;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 8032]
type    = A
movetype= I
physics = N
sprpriority = -6

[State 1]
type=nothitby
triggerall = name = "Dark Heaven's Chaos"
triggerall= palno = 12
trigger1=1
value=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
value2=sca,na,sa,ha,np,sp,hp,nt,st,ht,aa,ap,at
time=2147483647
ignorehitpause=1
persistent=1
pausemovetime=9999999
supermovetime=9999999

[State 8032]
type = Changeanim
trigger1 = anim != 19995
value = 19995
ignorehitpause = 1

[State 8032]
Type = Turn
triggerall = anim = 0 && facing = -1
Trigger1 = facing = 1
ignorehitpause = 0

[State 8032]
Type = Turn
triggerall = anim = 0 && facing = 1
Trigger1 = facing = -1
ignorehitpause = 0

[State 8032, BindToRoot]
Type = BindToRoot
triggerall = facing = 1
Trigger1 = 1
Time = 3
Pos = -3,-50+vel y-root,pos y
IgnoreHitPause = 0
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State 8032, BindToRoot]
Type = BindToRoot
triggerall = facing = -1
Trigger1 = 1
Time = 3
Pos = 3,-50+vel y-root,pos y
IgnoreHitPause = 0
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[state 8032]
type = assertspecial
triggerall = ishelper(8032)
trigger1 = root,stateno != 0
flag = Invisible
ignorehitpause = 1

[State 8032]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 8032]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1

[state 8032]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 8032
ignorehitpause = 1

[State 8032]
type = DestroySelf
trigger1 = animtime = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
; 吸い寄せ
;---------------------------------------------------------------------------

[Statedef 2300]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -1000
anim = 2300
ctrl = 0

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

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

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22165
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22166
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

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

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

[State 2000]
type = PlaySnd
trigger1 = Time = 1
value = 2563,0

[State 2000]
type = PlaySnd
trigger1 = Time = 20
value = 2562,34

[state a]
type = changestate
trigger1 = animtime = 0
value = 2301

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

[Statedef 2301]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2301
ctrl = 0

[State 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = (((var(1) = 1)*50)+10)

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2300,0

[State 2900, 1]
type = helper
trigger1 = time = 0
id = 2320
persistent = 0
name = "kabe1"
pos = -10,0
postype = p2
stateno = 2320
helpertype = normal
keyctrl = 0
ownpal = 1

[state a]
type = varset
trigger1 = time = 0
v = 19
value = 255

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

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

[State 2632]
type = Explod
trigger1 = Time = 0
anim = 8015
id = 8015
sprpriority = 9999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add


[State 1]
type = Projectile
trigger1 = time >= 0
trigger1 = p2stateno != 40
trigger1 = p2statetype != A
attr = S, NA
projanim = 22153
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
p2facing = 1
p1stateno = 2310
p2stateno = 2010
p2facing = 1
kill = 0

[State 1000, 0]
type = AttackDist
trigger1 = time = 0
value = 0

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

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

[Statedef 2302]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2302
ctrl = 0

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

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

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

;---------------------------------------------------------------------------
; ヒット
;---------------------------------------------------------------------------

[Statedef 2310]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 2310
ctrl = 0

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

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

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

[State 1]
type = Projectile
trigger1 = AnimElem = 7 || AnimElem = 18
attr = S, NA
projanim = 22157
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 15
postype = p1
offset = 10,0
velocity = 0
animtype  = Light
damage    = Ceil((IfElse((var(29) < 1),0.05,0.015)) * enemy,Const(data.life))
getpower = 150,150
givepower = 0,0
guardflag =
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 40, -89
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 7
trigger2 = animelem = 18
time = 15
ampl = -12
freq = 95
phase = 95

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

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 22109 + var(35)
sprpriority = 9
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 22109 + var(35)
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

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

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 16
value = 2300,1

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

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

[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0

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

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

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

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

[state a]
type = targetlifeadd
trigger1 = animelem = 7
value = Ceil(-0.02 * enemy,Const(data.life)) - 5
kill = 0
absolute = 1

[state a]
type = targetlifeadd
trigger1 = animelem = 8
value = Ceil(-0.02 * enemy,Const(data.life)) - 5
kill = 0
absolute = 1

[state a]
type = targetlifeadd
trigger1 = animelem = 18
value = Ceil(-0.25 * enemy,Const(data.life)) - 5
absolute = 1

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

;---------------------------------------------------------------------------
;投げられている相手1
;---------------------------------------------------------------------------

[Statedef 2010]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeset
triggerall = name != "Dark Heaven's Chaos"
triggerall = enemynear,name="Dark Heaven's Chaos"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="Dark Heaven's Chaos"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
sysvar(4) = 0
IgnoreHitPause = 1

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

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

;---------------------------------------------------------------------------
;投げられている相手2
;---------------------------------------------------------------------------

[Statedef 2011]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeset
triggerall = name != "Dark Heaven's Chaos"
triggerall = enemynear,name="Dark Heaven's Chaos"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="Dark Heaven's Chaos"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
sysvar(4) = 0
IgnoreHitPause = 1

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

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

;---------------------------------------------------------------------------
;投げられている相手3
;---------------------------------------------------------------------------

[Statedef 2012]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeset
triggerall = name != "Dark Heaven's Chaos"
triggerall = enemynear,name="Dark Heaven's Chaos"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="Dark Heaven's Chaos"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
sysvar(4) = 0
IgnoreHitPause = 1

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

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

;---------------------------------------------------------------------------
;投げられている相手4
;---------------------------------------------------------------------------

[Statedef 2013]
type    = A
movetype= H
physics = N
velset = -7,-7

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeset
trigger1 = name != "Dark Heaven's Chaos"
triggerall = enemynear,name="Dark Heaven's Chaos"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="Dark Heaven's Chaos"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
trigger1 = animexist(5052) = 1
value = 5052

[State 821, 1]
type = VelAdd
Trigger1 = 1
y = .3

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

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 15
trigger1 = animexist(5061) = 1
value = 5061

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 15
trigger1 = animexist(5062) = 1
value = 5062

[State 13121]
type = lifeadd
triggerall = name != "Dark Heaven's Chaos"
trigger1 = life <= 50
value = -9999999
absolute = 1

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

;---------------------------------------------------------------------------
;壁
;---------------------------------------------------------------------------

[Statedef 2320]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2320

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = posset
trigger1 = p2Dist X < 0
x = enemy,pos x

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

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

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

[State 1000, 0]
type = velset
trigger1 = 1
x = 5

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

;---------------------------------------------------------------------------
; ？？？？？？？？・オロ?MAX超
;---------------------------------------------------------------------------

[Statedef 2400]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -2000
anim = 2400
ctrl = 0

