SLIDE
;---------------------------------------------------------------------------

[Statedef 5081]
type    = L
movetype= H
physics = C

[state 5081]
type = destroyself
triggerall = enemynear,name != "genjitsu"
trigger1 = ishelper

[State 5081]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5081]
type = VelSet
trigger1 = HitOver
x = 0

[State 5081]
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1

[State 5081]
type = ChangeState
trigger1 = HitOver
value = 5110

;---------------------------------------------------------------------------
; HIT_BOUNCE
;---------------------------------------------------------------------------

[Statedef 5100]
type    = L
movetype= H
physics = N

[state 5100]
type = destroyself
triggerall = enemynear,name != "genjitsu"
trigger1 = ishelper

[State 5100]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100]
type = FallEnvShake
trigger1 = Time = 0

[State 5100]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100]
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110

[State 5100]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100]
type = HitFallDamage
trigger1 = Time = 3

[State 5100]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100]
type = PosFreeze
trigger1 = 1

[State 5100]
type = ChangeState
trigger1 = AnimTime = 0
value = 5101

[State 5100]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; HIT_BOUNCE
;---------------------------------------------------------------------------

[Statedef 5101]
type    = L
movetype= H
physics = N

[state 5101]
type = destroyself
triggerall = enemynear,name != "genjitsu"
trigger1 = ishelper

[State 5101]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101]
type = HitFallVel
trigger1 = Time = 0

[State 5101]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101]
type = VelAdd
trigger1 = 1
y = .4

[State 5101]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HIT_LIEDOWN
;---------------------------------------------------------------------------

[Statedef 5110]
type    = L
movetype= H
physics = N

[state 5110]
type = destroyself
triggerall = enemynear,name != "genjitsu"
trigger1 = ishelper

[State 5110]
type = FallEnvShake
trigger1 = Time = 0

[State 5110]
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110]
type = HitFallDamage
trigger1 = Time = 0

[State 5110]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110]
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110 + (anim % 10)

[State 5110]
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110

[State 5110]
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110]
type = VelMul
trigger1 = 1
x = 0.85

[State 5110]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

;---------------------------------------------------------------------------
; HIT_GETUP
;---------------------------------------------------------------------------

[Statedef 5120]
type    = L
movetype= I
physics = N

[state 5120]
type = destroyself
triggerall = enemynear,name != "genjitsu"
trigger1 = ishelper

[State 5120]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5120]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120]
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120]
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5120]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------------
; HIT_LIEDEAD
;---------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[State 5150]
type = AssertSpecial
trigger1 = name!="ALSIEL"
flag = noshadow
flag2 = nobardisplay
flag3 = globalnoshadow

[State 5150]
type = AngleDraw
trigger1 = name!="ALSIEL"&&(time=[0,400])
Scale = 1.0-(time*0.002),1.0-(time*0.002)

[State 5150]
type = AssertSpecial
trigger1 = name!="ALSIEL"&&((time=[350,399])&&(gametime%3=0)||time>=400)
flag = invisible

[State 5150]
type = PlaySnd
trigger1 = name!="ALSIEL"
trigger1 = time = 20 || time =50 || time = 80 || time = 120 || time = 140|| time = 170|| time = 200 || time = 240 || time = 270 || time = 300 || time = 340 || time = 380 || time = 420 || time = 460 || time = 500
value = 11,0
freqmul = 0.5+((random%4)*0.2)
voulme = 255

[State 5150]
type = PlaySnd
trigger1 = name!="ALSIEL"
trigger1 = time = 20 || time =40 || time = 60 || time = 80 || time = 100|| time = 120|| time = 140 || time = 160 || time = 180 || time = 220 || time = 240 || time =260 || time = 280 || time = 300 || time = 320|| time = 340|| time = 360 || time = 380
value = 11,0
freqmul = 1.8+((random%4)*0.4)

[State 5150]
type = PlaySnd
trigger1 = name!="ALSIEL"
trigger1 = time = 400 || time = 420 || time = 440 || time = 460 || time = 480 || time = 500 || time = 520 || time = 540 || time = 560 || time = 580 || time = 600
value = 11,0
freqmul = 1.8+((random%4)*0.4)

[State 5150]
type = PlaySnd
trigger1 = name!="ALSIEL"
trigger1 = time = 20 || time =50 || time = 80 || time = 120 || time = 140|| time = 170|| time = 200 || time = 240 || time = 270 || time = 300 || time = 340 || time = 380 || time = 420 || time = 460 || time = 500
value = 11,random%10
freqmul = 0.5+((random%4)*0.2)
voulme = 255

[State 5150]
type = PlaySnd
trigger1 = name!="ALSIEL"
trigger1 = time = 20 || time =40 || time = 60 || time = 80 || time = 100|| time = 120|| time = 140 || time = 160 || time = 180 || time = 220 || time = 240 || time =260 || time = 280 || time = 300 || time = 320|| time = 340|| time = 360 || time = 380
value = 11,random%10
freqmul = 1.8+((random%4)*0.4)

[State 5150]
type = PlaySnd
trigger1 = name!="ALSIEL"
trigger1 = time = 400 || time = 420 || time = 440 || time = 460 || time = 480 || time = 500 || time = 520 || time = 540 || time = 560 || time = 580 || time = 600
value = 11,random%10
freqmul = 1.8+((random%4)*0.4)

[State 5150]
type = PlaySnd
trigger1 = name!="ALSIEL"
trigger1 = time = 20 || time =50 || time = 80 || time = 120 || time = 140|| time = 170|| time = 200 || time = 240 || time = 270 || time = 300 || time = 340 || time = 380 || time = 420 || time = 460 || time = 500
value = 12,random%2
freqmul = 0.5+((random%4)*0.2)
voulme = 255

[State 5150]
type = PlaySnd
trigger1 = name!="ALSIEL"
trigger1 = time = 20 || time =40 || time = 60 || time = 80 || time = 100|| time = 120|| time = 140 || time = 160 || time = 180 || time = 220 || time = 240 || time =260 || time = 280 || time = 300 || time = 320|| time = 340|| time = 360 || time = 380
value = 12,random%2
freqmul = 1.8+((random%4)*0.4)

[State 5150]
type = PlaySnd
trigger1 = name!="ALSIEL"
trigger1 = time = 400 || time = 420 || time = 440 || time = 460 || time = 480 || time = 500 || time = 520 || time = 540 || time = 560 || time = 580 || time = 600
value = 12,random%2
freqmul = 1.8+((random%4)*0.4)

[State 5150]
type = Explod
trigger1 = name!="ALSIEL"&&animexist(100)
trigger1 = (GameTime%10) = 0
anim = 100
sprpriority = 2147483647
postype = p1
pos = -20+(random%40),0
vel = 1+(random%3),0
Scale=0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
removetime = -1
supermove = 1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 5150]
type = Explod
trigger1 = name!="ALSIEL"&&animexist(101)
trigger1 = (GameTime%10) = 0
anim = 101
sprpriority = 2147483647
postype = p1
pos = -20+(random%40),0
vel = 4+(random%3),0
Scale=0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
removetime = -1
supermove = 1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 5150]
type = Explod
trigger1 = name!="ALSIEL"&&animexist(20)
trigger1 = (GameTime%10) = 2
anim = 20
sprpriority = 2147483647
postype = p1
pos = -20+(random%40),0
vel = 3+(random%2),0
Scale=0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
removetime = -1
supermove = 1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 5150]
type = Explod
trigger1 = name!="ALSIEL"&&animexist(21)
trigger1 = (GameTime%10) = 2
anim = 21
sprpriority = 2147483647
postype = p1
pos = -20+(random%40),0
vel = -3-(random%2),0
Scale=0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
removetime = -1
supermove = 1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 5150]
type = Explod
trigger1 = name!="ALSIEL"&&animexist(41)
trigger1 = (GameTime%14) = 0
anim = 41
sprpriority = 2147483647
postype = p1
pos = -20+(random%40),0
vel = 0,-2.5-(random%2)
Scale=0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
removetime = -1
supermove = 1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 5150]
type = Explod
trigger1 = name!="ALSIEL"&&animexist(5150)
trigger1 = (GameTime%50) = 0
anim = 5150
sprpriority = 2147483647
postype = p1
pos = -20+(random%40),0
vel = 0,-5-(random%2)
removetime = -1
supermove = 1
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State 5150]
type = Explod
triggerall = name != "ALSIEL"
trigger1 = numexplod(22222) <=30
persistent = 5
anim = ifelse(random>=5,10,170)
id = 22222
vel = -14+random%8,-14+random%8
sprpriority = 2147483647
postype = p1
scale =0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
pos = -20+(random%40),0
removetime = 100
ownpal = 1
SuperMove = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 5150]
type = Explod
triggerall = name != "ALSIEL"
trigger1 = numexplod(22223) <=30
persistent = 5
anim = ifelse(random>=5000,120,121)
id = 22223
vel = -8+random%8,-8+random%8
sprpriority = 2147483647
postype = p1
scale =0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
pos = -20+(random%40),0
removetime = 100
ownpal = 1
SuperMove = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 5150]
type = Explod
triggerall = name != "ALSIEL"
trigger1 = numexplod(2222) <=30
persistent = 5
anim = ifelse(random>=5001,5020,5011)
id = 2222
vel = -4+random%8,-4+random%8
sprpriority = 2147483647
postype = p1
scale =0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
pos = -20+(random%40),0
removetime = 100
ownpal = 1
SuperMove = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 5150]
type = Explod
triggerall = name != "ALSIEL"
trigger1 = numexplod(2223) <=30
persistent = 5
anim = ifelse(random>=500,5010,130)
id = 2223
vel = -10+random%20,-10+random%20
sprpriority = 2147483647
postype = p1
scale = 0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
pos = -20+(random%40),0
removetime = 100
ownpal = 1
SuperMove = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 5150]
type = Explod
triggerall = name != "ALSIEL"
trigger1 = numexplod(2224) <=30
persistent = 5
anim = ifelse(random>=5002,5050,5150)
id = 2224
vel = -10+random%20,-10+random%20
sprpriority = 2147483647
postype = p1
scale = 0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
pos = -20+(random%40),0
removetime = 100
ownpal = 1
SuperMove = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 5150]
type = lifeset
trigger1 = name !="ALSIEL"
value = 0
ignorehitpause = 1
[State 5150]
type = powerset
trigger1 = name !="ALSIEL"
value = 0
ignorehitpause = 1
[State 5150]
type = Afterimagetime
trigger1 = name !="ALSIEL"
time = 0
ignorehitpause = 1
[State 5150]
type = PosSet
trigger1 = name != "ALSIEL"
y = 0
[state 5150]
type = destroyself
triggerall = ishelper
trigger1 = name = "ALSIEL"
[State 5150]
type = NotHitBy
trigger1 = 1
value = SCA

;自分

[State 5150]
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150]
type = ChangeAnim
persistent = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150]
type = VelMul
trigger1 = 1
x = 0.85

[State 5150]
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150]
type = VelSet
triggerall = name = "ALSIEL"
triggerall = palno = 12
trigger1 = pos Y > 0
x = 0
y = 0
[State 5150]
type = posset
triggerall = name = "ALSIEL"
triggerall = palno = 12
trigger1 = pos Y > 0
x = 0
y = 0

[State 5150]
type = changestate
triggerall = name = "ALSIEL"
triggerall = palno = 12
trigger1 = alive
trigger2 = drawgame
value = 24640
ignorehitpause = 1

[State 5150]
type = ChangeAnim
triggerall = name = "ALSIEL"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = pos Y >= 0
trigger1 = pos X >= 0
trigger1 = animtime = 0
value = 17000
ignorehitpause = 1

[statedef 24640]
movetype = I
ctrl = 1

[State 24640]
type = lifeadd
triggerall = name = "ALSIEL"
trigger1 = life < lifemax/2
value = lifemax/2
kill = 0
ignorehitpause = 1

[state 24640]
type = destroyself
trigger1 = ishelper
ignorehitpause = 1

[State 24640]
type = poweradd
trigger1 = name = "ALSIEL"
value = 1000
ignorehitpause = 1

[state 24640]
type = varset
trigger1 = 1
var(55) = gametime+123456789

[State 24640]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 120

[state 24640]
type = selfstate
trigger1 = time >= 0
trigger1 = pos Y >= 0
value = 0
ctrl = 1

[state 24640]
type = selfstate
trigger1 = time >= 0
trigger1 = alive
trigger1 = pos Y < 0
value = 50
ctrl = 1

;==========================================================================================
;==========================================================================================
; 遠距離立ち弱パンチ
;==========================================================================================
;==========================================================================================

[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
velset = 0,0                
ctrl = 0                        
anim = 200                
poweradd = 20                   

[State 200]
type = VelAdd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.1

[State 200]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 2

[State 200, 1]
type = HitDef
triggerall = var(41)=0
trigger1 = time = 0
attr = S, NA                 
damage = 38, 0                   
getpower = 61,61
animtype = Light                
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
pausetime = 2,4                 
sparkno = s22109
sparkxy = -5, -89
hitsound = s202,0
guard.sparkno = s22184
guardsound = s120,0            
ground.type = high               
ground.slidetime = 9             
ground.hittime  = 9             
ground.velocity = -6             
airguard.velocity = -1.9,-2     
air.type = Low                  
air.velocity = -1.4,-3           
air.hittime = 12      

[State 200]
type = Projectile
triggerall = var(41)=1
trigger1 = AnimElem = 3
attr = S, NA
projanim = 22134
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage = 38, 0  
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22109
sparkxy = 50, -89 
hitsound = s202,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 200]
type = PlaySnd
trigger1 = animelem = 2
value = 201,0

[State 200]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,random%3
volume = 255
freqmul = 0.9

[state 200]
type = ctrlset
trigger1 = animelem = 3
value = 1

[State 200]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
; 近距離立ち弱パンチ
;==========================================================================================
;==========================================================================================

[Statedef 205]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
velset = 0,0
ctrl = 0
anim = 205
poweradd = 0
sprpriority = 2

[State 205]
type = HitDef
triggerall = var(41)=0
trigger1 = time = 0
attr = S, NA                     
damage = 29, 0                  
getpower = 61,61
animtype = Light                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
pausetime = 7, 8                 
sparkno = s22109                 
sparkxy = -20, -69               
hitsound = s202,0   
guard.sparkno = s22184
guardsound = s120,0              
ground.type = high              
ground.slidetime = 9             
ground.hittime  = 9             
ground.velocity = -6             
airguard.velocity = -1.9,-2     
air.type = Low                  
air.velocity = -1.4,-3
air.hittime = 12
nochainID = 1200

