;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ブラック・アビス
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 2300]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2201
ctrl = 0

[state 2300]
type = poweradd
trigger1 = time = 0
value = -6000
ignorehitpause = 1
[state 2300]
type = varadd
trigger1 = time = 0
var(35) = -6000
ignorehitpause = 1
[state 2300]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state 2300]
type = helper
trigger1=time=2||time=6||time=10||time=14||AnimElemTime(7)=1||AnimElemTime(9)=2
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 2300]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = 999999
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 2300]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 99999
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 2300]
type = Explod
trigger1 = time = 0
anim = 22174
sprpriority = 9999
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647
[state 2300]
type = PlaySnd
trigger1 = Time = 0
value = 2200,0
freqmul = 0.9
volume = 255
[state 2300]
type = PlaySnd
trigger1 = Time = 0
value = 2200,2
freqmul = 0.9
volume = 255
[state 2300]
type = PlaySnd
trigger1 = time = 0
value = 10000,11
volume = 255
[state 2300]
type = PlaySnd
trigger1 = time = 0
value = 10000,41
volume = 255

[state a]
type = changestate
trigger1 = animtime = 0
value = 23000

;---------------------------------------------------------------------------------
;攻撃
;---------------------------------------------------------------------------------
[Statedef 23000]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 15
anim = 2206
ctrl = 0

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1

[State 23000]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 23000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,2
numhits = 0
p2facing = 1
p2stateno = 169995
ignorehitpause = 1

[State 23000]
type = HitAdd
triggerall = numtarget > 0
trigger1 = target,stateno = 169995 && enemynear,time = 0
value = 1
[State 23000]
type = targetdrop
triggerall = numtarget
trigger1 = target,ishelper
trigger2 = numtarget >= 8
ignorehitpause = 1
[State 23000]
type = targetLifeAdd
trigger1 = numtarget
value = -2147483647
absolute = 1
ignorehitpause = 1
[State 23000]
type = targetpowerAdd
trigger1= numtarget
value = -(enemynear,Const(data.power))
ignorehitpause = 1
[State 23000]
type = targetstate
triggerall = numtarget > 0
triggerall = !target,ishelper
trigger1 = enemy,alive
value = 169995
ignorehitpause = 1
[State 23000]
type = targetstate
triggerall = numtarget
trigger1 = enemy,alive=0&&!(enemy,stateno=104010||enemy,stateno=169995||enemy,stateno=5150)
value = 104010
ignorehitpause = 1
[State 23000]
type = targetfacing
triggerall = numtarget
trigger1 = target,alive && target,ishelper = 0
value = 1-2*(random%2)
ignorehitpause = 1
[State 23000]
type = targetveladd
triggerall = numtarget
trigger1 = target,alive && target,ishelper = 0 && target,pos y >= 0
x = 0
y = 0
ignorehitpause = 1
[State 23000]
type = targetvelset
triggerall = numtarget
trigger1 = target,alive && target,ishelper = 0 && target,pos y >= 0
x = 0
y = 0
ignorehitpause = 1
[State 23000]
type = targetveladd
triggerall = numtarget
trigger1 = target,alive && target,ishelper = 0 && target,pos y < 0
x = 0
y = 2147483647*2147483647
ignorehitpause = 1
[State 23000]
type = targetvelset
triggerall = numtarget
trigger1 = target,alive && target,ishelper = 0 && target,pos y < 0
x = 0
y = 2147483647*2147483647
ignorehitpause = 1

[State 23000]
type = Projectile
triggerall = !ishelper
trigger1 = (GameTime%4) = 1
trigger1 = time >= 80
trigger1 = p2movetype != A
trigger2 = (GameTime%4) = 1
trigger2 = p2movetype = A&&time >= 220
attr = A, NA
projanim = 40010
projid = 40010
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 0,0
animtype  = hard
damage    = 30,5
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
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
p2getp1state = 0
p2stateno = 5110
fall = 1
fall.recover = 0
fall.damage = -2147483647
supermovetime = 2147483647
pausemovetime = 2147483647