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

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

[state a]
type = varset
trigger1 = time = 0
v = 20
value = 0

[State 1]
type = NotHitBy
trigger1 = animelem = 8,<=0
value = SCA

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

[State 1000, 5]
type = Explod
trigger1 = time = 24
anim = 22167
sprpriority = -3
postype = p1
pos = -31,-112
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 24
anim = 22168
sprpriority = 20
postype = p1
pos = -31,-112
bindtime = 1
supermove = 1
under = 0
ownpal = 1

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

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 25
value = 2563,1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 44
value = 2563,2

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 7
value = 2563,4

[State 3040, 7]
type = null
trigger1 = time >= 27
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2

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

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

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

;---------------------------------------------------------------------------
; 成功
;---------------------------------------------------------------------------

[Statedef 2405]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= 0
anim = 2405
sprpriority = 35
ctrl = 0

[State 3040, 7]
type = null
trigger1 = animelem = 11,<=0
;persistent = 0
ignorehitpause = 1
time = 3
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 9
value = 2300,1

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

;---------------------------------------------------------------------------
;ヘルパ?
;---------------------------------------------------------------------------

[Statedef 2401]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2401

[State 2002]
type = PlaySnd
trigger1 = animelem = 12
value = 2563,3

[State 2002]
Type = AngleDraw
Trigger1 = AnimElemTime(12) = [1,40]
Scale = 1.0,1.0

[State 2002]
Type = AngleAdd
Trigger1 = AnimElemTime(12) = [1,40]
Value = -7

[state 2002]
type = velset
trigger1 = AnimElemTime(12) = [1,40]
x = ((root,var(1) = 1)*1)+1

[state 2002]
type = velset
triggerall = AnimElemTime(12) = [1,40]
trigger1 = root,var(56) = 2
y = -(((root,var(1) = 1)*1)+1)

[state 2002]
type = velset
triggerall = AnimElemTime(12) = [1,40]
trigger1 = root,var(56) = 3
y = (((root,var(1) = 1)*1)+1)

[state 2002]
type = velset
triggerall = AnimElemTime(12) = [1,40]
trigger1 = root,var(56) = 0
y = 0

[state 2002]
type = velset
trigger1 = AnimElemTime(12) != [1,40]
x = 0


[State 2793]
type = null;Trans
trigger1 = 1
trans = add

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 2]
type = Projectile
trigger1 = AnimElemTime(12) = 2 || AnimElemTime(12) = 4 || AnimElemTime(12) = 6 || AnimElemTime(12) = 8 || AnimElemTime(12) = 10
trigger2 = AnimElemTime(12) = 12 || AnimElemTime(12) = 14 || AnimElemTime(12) = 16 || AnimElemTime(12) = 18 || AnimElemTime(12) = 20
projanim = 22182
projhitanim = -1
projid = 22182
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
attr = A, HT
animtype  = hard
damage    = Ceil(0.002 * enemy,Const(data.life)),0
getpower = 0,0
hitflag = MAFD
guardflag = N
numhits = 1
pausetime = 1,2
guard.pausetime = 0,8
sparkno = -1
sparkxy = 0,0
hitsound   = s2562,19
guard.sparkno = s7012
guardsound = s190,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3,0
air.velocity = -2,-3
fall = 0
air.fall = 1
juggle = 0
fall.recover = 0
p2stateno = 19000

[State 2]
type = Projectile
trigger1 = AnimElemTime(12) = 20
projanim = 22182
projhitanim = -1
projid = 22183
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 20
postype = p1
offset = 0,0
velocity = 0
attr = A, HT
animtype  = hard
damage    = 0,0
getpower = 0,0
hitflag = MAFD
guardflag = N
numhits = 1
pausetime = 0,6
guard.pausetime = 0,8
sparkno = -1
sparkxy = 0,0
hitsound   = s240,0
guard.sparkno = s7012
guardsound = s190,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,0
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2415

[State 1]
type = ChangeState
trigger1 = root,fvar(33)=1
value = 2410

[state a]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;ヘルパ?終了
;---------------------------------------------------------------------------

[Statedef 2410]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
sprpriority = 15
ctrl = 0
anim = 2410

[state a]
type = parentvarset
trigger1 = time = 0
v = 20
value = 1

[State 2000, 6]
type = PlaySnd
trigger1 = animtime = 0
value = 2300,3

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 3040, 7]
type = null
trigger1 = time = 0
trigger2 = animtime = 0
;persistent = 0
ignorehitpause = 1
time = 5
value = 255,255,255
under = 0

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

[State 1020, 4]
type = EnvShake
trigger1 = animtime = 0
time = 25
ampl = -12
freq = 95
phase = 95

[state a]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;投げられている相手
;---------------------------------------------------------------------------

[Statedef 2415]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 20

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
sysvar(4) = 0
IgnoreHitPause = 1

[State 13121]
type = lifeset
trigger1 = name != "Dark Heaven's Chaos"
triggerall = enemynear,name="Dark Heaven's Chaos"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="Dark Heaven's Chaos"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = lifeadd
trigger1 = life <= 50
triggerall = name != "Dark Heaven's Chaos"
value = -9999999
absolute = 1

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

[State 1]
type = posset
trigger1 = time = 0
y = -80

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

;---------------------------------------------------------------------------
;投げられている相手2
;---------------------------------------------------------------------------

[Statedef 2416]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state a]
type = destroyself
trigger1 = ishelper

[State 700, 2]
type = NotHitBy
trigger1 = 1
value = SCA

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

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

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

[State 821, 1]
type = VelAdd
Trigger1 = 1;animelem = 3,>= 0
y = .4

[State 13121]
type = lifeadd
triggerall = name != "Dark Heaven's Chaos"
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = Ceil(-0.04 * Const(data.life))
absolute = 1

[State 13121]
type = powerset
triggerall = enemynear,name="Dark Heaven's Chaos"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = lifeSet
trigger1 = name != "Dark Heaven's Chaos"
triggerall = enemynear,name="Dark Heaven's Chaos"&&enemynear,palno=12
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
value = 0

[State 13121]
type = lifeadd
triggerall = name != "Dark Heaven's Chaos"
triggerall = enemynear,name="Dark Heaven's Chaos"&&enemynear,palno=12
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
value = -9999999
absolute = 1

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

;---------------------------------------------------------------------------
; び?む
;---------------------------------------------------------------------------

[Statedef 22075]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -3000
anim = 22075
ctrl = 0

[State 22075]
type = NotHitBy
trigger1 = 1
value = SCA

[State 22075]
type = SuperPause
trigger1 = time = 0
time = 42
movetime = 42
anim = -1

[State 22075]
type = Explod
trigger1 = time = 10
anim = 22171
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 22075]
type = Explod
trigger1 = time = 0
anim = 22169
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 22075]
type = Explod
trigger1 = Time = 0
anim = 22170
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 22075]
type = null
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 2

[State 22075]
type = null
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 50
value = 0,0,0
under = 2

[State 22075]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2

[State 22075]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3

[State 22075]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= nobardisplay

[state 22075]
type = changestate
trigger1 = animtime = 0
value = 22076

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

[Statedef 22076]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 22076
ctrl = 0