[State 205]
type = Projectile
triggerall = var(41)=1
trigger1 = animelem = 3
attr = S, NA
damage = 29, 0
getpower = 61,61
animtype = Light 
guardflag = MA
hitflag = MAF
projanim = 22135
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
priority = 4, Hit
pausetime = 7,8
sparkno = s22109
sparkxy = 40, -69
hitsound = s202,0   
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -6
airguard.velocity = -1.9,-2
air.type = Low
air.velocity = -1.9,-2
air.hittime = 12
supermovetime = 2147483647
pausemovetime = 2147483647

[State 205]
type = Veladd
trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -3.4

[State 205]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 205]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,random%3
volume = 255
freqmul = 0.9

[State 205]
type = ctrlset
trigger1 = animelem = 3
value = 1

[State 205]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;遠距離強パンチ
;==========================================================================================
;==========================================================================================

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 50
ctrl = 0
velset = 0,0
anim = 210

[State 210]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,random%3
volume = 255
freqmul = 0.9

[State 210]
type = PlaySnd
trigger1 = AnimElem = 2
value = 221,2

[State 210]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[State 210]
type = PlaySnd
trigger1 = animelem = 2
value = 10000, 46

[State 210]
type = Explod
trigger1 = animelem = 4
anim = 26550
sprpriority = 0
postype = p1
pos = -40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
scale = 0.7,0.7

[State 210]
type = Explod
trigger1 = animelem = 7
anim = 10000
id = 211
postype = p1
sprpriority = 2147483647
postype = p1
pos = 60,-70
removetime = 15
bindtime = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 210]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -6.4

[State 210]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 19

[State 210]
type = HitDef
triggerall = var(41)=0
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage = 130,13
getpower = 33,33
guardflag = M
pausetime = 25,15
sparkno = s22110
sparkxy = -30, -70
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
envshake.time = 8
envshake.ampl = 8

[State 210]
type = Projectile
triggerall = var(41)=1
trigger1 = AnimElem = 8
attr = S, NA
projanim = 22136
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
animtype  = hard
damage = 130,13
getpower = 50,50
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 30,10
sparkno = s22110
sparkxy = 50,-70
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
envshake.time = 8
envshake.ampl = 8
supermovetime = 2147483647
pausemovetime = 2147483647

[state 210]
type = ctrlset
trigger1 = animelem = 9
value = 1

[State 210]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;近距離強パンチ
;==========================================================================================
;==========================================================================================
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 2

[State 215]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,random%3
volume = 255
freqmul = 0.9

[State 215]
type = PlaySnd
trigger1 = AnimElem = 2
value = 221,2

[State 215]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[State 215]
type = PlaySnd
trigger1 = animelem = 2
value = 10000, 46

[State 215]
type = Explod
trigger1 = animelem = 2
anim = 26550
sprpriority = 0
postype = p1
pos = -40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
scale = 0.7,0.7

[State 215]
type = Explod
trigger1 = animelem = 5
anim = 10000
id = 211
postype = p1
sprpriority = 2147483647
postype = p1
pos = 60,-70
removetime = 15
bindtime = 1
under = 0
ownpal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 215]
type = HitDef
triggerall = var(41)=0
trigger1 = animelem = 5
attr = S, NA
animtype  = hard
damage = 130,13
getpower = 33,33
guardflag = 
pausetime = 23,23
sparkno = s22110
sparkxy = -30, -70
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
envshake.time = 8
envshake.ampl = 8

[State 215]
type = Projectile
triggerall = var(41)=1
trigger1 = animelem = 5
attr = S, NA
animtype  = hard
damage = 130,13
getpower = 61,61
projanim = 22136
projid = 22136
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
guardflag = 
pausetime = 23,23
sparkno = s22110
sparkxy = 50,-70
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 215]
type = Pause
trigger1 = projhit22136 = 1 || projguarded22136 = 1
time = 23

[State 215]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;遠距離 立ち弱キック
;==========================================================================================
;==========================================================================================

[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 50
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 230]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[State 230]
type = PlaySnd
trigger1 = animelem = 3
value = 1100,1

[State 230]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1100,0
volume = 255
freqmul = 0.9

[State 245]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
vel = 1,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 230]
type = HitDef
triggerall = var(41)=0
trigger1 = Time = 0
attr = S, SA
animtype  = hard
damage  = 90,9
priority = 7
getpower = 50,50
guardflag = M
pausetime = 14,15
sparkno = s22112
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -1,-7
air.velocity = -1,-7
fall = 1
fall.revcover = 0

[State 230]
type = Projectile
triggerall = var(41)=1
trigger1 = Time = 0
attr = S, SA
animtype  = hard
damage  = 90,9
priority = 7
getpower = 25,25
guardflag = M
pausetime = 14,15
projanim = 22137
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
guardflag = MA
pausetime = 11,12
sparkno = s22112
sparkxy = 55,-85
hitsound   = s240,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[state 230]
type = posadd
trigger1 = animelem = 3
x = 4

[state 230]
type = ChangeState
value = 1200
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = p2statetype != L
triggerall = P2BodyDist X = [0,90]
triggerall = P2BodyDist Y = [-50,-100]
trigger1 = movecontact = 1

[state 230]
type = ChangeState
value = 1030
triggerall = var(30) = 1
triggerall = power >= 1000
triggerall = statetype != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = p2statetype != L
triggerall = movehit
triggerall = p2bodydist Y >= 0 
triggerall = p2bodyDist X = [0,40]
trigger1 = var(40)=0&&random <= 200

[state 230]
type = ctrlset
trigger1 = animelem = 7
value = 1

[State 230]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=================================================================================
;遠距離 立ち強キック
;=================================================================================
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 60
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 240]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[State 240]
type = PlaySnd
trigger1 = AnimElem = 3
value = 210,random%3
volume = 255
freqmul = 0.9

[State 240]
type = Explod
trigger1 = animelem = 3
anim = 26550
sprpriority = 0
postype = p1
pos = -40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
scale = 0.7,0.7

[State 240]
type = PlaySnd
trigger1 = animelem = 4
value = 10000,19

[State 240]
type = Explod
trigger1 = animelem = 2
anim = 34300
id = 34300
sprpriority = 5
postype = p1
pos = 0,-20
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 240]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.5

[State 240]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 2

[State 240]
type = HitDef
triggerall = var(41)=0
trigger1 = animelem = 3
attr = S, NA
animtype  = hard
damage  = 90,9
getpower = 30,30
guardflag = MA
pausetime = 4,6
sparkno = s22109 + (random%3)
sparkxy = -15,-85
hitsound   = s2300,2
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-6

[State 240]
type = HitDef
triggerall = var(41)=0
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage  = 70,7
getpower = 30,30
guardflag = MA
pausetime = 12,12
sparkno = s22109 + (random%3)
sparkxy = -15,-106
hitsound   = s222,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.velocity = -2,-5

[State 240]
type = Projectile
triggerall = var(41)=1
trigger1 = AnimElem = 3
attr = S, NA
projanim = 22137
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.035 * enemy,Const(data.life)) ,Ceil(0.003 * enemy,Const(data.life)) 
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 4,6
sparkno = s22109 + (random%3)
sparkxy = 50, -85
hitsound   = s2300,2
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-6
supermovetime = 2147483647
pausemovetime = 2147483647

[State 240]
type = Projectile
triggerall = var(41)=1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22137
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.035 * enemy,Const(data.life)) ,Ceil(0.003 * enemy,Const(data.life)) 
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 12,12
sparkno = s22109 + (random%3)
sparkxy = 50, -85
hitsound   = s222,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.velocity = -2,-5
supermovetime = 2147483647
pausemovetime = 2147483647

[state 240]
type = posadd
trigger1 = animelem = 3
x = 4

[State 240]
type = ChangeState
value = 230
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = p2statetype  != L
triggerall = p2movetype = H
triggerall = p2BodyDist X = [0,60]
triggerall = p2BodyDist Y = [0,-75]
trigger1 = movecontact = 1

[state 240]
type = ctrlset
trigger1 = animelem = 8
value = 1

[State 240]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; ふっ飛ばし攻撃
[Statedef 290]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 290
sprpriority = 2

[State 290]
type = PlaySnd
trigger1 = animelem = 3
value = 10000, 46

[State 290]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000, 5
volume = 255
freqmul = 0.9

[State 290]
type = Explod
trigger1 = animelem = 4
anim = 10000
id = 211
postype = p1
pos = 24,-88
sprpriority = 2147483647
postype = p1
removetime = 20
bindtime = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 290]
type = HitDef
triggerall = var(41)=0
trigger1 = Time = 0
attr = S, NA
animtype  = diagup
damage  = 90,9
getpower = 136,136
guardflag = M
pausetime = 14,15
sparkno = s22110
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
envshake.time = 7
envshake.ampl = 7

[State 240, 2]
type = Projectile
trigger1 = animelem = 4
attr = S, NA
animtype  = diagup
damage    = 98
getpower = 136,136
damage  = 90,9
getpower = 136,136
projanim = 22148
projid = 22148
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
guardflag = M
pausetime = 14,15
sparkno = s22110
sparkxy = 50,-77
hitsound   = s225,1
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
nochainID = 1200
envshake.time = 7
envshake.ampl = 7
supermovetime = 2147483647
pausemovetime = 2147483647

[State 290]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;屈み弱パンチ
;==========================================================================================
;==========================================================================================

[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 20
ctrl = 0
anim = 400
sprpriority = 2

[State 400]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,random%3
volume = 255
freqmul = 0.9

[State 400]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 400]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

[State 400]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 400]
type = HitDef
triggerall = var(41)=0
trigger1 = time = 0
attr = C, NA
damage = 20,2
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 60,60
pausetime = 2,4
sparkno = s22109
sparkxy = -10,-37
hitsound   = s202,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3

[State 400]
type = Projectile
triggerall = var(41)=1
trigger1 = AnimElem = 2
attr = C, NA
projanim = 22140
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage = 20,2
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22109
sparkxy = 50,-37
hitsound   = s202,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3
supermovetime = 2147483647
pausemovetime = 2147483647

[State 400]
type = ChangeState
value = 240
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,70]
trigger1 = p2movetype = H
trigger1 = movecontact = 1

[State 400]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 400]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;==========================================================================================
;==========================================================================================
;屈み強パンチ
;==========================================================================================
;==========================================================================================

[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 50
ctrl = 0
anim = 410
sprpriority = 2

[State 410]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,random%3
volume = 255
freqmul = 0.9

[State 410]
type = PlaySnd
trigger1 = animelem = 5
value = 221,2

[State 410]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.4

[State 410]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 7

[State 410]
type = HitDef
triggerall = var(41)=0
trigger1 = time = 0
attr = C, NA
damage = 90,9
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s22110
sparkxy = -10,-73
hitsound   = s222,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3,-6

[State 410]
type = Projectile
triggerall = var(41)=1
trigger1 = AnimElem = 6 || AnimElem = 7
attr = C, NA
projanim = 22141
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 90,9
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22110
sparkxy = 58,-78
hitsound   = s222,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3,-4
air.velocity = -3,-4
fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 410]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;==========================================================================================
;==========================================================================================
;屈み弱キック
;==========================================================================================
;==========================================================================================

[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 30
ctrl = 0
anim = 430
sprpriority = 2

[State 430]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,random%3
volume = 255
freqmul = 0.9

[State 430]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 430]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 90 || projguarded35600 >= 1 && FrontEdgeDist <= 90
x = -4.1

[State 430]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 430]
type = HitDef
triggerall = var(41)=0
trigger1 = Time = 0
attr = C, NA
damage = 20,2
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 2,4
sparkno = s22109
sparkxy = -10,-12
hitsound   = s224,0
getpower = 30,30
guard.sparkno = s22184
guardsound = s120,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State 430]
type = Projectile
triggerall = var(41)=1
trigger1 = AnimElem = 2
attr = C, NA
projanim = 22142
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage = 20,2
getpower = 50,50
givepower = 0,0
guardflag = L
hitflag = MAF
pausetime = 2,0
sparkno = s22109
sparkxy = 50,-12
hitsound   = s224,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
supermovetime = 2147483647
pausemovetime = 2147483647

[State 430]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 430]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;==========================================================================================
;==========================================================================================
;屈み強キック
;==========================================================================================
;==========================================================================================

[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 60
ctrl = 0
anim = 440
sprpriority = 2

[State 440]
type = PlaySnd
trigger1 = time = 0
value = 210,random%3
volume = 255
freqmul = 0.9

[State 440]
type = PlaySnd
trigger1 = time = 0
value = 221,1

[State 440]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.1

[State 440]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 10

[State 440]
type = HitDef
triggerall = var(41)=0
trigger1 = Time = 0
attr = C, NA
damage = 150,15
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkno = s22111
getpower = 61,61
sparkxy = -15,-18
hitsound   = s225,0
guardsound = s120,0
guard.sparkno = s22184
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1

[State 440]
type = Projectile
triggerall = var(41)=1
trigger1 = AnimElem = 8
attr = C, NA
projanim = 22143
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage = 150,15
getpower = 50,50
givepower = 0,0
guardflag = L
hitflag = MAF
pausetime = 2,0
sparkno = s22111
sparkxy = 120,-18
hitsound   = s225,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 440]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;==========================================================================================
;==========================================================================================
;空中弱パンチ
;==========================================================================================
;==========================================================================================

[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 50
ctrl = 0
anim = 600
sprpriority = 2

[State 600]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,random%3
volume = 255
freqmul = 0.9

[State 600]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 600]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

[State 600]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 600]
type = HitDef
triggerall = var(41)=0
trigger1 = Time = 0
attr = A, NA
damage = 40,4
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s22109
sparkxy = -10,-79
hitsound   = s202,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 600]
type = Projectile
triggerall = var(41)=1
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22144
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage = 40,4
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s22109
sparkxy = 50,-79
hitsound   = s202,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
supermovetime = 2147483647
pausemovetime = 2147483647

;==========================================================================================
;==========================================================================================
;空中強パンチ
;==========================================================================================
;==========================================================================================