[State 23000]
type = Projectile
triggerall = !ishelper
trigger1 = (GameTime%3) = 1
attr = S, SP
projanim = 40020
projid =40020
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
animtype  = hard
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23000]
type = Explod
trigger1 = Time = 0
anim = 10120
id = 10120
sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23000]
type = bgpalfx
trigger1 = 1
time = 10
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,0
invertall = 0
color = 0
ignorehitpause = 1

[State 23000]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 23000]
type = PlaySnd
trigger1 = Time = 0
value = 2200,1
volume = 255
freqmul = 0.9
ignorehitpause = 1

[State 23000]
type = PlaySnd
trigger1 = time = 10
value = 2563,0
volume = 255
ignorehitpause = 1

[State 23000]
type = turn
trigger1 = P2dist X < 0
trigger1 = fvar(1) < 0
ignorehitpause = 1

[State 23000]
type = superpause
triggerall = time < 270
trigger1 = win
trigger2 = enemynear,life = 0
time = 1
movetime = 1
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
persistent = 0
ignorehitpause = 1
[State 23000]
type = superpause
trigger1 = time >= 270
time = 1
movetime = 0
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1
[State 23000]
type = pause
triggerall = !win
trigger1 = time > 270
trigger1 = (gametime%2) = 0
time = 1
movetime = 1
persistent = 0
ignorehitpause = 1
[State 23000]
type = superpause
trigger1 = !win
trigger1 = time > 270
trigger1 = (gametime%2) = 0
trigger2 = time = 280
anim = -1
time = 1
movetime = 1
ignorehitpause = 1
[State 23000]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 2
movetime = 2
anim = -1
darken = 0
persistent = 0
ignorehitpause = 1

[State 23000]
type = changestate
trigger1 = time >= 280
value = 23001
;---------------------------------------------------------------------------------
;終了
;---------------------------------------------------------------------------------
[Statedef 23001]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0

[State 23001]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state 23001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 瞬獄殺
;---------------------------------------------------------------------------
[Statedef 10000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= 0
anim = 23100
ctrl = 0
sprpriority = 99

[State 10000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg

[state a]
type = poweradd
trigger1 = time = 0
value = -5000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(35) = -5000
ignorehitpause = 1

[State 10000]
type = NotHitBy 
trigger1 = 1
value = SCA
[State a]
type = helper
trigger1=time=2||time=6||time=10||time=14||AnimElemTime(7)=1||AnimElemTime(9)=2
id = 22101
persistent = 1
name = "wakka"
pos = -1,-100
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = -1,-100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = -1,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = -1,-100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647
[State 2300]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 0,0,0
under = 2
[State 10000]
type = PlaySnd
trigger1 = Time = 0
value = 10000,32
[State 10000]
type = PlaySnd
trigger1 = Time = 0
value = 10000,20
[State 10000]
type = PlaySnd
trigger1 = Time = 0
value = 10000,41
[State 10000]
type = PlaySnd
trigger1 = Time = 0
value = 190,0
freqmul = 1.2
volume = 250

[State 10000]
type = changestate
trigger1 = animtime = 0
value = 10001
;---------------------------------------------------------------------------
; 攻撃
;---------------------------------------------------------------------------

[Statedef 10001]
type = S
movetype = I
physics = N
ctrl = 0
juggle = 7
velset = 10,0
sprpriority = 2

[State 10001]
type = ChangeAnim
trigger1 = Time = 0
value = 22125
IgnoreHitPause = 1

[State 10001]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 10001]
type = PlaySnd
trigger1 = Time = 0
value = s10000,38
volume = 250

[State 10001]
type = Explod
trigger1 = Time = 0
anim = 22129
sprpriority = 100
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 10001]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
priority = 2147483647
pausetime = 0,2
p1stateno = 10003
ignorehitpause = 1