[State 22076]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= noFG
flag3= nobardisplay

[State 22076]
type = EnvShake
trigger1 = (GameTime%3) = 1
time = 5
ampl = -3
freq = 95
phase = 95

[State 22076]
type = NotHitBy
trigger1 = 1
value = SCA

[State 22076]
type = PlaySnd
trigger1 = animelem = 1
value = 2550, 0

[State 22076]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 24

[State 22076]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 25
volume = 150

[State 22076]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 17
volume = 150

[State 22076]
type = Projectile
triggerall = time <= 140
trigger1 = (GameTime%3) = 1
attr = S, HA
projanim = 22079
projhitanim = -1
projid = 22079
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 15,-85
velocity = 0
animtype  = diagup
damage  = Ceil((0.004+((palno=12)*0.01))*enemy,Const(data.life)),Ceil(0.0033 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 220760

[state 22076]
type = targetstate
trigger1 = palno=12&&time<=140
trigger1 = (GameTime%3) = 1
trigger1 = !(enemy,moveguarded||(enemy,stateno=[120,155]))
value = 220760

[State 22076]
type = Explod
trigger1 = animelem = 1
anim = 22080
id = 211
sprpriority = 5
postype = p1
pos = 40,-85
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1

[State 22076]
type = Explod
trigger1 = animelem = 1
anim = 22074
id = 211
sprpriority = 99
postype = p1
pos = 15,-85
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1
scale = .7,.7

[State 22076]
type = Explod
trigger1 = animelem = 1
anim = 22090
id = 211
sprpriority = 99
postype = p1
pos = 30,-85
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1

;[State 22076]
;type = Explod
;trigger1 = animelem = 1
;anim = 22081
;sprpriority = 0
;postype = p1
;pos = 25,0
;vel = 0,0
;bindtime = -1
;removetime = 150
;supermove = 0
;under = 0
;ownpal = 1

[State 22076]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(53)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 22076]
type = Explod
trigger1 = palno=12
trigger1 = target,stateno = 220760 && enemyNear,time = 0 || projhit22079 = 1
anim = 22109+var(35)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 22076]
type = HitAdd
trigger1 = palno=12
trigger1 = target,stateno = 220760 && enemyNear,time = 0
value = 1

[State 22076]
type = null
trigger1 = palno=12
trigger1 = target,stateno = 220760 && enemyNear,time = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 5
supermove = 1

[state 22076]
type = changestate
trigger1 = time >= 150
value = 22077

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

[Statedef 22077]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2302
ctrl = 0

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

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22090
id = 22090
sprpriority = 99
postype = p1
pos = 30,-85
bindtime = -1
removetime = 15
supermove = 0
;ignorehitpause = 1
under = 0
ownpal = 1

[State a]
type = VarAdd
trigger1 = Time >= 1
var(40) = 1

[State a]
type = ModifyExplod
trigger1 = Time >= 1
ID = 22090
scale = 1.2-Var(40)/12.0 , 1.2-Var(40)/12.0

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

;---------------------------------------------------------------------------
;ビ??
;---------------------------------------------------------------------------

[Statedef 22078]
type = S
movetype = A
physics = N
anim = 22074
velset = 0,0
ctrl = 0
sprpriority = 99

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 24
volume = 100

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 17

[State 1000, 2]
type = Projectile
triggerall = time <= 140
trigger1 = (GameTime%3) = 1
attr = S, HA
projanim = 22079
projhitanim = -1
projid = 22079
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage = Ceil((0.004+((palno=12)*0.01))*enemy,Const(data.life)),Ceil(0.0033 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[State 1010]
type = DestroySelf
trigger1 = time >= 150

;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------

[Statedef 220760]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 220760]
type = destroyself
trigger1 = ishelper

[State 220760]
type = lifeadd
trigger1 = time = 0
triggerall = name != "Dark Heaven's Chaos"
ignorehitpause = 1
value = -(Ceil(((0.005+((enemynear,palno=12)*0.007))*Const(data.life))))
absolute = 1

[State 220760]
trigger1 = name != "Dark Heaven's Chaos"
type = lifeset
triggerall = enemynear,name="Dark Heaven's Chaos"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 220760]
type = powerset
triggerall = enemynear,name="Dark Heaven's Chaos"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 220760]
type = VarRangeSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
trigger1 = enemynear,palno=12&&alive
value = 0

[State 220760]
type = VarRangeSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
trigger1 = enemynear,palno=12&&alive
fvalue = 0

[State 220760]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
trigger1 = enemynear,palno=12&&alive
sysvar(1) = 0

[State 220760]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
trigger1 = enemynear,palno=12&&alive
sysvar(2) = 0

[State 220760]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
trigger1 = enemynear,palno=12&&alive
sysvar(3) = 0

[State 220760]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
trigger1 = enemynear,palno=12&&alive
sysvar(4) = 0

[State 220760]
type = NotHitBy
trigger1 = enemynear,name="Dark Heaven's Chaos"&&!ishelper
trigger1 = enemynear,palno=12
value = SCA

[State 220760]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 220760]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 220760]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 220760]
type = changestate
trigger1 = time >= 8
value = 220761

;---------------------------------------------------------------------------
;相手落下1
;---------------------------------------------------------------------------

[Statedef 220761]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 220761]
type = destroyself
trigger1 = ishelper

[State 220761]
type = lifeadd
triggerall = name != "Dark Heaven's Chaos"
trigger1 = time = 0
ignorehitpause = 1
value = -(Ceil(0.01 * Const(data.life)))
absolute = 1

[State 220761]
type = lifeset
trigger1 = name != "Dark Heaven's Chaos"
triggerall = enemynear,name="Dark Heaven's Chaos"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 220761]
type = powerset
triggerall = enemynear,name="Dark Heaven's Chaos"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 220761]
type = VarRangeSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
trigger1 = enemynear,palno=12&&alive
value = 0

[State 220761]
type = VarRangeSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
trigger1 = enemynear,palno=12&&alive
fvalue = 0

[State 220761]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
trigger1 = enemynear,palno=12&&alive
sysvar(1) = 0

[State 220761]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
trigger1 = enemynear,palno=12&&alive
sysvar(2) = 0

[State 220761]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
trigger1 = enemynear,palno=12&&alive
sysvar(3) = 0

[State 220761]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
trigger1 = enemynear,palno=12&&alive
sysvar(4) = 0

[State 220761]
type = PlayerPush
trigger1 = 1
value = -1

[State 220761]
type = NotHitBy
trigger1 = enemynear,name="Dark Heaven's Chaos"&&!ishelper
trigger1 = enemynear,palno=12
value = SCA

[State 220761]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 220761]
type = ChangeAnim
trigger1 = time = 0
value = 5052

[state 220761]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),6.32,-6.32)
y = -6.8

[State 220761]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 220761]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; 光を?らす
;---------------------------------------------------------------------------

[Statedef 2999]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -4000
anim = 22061
ctrl = 0