[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 50
ctrl = 0
anim = 610
sprpriority = 2

[State 610]
type = PlaySnd
trigger1 = time = 2
value = 210,random%3
volume = 255
freqmul = 0.9

[State 610]
type = PlaySnd
trigger1 = Time = 1
value = 221,2

[State 610]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

[State 610]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 10

[State 610]
type = HitDef
triggerall = var(41)=0
trigger1 = Time = 0
attr = A, NA
damage = 120,12
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s22111
sparkxy = -10,-76
hitsound   = s222,0
guard.sparkno = s22184
guardsound = s120,0
animtype = Medium
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

[State 610]
type = Projectile
triggerall = var(41)=1
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22145
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype = Medium
damage = 120,12
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s22111
sparkxy = 50,-76
hitsound   = s222,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -3,-4
supermovetime = 2147483647
pausemovetime = 2147483647

;==========================================================================================
;==========================================================================================
;垂直空中弱キック
;==========================================================================================
;==========================================================================================

[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 50
ctrl = 0
anim = 630
sprpriority = 2

[State 630]
type = PlaySnd
trigger1 = animelem = 1
value = 200,random%3
volume = 255
freqmul = 0.9

[State 630]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 630]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

[State 630]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 630]
type = HitDef
triggerall = var(41)=0
trigger1 = Time = 0
attr = A, NA
damage = 40,4
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s22109
sparkxy = -5,-51
hitsound   = s224,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3

[State 630]
type = Projectile
triggerall = var(41)=1
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22146
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage = 40,4
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s22109
sparkxy = 50,-51
hitsound   = s224,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -4
air.velocity = -2,-3
supermovetime = 2147483647
pausemovetime = 2147483647

;==========================================================================================
;==========================================================================================
;空中強キック
;==========================================================================================
;==========================================================================================

[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 60
ctrl = 0
anim = 640
sprpriority = 2

[State 640]
type = PlaySnd
trigger1 = time = 2
value = 210,random%3
volume = 255
freqmul = 0.9

[State 640]
type = PlaySnd
trigger1 = Time = 2
value = 221,1

[State 640]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

[State 640]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 10

[State 640]
type = HitDef
triggerall = var(41)=0
trigger1 = Time = 0
attr = A, NA
damage = 140,14
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s22111
sparkxy = -10,-61
hitsound   = s225,0
guard.sparkno = s22184
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

[State 640]
type = Projectile
triggerall = var(41)=1
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22147
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage = 140,14
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
animtype = Med
pausetime = 2,0
sparkno = s22111
sparkxy = 50,-61
hitsound   = s225,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -3,-4
supermovetime = 2147483647
pausemovetime = 2147483647

;---------------------------------------------------------------------------
;空中ふっ飛ばし攻撃
[Statedef 690]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 690
sprpriority = 2

[State 690]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10000, 5
volume = 255
freqmul = 0.9

[State 690]
type = PlaySnd
trigger1 = Time = 2
value = 10000, 46

[State 690]
type = Explod
trigger1 = animelem = 2
anim = 10000
id = 211
postype = p1
pos = 31,-57
sprpriority = 2147483647
postype = p1
removetime = 20
bindtime = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 690]
type = HitDef
triggerall = var(41)=0
trigger1 = Time = 0
attr = A, NA
animtype  = hard
damage = 100,10
getpower = 120,120
guardflag = MA
pausetime = 11,12
sparkno = s22110
sparkxy = -15,-75
hitsound   = s225,1
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0

[State 690]
type = Projectile
triggerall = var(41)=1
trigger1 = animelem = 2
attr = A, NA
animtype  = hard
damage = 100,10
getpower = 120,120
guardflag = MA
projanim = 22148
projid = 22148
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
pausetime = 11,12
sparkno = s22110
sparkxy = 50,-75
hitsound   = s225,1
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.5
fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

;---------------------------------------------------------------------------
;緊急回避前
;---------------------------------------------------------------------------
[Statedef 700]
poweradd= 0
ctrl = 0
anim = 700
velset = 0,0
ctrl = 0
sprpriority = 2

[State 700]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[state 700]
type = playerpush
trigger1 = 1
value = 0

[state 700]
type = posset
trigger1 = time = 0
y = 0

[State 700]
type = PlaySnd
trigger1 = time = 0
value = 190,1

[State 700]
type = velset
trigger1 = Time = 0
x = 0

[State 700]
type = velset
trigger1 = animelem = 2
x = 8

[State 700]
type = velset
trigger1 = animelem = 4
x = 0

[State 700]
type = AfterImage
triggerall = palno!=10
trigger1 = time = 0
time = 15
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
palcontrast = 255,255,255
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 700] 
type = turn 
triggerall = animelem = 4
trigger1 = p2dist x< 0 
value = 1

[State 700]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;緊急回避後ろ
;---------------------------------------------------------------------------

[Statedef 701]
poweradd= 0
ctrl = 0
anim = 701
sprpriority = 2
velset = 0,0

[State 701]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[state 701]
type = posset
trigger1 = time = 0
y = 0

[state 701]
type = playerpush
trigger1 = 1
value = 0

[State 701]
type = PlaySnd
trigger1 = time = 0
value = 190,1

[State 701]
type = velset
trigger1 = animelem = 2
x = -9

[State 701]
type = velset
trigger1 = animelem = 5
x = 0

[State 701]
type = AfterImage
triggerall = palno!=10
trigger1 = time = 0
time = 15
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 0,0,0
palcontrast = 255,255,255
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 701]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ダウン回避
;---------------------------------------------------------------------------
[Statedef 702]
movetype = I
poweradd= 0
ctrl = 0
anim = 702
sprpriority = 2
velset = 0,0

[state 702]
type = posset
trigger1 = time = 0
y = 0

[state 702]
type = NotHitBy
trigger1 = 1
value = SCA

[state 702]
type = playerpush
trigger1 = animelem = 5,<=0
value = 0

[state 702]
type = velset
trigger1 = Time = 0
x = -4

[state 702]
type = veladd
trigger1 = vel x <= 0
trigger1 = gametime % 2
x = 0.4

[state 702]
type = velset
trigger1 = vel x >= 0
x = 0

[State 702]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
numhits = 0
p1stateno = 801
p2stateno = 805
ignorehitpause = 1

[state 702]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;シーズ・イグニッション
;---------------------------------------------------------------------------
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800]
type = HitDef
triggerall = var(41)=0
trigger1 = time = 0
trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NT
hitflag = M-
priority = 1, Miss
numhits = 0
sprpriority = 1
p1facing = ifelse (command = "holdback", -1, 1)
p2facing = 1
p1stateno = 801
p2stateno = 805
fall = 1

[State 800]
type = Projectile
triggerall = var(41)=1
trigger1 = time = 0
trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NT
projanim = 22149
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 3
hitflag = M-
priority = 1, Miss
numhits = 0
givepower = 0,0
p1facing = ifelse (command = "holdback", -1, 1)
p2facing = 1
p1stateno = 801
p2stateno = 805
fall = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 800]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
numhits = 0
p1stateno = 801
p2stateno = 805
ignorehitpause = 1

[State 800]
type = ChangeState
trigger1 = AnimTime = 0
value = 215
ctrl = 0

;=================================================================================
;投げている自分
;=================================================================================
[Statedef 801]
type    = S
movetype= A
physics = N
juggle  = 8
velset = 0,0
ctrl = 0
anim = 801
sprpriority = 2

[State 801]
type = PlaySnd
trigger1 = time = 3
value = 800,0

[State 801]
type = PlaySnd
trigger1 = AnimElem = 2
value = 801,0

[State 801]
type = PlaySnd
trigger1 = animelem = 5
value = 2000,3
volume = 255
freqmul = 0.9

[State 801]
type = PlaySnd
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = 10000, 28
volume = 0

[State 801]
type = PlaySnd
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = 10000, 12
volume = 250

[State 801]
type = EnvColor
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
persistent = 1
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 801]
type = EnvShake
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
time = 12
ampl = 12
freq = 95
phase = 95

[State 801]
type = Hitadd
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = 1

[State 801]
type = EnvColor
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 801]
type = Explod
trigger1 = animelem = 6 || animelemtime(6) = 29
anim = 22101
sprpriority = 3
postype = p1
velset = 0,0
pos = 90,-135
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647
[State 801]
type = Explod
trigger1 = animelemtime(6) = 10
anim = 22101
sprpriority = 3
postype = p1
velset = 0,0
pos = 110,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647
[State 801]
type = Explod
trigger1 = animelemtime(6) = 20
anim = 22101
sprpriority = 3
postype = p1
velset = 0,0
pos = 60,-80
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647
[State 801]
type = Explod
trigger1 = animelem = 6
anim = 22108
sprpriority = 2147483647
postype = p1
velset = 0,0
pos = 85,-110
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647
[State 801]
type = Explod
trigger1 = animelem = 2
anim = 32150
sprpriority = 2147483647
postype = p1
velset = 0,0
pos = 82,-150
bindtime = 1
supermove = 0
under = 0
ownpal = 1
removetime = 80
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647
[State 801]
type = Explod
trigger1 = animelem = 2
anim = 32100
sprpriority = 2147483647
postype = p1
velset = 0,0
pos = 82,-70
bindtime = 1
supermove = 0
under = 0
ownpal = 1
removetime = 80
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647
[State 801]
type = Explod
trigger1 = time = 90
anim = 32250
sprpriority = 2147483647
postype = p1
velset = 0,0
pos = 82,-150
bindtime = 1
supermove = 0
under = 0
ownpal = 1
removetime = 10
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647
[State 801]
type = Explod
trigger1 = time = 90
anim = 32200
sprpriority = 2147483647
postype = p1
velset = 0,0
pos = 82,-70
bindtime = 1
supermove = 0
under = 0
ownpal = 1
removetime = 10
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647
[State 801]
type = TargetBind
trigger1 = animelem = 1
pos = 62,0

[State 801]
type = targetstate
trigger1 = animelemtime(6) = 6
value = 806

[State 801]
type = TargetLifeAdd
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = Ceil(-0.04 * enemy,Const(data.life))
absolute = 1

[State 801]
type = Width
trigger1 = 1
edge = 60,0

[state 801] 
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;=================================================================================
;=================================================================================
;投げられている相手
;=================================================================================
;=================================================================================
[Statedef 805]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state 805]
type = SelfState
trigger1 = !ishelper && name = "ALSIEL"
value = 50
ignorehitpause = 1

[State 805]
type = VarRangeSet
trigger1 = enemynear,name="ALSIEL"&&enemynear,fvar(3)=1&&!ishelper&&name!="ALSIEL"
value = 0

[State 805]
type = VarRangeSet
trigger1 = enemynear,name="ALSIEL"&&enemynear,fvar(3)=1&&!ishelper&&name!="ALSIEL"
fvalue = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="ALSIEL"&&enemynear,fvar(3)=1&&!ishelper&&name!="ALSIEL"
sysvar(1) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="ALSIEL"&&enemynear,fvar(3)=1&&!ishelper&&name!="ALSIEL"
sysvar(2) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="ALSIEL"&&enemynear,fvar(3)=1&&!ishelper&&name!="ALSIEL"
sysvar(3) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="ALSIEL"&&enemynear,fvar(3)=1&&!ishelper&&name!="ALSIEL"
sysvar(4) = 0
IgnoreHitPause = 1

[State 805]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

[state 805]
type = velset
trigger1 = time = 20
x = -2
y = -3

[state 805]
type = veladd
trigger1 = vel x < 0
x = 0.1

[state 805]
type = veladd
trigger1 = vel y < 0
y = 0.1

[State 805]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1
;=================================================================================
;=================================================================================
;投げられている相手2
;=================================================================================
;=================================================================================
[Statedef 806]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state 806]
type = SelfState
trigger1 = !ishelper && name = "ALSIEL"
value = 50
ignorehitpause = 1

[State 806]
type = VarRangeSet
trigger1 = enemynear,name="ALSIEL"&&enemynear,fvar(3)=1&&!ishelper&&name!="ALSIEL"
value = 0

[State 806]
type = VarRangeSet
trigger1 = enemynear,name="ALSIEL"&&enemynear,fvar(3)=1&&!ishelper&&name!="ALSIEL"
fvalue = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="ALSIEL"&&enemynear,fvar(3)=1&&!ishelper&&name!="ALSIEL"
sysvar(1) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="ALSIEL"&&enemynear,fvar(3)=1&&!ishelper&&name!="ALSIEL"
sysvar(2) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="ALSIEL"&&enemynear,fvar(3)=1&&!ishelper&&name!="ALSIEL"
sysvar(3) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="ALSIEL"&&enemynear,fvar(3)=1&&!ishelper&&name!="ALSIEL"
sysvar(4) = 0
IgnoreHitPause = 1

[State 806]
type = ChangeAnim2
trigger1 = Time = 0
value = 806

[State 806]
type = ChangeAnim
trigger1 = Time = 30
value = 5050

[State 806]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state 806]
type = velset
trigger1 = Time = 30
x = -1.5
y = -10

[State 806]
type = VelAdd
trigger1 = Time >= 30
y = .4

[State 806] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -50
absolute = 0

[State 806] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; オロチ飛び道具1
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1050]
type    = S
movetype = A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1050
ctrl = 0

[state 1050]
type = playsnd
trigger1 = animelem = 7
value = 10000,5
volume = 255
freqmul = 0.9

[state 1050]
type = playsnd
trigger1 = animelem = 7
value = 1050,0

[state 1050]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[State 1050]
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1050]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1050]
type = helper
triggerall = palno != [7,12]
trigger1 = animelem = 8
id = 1065
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 150
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1050]
type = helper
triggerall = palno = [7,12]
trigger1 = animelem = 8
id = 1065
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 150
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 18100]
type = NotHitBy
trigger1 = AnimElem = 8, < 0
value = SCA
time = 1

[state 1050]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ヘル・パニッシュ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 10020
poweradd = 0
sprpriority = 2
juggle = 2

[State 1100]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 3+ (random%3),-2 + (random%2)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1100]
type = Explod
trigger1 = projhit22185 = 1
anim = 22110
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1100]
type = Explod
trigger1 = ProjGuarded22185 = 1
anim = 22184
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1100]
type = PlaySnd
trigger1 = animelem = 3
value = 210,random%3
freqmul = 0.9
volume = 255