[State 10001]
type = Projectile
triggerall = !ishelper
trigger1 = (GameTime%2) = 1
attr = A, NA
projanim = 40010
projid = 40010
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 0,0
animtype  = hard
damage    = 30,5
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
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
p1stateno = 10003
pausemovetime = 2147483647
supermovetime = 2147483647

[State -2]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0
ignorehitpause = 1

[state 10001]
type = changestate
trigger1 = animtime = 0
value = 10002

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

[Statedef 10002]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22117
ctrl = 0
sprpriority = 99

[State 10002]
type = Explod
trigger1 = Time = 0
anim = 22119
sprpriority = 100
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 10002]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;開始
;---------------------------------------------------------------------------


[Statedef 10003]
type    = A
movetype= A
physics = N
anim = 22126
velset   = 0,0
ctrl     = 0
sprpriority = 2
juggle = 15
ctrl = 0

[State 10003]
type = TargetBind
Trigger1 = Time = 0
pos = 34,0
ignorehitpause = 1

[State 10003]
type = TargetBind
Trigger1 = Time = 41
pos = 45,0
ignorehitpause = 1

[State 10003]
type = allpalfx
trigger1 = time = 11
time = 30
sinadd = 255,255,255,120

[State 10003]
type = pause
trigger1 = time = [41,270]
time = 2
movetime = 2

[State 10003]
type = envcolor
trigger1 = time = [41,270]
time = 5
value = 255,255,255

[State 10003]
type = assertspecial
trigger1 = time = [11,270]
flag = nobardisplay

[State 10003]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
priority = 2147483647
pausetime = 0,2
p2stateno = 1000043
ignorehitpause = 1

[State 10003]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper
ignorehitpause = 1

[State 10003]
type = HitAdd
triggerall = numtarget > 0
trigger1 = target,stateno = 1000043 && enemynear,time = 0
value = 1

[State 10003]
type = targetstate
triggerall = numtarget > 0
triggerall = !target,ishelper
trigger1 = enemy,alive
value = 1000043
ignorehitpause = 1

[State 10003]
type = targetstate
triggerall = numtarget
trigger1 = enemy,alive=0&&!(enemy,stateno=104010||enemy,stateno=1000043||enemy,stateno=5150)
value = 104010
ignorehitpause = 1

[State 10003]
type = targetlifeAdd
triggerall = numtarget > 0
trigger1 = !target,ishelper
trigger1 = 1
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 10003]
type = Projectile
triggerall = !ishelper
trigger1 = (GameTime%4) = 1
trigger1 = time >= 40
trigger1 = p2movetype != A
trigger2 = (GameTime%4) = 1
trigger2 = p2movetype = A&&time >= 120
attr = A, NA
projanim = 40010
projid = 40010
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 0,0
animtype  = hard
damage    = 30,5
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
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
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Projectile
triggerall = !ishelper
trigger1 = (GameTime%3) = 1
attr = S, SP
projanim = 40020
projid =40020
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
animtype  = hard
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 10003]
type = envshake
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem =   30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem =   40 || animelem = 41
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
time = IfElse((animelem = 49),17,5)
freq = 90
ampl = IfElse((animelem = 49),-17,-13)

[State 10003]
type = envcolor
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem =   30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem =   40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
time = 1
value = 0,0,0

[State 10003]
type = hitadd
triggerall = numtarget > 0
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem =   30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem =   40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
value = 1

[State 10003]
type = playsnd
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem =   30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem =   40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
value = s10000,10

[State 10003]
type = Explod
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem =   30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem =   40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
anim = 22109 + (random%8)
sprpriority = 6
postype = p2
pos = 0,(target,const(size.mid.pos.y))
random = 60,60
facing = -1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 10003]
type = ChangeState
triggerall = win
trigger1 = Time >= 270
value = 10004
ctrl = 0