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

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

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

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

[State 2632]
type = Explod
trigger1 = Time = 0
anim = 8015
id = 8015
sprpriority = 9999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 1]
type = Explod
trigger1 = AnimElemTime(12) >= 2
anim = 22131
sprpriority = 6
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

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

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

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

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

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

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

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

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

[State 1000, 5]
type = Explod
trigger1 = time = 30
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 30
anim = 1931
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 30
value = 2562,20

[state a]
type = changestate
trigger1 = animtime = 0
value = 22050

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

[Statedef 22050]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22060
ctrl = 0

;=================================================================================
;=================================================================================
[state 19401];紋章背景
type = Explod
trigger1 = Time = 0
anim = 195112
id = 195112
;sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
;ontop = 1
trans = add
scale = 0.5,0.5
removetime = 250
ignorehitpause = 1
supermovetime = 999999999999999
pausemovetime = 999999999999999

;=================================================================================
;=================================================================================


[State 1000, 5]
type = Explod
trigger1 = Time = 30
anim = 8024
id = 8024
sprpriority = 9999
postype = back
pos = 0,0
bindtime = -1
under = 99
ownpal = 1
SuperMove = 0

[state 1]
type = varset
trigger1 = palno=12&&fvar(38)=2
trigger1 = time<150&&enemy,movereversed
fv = 18
value = 1
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999


[State 169993]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 169995
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = 1
value =169995
ignorehitpause = 1


[State 169993]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 2636
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 2990
id = 2200
sprpriority = 99999
postype = back
scale = 1.0,1.0714285714285714285714285714286
pos = 0,0
bindtime = -1
under = 99
ownpal = 1
SuperMove = 0

[State 0, TargetState]
type = TargetState
trigger1 = 1
value =2635
ignorehitpause = 1

[State 1]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[state 1]
type = targetstate
trigger1 = palno=12&&fvar(18)!=0&&fvar(38)=2
trigger1 = enemy,alive&&time<150
value = 169995

[State 1]
type = targetLifeAdd
trigger1 = palno=12&&(gametime%(1+((time<150)*7)))=1
value = -9999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

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

[state a]
type = varset
trigger1 = time = 0
v = 19
value = 0

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 190,1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2562,13

[State 0, 1]
type = Projectile
trigger1 = palno = 12
triggerall = GAMEtime%10 = 0
projanim = 30000000
projhitanim = -1
projremove = 0
projremovetime = 1
projpriority = 9000
projheightbound = -2400000, 1000000
projedgebound = 1000000
projscreenbound = 10000000
projshadow = -1
offset = 47,-41
velocity =0
damage = 999999900000000
attr = S, na
animtype = heavy
guardflag =
hitflag = MAFDP
pausetime = 10,10
hitsound   = -1
sparkxy =-1
sparkno = -1
guardsound = -1
ignorehitpause = 1
p2stateno = 2636


[State 0, 1]
type = Projectile
trigger1 = palno = 12
triggerall = GAMEtime%3 = 0
projanim = 30000000
projhitanim = -1
projremove = 0
projremovetime = 1
projpriority = 9000
projheightbound = -2400000, 1000000
projedgebound = 1000000
projscreenbound = 10000000
projshadow = -1
offset = 47,-41
damage = 9999999999999999999999999999999999999999999999999
attr = S,na
animtype = heavy
guardflag =
hitflag = MAFDP
pausetime = 10,10
hitsound   = -1
sparkxy =-1
sparkno = -1
guardsound = -1
ignorehitpause = 1
p2stateno = 2636

[State 0, 1]
type = Projectile
trigger1 = palno = 12
triggerall = GAMEtime%4 = 0
projanim = 30000000
projhitanim = -1
projremove = 0
projremovetime = 1
projpriority = 9000
projheightbound = -2400000, 1000000
projedgebound = 1000000
projscreenbound = 10000000
projshadow = -1
offset = 47,-41
velocity =0
damage = 10
attr = S, na
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = -1
sparkxy =-1
sparkno = -1
guardsound = -1
ignorehitpause = 1
p2stateno = 2636

[state a]
type = changestate
trigger1 = time >= 230
value = 22100

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

[Statedef 22100]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22062
ctrl = 0

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 22068
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 1932
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 1
value = 2562,20

[State 10000, sombras]
type = Afterimage
trigger1 = TIME = 12
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  -1
length  = 13
TimeGap = 1
FrameGap = 1

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
pausemovetime = 999
supermovetime = 999

[state a]
type = varadd
trigger1 = var(19) <= 255
v = 19
value = 15

[State 3040, 7]
type = null
trigger1 = 1
ignorehitpause = 1
time = 1
mul = var(19),var(19),var(19)
under = 2



[state a]
type = removeexplod
trigger1 = time = 0
is = 2220

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

;---------------------------------------------------------------------------
; ヘルパ?
;---------------------------------------------------------------------------

[Statedef 22220]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3322

[State 0]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=1
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = M
numhits = 1
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 49000

[State 1]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=0
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 21474836
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag =
numhits = (root,palno!=12)
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 49000
ignorehitpause = 1

[State 0]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000

[State 1]
type = HitDef
triggerall = root,var(1)!=0&&root,palno!=12&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag =
hitflag = MAFD
numhits = 1
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000
ignorehitpause = 1

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[state a]
type = destroyself
trigger1 = time >= 15
trigger2 = root,stateno != 22050
trigger3 = (moveguarded||hitcount>=1)&&root,var(1)!=1

;---------------------------------------------------------------------------
; ヘルパ?
;---------------------------------------------------------------------------

[Statedef 22221]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3322

[State 0]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=1
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = M
numhits = 1
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 49000

[State 1]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=0
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 21474836
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag =
numhits = (root,palno!=12)
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 49000
ignorehitpause = 1

[State 0]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000

[State 1]
type = HitDef
triggerall = root,var(1)!=0&&root,palno!=12&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag =
hitflag = MAFD
numhits = (root,palno!=12)
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000
ignorehitpause = 1

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[state a]
type = destroyself
trigger1 = time >= 15
trigger2 = root,stateno != 22050
trigger3 = (moveguarded||hitcount>=1)&&root,var(1)!=1

;---------------------------------------------------------------------------
; ヘルパ?
;---------------------------------------------------------------------------

[Statedef 22229]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3322

[State 0]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=1
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = M
numhits = 1
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 49000

[State 1]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=0
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 21474836
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag =
numhits = (root,palno!=12)
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 49000
ignorehitpause = 1

[State 0]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000

[State 1]
type = HitDef
triggerall = root,var(1)!=0&&root,palno!=12&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag =
hitflag = MAFD
numhits = (root,palno!=12)
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000
ignorehitpause = 1

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[state a]
type = destroyself
trigger1 = time >= 15
trigger2 = root,stateno != 22050
trigger3 = (moveguarded||hitcount>=1)&&root,var(1)!=1

;---------------------------------------------------------------------------
;超必演出ヘルパ
;---------------------------------------------------------------------------