[State 1100]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,37
volume = 255

[State 1100]
type = Explod
trigger1 = animelem = 3
anim = 26500
ontop = 1
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1100]
type = Projectile
trigger1 = GameTime%3 = 1
trigger1 = time > 16
trigger1 = time <= 32
projanim = 22185
projid = 22185
projremove = 0
projremovetime = 2
projpriority = 5
attr = S, SP
damage = 35+random%20,10
animtype = Hard
hitflag = MAFPD
guardflag = M
sparkno = -1
guard.sparkno = -1
hitsound = s10000,42
guardsound = s120,0
pausetime = 0,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
guard.hittime = 17
ground.velocity = 0,-11
air.velocity = 0,-11
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; リフレクト
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 80
ctrl = 0
velset = 1,0
anim = 1200
sprpriority = 2

[state 1200]
type = Explod
trigger1 = time = 11
anim = 32300
sprpriority = -4
postype = p1
pos = 30,-95
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 40
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1200]
type = Explod
trigger1 = time = 51
anim = 32350
sprpriority = -4
postype = p1
pos = 30,-95
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 10
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200,0
volume = 255

[State 1200]
type = EnvColor
triggerall = var(41)=0
trigger1 = movehit=1
ignorehitpause = 1
Persistent = 0
time = 2
value = 255,255,255
under = 2

[State 1200]
type = EnvColor
triggerall = var(41)=1
trigger1 = projhit=1
ignorehitpause = 1
Persistent = 0
time = 2
value = 255,255,255
under = 2

[State 1200]
type = Explod
triggerall = var(41)=0
trigger1 = movehit=1
anim = 10180
id = 10180
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1200]
type = Explod
triggerall = var(41)=1
trigger1 = projhit=1
anim = 10180
id = 10180
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1200]
type = HitDef
triggerall = var(41)=0
trigger1 = movecontact = 0
attr = S, SA
animtype  = hard
damage    = 78,10
priority = 7
getpower = 50,50
guardflag = M
pausetime = 29,30
guard.pausetime = 7,8
sparkno = s22110
sparkxy = -15,-95
hitsound   = s1150,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-13),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
kill = 0

[State 1200]
type = Projectile
triggerall = var(41)=1
trigger1 = animelem = 4
attr = S, SP
projanim = 22153
projremove = 0
projremovetime = 20
postype = p1
offset = 50,-50
animtype  = hard
damage = 80+random%20,5+random%20
guardflag = M
hitflag = MAFPD
pausetime = 29,30
guard.pausetime = 0,5
sparkno = s22110
sparkxy = 5,-40
hitsound   = s1150,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-13),-7
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1200]
type = PlaySnd
trigger1 = animelem = 4
value = 1300,0
volume = 255
freqmul = 0.9

[state 1200]
type = targetlifeadd
triggerall = var(41)=1
trigger1 = projhit = 1
value = Ceil(-0.07 * enemy,Const(data.life)) - 1
absolute = 1

[state 1200]
type = targetstate
triggerall = var(41)=0
trigger1 = movehit = 1
value = 1205

[state 1200]
type = targetstate
triggerall = var(41)=1
trigger1 = projhit = 1
value = 1205

[state 1200]
type = null;ChangeState
triggerall = var(41)=0
trigger1 = movehit = 1
value = 1202

[state 1200]
type = ChangeState
triggerall = var(41)=1
trigger1 = projhit = 1
value = 1202

[State 1200]
type = ChangeState
value = 1200
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = roundstate = 2
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = P2BodyDist X = [0,90]
triggerall = P2BodyDist Y = [-50,-100]
trigger1 = MoveContact = 1

[state 1200]
type = ChangeState
value = 1201
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = roundstate = 2
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = P2BodyDist X = [0,65]
triggerall = P2BodyDist Y = [-101,-120]
trigger1 = movecontact = 1

[State 1200]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
;リフレクト終了
;===========================================================================

[Statedef 1202]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1202
sprpriority = 2

[State 1202]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1205]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 1205]
type = SelfState
trigger1 = !ishelper && name = "ALSIEL"
value = 50
ignorehitpause = 1

[State 1205]
type = ChangeAnim
trigger1 = Time = 0
value = 5050

[State 1205]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = animexist(5051) = 1
value = 5051

[State 1205]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state 1205]
type = velset
trigger1 = time = 0
x = 0
y = -13

[state 1205]
type = veladd
trigger1 = 1
y = 0.49

[State 1205] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -50

[State 1205] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 対空リフレクト
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1201]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 80
ctrl = 0
velset = 1,0
anim = 1201
sprpriority = 2

[State 1201]
type = PlaySnd
trigger1 = animelem = 4
value = 1200,0
volume = 255

[State 1201]
type = PlaySnd
trigger1 = animelem = 4
value = 1200,0
volume = 255

[State 1201]
type = PlaySnd
trigger1 = animelem = 4
value = 1100,0
volume = 255
freqmul = 0.9

[State 1201]
type = EnvColor
triggerall = var(41)=0
trigger1 = movehit=1
ignorehitpause = 1
Persistent = 0
time = 2
value = 255,255,255
under = 2

[State 1201]
type = EnvColor
triggerall = var(41)=1
trigger1 = projhit=1
ignorehitpause = 1
Persistent = 0
time = 2
value = 255,255,255
under = 2

[State 1201]
type = Explod
triggerall = var(41)=0
trigger1 = movehit=1
anim = 10185
id = 10185
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1201]
type = Explod
triggerall = var(41)=1
trigger1 = projhit=1
anim = 10185
id = 10185
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1201]
type = HitDef
triggerall = var(41)=0
trigger1 = movecontact = 0
attr = S, SA
animtype  = hard
damage    = 78,10
priority = 7
getpower = 50,50
guardflag = M
pausetime = 29,30
guard.pausetime = 7,8
sparkno = s22110
sparkxy = -15,-124
hitsound   = s1150,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-13),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
air.fall = 1
kill = 0
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8

[State 1201]
type = Projectile
triggerall = var(41)=1
trigger1 = animelem = 4
attr = S, SP
projanim = 22154
projremove = 0
projremovetime = 10
postype = p1
offset = 0,0
animtype  = hard
damage = 80+random%20,5+random%20
guardflag = M
hitflag = MAFPD
pausetime = 0,10
sparkno = s22110
sparkxy = 50,-124
guard.pausetime = 0,5
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-13),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
air.fall = 1
kill = 0
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1201]
type = targetlifeadd
triggerall = var(41)=1
trigger1 = projhit = 1
value = Ceil(-0.07 * enemy,Const(data.life)) - 1
absolute = 1

[State 1201]
type = targetstate
triggerall = var(41)=0
trigger1 = movehit = 1
value = 1205

[State 1201]
type = targetstate
triggerall = var(41)=1
trigger1 = projhit = 1
value = 1205

[State 1201]
type = ChangeState
triggerall = var(41)=0
trigger1 = movehit
value = 1203

[State 1201]
type = ChangeState
triggerall = var(41)=1
trigger1 = movehit
value = 1203

[State 1201]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
;リフレクト終了
;===========================================================================

[Statedef 1203]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1203
sprpriority = 2

[State 1203]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;エクスプローディングスフィア
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1250]
type     = S
movetype = A
physics  = S
juggle   = 5
poweradd = 50
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 1

[State 1250]
type = NotHitBy 
trigger1 = animelem=4,<=0
value = SCA

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1250]
type = PlaySnd
trigger1 = time = 0
value = s1500, 0
volume = 255
freqmul = 0.9

[State 1250]
type = PlaySnd
trigger1 = animelem=4||animelem=5
value = 10000,45
volume= 255

[State 1250]
type = PlaySnd
trigger1 =animelemtime(2)=4|animelemtime(2)=6||animelemtime(2)=8
value = 10000,45
volume = 255

[State 3000]
type = Projectile
trigger1 = animelem=3
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projscale = 0.2,0.2
projsprpriority = 4
projshadow = 0,0,0
projremovetime = 15
numhits = 1
getpower = 20
ownpal = 0
offset = 45,-75
velocity = 0, 0
attr = S, SP
animtype = UP
damage = 20+random%30,10+random%30
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 3000]
type = Projectile
trigger1 = animelem=3
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 15
numhits = 1
getpower = 20
ownpal = 0
offset = 80,-45
velocity = 0, 0
attr = S, SP
animtype = up
damage = 20+random%30,10+random%30
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 3000]
type = Projectile
trigger1 = animelem=3
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 6
projshadow = 0,0,0
projremovetime = 15
numhits = 1
getpower = 20
ownpal = 0
offset = 115,-85
velocity = 0, 0
attr = S, SP
animtype = up
damage = 20+random%30,10+random%30
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 3000]
type = Projectile
trigger1 = animelem=4
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 7
projshadow = 0,0,0
projremovetime = 15
numhits = 1
getpower = 20
ownpal = 0
offset = 145,-35
velocity = 0, 0
attr = S, SP
animtype = up
damage = 20+random%30,10+random%30
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 3000]
type = Projectile
trigger1 = animelem=4
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projscale = 0.2,0.2
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 15
numhits = 1
getpower = 20
ownpal = 0
offset = 185,-75
attr = S, SP
animtype = up
damage = 20+random%30,10+random%30
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 3000]
type = Projectile
trigger1 = animelem=4
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projscale = 0.2,0.2
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 15
numhits = 1
getpower = 20
ownpal = 0
offset = 210,-40
attr = S, SP
animtype = up
damage = 20+random%30,10+random%30
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 3000]
type = Projectile
trigger1 = animelem=4
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projscale = 0.2,0.2
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 15
numhits = 1
getpower = 20
ownpal = 0
offset = 245,-70
attr = S, SP
animtype = up
damage = 20+random%30,10+random%30
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 3000]
type = Projectile
trigger1 = animelem=4
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projscale = 0.2,0.2
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 15
numhits = 1
getpower = 20
ownpal = 0
offset = 275,-45
attr = S, SP
animtype = up
damage = 20+random%30,10+random%30
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;エクスプローディングスフィア2 AI用
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1260]
type     = S
movetype = A
physics  = S
juggle   = 5
poweradd = 50
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 1

[State 1260]
type = NotHitBy 
trigger1 = animelem=4,<=0
value = SCA

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1250]
type = PlaySnd
trigger1 = time = 0
value = s1500, 0
volume = 255
freqmul = 0.9

[State 1250]
type = PlaySnd
trigger1 = animelem=4||animelem=5
value = 10000,45
volume= 255

[State 1250]
type = PlaySnd
trigger1 =animelemtime(2)=4|animelemtime(2)=6||animelemtime(2)=8
value = 10000,45
volume = 255

[State 3000]
type = Projectile
trigger1 = animelem=4
projid = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 4
projshadow = 0,0,0
projremovetime = 15
numhits = 1
getpower = 20
ownpal = 0
offset = 45,-75
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = 20+random%30,10+random%30
hitflag = MAFD
guardflag = M
sparkno = -1
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5
air.juggle = 2
air.velocity = -4.5,-4.8
air.fall = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 3000]
type = Projectile
trigger1 = animelem=4
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 15
numhits = 1
getpower = 20
ownpal = 0
offset = 80,-45
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = 20+random%30,10+random%30
hitflag = MAFD
guardflag = M
sparkno = -1
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5
air.juggle = 2
air.velocity = -4.5,-4.8
air.fall = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 3000]
type = Projectile
trigger1 = animelem=5
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 6
projshadow = 0,0,0
projremovetime = 15
numhits = 1
getpower = 20
ownpal = 0
offset = 115,-85
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = 20+random%30,10+random%30
hitflag = MAFD
guardflag = M
sparkno = -1
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5
air.juggle = 2
air.velocity = -4.5,-4.8
air.fall = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 3000]
type = Projectile
trigger1 = animelem=5
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 7
projshadow = 0,0,0
projremovetime = 15
numhits = 1
getpower = 20
ownpal = 0
offset = 145,-35
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = 20+random%30,10+random%30
hitflag = MAFD
guardflag = M
sparkno = -1
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5
air.juggle = 2
air.velocity = -4.5,-4.8
air.fall = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 3000]
type = Projectile
trigger1 = animelem=6
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projscale = 0.2,0.2
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 15
numhits = 1
getpower = 20
ownpal = 0
offset = 185,-75
attr = S, SP
animtype = hard
damage = 20+random%30,10+random%30
hitflag = MAFD
guardflag = M
sparkno = -1
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5
air.juggle = 2
air.velocity = -4.5,-4.8
air.fall = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 1260]
type = Projectile
trigger1 = animelem=6
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projscale = 0.2,0.2
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 15
numhits = 1
getpower = 20
ownpal = 0
offset = 210,-40
attr = S, SP
animtype = hard
damage = 20+random%30,10+random%30
hitflag = MAFD
guardflag = M
sparkno = -1
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5
air.juggle = 2
air.velocity = -4.5,-4.8
air.fall = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 1260]
type = ChangeState
triggerall = command = "エクスプローディングスフィア"
trigger1 = animelem = 4,>=0
value = 1250
ctrl = 0

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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 髑髏柱
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1450]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 20
ctrl = 0
velset = 0,0
anim = 1450
sprpriority = 2

[state a]
type = NotHitBy 
trigger1 = time <= 1
value = SCA,AA,AT,AP
time = 10+((var(40)=[1,2])*30)+((var(40)=2)*20)
ignorehitpause = 1

[State a]
type = turn
triggerall = !ishelper
trigger1 = p2dist X < 0
trigger1 = fvar(5) < 0
ignorehitpause = 1

[state a]
type = varset
triggerall = time = 0
triggerall = prevstateno != 1450
trigger1 = command = "x"
trigger1 = !var(30)
trigger2 = var(30) && p2bodydist X < 180;
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
triggerall = prevstateno != 1450
trigger1 = command = "a"
trigger1 = !var(30)
trigger2 = var(30) && p2bodydist X = [90,240]
trigger2 = random = [500,999]
v = 5
value = 1

[state a]
type = varset
triggerall = time = 0
triggerall = prevstateno != 1450
trigger1 = command = "y"
trigger1 = !var(30)
trigger2 = var(30) && p2bodydist X > 180
trigger2 = random = [0,500]
v = 5
value = 2