[State 10003]
type = ChangeState
trigger1 = Time >= 270
value = 10005
ctrl = 0

;---------------------------------------------------------------------------
; 終了2
;---------------------------------------------------------------------------

[Statedef 10004]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22127
ctrl = 0
sprpriority = 99

[State 10004]
type = PlaySnd
trigger1 = time = 0
value = 181,0
volume = 250
freqmul = 1.5

[state 10004]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 終了3
;---------------------------------------------------------------------------

[Statedef 10005]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22128
ctrl = 0
sprpriority = 99

[State 10005]
type = PlaySnd
trigger1 = time = 30
value = 10000,29
volume = 250
[State 10005]
type = PlaySnd
trigger1 = time = 30
value = 12,0
volume = 250
freqmul = 2.0
[State 11051]
type = BGPalFx
trigger1 = time = 30
mul = 256,256,256
invertall = 1
color = 0
time = 15
ignorehitpause = 1
[State 11052]
type = Explod
trigger1 = time = 30
Anim = 1930
pos = 14, -110
postype = p1
ownpal = 1
removetime = 15
sprpriority = 4
supermovetime = 2147483647
pausemovetime = 2147483647
[state 10005]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

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

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

[State 1];トムキラー対策
type = SelfState
triggerall = !ishelper(2320)
trigger1 = time >= 0
value = 24640
ctrl = 1
ignorehitpause = 1

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 2320
ignorehitpause = 1

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

[state 2000]
type = PlayerPush
trigger1 = 1
value = 1

[state 2000]
type = posset
trigger1 = P2Dist X < 0
x = enemy,pos x

[state 2000]
type = posset
trigger1 = P2Dist X > 100
x = enemy,pos x

[state 2000]
type = posadd
trigger1 = pos x = enemy,pos x
x = -10

[state 2000]
type = velset
trigger1 = 1
x = 10

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

;---------------------------------------------------------------------------
; ユニバース・ディストーションΩ
;---------------------------------------------------------------------------
[Statedef 3000]
type     = S
movetype = A
physics  = N
juggle   = 15
velset   = 0,0
anim     = 3008
ctrl     = 0
sprpriority = 99999

[State 2000, 6]
type = superpause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30

[state a]
type = poweradd
trigger1 = time = 0
value = -2000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(35) = -2000
ignorehitpause = 1

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg

[State 2000]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2

[State 2000]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 4400]
type = Explod
trigger1 = AnimElem = 1
anim = 22172
sprpriority = 9999
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 4400]
type = Explod
trigger1 = AnimElem = 1
anim = 22173
sprpriority = 999
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 4400]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10000,32
volume = -50

[State 4400]
type = PlaySnd
trigger1 = AnimElemtime(8) = 10
value = 2000,0
volume = 255
freqmul = 0.9

[State 2000,]
type = PlaySnd
trigger1 = AnimElemtime(8) = 70
value = 2000,1
volume = 255
freqmul = 0.9

[State 2000,]
type = PlaySnd
trigger1 = AnimElemtime(8) = 140
value = 2000,2
volume = 255
freqmul = 0.9

[State 1100, 6]
type = Explod
trigger1 = AnimElem = 6
anim = 10080
id = 10080
postype = back
sprpriority = 2147483647
ignorehitpause = 1
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1100, 6]
type = Explod
trigger1 = AnimElemtime(8) = 240
persistent = 0
anim = 10080
postype = back
sprpriority = 2147483647
ignorehitpause = 1
sprpriority = 0
bindtime = -1
removeongethit = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1001,]
type = RemoveExplod
trigger1 = AnimElemtime(8) = 240
ID = 10080

[State 1001,]
type = PlaySnd
trigger1 = time = 20
value = 2200,2
volume = 250
freqmul = 0.8

[State 1001,]
type = PlaySnd
trigger1 = time = 90
value = 2200,2
volume = 250
freqmul = 0.8