[Statedef 22101]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22175
ownpal = 1

[state a]
type = nothitby
trigger1 = 1
value = SCA

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = Trans
trigger1 = 1
trans = add

[state a]
type = varset
trigger1 = time = 0
v = 56
value = 0

[State a]
type = VarAdd
trigger1 = Var(56) <= 40
var(56) = 1

[State a]
Type = AngleDraw
Trigger1 = Time >= 0
scale = 0.2 + Var(56)/10.0 , 0.2 + Var(56)/10.0

[State a]
Type = AngleAdd
Trigger1 = Time >= 0
Value = -3

[state a]
type = destroyself
trigger1 = Time >= 25




;---------------------------------------------------------------------------
; 無に還ろう
;---------------------------------------------------------------------------

[Statedef 2200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2200
ctrl = 0

[State ]
type = Explod
trigger1 = Time = 0
anim = 8025
id = 8025
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add
scale = 1.1,1.1
pausemovetime = 999999999999999
supermovetime = 999999999999999

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

[State 2632]
type = Explod
trigger1 = Time = 0
anim = 8015
id = 8015
sprpriority = 9999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

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

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2201

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

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

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

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

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

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

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

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

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

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

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

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

[state a]
type = changestate
trigger1 = animtime = 0
value = 2205

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

[Statedef 2205]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
ctrl = 0


;=================================================================================
;=================================================================================
[state 19401];紋章背景
type = Explod
trigger1 = Time = 0
anim = 9100
id = 9100
;sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
;ontop = 1
trans = add
scale = 1,1
removetime = 250
ignorehitpause = 1
supermovetime = 999999999999999
pausemovetime = 999999999999999

;=================================================================================
;=================================================================================



[State ]
type = Explod
trigger1 = Time = 0
anim = 8001
id = 8001
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add
scale = 1.1,1.1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 169993]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 169995
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = 1
value =169995
ignorehitpause = 1


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

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2206

[State 169993]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 169995
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = 1
value =169995
ignorehitpause = 1


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

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

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

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



[State 1]
type = Projectile
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 30000000
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 1000000000000000000000000000
getpower = 0,0
givepower = 0-((palno = 12)*9999999999)
hitflag = MAFD
guardflag =
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2636

[State 1]
type = Projectile
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 30000000
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 10
getpower = 0,0
givepower = 0-((palno = 12)*9999999999)
hitflag = MAFD
guardflag =
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2636


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

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

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

[State 1]
type = targetLifeAdd
trigger1 = palno = 12
value = -9999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

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

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

[state a]
type = changestate
trigger1 = time >= 250
value = 2210

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

[Statedef 2210]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2210
ctrl = 0


[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2211

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

;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------

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

[State 10]
type = changeanim2
trigger1 = ishelper
trigger1 = time > 0
value = 30000002


[State 2635]
type = lifeset
trigger1 = time = 0
trigger1 = name != "Dark Heaven's Chaos"
ignorehitpause = 1
value = life - (Ceil(0.007 * Const(data.life)))

[State 2635]
type = powerset
trigger1 = time = 0
ignorehitpause = 1
value = power - (Ceil(0.005 * Const(data.power)))

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

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

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

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



[State 169995]
type = lifeset
trigger1 = name != "Dark Heaven's Chaos"
ignorehitpause = 1
value = 0

[State 169995]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0


[State 1300]
type = Projectile
trigger1 = root,name != "Dark Heaven's Chaos"
triggerall = ishelper
triggerall = name != "Dark Heaven's Chaos"
projanim = anim
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno=prevstateno
p2stateno=1
p2getp1state=0
ignorehitpause=1

[State 0, LifeSet]
type = LifeSet
triggerall = root,name != "Dark Heaven's Chaos"
triggerall = name != "Dark Heaven's Chaos"
trigger1 = 1
value = 0
ignorehitpause = 1

[State 0, 1]
type = Projectile
triggerall = ishelper
triggerall = root,name !="Dark Heaven's Chaos"
trigger1 = root,name ="STG0235"
triggerall = ishelper
trigger1 = root,alive = 1
trigger1 = !numprojID(99)
ProjID = 99
projanim = 666
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = 1000044
ignorehitpause = 1


[State 0, 1]
type = Projectile
triggerall = ishelper
triggerall = root,name !="Dark Heaven's Chaos"
trigger1 = root,name ="G-Sakuya"
triggerall = ishelper
trigger1 = root,alive = 1
trigger1 = !numprojID(3000)
ProjID = 3000
projanim = 0
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = 5150
ignorehitpause = 1


[State 0, LifeAdd]
type = LifeAdd
triggerall = root,name != "Dark Heaven's Chaos"
triggerall = name != "Dark Heaven's Chaos"
trigger1 = 1
value = -99999999999
kill = 1
absolute = 1
ignorehitpause =1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Dark Heaven's Chaos"
trigger1 = name !="Dark Heaven's Chaos"
trigger1 = root,name = "Chuck_Norris"
projanim = 3401
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno =110
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Dark Heaven's Chaos"
trigger1 = name !="Dark Heaven's Chaos"
trigger1 = root,name = "F1"
projanim = 1000
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno = 9997
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = null;TargetLifeAdd
trigger1 = p1name = "Dark Heaven's Chaos"
value = -99999999999999999999999999999999999999999999999999999999999999999999
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = p1name != "Dark Heaven's Chaos"
x = 0
y = 0
ignorehitpause =  1

[State 0, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = p1name = "Dark Heaven's Chaos"
value = -999999999999999
ignorehitpause = 1

[State 0, ReversalDef]
type = ReversalDef
trigger1 = p1name = "Dark Heaven's Chaos"
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pause,1
sparkno = -1
hitsound = -1
p2stateno = 5150
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = p1name = "Dark Heaven's Chaos"
value = 5150
ignorehitpause = 1

[State 1300]
type = Projectile
triggerall = p1name = "GGGGG"
trigger1 = name != "Dark Heaven's Chaos"
triggerall = ishelper
projanim = 3070
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = 263601
ignorehitpause = 1

[State 1300]
type = Projectile
triggerall = p1name = "FFFFFF"
trigger1 = name != "Dark Heaven's Chaos"
triggerall = ishelper
projanim = 112222
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = 5150
ignorehitpause = 1



[State 1300]
type = Projectile
triggerall =name ="G Makaki"
triggerall = name != "Dark Heaven's Chaos"
triggerall = ishelper
trigger1 = 1
projanim = 40020
numhits = 999
projremove = 1
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
affectteam = F
attr = C,SP
hitflag = MAFPD
P1stateno = 5150
ignorehitpause = 1

[State 1300]
type = Projectile
trigger1 = 1
triggerall =name ="F1"
triggerall = name != "Dark Heaven's Chaos"
triggerall = ishelper
projanim = 1000
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = 9997
ignorehitpause = 1