[state a]
type = varset
triggerall = time = 0
triggerall = prevstateno != 1450
trigger1 = command = "b"
trigger1 = !var(30)
trigger2 = var(30) && p2bodydist X > 240 && random = [500,999]
v = 5
value = 3

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "z"
trigger1 = prevstateno != 1450
v = 5
value = 4

[state a]
type = varset
trigger1 = time != 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
triggerall = time != 0
trigger1 = command = "a"
trigger1 = !var(30) || var(30) && p2bodydist X > 60
trigger2 = var(30)&&random<160&&p2bodydist X > 60&&var(5)=[0,4]
v = 5
value = 1

[state a]
type = varset
triggerall = time != 0
trigger1 = command = "y"
trigger1 = !var(30) || var(30) && p2bodydist X > 120
trigger2 = var(30)&&random<150&&p2bodydist X > 120&&var(5)=[0,4]
v = 5
value = 2

[state a]
type = varset
triggerall = time != 0
trigger1 = command = "b"
trigger1 = !var(30) || var(30) && p2bodydist X > 180
trigger2 = var(30)&&random<150&&p2bodydist X > 180&&var(5)=[0,4]
v = 5
value = 3

[state a]
type = varset
triggerall = time != 0
trigger1 = command = "z"
trigger2 = var(30)&&random<50&&p2bodydist X = [-300,300]
v = 5
value = 4

[state a]
type = varset
triggerall = palno = 12
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 8
[state a]
type = varset
triggerall = palno != 12
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 4
[state a]
type = varadd
trigger1 = time = 0
trigger1 = prevstateno = 1450
v = 18
value = -1

[state a]
type = poweradd
trigger1 = time = 0
value = var(5)*20

[state a]
type = varset
trigger1 = prevstateno != 1450
v = 13
value = 0
[state a]
type = varset
trigger1 = prevstateno = 1450
v = 13
value = 1

[state a]
type = varset
trigger1 = time = 0
v = 6
value = 0
[state a]
type = varset
triggerall = time != 0
trigger1 = (command = "x")||(command = "a")||(command = "y")||(command = "b")||(command = "z")
trigger2 = var(30)
v = 6
value = 1
[state a]
type = varset
triggerall = var(30) = 1
trigger1 = time != 0
v = 6
value = 1

[State 2900, 1]
type = helper
triggerall = palno != 12
trigger1 = Animelem = 1
id = 1412
persistent = 0
name = "hasira"
pos = 70*var(5)+40,0
postype = P1
stateno = 150
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2900, 1]
type = helper
triggerall = palno = 12
trigger1 = Animelem = 1
id = 1412
persistent = 0
name = "hasira"
pos = 70*var(5)+40,0
postype = p1
stateno = 150
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

;---------------------[連続]
[state a]
type = changestate
triggerall = palno = 12
triggerall = !var(30)
triggerall = var(18) >= 0
trigger1 = (var(6) = 1)&&(time >= 0)
value = 1450

[state a]
type = changestate
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = var(30)
triggerall = var(18) = [0,10]
trigger1 = (var(6) = 1)&&(time >= 10)
value = 1450

[state a]
type = changestate
triggerall = palno != 12
triggerall = !var(30)
triggerall = var(18) >= 0
trigger1 = (var(6) = 1)&&(time >= 0)
value = 1450

[state a]
type = changestate
triggerall = palno != 12
triggerall = roundstate = 2
triggerall = var(30)
triggerall = var(18) = [0,6]
trigger1 = (var(6) = 1)&&(time >= 10)
value = 1450

[state a]
type = playsnd
trigger1 = animelem = 1
value = 10000,34
volume = 255

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;エクスプロージョンスフィアΩ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1700]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = 0
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 3

[State 230]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 5

[State 1700]
type = Explod
trigger1 = animelem = 1
anim = 1305
sprpriority = -5
postype = p1
pos = 0,-5
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 5
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 1
value = 192,1
volume = 255
freqmul = 0.9

[State 1100]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10000,13

[State 1100]
type = PlaySnd
trigger1 = AnimElem = 1
value =1300,0
volume = 255
freqmul = 0.9

[State 1100]
type = PlaySnd
trigger1 = AnimElem = 1
value =10000,13

[State 1100]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10000,14

[State 1000]
type = Helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = AnimElem = 1
stateno = 130
id = 1720
helpertype = normal
pos = 30,-85
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000]
type = Helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = AnimElem = 1
stateno = 130
id = 1720
helpertype = player
pos = 30,-85
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 2147483647
pausemovetime = 2147483647

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

[Statedef 1234]
type    = A
movetype= H
physics = N
anim = 5050
velset = -4,-0.5

[State 1234]
type = SelfState
trigger1 = !ishelper && name = "ALSIEL"
value = 50
ignorehitpause = 1

[State 1234]
type = NotHitBy
trigger1 = 1
value = S,SP

[State 1234]
type = SelfState
trigger1 = time > 10
value = 5050

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;グラウディースフィア
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1800]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = 0
velset   = 0,0
anim     = 1310
ctrl     = 0
sprpriority = 3

[State 1000, 5]
type = Explod
trigger1 = time = 15
persistent = 0
anim = 10910
postype = P1
pos = 30,-40
sprpriority = 10
bindtime = -1
removetime = 15
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
scale = 0.1,0.2
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 20
persistent = 0
anim = 10910
postype = P1
pos = 30,-70
sprpriority = 10
bindtime = -1
removetime = 15
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
scale = 0.1,0.2
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 25
persistent = 0
anim = 10910
postype = P1
pos = 30,-100
sprpriority = 10
bindtime = -1
removetime = 15
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
scale = 0.1,0.2
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 30
anim = 2551
ownpal = 1
sprpriority = 1
postype = P1
pos = 90,30
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 1.1,1.1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 35
anim = 2551
ownpal = 1
sprpriority = 1
postype = P1
pos = 140,30
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 1.1,1.1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 40
anim = 2551
ownpal = 1
sprpriority = 1
postype = P1
pos = 190,30
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 1.1,1.1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 45
anim = 2551
ownpal = 1
sprpriority = 1
postype = P1
pos = 240,30
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 1.1,1.1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 6]
type = PlaySnd
trigger1 = time = 5
value = s1500,0
volume = 255
freqmul = 0.9

[State 1000, 6]
type = PlaySnd
trigger1 = time = 15
trigger2 = time = 17
trigger3 = time = 19
trigger4 = time = 21
trigger5 = time = 23
trigger6 = time = 25
value = s10000,31

[State 1000, 6]
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 35
trigger3 = time = 40
trigger4 = time = 45
value = s10000,18
volume = -150

[State 1000, 6]
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 35
trigger3 = time = 40
trigger4 = time = 45
value = s10000,49
volume = -150

[State 1000, 6]
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 35
trigger3 = time = 40
trigger4 = time = 45
value = s10000,28
volume = -150

[State 2000, 6]
type = PlaySnd
trigger1 = time = 15
value = 10000,13

[State 2000, 6]
type = PlaySnd
trigger1 = time = 15
value = 10000,14

[State 2000, 6]
type = Projectile
trigger1 = time = 30
projanim = 10075
projremove = 0
projremovetime = 30
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
offset = 90,30
attr = S, SP
animtype = Hard
damage = 20+random%30,10+random%30
hitflag = MAFP
guardflag = M
guardsound = s120,0
guard.sparkno = s22184
pausetime = 2,4
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000, 6]
type = Projectile
trigger1 = time = 35
projanim = 10075
projremove = 0
projremovetime = 30
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
offset = 140,30
attr = S, SP
animtype = Hard
damage = 20+random%30,10+random%30
hitflag = MAFP
guardflag = M
guardsound = s120,0
guard.sparkno = s22184
pausetime = 2,4
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000, 6]
type = Projectile
trigger1 = time = 40
projanim = 10075
projremove = 0
projremovetime = 30
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
offset = 190,30
attr = S, SP
animtype = Hard
damage = 20+random%30,10+random%30
hitflag = MAFP
guardflag = M
guardsound = s120,0
guard.sparkno = s22184
pausetime = 2,4
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000, 6]
type = Projectile
trigger1 = time = 45
projanim = 10075
projremove = 0
projremovetime = 30
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
ownpal = 0
offset = 240,30
attr = S, SP
animtype = Hard
damage = 20+random%30,10+random%30
hitflag = MAFP
guardflag = M
guardsound = s120,0
guard.sparkno = s22184
pausetime = 2,4
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 15
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 30,-40
velocity = 14, 0
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 20
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 30,-70
velocity = 14, 0
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 25
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 30,-100
velocity = 14, 0
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 15
projanim = 26050
projid = 26050
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 90,-200
velocity = 14, 7
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = -1
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 15
projanim = 26050
projid = 26050
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 90,0
velocity = 14, -7
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = -1
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 20
projanim = 26050
projid = 26050
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 140,-200
velocity = 14, 14
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 20
projanim = 26050
projid = 26050
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 140,0
velocity = 14, -14
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;グラウディースフィア2
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1810]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = 0
velset   = 0,0
anim     = 1050
ctrl     = 0
sprpriority = 3

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 5
persistent = 0
anim = 10910
postype = P1
pos = 90,-100
sprpriority = 10
bindtime = -1
removetime = 15
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
scale = 0.2,0.1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 10
persistent = 0
anim = 10910
postype = P1
pos = 140,-100
sprpriority = 10
bindtime = -1
removetime = 15
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
scale = 0.2,0.1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 15
persistent = 0
anim = 10910
postype = P1
pos = 190,-100
sprpriority = 10
bindtime = -1
removetime = 15
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
scale = 0.2,0.1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 30
anim = 2551
ownpal = 1
sprpriority = 1
postype = P1
pos = 90,30
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 1.1,1.1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 35
anim = 2551
ownpal = 1
sprpriority = 1
postype = P1
pos = 140,30
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 1.1,1.1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 40
anim = 2551
ownpal = 1
sprpriority = 1
postype = P1
pos = 190,30
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 1.1,1.1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 6]
type = PlaySnd
trigger1 = time = 5
value = s1000,0
volume = 255
freqmul = 0.9

[State 1000, 6]
type = PlaySnd
trigger1 = time = 15
trigger2 = time = 17
trigger3 = time = 19
trigger4 = time = 21
trigger5 = time = 23
trigger6 = time = 25
value = s10000,31
volume = -50

[State 2000, 6]
type = PlaySnd
trigger1 = time = 15
value = 10000,13
volume = -50

[State 2000, 6]
type = PlaySnd
trigger1 = time = 15
value = 10000,14
volume = -50

[State 1000, 6]
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 35
trigger3 = time = 40
value = s10000,18
volume = -150

[State 1000, 6]
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 35
trigger3 = time = 40
value = s10000,49
volume = -150

[State 1000, 6]
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 35
trigger3 = time = 40
value = s10000,28
volume = -150

[State 2000, 6]
type = Projectile
trigger1 = time = 30
projanim = 10075
projremove = 0
projremovetime = 30
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
offset = 90,30
attr = S, SP
animtype = Hard
damage = 20+random%30,10+random%30
hitflag = MAFP
guardflag = M
guardsound = s120,0
guard.sparkno = s22184
pausetime = 2,4
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000, 6]
type = Projectile
trigger1 = time = 35
projanim = 10075
projremove = 0
projremovetime = 30
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
offset = 140,30
attr = S, SP
animtype = Hard
damage = Ceil(0.02 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
hitflag = MAFP
guardflag = M
guardsound = s120,0
guard.sparkno = s22184
pausetime = 2,4
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000, 6]
type = Projectile
trigger1 = time = 40
projanim = 10075
projremove = 0
projremovetime = 30
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
offset = 190,30
attr = S, SP
animtype = Hard
damage = 20+random%30,10+random%30
hitflag = MAFP
guardflag = M
guardsound = s120,0
guard.sparkno = s22184
pausetime = 2,4
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 5
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 90,-100
velocity = 2, 10
accel = 0,-0.5
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 10
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 90,-100
velocity = 2, -10
accel = 0,0.5
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = -1
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 15
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 140,-100
velocity = 2, 10
accel = 0,-0.5
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 20
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 140,-100
velocity = 2, -10
accel = 0,0.5
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 25
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 190,-100
velocity = 2, 10
accel = 0,-0.5
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 25
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 190,-100
velocity = 2, -10
accel = 0,0.5
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 15
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 90,-200
velocity = 14, 7
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = -1
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 15
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 90,0
velocity = 14, -7
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = -1
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 20
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 140,-200
velocity = 14, 14
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = time = 20
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 140,0
velocity = 14, -14
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;弱顕斎　飛び道具
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 11610]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1050
ctrl = 0

[State 18100]
type = NotHitBy
trigger1 = AnimElem = 7, < 0
value = SCA
time = 1

[State 11610]
type = playsnd
trigger1 = animelem = 6
value = 1000,0
volume = 255
freqmul = 0.9

[State 11610]
type = playsnd
trigger1 = animelem = 7
value = 1050,0

[State 11610]
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11610]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11610]
type = Projectile
trigger1 = Animelem = 8
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 8
damage = 35+random%10,5
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = -1
guard.sparkno = s22184
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11610]
type = Projectile
trigger1 = Animelem = 8
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5
damage = 30+random%20,5
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = -1
guard.sparkno = s22184
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11610]
type = Projectile
trigger1 = Animelem = 8
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 4
damage = 20+random%20,5
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = -1
guard.sparkno = s22184
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11610]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;強顕斎 飛び道具
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 11650]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1200
ctrl = 0

[state 11650]
type = Explod
trigger1 = time = 11
anim = 32300
sprpriority = -4
postype = p1
pos = 30,-95
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 40
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11650]
type = Explod
trigger1 = time = 51
anim = 32350
sprpriority = -4
postype = p1
pos = 30,-95
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 10
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11650]
type = playsnd
trigger1 = animelem = 4
value = 1300,0
volume = 255
freqmul = 0.9

[State 11650]
type = playsnd
trigger1 = animelem = 5
value = 1050,0

[State 11650]
type = Explod
trigger1 = animelem = 5
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11650]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11650]
type = Projectile
trigger1 = animelem = 5
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 56,-156
velocity = 5
damage = 35+random%10,5
animtype = hard
guardflag = M
pausetime = 2,2
guard.sparkno = s22184
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11650]
type = Projectile
trigger1 = animelem = 5
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 6
damage = 40+random%20,5
animtype = hard
guardflag = M
pausetime = 2,2
guard.sparkno = s22184
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11650]
type = Projectile
trigger1 = animelem = 5
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 56,-46
velocity = 5
damage = 20+random%20,5
animtype = hard
guardflag = M
pausetime = 2,2
guard.sparkno = s22184
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11650]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; オロチ飛び道具2
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 11670]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1200
ctrl = 0

[state 11670]
type = Explod
trigger1 = time = 11
anim = 32300
sprpriority = -4
postype = p1
pos = 30,-95
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 40
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11670]
type = Explod
trigger1 = time = 51
anim = 32350
sprpriority = -4
postype = p1
pos = 30,-95
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 10
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11670]
type = playsnd
trigger1 = animelem = 4
value = 1100,0
volume = 255
freqmul = 0.9

[State 11670]
type = playsnd
trigger1 = animelem = 5
value = 1200,0

[State 11670]
type = Explod
trigger1 = animelem = 5
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11670]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11670]
type = helper
triggerall = palno != [7,12]
trigger1 = animelem = 5
id = 11680
persistent = 0
name = "moyou"
pos = 80,-80
postype = P1
stateno = 11680
size.xscale = .7
size.yscale = .7
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11670]
type = helper
triggerall = palno = [7,12]
trigger1 = animelem = 5
id = 11680
persistent = 0
name = "moyou"
pos = 80,-80
postype = P1
stateno = 11680
size.xscale = .7
size.yscale = .7
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11670]
type = helper
triggerall = palno = 12
trigger1 = animelem = 5
id = 116800
persistent = 0
name = "moyou"
pos = 80,-80
postype = P1
stateno = 116800
size.xscale = .7
size.yscale = .7
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11670]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 11680]
type    = S
movetype= A
physics = N
anim = 1205
velset = 0,0
ctrl = 0

[State 11680]
type = SelfState
triggerall = !ishelper(11680)
trigger1 = root,var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1
[State 11680]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 11680]
type = velset
trigger1 = animelemtime(12)
trigger1 = time >= 40
x = 4
ignorehitpause = 1
[state 11680]
type = PlaySnd
trigger1 = time = 1
value = 801, 0
[state 11680]
type = PlaySnd
trigger1 = time = 0
value = 1100, 1
[state 11680]
type = AngleDraw
trigger1 = animelemtime(12)
trigger1 = time >= 40
scale = 1.0,1.0
[state 11680]
type = AngleAdd
trigger1 = animelemtime(12)
value = -13
[state 11680]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1
[state 11680]
type = turn
trigger1 = var(0) > 60
ignorehitpause = 1
persistent = 0
[state 11680]
type = varadd
trigger1 = ScreenPos X != [0,400]
var(0) = 1
ignorehitpause = 1
[state 11680]
type = angleadd
trigger1 = var(0) > 59
value = -13
ignorehitpause = 1
[state 11680]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[state 11680]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 11680
ignorehitpause = 1
[state 11680]
type = Projectile
triggerall = root,palno = 12
trigger1 = animelemtime(12)
trigger1 = time >= 40
attr = S, NA
animtype  = hard
damage = ceil(0.002*enemy,const(data.life)),ceil(0.001*enemy,const(data.life))
getpower = 0
givepower = -1
guardflag = M
hitflag = MAF
projanim = 1210
projid = 1210
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
priority = 7, Hit
pausetime = 0,0
sparkno = s22109
guard.sparkno = s22184
sparkxy = -5,-5
hitsound = s2300,2
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647
[state 11680]
type = hitdef
trigger1 = animelemtime(12)
trigger1 = time >= 40
attr = S, NA
damage = ceil(0.002*enemy,const(data.life)),ceil(0.001*enemy,const(data.life))
guardflag = M
hitflag = MAF
priority = 7, Hit
pausetime = 0,0
sparkno = s22109
guard.sparkno = s22184
sparkxy = -5,-5
hitsound = s2300,2
guardsound = s120,0
animtype = hard
getpower = 0
givepower = -1
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1
p2stateno = 9000
[state 11680]
type = changestate
trigger1 = time >= 300 
value = 11690

[Statedef 11690]
type    = S
movetype= I
physics = S
anim = 1206
velset = 0,0
ctrl = 0
[State 11690]
type = SelfState
triggerall = !ishelper(11680)
trigger1 = root,var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1
[State 11690]
type = Explod
trigger1 = numexplod(22138)=0&&time=0
anim = 22138
id = 22138
sprpriority = 214748364
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 11690]
type = PlaySnd
trigger1 = time = 0
value = 2300,3
[State 11690]
type = PlaySnd
trigger1 = time = 0
value = 1400,random%4
freqmul = 0.9
volume = 255
[State 11690]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 11690]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 11690]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 11680
ignorehitpause = 1
[State 11690]
type = velset
trigger1 = 1
x = 0
[State 11690]
type = destroyself
trigger1 = time >= 15

[Statedef 116800]
type    = S
movetype= A
physics = N
anim = 1205
velset = 0,0
ctrl = 0

[State 116800]
type = SelfState
triggerall = !ishelper(116800)
trigger1 = root,var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1
[State 116800]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state 116800]
type = PlaySnd
trigger1 = time = 1
value = 801, 0
[state 116800]
type = PlaySnd
trigger1 = time = 0
value = 1100, 1
[state 116800]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1
[state 116800]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[state 116800]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 116800
ignorehitpause = 1
[state 116800]
type = veladd
trigger1 = time >= 65
y = -1
[state 116800]
type = changestate
trigger1 = time >= 75
value = 1168000

[Statedef 1168000]
type    = S
movetype= A
physics = N
anim = 1205
velset = 0,0
ctrl = 0

[State 1168000]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 1168000]
type = velset
trigger1 = time >= 40
y = 18
ignorehitpause = 1
[State 1168000]
type = posset
trigger1 = ishelper
trigger1 = time >= 40
x = enemy,pos x
[state 1168000]
type = posset
trigger1 = time = 0
y = -500
[state 1168000]
type = AngleDraw
trigger1 = animelemtime(12)
trigger1 = time >= 40
scale = 1.0,1.0
[state 1168000]
type = AngleAdd
trigger1 = animelemtime(12)
value = -13
[state 1168000]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1
[state 1168000]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[state 1168000]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 1168000
ignorehitpause = 1
[state 1168000]
type = velset
triggerall = animelemtime(12)
trigger1 = root,projcontact(1210) = 1
y = 1
[state 1168000]
type = Projectile
triggerall = ishelper
trigger1 = animelemtime(12)
trigger1 = time >= 40
attr = S, NA
animtype  = hard
damage = ceil(0.002*enemy,const(data.life)),ceil(0.001*enemy,const(data.life))
getpower = 0
givepower = -1
guardflag = M
hitflag = MAFD
projanim = 1210
projid = 1210
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
priority = 7, Hit
pausetime = 0,0
sparkno = s22109
guard.sparkno = s22184
sparkxy = -5,-5
hitsound = s2300,2
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647
[state 1168000]
type = Projectile
triggerall = ishelper
trigger1 = animelemtime(12)
trigger1 = time >= 40
attr = S, NA
animtype  = hard
damage = 0,0
getpower = 0
givepower = -1
guardflag = M
hitflag = MAF
projanim = 1211
projid = 1211
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
priority = 7, Hit
pausetime = 0,0
sparkno = s22109
guard.sparkno = s22184
sparkxy = -5,-5
hitsound = s2300,2
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 1168000]
type = destroyself
trigger1 = time >= 300

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; オロチ飛び道具5
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 11700]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1201
ctrl = 0

[State 11700]
type = playsnd
trigger1 = animelem = 4
value = 1300,0
volume = 255
freqmul = 0.9

[State 11700]
type = playsnd
trigger1 = animelem = 5
value = 1200,0
volume = 255
[State 11700]
type = playsnd
trigger1 = animelem = 5
value = 801,1
volume = 255

[State 11700]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11700]
type = helper
triggerall = palno != [7,12]
trigger1 = animelem = 5
id = 11710
persistent = 0
name = "moyou"
pos = 4,-174
postype = P1
stateno = 11710
size.xscale = 0.3
size.yscale = 0.3
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11700]
type = helper
triggerall = palno = [7,12]
trigger1 = animelem = 5
id = 11710
persistent = 0
name = "moyou"
pos = 0,0
postype = P1
stateno = 11710
size.xscale = 0.3
size.yscale = 0.3
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11700]
type = helper
triggerall = palno != [7,12]
trigger1 = animelem = 5
id = 11720
persistent = 0
name = "moyou"
pos = 4,-174
postype = P1
stateno = 11720
size.xscale = 0.3
size.yscale = 0.3
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11700]
type = helper
triggerall = palno = [7,12]
trigger1 = animelem = 5
id = 11720
persistent = 0
name = "moyou"
pos = 4,-174
postype = P1
stateno = 11720
size.xscale = 0.3
size.yscale = 0.3
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11700]
type = helper
triggerall = palno != [7,12]
trigger1 = animelem = 5
id = 11730
persistent = 0
name = "moyou"
pos = 40,-80
postype = P1
stateno = 11730
size.xscale = 0.3
size.yscale = 0.3
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11700]
type = helper
triggerall = palno = [7,12]
trigger1 = animelem = 5
id = 11730
persistent = 0
name = "moyou"
pos = 40,-80
postype = P1
stateno = 11730
size.xscale = 0.3
size.yscale = 0.3
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11700]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 11710]
type    = S
movetype= A
physics = N
anim = 1215
velset = 3,-1.5
ctrl = 0

[State 11710]
type = SelfState
triggerall = !ishelper(11710)
trigger1 = root,var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1
[State 11710]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state 11710]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1
[state 11710]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[state 11710]
type = AngleDraw
trigger1 = 1
scale = 1.0,1.0
[state 11710]
type = AngleAdd
trigger1 = 1
value = -7
[state 11710]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 11710
ignorehitpause = 1
[state 11710]
type = changeanim
trigger1 = time > 180
trigger1 = anim != 1216
value = 1216
[state 11710]
type = destroyself
trigger1 = anim = 1216
trigger1 = animtime = 0
[state 11710]
type = Projectile
trigger1 = time <= 180
trigger1 = GameTime%2 = 1
attr = S,NA
animtype  = hard
damage = 5,1
getpower = 0
givepower = -1
guardflag = M
hitflag = MAFPD
projanim = 1220
projid = 1220
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0,-6
priority = 7, Hit
pausetime = 0,20
sparkno = s22111
guard.sparkno = s22184
sparkxy = -5,-5
hitsound = s222,0
guardsound = s120,0
ground.type = high 
ground.slidetime = 28
ground.hittime = 28 
ground.velocity = 0,20
air.velocity = -4,20
air.fall = 1
fall.recover = 0
yaccel = 0.4
fall = 1
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[Statedef 11720]
type    = S
movetype= A
physics = N
anim = 1215
velset = 3,1.5
ctrl = 0

[State 11720]
type = SelfState
triggerall = !ishelper(11720)
trigger1 = root,var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1
[State 11720]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state 11720]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1
[state 11720]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[state 11720]
type = AngleDraw
trigger1 = 1
scale = 1.0,1.0
[state 11720]
type = AngleAdd
trigger1 = 1
value = -7
[state 11720]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 11720
ignorehitpause = 1
[state 11720]
type = changeanim
trigger1 = time > 180
trigger1 = anim != 1216
value = 1216
[state 11720]
type = destroyself
trigger1 = anim = 1216
trigger1 = animtime = 0
[state 11720]
type = Projectile
trigger1 = time <= 180
trigger1 = GameTime%2 = 1
attr = S,NA
animtype  = hard
damage = 5,1
getpower = 0
givepower = -1
guardflag = M
hitflag = MAFPD
projanim = 1220
projid = 1220
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0,-6
priority = 7, Hit
pausetime = 0,20
sparkno = s22111
guard.sparkno = s22184
sparkxy = -5,-5
hitsound = s222,0
guardsound = s120,0
ground.type = High
ground.slidetime = 28
ground.hittime = 28 
ground.velocity = 0,-20
air.velocity = -4,-20
air.fall = 1
fall.recover = 0
yaccel = 0.4
fall = 1
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[Statedef 11730]
type    = S
movetype= A
physics = N
anim = 1215
velset = 3,0
ctrl = 0

[State 11730]
type = SelfState
triggerall = !ishelper(11730)
trigger1 = root,var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1
[State 11730]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state 11730]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1
[state 11730]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[state 11730]
type = AngleDraw
trigger1 = 1
scale = 1.0,1.0
[state 11730]
type = AngleAdd
trigger1 = 1
value = -7
[state 11730]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 11730
ignorehitpause = 1
[state 11730]
type = changeanim
trigger1 = time > 180
trigger1 = anim != 1216
value = 1216
[state 11730]
type = destroyself
trigger1 = anim = 1216
trigger1 = animtime = 0
[state 11730]
type = Projectile
trigger1 = time <= 180
trigger1 = GameTime%2 = 1
attr = S,NA
animtype  = hard
damage = 5,1
getpower = 0
givepower = -1
guardflag = M
hitflag = MAFPD
projanim = 1220
projid = 1220
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0,-6
priority = 7, Hit
pausetime = 0,20
sparkno = s22111
guard.sparkno = s22184
sparkxy = -5,-5
hitsound = s222,0
guardsound = s120,0
ground.type = high 
ground.slidetime = 28
ground.hittime = 28 
ground.velocity = 0,20
air.velocity = -4,20
air.fall = 1
fall.recover = 0
yaccel = 0.4
fall = 1
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; オロチ飛び道具3
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 3001]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 80
velset = 0,0
anim = 1050
ctrl = 0

[State 3001]
type = NotHitBy 
trigger1 = animelem=4,<=0
value = SCA

[State 3001]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3001]
type = playsnd
trigger1 = animelem = 7
value = 1050,0

[State 3001]
type = PlaySnd
trigger1 = animelem=7||animelem=8
value = 10000,44
volume= 255