[state a]
type=Projectile
triggerall=root,name="G OROCHI"
triggerall=name != "Dark Heaven's Chaos"
triggerall = ishelper
trigger1 = 1
attr=C, NP
projanim=22177
projhitanim=-1
projpriority=9999999999
projheightbound=-999999999, 999999999
ProjEdgeBound=999999999
ProjStageBound=999999999
projsprpriority=5
projremove=1
projid=10000008
projremovetime=100
postype=p2
offset=0,1000
velocity=0
animtype =hard
damage   =0
numhits=0
getpower=0,0
givepower=0,0
hitflag=MAFLPD
guardflag=
pausetime=10,10
sparkno=-1
sparkxy=0,0
hitsound  =-1
guard.sparkno=-1
guardsound=-1
ground.type=high
ground.slidetime=18
ground.hittime =18
ground.velocity=-10,-10
air.velocity=-10,-10
fall=1
air.fall=1
fall.recover=0
p1stateno=104010
SuperMoveTime=9999999
PauseMoveTime=9999999


[State 1300]
type = Projectile
triggerall =name ="G Makaki"
triggerall = name != "Dark Heaven's Chaos"
triggerall = ishelper
trigger1 = !numprojID(900000)
projid = 900000
projanim = 40020
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = 5150
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
triggerall = root,name !="Dark Heaven's Chaos"
trigger1 = root,name ="syugosya_emiya"
trigger1 = root,alive = 1
trigger1 = !numprojID(92)
ProjID = 92
projanim = 1357
projremove = 0
projremovetime = 15
attr = C,HP
hitflag = MAFPD
P1stateno = 3994
ignorehitpause = 1

[State 1300]
type = Projectile
trigger1 = 1
triggerall = ishelper
triggerall = p1name ="genjitsu"
triggerall = name != "Dark Heaven's Chaos"
projanim = 2
projremove = 1
projremovetime = 100
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
affectteam = F
attr = C,SP
hitflag = MAFPD
p1stateno = 5150
ignorehitpause = 1

[State 1300]
type = Projectile
trigger1 = 1
triggerall =name ="F1"
triggerall = name != "Dark Heaven's Chaos"
triggerall = ishelper
projanim = 1000
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = 9997
ignorehitpause = 1



[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1
[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1

[State 0, Null]
type = Null
trigger1 =1
ignorehitpause =1


;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------

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

[State 10]
type = changeanim2
trigger1 = ishelper
trigger1 = time > 0
value = 30000002


[State 0, ChangeState]
type = ChangeState
trigger1 = name = "Dark Heaven's Chaos"
value = 1
ignorehitpause = 1


[State 2636]
type = lifeset
trigger1 = name != "Dark Heaven's Chaos"
ignorehitpause = 1
value = 0

[State 2636]
type = powerset
trigger1 = name != "Dark Heaven's Chaos"
ignorehitpause = 1
value = 0


[State 169995]
type = lifeset
trigger1 = name != "Dark Heaven's Chaos"
ignorehitpause = 1
value = 0

[State 169995]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0


[State 1300]
type = Projectile
trigger1 = root,name != "Dark Heaven's Chaos"
triggerall = ishelper
triggerall = name != "Dark Heaven's Chaos"
projanim = anim
projhits = 1
projheightbound = -99999, 99999
postype = p1
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno=prevstateno
p2stateno=1
p2getp1state=0
ignorehitpause=1

[State 0, LifeSet]
type = LifeSet
triggerall = root,name != "Dark Heaven's Chaos"
triggerall = name != "Dark Heaven's Chaos"
trigger1 = 1
value = 0
ignorehitpause = 1

[State 0, 1]
type = Projectile
triggerall = ishelper
triggerall = root,name !="Dark Heaven's Chaos"
trigger1 = root,name ="STG0235"
triggerall = ishelper
trigger1 = root,alive = 1
trigger1 = !numprojID(99)
ProjID = 99
projanim = 666
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = 1000044
ignorehitpause = 1


[State 0, 1]
type = Projectile
triggerall = ishelper
triggerall = root,name !="Dark Heaven's Chaos"
trigger1 = root,name ="G-Sakuya"
triggerall = ishelper
trigger1 = root,alive = 1
trigger1 = !numprojID(3000)
ProjID = 3000
projanim = 0
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = 5150
ignorehitpause = 1


[State 0, LifeAdd]
type = LifeAdd
triggerall = root,name != "Dark Heaven's Chaos"
triggerall = name != "Dark Heaven's Chaos"
trigger1 = 1
value = -99999999999
kill = 1
absolute = 1
ignorehitpause =1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Dark Heaven's Chaos"
trigger1 = name !="Dark Heaven's Chaos"
trigger1 = root,name = "Chuck_Norris"
projanim = 3401
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno =110
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Dark Heaven's Chaos"
trigger1 = name !="Dark Heaven's Chaos"
trigger1 = root,name = "F1"
projanim = 1000
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno = 9997
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = null;TargetLifeAdd
trigger1 = p1name = "Dark Heaven's Chaos"
value = -99999999999999999999999999999999999999999999999999999999999999999999
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = p1name != "Dark Heaven's Chaos"
x = 0
y = 0
ignorehitpause =  1

[State 0, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = p1name = "Dark Heaven's Chaos"
value = -999999999999999
ignorehitpause = 1

[State 0, ReversalDef]
type = ReversalDef
trigger1 = p1name = "Dark Heaven's Chaos"
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pause,1
sparkno = -1
hitsound = -1
p2stateno = 5150
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = p1name = "Dark Heaven's Chaos"
value = 5150
ignorehitpause = 1

[State 1300]
type = Projectile
triggerall = p1name = "GGGGG"
trigger1 = name != "Dark Heaven's Chaos"
triggerall = ishelper
projanim = 3070
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = 263601
ignorehitpause = 1

[State 1300]
type = Projectile
triggerall = p1name = "FFFFFF"
trigger1 = name != "Dark Heaven's Chaos"
triggerall = ishelper
projanim = 112222
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = 5150
ignorehitpause = 1



[State 1300]
type = Projectile
triggerall =name ="G Makaki"
triggerall = name != "Dark Heaven's Chaos"
triggerall = ishelper
trigger1 = 1
projanim = 40020
numhits = 999
projremove = 1
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
affectteam = F
attr = C,SP
hitflag = MAFPD
P1stateno = 5150
ignorehitpause = 1

[State 1300]
type = Projectile
trigger1 = 1
triggerall =name ="F1"
triggerall = name != "Dark Heaven's Chaos"
triggerall = ishelper
projanim = 1000
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = 9997
ignorehitpause = 1