[State 3001]
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3001]
type = helper
triggerall = palno != [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 124,-100
postype = P1
stateno = 3002
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3001]
type = helper
triggerall = palno != [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 35,-100
postype = P1
stateno = 3002
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3001]
type = helper
triggerall = palno != [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 80,-140
postype = P1
stateno = 3002
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3001]
type = helper
triggerall = palno != [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 80,-60
postype = P1
stateno = 3002
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3001]
type = helper
triggerall = palno = [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 124,-100
postype = P1
stateno = 3002
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3001]
type = helper
triggerall = palno = [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 35,-100
postype = P1
stateno = 3002
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3001]
type = helper
triggerall = palno = [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 80,-140
postype = P1
stateno = 3002
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3001]
type = helper
triggerall = palno = [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 80,-60
postype = P1
stateno = 3002
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 3001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;光
;==========================================================================================
;==========================================================================================

[Statedef 3002]
type = S
movetype = I
physics = N
anim = 22106
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3002]
type = SelfState
triggerall = !ishelper(3002)
trigger1 = root,var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 3002]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 3002]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 3002
ignorehitpause = 1

[State 3002]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3002]
type = varset
trigger1 = enemy,pos x=[-320,320]
trigger1 = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x<0
trigger2 = enemy,pos x!=[-320,320]
trigger2 = enemy,pos y!=[-480,60]
trigger2 = enemynear,pos x-pos x<0
v = 0
value = 1
ignorehitpause = 1

[State 3002]
type = varset
trigger1 = enemy,pos x=[-320,320]
trigger1 = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x>=0
trigger2 = enemy,pos x!=[-320,320]
trigger2 = enemy,pos y!=[-480,60]
trigger2 = enemynear,pos x-pos x>=0
v = 0
value = 0
ignorehitpause = 1

[State 3002]
Type = Turn
Trigger1 = facing = -1
ignorehitpause = 1

[state 3002]
type = velset
triggerall = var(0) =1
trigger1 = p2bodydist X< 0 && Time >= 20
x = -7.5

[State 3002]
type = velset
triggerall = var(0)=0
trigger1 = p2bodydist X > 0 && Time >= 20
x = 7.5

[state 3002]
type = velset
triggerall = var(0) =1
trigger1 = p2bodydist Y < 50 && Time >= 20
y = -4.0

[state 3002]
type = velset
triggerall = var(0)=0
trigger1 = p2bodydist Y > 50 && Time >= 20
y = 4.0

[state 3002]
type = posset
trigger1 = !ishelper
y = 0

[State 3002]
type = ChangeState
triggerall = 1 && ishelper
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 3004

[State 3002]
type = ChangeState
triggerall =  1 && ishelper
trigger1 = projcontact = 1
value = 3004

[State 3002]
type = ChangeState
trigger1 = time >= 60 && ishelper
value = 3004

;==========================================================================================
;==========================================================================================
;消滅
;==========================================================================================
;==========================================================================================

[Statedef 3004]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22162
ownpal = 1

[state 3004]
type = playsnd
trigger1 = time = 0
value = 10000,43

[state 3004]
type = nothitby
trigger1 = 1
value = SCA

[State 3004]
type = Projectile
triggerall = palno != 12
trigger1 = time = 0
attr = S, NA
projanim = 22179
projid = 35902
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
animtype  = diagup
damage = 40+random%20,5
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s22138
sparkxy = 0,0
hitsound   = s10000,2
guard.sparkno = s22184
guardsound = s120,0
ground.type = hard
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3004]
type = Projectile
trigger1 = palno = 12
trigger1 = time = 0
attr = S, NA
projanim = 22179
projid = 35902
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
animtype  = diagup
damage = 40+random%20,5
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s22138
sparkxy = 0,0
hitsound   = s10000,2
guard.sparkno = s22184
guardsound = s120,0
ground.type = hard
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[state 3004]
type = destroyself
trigger1 = AnimTime = 0

;=====================================================================================
;=====================================================================================
; クレイスト・ピラー
;=====================================================================================
;=====================================================================================
[Statedef 18100]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 18100
sprpriority = 5

[state 18100]
type = Explod
trigger1 = time = 20
anim = 32100
sprpriority = -4
postype = p1
pos = 6,-159
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 56
scale = 0.65,0.65
supermovetime = 2147483647
pausemovetime = 2147483647

[state 18100]
type = Explod
trigger1 = time = 76
anim = 32200
sprpriority = -4
postype = p1
pos = 6,-159
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 10
scale = 0.65,0.65
supermovetime = 2147483647
pausemovetime = 2147483647

[State 18100]
type = PlaySnd
trigger1 = animelem = 3
value = 2300,0

[State 18100]
type = PlaySnd
trigger1 = animelem = 6
value = 2000, 1
freqmul = 0.9

[State 18100]
type = Explod
trigger1 = time >= 0
trigger1 = GameTime%6 = 1
anim = 28200
id = 28200
sprpriority = 2147483647
postype = p1
pos = var(50),var(51)
bindtime = 1
ownpal = 1
trans = add
persistent = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 18100]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = AnimElem = 6
id = 18102
persistent = 0
name = "monsyou"
pos = 70,-150
postype = P1
stateno = 130
size.xscale = 0.7
size.yscale = 0.7
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 18100]
type = helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = AnimElem = 6
id = 18102
persistent = 0
name = "monsyou"
pos = 70,-150
postype = P1
stateno = 130
size.xscale = 0.7
size.yscale = 0.7
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 18100]
type = NotHitBy
trigger1 = AnimElem = 9, < 0
value = SCA
time = 1

[State 18100]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; バニシング・ラッシュ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 22115]
type = S
movetype = A
physics = N
anim = 22123
ctrl = 0
juggle = 7
poweradd= 0
velset = 0,0
sprpriority = 2
[state 22115]
type = varset
trigger1 = time = 0 
v = 5
value = ifelse(var(30)!=1,(command="b"),(random%2))
[state 22115]
type = varset
trigger1 = 1
fvar(21) = 0
persistent = 0
ignorehitpause = 1
[state 22115]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -8,-2 + (random%2)
supermovetime = 2147483647
pausemovetime = 2147483647
[state 22115]
type = NotHitBy
trigger1 = 1
value = SCA
[state 22115]
type = PlaySnd
trigger1 = time = 0
value = 2000,random%3
volume = 255
freqmul = 0.9
[state 22115]
type = PlaySnd
trigger1 = animelem = 1
value = s10000,38
[state 22115]
type = Explod
trigger1 = animelem = 3
anim = 22118
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 22115]
type = Explod
trigger1 = animelem = 3
anim = 26500
id = 22118
sprpriority = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 22115]
type = ChangeState
trigger1 = AnimTime = 0
value = 22117
;==========================================================================================
;==========================================================================================
;ダッシュ
;==========================================================================================
;==========================================================================================

[Statedef 22117]
type = S
movetype = A
physics = N
anim = 22120
ctrl = 0
juggle = 7
velset = 80,0
sprpriority = 2
[state 22115]
type = varadd
trigger1 = time = 0 
fv = 21
value = 1
[state 22115]
type = NotHitBy
trigger1  = 1
value = SCA
[state 22115]
type = removeexplod
trigger1 = time = 0
ID = 22118
[state 22115]
type = Pause
trigger1 = projhit22151 = 1 || projguarded22151 = 1
time = 2
[state 22115]
type = Projectile
trigger1 = AnimElem = 1
attr = C, HA
projanim = 22151
projid = 22151
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 50
numhits = 1
animtype  = hard
damage = 50+random%20,10+random%20
getpower = 25,25
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,1
sparkxy = -5, -85
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-8
air.velocity = -0.5,-8
yaccel = .5
envshake.time = 7
envshake.ampl = 7
fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[state 22115]
type = helper
triggerall = palno != [7,12]
trigger1 = projcontact22151 = 1
trigger1 = numhelper(22122) = 0
id = 22122
name = "lash"
pos = 0,0
postype = p2
stateno = 150
juggle = 8
helpertype = normal
keyctrl = 0 
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 22115]
type = helper
triggerall = palno = [7,12]
trigger1 = projcontact22151 = 1
trigger1 = numhelper(22122) = 0
id = 22122
name = "lash"
sprpriority = 2
pos = 0,0
postype = p2
stateno = 150
juggle = 12
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 22115]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0
ignorehitpause = 1
[state 22115]
type = turn 
trigger1 = fvar(21)<=4&&animtime=0&&p2dist x<0&&var(5)=1
value = 1
[state 22115]
type = ChangeState
trigger1 = animtime = 0
value = ifelse((var(5)=1&&fvar(21)<=5),22117,22116)
;==========================================================================================
;==========================================================================================
;終了
;==========================================================================================
;==========================================================================================

[Statedef 22116]
type = S
movetype = A
physics = N
anim = 22117
ctrl = 0
juggle = 8
velset = 0,0
sprpriority = 2

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -8,-2 + (random%2)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 22119
sprpriority = 1
postype = p1
pos = -9,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 26550
sprpriority = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ディメンション・ホール
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1950]
type = A
ctrl = 0
anim = 1950
velset = 0,0

[State 1950]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0
[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "a"
trigger1 = time = 0
v = 5
value = 1
[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 2
[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "b"
trigger1 = time = 0
v = 5
value = 3
[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "z"
trigger1 = time = 0
v = 5
value = 4
[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "c"
trigger1 = time = 0
v = 5
value = 5

[State 1]
type = varrandom
triggerall = var(30) = 1
trigger1 = time = 0
trigger1 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
range = 0,3
v = 5
[state a]
type = varset
triggerall = var(30) = 1
trigger1 = time = 0
trigger1 = Enemy,NumHelper = 0 && Enemy,NumProj = 0
v = 5
value = 5

[State 1950]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,46
volume = 255
[State 1950]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,8
volume = -255
[State 1950]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,26
freqmul = 0.5
[State 1950]
type = PlaySnd
trigger1 = animelem = 5
value = 2000,1
volume = 255
freqmul = 0.9

[State 1950]
type = Explod
trigger1 = animelem = 5
anim = 3052
sprpriority = 0
postype = p1
pos = 0,-70
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
scale = 1.2,1.2
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 0
trigger1 = time <= 27
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 27
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 27
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Explod
trigger1 = animelem = 5
anim = 25200
sprpriority = 6
postype = p1
pos = -30,0
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
scale = 0.7,0.7
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Explod
trigger1 = animelem = 5
anim = 25300
sprpriority = 6
postype = p1
pos = 30,0
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
scale = 0.7,0.7
supermovetime = 2147483647
pausemovetime = 2147483647

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 0
x = -120
[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 1
x = -50
[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 2
x = 50
[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 3
x = 120
[state a]
type = posset
triggerall = animtime = 0
trigger1 = var(5) = 4
trigger2 = var(5) = 5
x = enemy,pos x

[state 1950]
type = changestate
trigger1 = animtime = 0
value = 1955

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

[Statedef 1955]
type = S
ctrl = 0
anim = 1955
velset = 0,0

[State 1955]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1955]
type = turn 
trigger1 = p2dist x< 0 
value = 1

[state a];移動制御
type = posset
trigger1 = time = 0
y = 0
[state a]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 4
x = -20
[state a]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 5
x = 20

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 24
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 24
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 24
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Explod
trigger1 = animelem = 5
anim = 25400
sprpriority = 6
postype = p1
pos = -30,0
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
scale = 0.7,0.7
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Explod
trigger1 = animelem = 5
anim = 25500
sprpriority = 6
postype = p1
pos = 30,0
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
scale = 0.7,0.7
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1955]
type = Explod
trigger1 = time = 0
anim = 3053
sprpriority = 0
postype = p1
pos = 0,-70
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add
scale = 1.2,1.2
supermovetime = 2147483647
pausemovetime = 2147483647

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;サムウェアホール
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 25000]
type = A
ctrl = 0
anim = 25000
velset = 0,0

[State 25000]
type = NotHitBy 
trigger1 = 1
value = SCA

[state 25000]
type = varset
triggerall = var(30) != 1
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[state 25000]
type = varset
triggerall = var(30) != 1
trigger1 = command = "a"
trigger1 = time = 0
v = 5
value = 1

[state 25000]
type = varset
triggerall = var(30) != 1
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 2

[state 25000]
type = varset
triggerall = var(30) != 1
trigger1 = command = "b"
trigger1 = time = 0
v = 5
value = 3

[state 25000]
type = varset
triggerall = var(30) != 1
trigger1 = command = "z"
trigger1 = time = 0
v = 5
value = 4

[state 25000]
type = varset
triggerall = var(30) != 1
trigger1 = command = "c"
trigger1 = time = 0
v = 5
value = 5

[state 25000]
type = varset
triggerall = var(30) = 1
trigger1 = time = 0
v = 5
value = 5-((enemynear,backEdgeDist<=90)*random%5)

[State 25000]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,52
[State 25000]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,26
freqmul = 0.5
[State 25000]
type = PlaySnd
trigger1 = animelem = 5
value = 2000,0
freqmul = 0.9

[State 25000]
type = Explod
trigger1 = time > 0
trigger1 = time <= 27
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 25000]
type = Explod
trigger1 = time > 0
trigger1 = time <= 27
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 25000]
type = Explod
trigger1 = time > 0
trigger1 = time <= 27
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 25000]
type = Explod
trigger1 = animelem = 5
anim = 3052
sprpriority = 0
postype = p1
pos = 0,-70
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 25000]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 0
x = -120

[state 25000]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 1
x = -50

[state 25000]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 2
x = 50

[state 25000]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 3
x = 120

[state 25000]
type = posset
triggerall = animtime = 0
trigger1 = var(5) = 4
trigger2 = var(5) = 5
x = enemy,pos x

[state 25000]
type = changestate
trigger1 = animtime = 0
value = 25100

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

[Statedef 25100]
type = S
ctrl = 0
anim = 25100
velset = 0,0

[State 25100]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[State 25100]
type = PlaySnd
trigger1 = animtime = 0 
value = 40,0

[State 25100] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[state 25100]
type = posset
trigger1 = time = 0
y = 0

[state 25100]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 4
x = -20

[state 25100]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 5
x = 20

[State 25100]
type = Explod
trigger1 = time > 0
trigger1 = time <= 24
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 25100]
type = Explod
trigger1 = time > 0
trigger1 = time <= 24
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 25100]
type = Explod
trigger1 = time > 0
trigger1 = time <= 24
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 25100]
type = Explod
trigger1 = time = 0
anim = 3053
sprpriority = 0
postype = p1
pos = 0,-70
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[state 25100]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; フォトンスフィア
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 11101]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1050
ctrl = 0

[State 11101]
type = NotHitBy
trigger1 = animelem=4,<=0
value = SCA

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[state 11101]
type = playsnd
trigger1 = animelem = 7
value = 1050,0
volume= 255

[State 1000, 6]
type = PlaySnd
trigger1 = time = 7
trigger2 = time = 9
trigger3 = time = 11
trigger4 = time = 13
trigger5 = time = 15
trigger6 = time = 17
value = s10000,31
volume = -255

[State 2000, 6]
type = PlaySnd
trigger1 = time = 7
value = 10000,13
volume = -255

[State 2000, 6]
type = PlaySnd
trigger1 = time = 7
value = 10000,14
volume = -255

[State 11101]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos =110,-130
postype = P1
stateno = 11100
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11101]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 70,-40
postype = P1
stateno = 11100
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11101]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 30,-130
postype = P1
stateno = 11100
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11101]
type = helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos =110,-130
postype = P1
stateno = 11100
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11101]
type = helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 70,-40
postype = P1
stateno = 11100
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11101]
type = helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 30,-130
postype = P1
stateno = 11100
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 11101]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;玉
;==========================================================================================
;==========================================================================================

[Statedef 11100]
type    = S
movetype= I
physics = N
anim = 11101
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1]
type = SelfState
triggerall = !ishelper(11100)
trigger1 = root,var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1000, 5]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 1000, 5]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 11100
ignorehitpause = 1

[State 11100]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1110]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 1]
type = AngleDraw
trigger1 = 1
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = 1
value = -7

[State a]
type = varset
trigger1 = enemy,pos x=[-320,320]
trigger1 = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x<0
trigger2 = enemy,pos x!=[-320,320]
trigger2 = enemy,pos y!=[-480,60]
trigger2 = enemynear,pos x-pos x<0
v = 0
value = 1
ignorehitpause = 1

[State a]
type = varset
trigger1 = enemy,pos x=[-320,320]
trigger1 = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x>=0
trigger2 = enemy,pos x!=[-320,320]
trigger2 = enemy,pos y!=[-480,60]
trigger2 = enemynear,pos x-pos x>=0
v = 0
value = 0
ignorehitpause = 1

[State 1]
Type = Turn
Trigger1 = facing = -1
ignorehitpause = 1

[State 1]
type = VelSet
trigger1 = var(0)=0
x = time%40 * 0.2

[State 1]
type = VelSet
trigger1 = var(0) =1
x = -time%40 * 0.2

[State 1]
type = VelSet
trigger1 = p2bodydist Y <= 0
y = Sin((-gameTime*3)*Pi/180) - 1

[State 1]
type = VelSet
trigger1 = p2bodydist Y > 0
y = -Sin((gameTime*3)*Pi/180) + 1 

[state 11100]
type = posset
trigger1 = !ishelper
y = 0

[state 11100]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[state a]
type = changestate
trigger1 = projcontact = 1
value = 11125

[state a]
type = changestate
trigger1 = time >= 80
trigger2 = p2bodydist X<20&&p2bodydist X>-20
trigger2 = p2bodydist Y<20&&p2bodydist Y>-20
value = 11125

;==========================================================================================
;衝突
;==========================================================================================

[Statedef 11125]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22162
ownpal = 1

[state 11125]
type = playsnd
trigger1 = time = 0
value = 10000,48
volume = 255
[state 11125]
type = PlaySnd
trigger1 = time = 0
value = 10000,49
[state 11125]
type = PlaySnd
trigger1 = time = 0
value = 10000,12
[state 11125]
type = PlaySnd
trigger1 = time = 0
value = 10000,28
[state 11125]
type = PlaySnd
trigger1 = time = 0
value = 10000,43
volume = 255

[state 11125]
type = nothitby
trigger1 = 1
value = SCA

[State 11125]
type = Explod
trigger1 = 1
anim = 11103
sprpriority = 5
postype = p1
pos = 0,0
random = 30,30
vel = -7+ (random%14),-7 + (random%14)
facing = -1
scale = 0.25,0.25
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 11125]
type = Explod
trigger1 = 1
anim = 11103
sprpriority = 6
postype = p1
pos = 0,0
random = 30,30
vel = -6+ (random%12),-6 + (random%12)
facing = -1
scale = 0.3,0.3
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 11125]
type = Explod
trigger1 = 1
anim = 11103
sprpriority = 6
postype = p1
pos = 0,0
random = 30,30
vel = -5+ (random%10),-5 + (random%10)
facing = -1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 11125]
type = Explod
trigger1 = 1
anim = 22131
postype = p1
pos = 0,0
vel = -7+ (random%14),-7 + (random%14)
facing = -1
id = 22131
scale = 0.25,0.25
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 11125]
type = Explod
trigger1 = 1
anim = 22131
postype = p1
pos = 0,0
vel = -6+ (random%12),-6 + (random%12)
facing = -1
id = 22131
scale = 0.25,0.25
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 11125]
type = Explod
trigger1 = 1
anim = 22131
postype = p1
pos = 0,0
vel = -5+ (random%10),-5 + (random%10)
facing = -1
id = 22131
scale = 0.25,0.25
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 11125]
type = Explod
trigger1 = time = 0
anim = 22138
sprpriority = 7
postype = p1
pos = 0,0
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 11125]
type = Projectile
trigger1 = time = 0
attr = S, NA
projanim = 22179
projhitanim = -1
projid = 35902
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage = 35+random%20,10
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 0,4
sparkno = s22138
sparkxy = 0,0
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = hard
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
juggle = 15
supermovetime = 2147483647
pausemovetime = 2147483647

[state 11125]
type = destroyself
trigger1 = animtime = 0
ignorehitpause = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 光弾
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 11500]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 80
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

[state 11500]
type = Explod
trigger1 = time = 11
anim = 32300
sprpriority = -4
postype = p1
pos = 30,-95
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 40
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11500]
type = Explod
trigger1 = time = 51
anim = 32350
sprpriority = -4
postype = p1
pos = 30,-95
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 10
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11500]
type = NotHitBy
trigger1 = animelem=4,<=0
value = SCA

[State 11500]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11500]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 11500]
type = helper
triggerall = palno != [7,12]
trigger1 = Animelem = 5
id = 11502
persistent = 1
name = "hikari"
pos = 50,-95
postype = P1
stateno = 11502
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11500]
type = helper
triggerall = palno = [7,12]
trigger1 = Animelem = 5||Animelem=6
id = 11502
persistent = 1
name = "hikari"
pos = 50,-95
postype = P1
stateno = 11502
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11500]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 11502]
type = S
movetype = I
physics = N
anim = 22139
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1];トムキラー対策
type = SelfState
triggerall = !ishelper(11502)
trigger1 = root,var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1000, 5]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 1000, 5]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 11502
ignorehitpause = 1

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1110]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 11502
ignorehitpause = 1

[State 1]
type = PlaySnd
trigger1 = (GameTime%20) = 1
value = 10000, 27
volume = -50

[State 1]
type = Explod
trigger1 = animelem = 4
anim = 22139
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Explod
trigger1 = animelem = 1
anim = 22139
sprpriority = 1
postype = p1
velset = 0,0
pos = -15,0
bindtime = 1
ignorehitpause = 1
scale = 0.4,0.4
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Explod
trigger1 = animelem = 3
anim = 22139
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,0
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Explod
trigger1 = animelem = 2
anim = 22139
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 1]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = Time >= 10
x = -1-((ishelper(11500))*2)

[state 1]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = Time >= 10
x = 1+((ishelper(11500))*2)

[state 1]
type = velset
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 10
y = -0.2-((ishelper(11500))*0.6)

[state 1]
type = velset
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 10
y = 0.2+((ishelper(11500))*0.6)

[State 1]
type = ChangeState
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 11125

[State 11502]
type = DestroySelf
trigger1 = time >= 250+((ishelper(11500))*50)

;=================================================================================
;=================================================================================
 マグネティックスフィア
;=================================================================================
;=================================================================================
[Statedef 12300]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 12300]
type = NotHitBy 
trigger1 = animelem=5,<=0
value = SCA

[State 12300]
type = PlaySnd
trigger1 = animelem=1
value = 10000,5
volume = 255
freqmul = 0.9

[State 12300]
type = PlaySnd
trigger1 = animelem=4||animelem=5
value = 1300,1
volume= 255

[State 12300]
type = PlaySnd
trigger1 = animelem=4||animelem=5
value = 10000,44
volume= 255

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 12300]
type = Explod
trigger1 = animelem = 4
anim = 1305
sprpriority = -5
postype = p1
pos = 0,-5
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 5
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 12300]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = animelem = 5
id = 12310
persistent = 0
name = "ri"
pos = 50,-80
postype = P1
stateno = 130
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 12300]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = animelem=5
id = 12310
persistent = 0
name = "ri"
pos = 110,-80
postype = P1
stateno = 130
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 12300]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = animelem=5
id = 12310
persistent = 0
name = "ri"
pos = 80,-110
postype = P1
stateno = 130
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 12300]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = animelem=5
id = 12310
persistent = 0
name = "ri"
pos = 80,-50
postype = P1
stateno = 130
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 12300]
type = helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = animelem = 5
id = 12310
persistent = 0
name = "ri"
pos = 50,-80
postype = P1
stateno = 130
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 12300]
type = helper
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = animelem=5
id = 12310
persistent = 0
name = "ri"
pos = 110,-80
postype = P1
stateno = 130
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 12300]
type = helper
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = animelem=5
id = 12310
persistent = 0
name = "ri"
pos = 80,-110
postype = P1
stateno = 130
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 12300]
type = helper
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = animelem=5
id = 12310
persistent = 0
name = "ri"
pos = 80,-50
postype = P1
stateno = 130
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 12300]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;ウェベーリゼーション
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------
[Statedef 25555]
type    = S
movetype= A
physics = S
juggle  = 20
poweradd= 80
ctrl = 0
velset = 2,0
anim = 25555
sprpriority = 2

[state 25555]
type = PlaySnd
trigger1 = animelem = 7
value = 10000,50
[state 25555]
type = PlaySnd
trigger1 = animelem = 7
value = 2000,3
freqmul = 0.9

[state 25555]
type = Explod
trigger1 = animelem = 7
anim = 26550
sprpriority = 2
postype = p1
pos = -40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
scale = 0.7,0.7

[state 25555]
type = Explod
trigger1 = animelem = 7
anim = 22174
sprpriority = 2
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[state 25555]
type = Explod
trigger1 = projhit25557 = 1
anim = 22110
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 25555]
type = Explod
trigger1 = ProjGuarded25557 = 1
anim = 22184
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 25555]
type = helper
trigger1=AnimElemTime(7)=1||AnimElemTime(9)=2
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 130
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 25555]
type = Projectile
triggerall = palno != 12
trigger1 =AnimElem=7||AnimElem=8||AnimElem=9||AnimElem=10
attr = S, NA
projanim = 40010
projid = 25557
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
animtype  = diagup
damage = 20+random%30,10+random%30
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,3
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 64,64,128
palfx.mul = 256,256,256
palfx.sinadd = 150,150,150,5
palfx.color = 0
palfx.invertall = 0
ignorehitpause = 1
juggle = 15
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[state 25555]
type = Projectile
triggerall = palno = 12
trigger1 =AnimElem=6||AnimElem=7||AnimElem=8||AnimElem = 9
attr = S, NA
projanim = 25557
projid = 25557
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
animtype  = diagup
damage = 20+random%30,10+random%30
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,2
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 64,64,128
palfx.mul = 256,256,256
palfx.sinadd = 150,150,150,5
palfx.color = 0
palfx.invertall = 0
ignorehitpause = 1
juggle = 15
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[state 25555]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 24000]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

[State 24000]
type = varset
trigger1 = time = 0
v = 30
value = 1  

[state 24000]
type = Explod
trigger1 = time = 11
anim = 32300
sprpriority = -4
postype = p1
pos = 30,-95
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 40
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647

[State 24000]
type = Explod
trigger1 = time = 51
anim = 32350
sprpriority = -4
postype = p1
pos = 30,-95
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 10
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647

[State 24000]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(37) != 1
value = 0
ctrl = 1

[State 24000]
type = ChangeState
trigger1 = var(37) = 1
value = 24640
ctrl = 1

[Statedef 24050]
type     = S
movetype = A
physics  = S
velset = 0,0
juggle = 0
poweradd= 0
anim = 2313
sprpriority = 35
ctrl = 0

[State 1020, 4]
type = EnvShake
triggerall = win
trigger1 = animelem = 7
trigger2 = animelem = 18
time = 15
ampl = -12
freq = 95
phase = 95

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

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 7
value = 10000,5
volume = 255
freqmul = 0.9

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

[State 2000, 6]
type = PlaySnd
triggerall = win
trigger1 = animelem = 18
value = 2300,3

[State 2000, 6]
type = Explod
triggerall = win
trigger1 = animelem = 7
trigger1 = numexplod(2311) = 0
id = 2311
anim = 2311
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Explod
triggerall = win
trigger1 = animelem = 7
trigger2 = animelem = 8
anim = 22110
sprpriority = 8
postype = p2
pos = 50,-65
bindtime = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Explod
triggerall = win
trigger1 = animelem = 18
anim = 22110
sprpriority = 8
postype = p2
pos = 58,-83
bindtime = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000, 6]
type = Explod
triggerall = win
trigger1 = animelem = 7
anim = 1930
pos = 14, -110
postype = p2
ownpal = 1
scale = 0.7,0.7
removetime = 15
sprpriority = 4
supermovetime = 2147483647
pausemovetime = 2147483647
[State 2000, 6]
type = PlaySnd
triggerall = win
trigger1 = animelem = 7
value = 10000,29
volume = 250
[State 2000, 6]
type = PlaySnd
triggerall = win
trigger1 = animelem = 18
value = 1500,0
freqmul = 0.9
volume = 250
[State 2000, 6]
type = PlaySnd
triggerall = !win
trigger1 = animelem = 18
value = 10000,29
volume = 250
[State 2000, 6]
type = Explod
triggerall = !win
trigger1 = animelem = 18
anim = 1930
pos = 14, -110
postype = p1
ownpal = 1
removetime = 15
sprpriority = 4
supermovetime = 2147483647
pausemovetime = 2147483647
[State 2000, 6]
type = PlaySnd
triggerall = !win
trigger1 = animelem = 18
value = 12,0
freqmul = 2.0+((random%2)*0.2)

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