[state a]
type=Projectile
triggerall=root,name="G OROCHI"
triggerall=name != "Dark Heaven's Chaos"
triggerall = ishelper
trigger1 = 1
attr=C, NP
projanim=22177
projhitanim=-1
projpriority=9999999999
projheightbound=-999999999, 999999999
ProjEdgeBound=999999999
ProjStageBound=999999999
projsprpriority=5
projremove=1
projid=10000008
projremovetime=100
postype=p2
offset=0,1000
velocity=0
animtype =hard
damage   =0
numhits=0
getpower=0,0
givepower=0,0
hitflag=MAFLPD
guardflag=
pausetime=10,10
sparkno=-1
sparkxy=0,0
hitsound  =-1
guard.sparkno=-1
guardsound=-1
ground.type=high
ground.slidetime=18
ground.hittime =18
ground.velocity=-10,-10
air.velocity=-10,-10
fall=1
air.fall=1
fall.recover=0
p1stateno=104010
SuperMoveTime=9999999
PauseMoveTime=9999999


[State 1300]
type = Projectile
triggerall =name ="G Makaki"
triggerall = name != "Dark Heaven's Chaos"
triggerall = ishelper
trigger1 = !numprojID(900000)
projid = 900000
projanim = 40020
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = 5150
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
triggerall = root,name !="Dark Heaven's Chaos"
trigger1 = root,name ="syugosya_emiya"
trigger1 = root,alive = 1
trigger1 = !numprojID(92)
ProjID = 92
projanim = 1357
projremove = 0
projremovetime = 15
attr = C,HP
hitflag = MAFPD
P1stateno = 3994
ignorehitpause = 1

[State 1300]
type = Projectile
trigger1 = 1
triggerall = ishelper
triggerall = p1name ="genjitsu"
triggerall = name != "Dark Heaven's Chaos"
projanim = 2
projremove = 1
projremovetime = 100
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
affectteam = F
attr = C,SP
hitflag = MAFPD
p1stateno = 5150
ignorehitpause = 1

[State 1300]
type = Projectile
trigger1 = 1
triggerall =name ="F1"
triggerall = name != "Dark Heaven's Chaos"
triggerall = ishelper
projanim = 1000
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = 9997
ignorehitpause = 1





[State 2636]
type = VarRangeSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
value = 0

[State 2636]
type = VarRangeSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
fvalue = 0

[State 2636]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
sysvar(1) = 0

[State 2636]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
sysvar(2) = 0

[State 2636]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
sysvar(3) = 0

[State 2636]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
sysvar(4) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(1) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(2) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(3) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(4) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(5) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(6) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(7) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(8) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(9) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(10) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(11) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(12) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(13) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(14) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(15) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(16) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(17) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(18) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(19) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(20) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(21) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(22) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(23) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(24) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(25) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(26) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(27) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(28) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(29) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(30) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(31) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(32) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(33) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(34) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(35) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(36) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(37) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(38) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(39) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(40) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(41) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(42) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(43) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(44) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(45) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(46) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(47) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(48) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(49) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(50) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(51) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(52) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(53) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(54) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(55) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(56) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(57) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(58) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(59) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(1) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(2) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(3) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(4) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(5) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(6) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(7) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(8) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(9) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(10) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(11) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(12) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(13) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(14) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(15) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(16) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(17) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(18) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(19) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(20) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(21) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(22) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(23) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(24) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(25) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(26) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(27) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(28) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(29) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(30) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(31) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(32) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(33) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(34) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(35) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(36) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(37) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(38) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(39) = 0

[State 2636]
type = AssertSpecial
trigger1 = ishelper
flag = invisible

[State 2636]
type = PlayerPush
trigger1 = 1
value = -1

[State 2636]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2636]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2636]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050
[State 2636]
type = changestate
trigger1 = time >= 8
value = 2637

;---------------------------------------------------------------------------
;相手落下1
;---------------------------------------------------------------------------

[Statedef 2637]
type    = A
movetype= H
physics = N
sprpriority = 4

[State 10]
type = changeanim2
trigger1 = ishelper
trigger1 = time > 0
value = 30000002


[State 2637]
type = lifeset
trigger1 = time = 0
trigger1 = name != "Dark Heaven's Chaos"
ignorehitpause = 1
value = life - (Ceil(0.035 * Const(data.life)))

[State 2637]
type = lifeset
trigger1 = name != "Dark Heaven's Chaos"
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0


[State 1300]
type = Projectile
trigger1 = root,name != "Dark Heaven's Chaos"
triggerall = ishelper
triggerall = name != "Dark Heaven's Chaos"
projanim = anim
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno=prevstateno
p2stateno=1
p2getp1state=0
ignorehitpause=1

[State 0, LifeSet]
type = LifeSet
triggerall = root,name != "Dark Heaven's Chaos"
triggerall = name != "Dark Heaven's Chaos"
trigger1 = 1
value = 0
ignorehitpause = 1

[State 0, 1]
type = Projectile
triggerall = ishelper
triggerall = root,name !="Dark Heaven's Chaos"
trigger1 = root,name ="STG0235"
triggerall = ishelper
trigger1 = root,alive = 1
trigger1 = !numprojID(99)
ProjID = 99
projanim = 666
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = 1000044
ignorehitpause = 1


[State 0, 1]
type = Projectile
triggerall = ishelper
triggerall = root,name !="Dark Heaven's Chaos"
trigger1 = root,name ="G-Sakuya"
triggerall = ishelper
trigger1 = root,alive = 1
trigger1 = !numprojID(3000)
ProjID = 3000
projanim = 0
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = 5150
ignorehitpause = 1


[State 0, LifeAdd]
type = LifeAdd
triggerall = root,name != "Dark Heaven's Chaos"
triggerall = name != "Dark Heaven's Chaos"
trigger1 = 1
value = -99999999999
kill = 1
absolute = 1
ignorehitpause =1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Dark Heaven's Chaos"
trigger1 = name !="Dark Heaven's Chaos"
trigger1 = root,name = "Chuck_Norris"
projanim = 3401
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno =110
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Dark Heaven's Chaos"
trigger1 = name !="Dark Heaven's Chaos"
trigger1 = root,name = "F1"
projanim = 1000
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno = 9997
ignorehitpause = 1

[State 0, TargetLifeAdd]
type = null;TargetLifeAdd
trigger1 = p1name = "Dark Heaven's Chaos"
value = -99999999999999999999999999999999999999999999999999999999999999999999
kill = 1
absolute = 1
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = p1name != "Dark Heaven's Chaos"
x = 0
y = 0
ignorehitpause =  1

[State 0, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = p1name = "Dark Heaven's Chaos"
value = -999999999999999
ignorehitpause = 1

[State 0, ReversalDef]
type = ReversalDef
trigger1 = p1name = "Dark Heaven's Chaos"
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pause,1
sparkno = -1
hitsound = -1
p2stateno = 5150
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
trigger1 = p1name = "Dark Heaven's Chaos"
value = 5150
ignorehitpause = 1

[State 1300]
type = Projectile
triggerall = p1name = "GGGGG"
trigger1 = name != "Dark Heaven's Chaos"
triggerall = ishelper
projanim = 3070
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = 263601
ignorehitpause = 1

[State 1300]
type = Projectile
triggerall = p1name = "FFFFFF"
trigger1 = name != "Dark Heaven's Chaos"
triggerall = ishelper
projanim = 112222
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = 5150
ignorehitpause = 1



[State 1300]
type = Projectile
triggerall =name ="G Makaki"
triggerall = name != "Dark Heaven's Chaos"
triggerall = ishelper
trigger1 = 1
projanim = 40020
numhits = 999
projremove = 1
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
affectteam = F
attr = C,SP
hitflag = MAFPD
P1stateno = 5150
ignorehitpause = 1

[State 1300]
type = Projectile
trigger1 = 1
triggerall =name ="F1"
triggerall = name != "Dark Heaven's Chaos"
triggerall = ishelper
projanim = 1000
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = 9997
ignorehitpause = 1

[state a]
type=Projectile
triggerall=root,name="G OROCHI"
triggerall=name != "Dark Heaven's Chaos"
triggerall = ishelper
trigger1 = 1
attr=C, NP
projanim=22177
projhitanim=-1
projpriority=9999999999
projheightbound=-999999999, 999999999
ProjEdgeBound=999999999
ProjStageBound=999999999
projsprpriority=5
projremove=1
projid=10000008
projremovetime=100
postype=p2
offset=0,1000
velocity=0
animtype =hard
damage   =0
numhits=0
getpower=0,0
givepower=0,0
hitflag=MAFLPD
guardflag=
pausetime=10,10
sparkno=-1
sparkxy=0,0
hitsound  =-1
guard.sparkno=-1
guardsound=-1
ground.type=high
ground.slidetime=18
ground.hittime =18
ground.velocity=-10,-10
air.velocity=-10,-10
fall=1
air.fall=1
fall.recover=0
p1stateno=104010
SuperMoveTime=9999999
PauseMoveTime=9999999


[State 1300]
type = Projectile
triggerall =name ="G Makaki"
triggerall = name != "Dark Heaven's Chaos"
triggerall = ishelper
trigger1 = !numprojID(900000)
projid = 900000
projanim = 40020
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = 5150
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
triggerall = root,name !="Dark Heaven's Chaos"
trigger1 = root,name ="syugosya_emiya"
trigger1 = root,alive = 1
trigger1 = !numprojID(92)
ProjID = 92
projanim = 1357
projremove = 0
projremovetime = 15
attr = C,HP
hitflag = MAFPD
P1stateno = 3994
ignorehitpause = 1

[State 1300]
type = Projectile
trigger1 = 1
triggerall = ishelper
triggerall = p1name ="genjitsu"
triggerall = name != "Dark Heaven's Chaos"
projanim = 2
projremove = 1
projremovetime = 100
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
affectteam = F
attr = C,SP
hitflag = MAFPD
p1stateno = 5150
ignorehitpause = 1

[State 1300]
type = Projectile
trigger1 = 1
triggerall =name ="F1"
triggerall = name != "Dark Heaven's Chaos"
triggerall = ishelper
projanim = 1000
projhits = 1
projheightbound = -99999, 99999
postype = p2
supermovetime = 999000
pausemovetime = 999000
attr = S,NA
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
P1stateno = 9997
ignorehitpause = 1


[State 2637]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2637]
type = VarRangeSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
value = 0

[State 2637]
type = VarRangeSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
fvalue = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
sysvar(1) = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
sysvar(2) = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
sysvar(3) = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="Dark Heaven's Chaos"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven's Chaos"
sysvar(4) = 0




[State 169995]
type = lifeset
trigger1 = name != "Dark Heaven's Chaos"
ignorehitpause = 1
value = 0

[State 169995]
type = powerset
trigger1 = name != "Dark Heaven's Chaos"
ignorehitpause = 1
value = 0

[State 2637]
type = PlayerPush
trigger1 = 1
value = -1
[State 2637]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1


[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1

[state 900]
type = changestate
triggerall = name!= "Dark Heaven's Chaos"
trigger1 = !alive
trigger2 = !ishelper
trigger2 = time
trigger3 = ishelper
value = 5150
ignorehitpause = 1


[Statedef 1370999]
type = A
movetype = H
physics = N
velset = 0,0

[State 20000]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 20000]
type = NotHitBy
trigger1 = 1
value2 = SCA
ignorehitpause = 1

[State 20000]
type = DestroySelf
triggerall = enemynear,name != "Dark Heaven's Chaos"
triggerall = ishelper
trigger1 = 1
ignorehitpause = 1

[State 20000]
type = LifeSet
triggerall = enemynear,name = "Dark Heaven's Chaos"
trigger1 = 1
value = 0
ignorehitpause = 1

[State 20000]
type = PowerSet
triggerall = enemynear,name = "Dark Heaven's Chaos"
trigger1 = 1
value = 0
ignorehitpause = 1

[State 20000]
type = ChangeState
triggerall = enemynear,name = "Dark Heaven's Chaos"
trigger1 = lose
value = 5150
ignorehitpause = 1

[State 20000]
type = AssertSpecial
trigger1 = ishelper
flag = invisible
ignorehitpause = 1

[State 20000]
type = BindToTarget
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = BindToParent
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = BindToRoot
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = VelSet
triggerall = ishelper
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 20000]
type = PosSet
triggerall = ishelper
trigger1 = 1
x = 0
y = 999999
ignorehitpause = 1

[State 20000]
type = Projectile
triggerall = ishelper
trigger1 = root,numprojid(12345678999) <= 0
projanim = anim
projid = 12345679999
projremove = 1
projremovetime = 3
projpriority = 99999
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999,99999
offset = 0,2500
attr = C,SA
hitflag = MAFPD
sparkno = -1
numhits = 0
p1stateno = prevstateno
persistent = 0
ignorehitpause = 1

[State 20000]
type = Projectile
triggerall = ishelper
trigger1 = root,numprojid(12345678999) <= 0
projanim = anim
projid = 12345679999
projremove = 1
projremovetime = 3
projpriority = 99999
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999,99999
attr = C,SA
hitflag = MAFPD
sparkno = -1
numhits = 0
p1stateno = 50
persistent = 0
ignorehitpause = 1


[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1
[state ]
type=null
trigger1=1
ignorehitpause=1

[State 20000]
type = DestroySelf
triggerall = ishelper
trigger1 = root,numprojid(12345678999) <= 0
tpause = 1

[statedef 1379999]
type = s
ctrl = 0
velset = 0,0
movetype = i
physics = s
sprpriority = 999999999999999999999999999999999999999999999999999999999999999999
anim = 30000000

[state ]
type = targetlifeadd
trigger1 = 1
value = -99999999999999999999999999999999999999999999999999999999999999999999999
absolute = 1
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 1370999
pausetime = 0,2
ignorehitpause = 1
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[state 2000]
type = Projectile
trigger1 = 1
projanim = 22177
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPDL
damage = 99999999999999999999999999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -99999999999999999999999999999999, -99999999999999999999999999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 5150
















[state ]
type = changestate
trigger1 = winko
trigger1 = enemy,alive = 0
value = 0
ctrl = 1