[State 1950]
type = Projectile
trigger1 = AnimElemtime(8) = 0
trigger2 = AnimElemtime(8) = 10
trigger3 = AnimElemtime(8) = 20
trigger4 = AnimElemtime(8) = 30
trigger5 = AnimElemtime(8) = 40
trigger6 = AnimElemtime(8) = 50
trigger7 = AnimElemtime(8) = 60
trigger8 = AnimElemtime(8) = 70
trigger9 = AnimElemtime(8) = 80
trigger10 = AnimElemtime(8) = 90
trigger11 = AnimElemtime(8) = 100
trigger12 = AnimElemtime(8) = 110
trigger13 = AnimElemtime(8) = 120
trigger14 = AnimElemtime(8) = 130
trigger15 = AnimElemtime(8) = 140
trigger16 = AnimElemtime(8) = 150
trigger17 = AnimElemtime(8) = 160
trigger18 = AnimElemtime(8) = 170
trigger19 = AnimElemtime(8) = 180
trigger20 = AnimElemtime(8) = 190
trigger21 = AnimElemtime(8) = 200
trigger22 = AnimElemtime(8) = 210
trigger23 = AnimElemtime(8) = 220
trigger24 = AnimElemtime(8) = 230
trigger25 = AnimElemtime(8) = 240
attr = S,HA
projanim = 40010
projremove = 1
projremovetime = 10
projid = 400100
getpower = 10
givepower = -2147483647
damage    = Ceil(0.025 * enemy,Const(data.life)),Ceil(0.0025 * enemy,Const(data.life))
animtype = Hard
hitflag = MAFPD
guardflag = M
priority = 5
pausetime = 9,5
guard.pausetime = 9,5
guardsound = s120,0
ground.type = High
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -1,-2
guard.velocity = -10
air.velocity = -1,-2
palfx.time = 60
palfx.add = 64,64,128
palfx.mul = 256,256,256
palfx.sinadd = 150,150,150,5
palfx.color = 0
palfx.invertall = 0
p2facing = 1
p2stateno = 3020
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = HitAdd
triggerall = numtarget > 0
trigger1 = target,stateno = 3020 && enemynear,time = 0
value = 1

[State 1]
type = Explod
trigger1 = target,stateno = 3020 && enemynear,time = 0 || projhit400100 = 1
anim = 22109 + (random%8)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = projguarded400100=1
anim = 22184
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = AnimElem = 8
projid = 2222
projanim = 2222
projremove = 0
projpriority = 10
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 190
attr = S,HP
animtype = Hard
damage = 0,0
hitflag = MAFD
guardflag = M
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 6]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 3020]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 3020]
type = Velset
triggerall = ishelper = 0
trigger1 = time = 0
x = 0
y = 0

[State 3020]
type = Velset
triggerall = ishelper = 0
trigger1 = time = 3
x = -1
y = -2

[State 3020]
type = VelAdd
triggerall = ishelper = 0
trigger1 = 1
y = .2

[State 3020]
type = ChangeAnim2
triggerall = ishelper = 0
Trigger1 = Time = 0
value = 30300

[State 3020]
type = SelfState
triggerall = ishelper = 0
trigger1 = Animtime = 0
value = 5050

[State 3020]
type = DestroySelf
trigger1 = ishelper


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; グラビティ・ホール
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 23100]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 23100
ctrl = 0

[state 23100]
type = poweradd
trigger1 = time = 0
value = -5000
ignorehitpause = 1
[state 23100]
type = varadd
trigger1 = time = 0
var(35) = -5000
ignorehitpause = 1
[state 23100]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state 23100]
type = helper
trigger1=time=2||time=6||time=10||time=14||AnimElemTime(7)=1||AnimElemTime(9)=2
id = 22101
persistent = 1
name = "wakka"
pos = -1,-100
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 23100]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = -1,-100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 23100]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = -1,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 23100]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = -1,-100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647
[state 23100]
type = PlaySnd
trigger1 = Time = 0
value = 2000,0
freqmul = 0.9
volume = 255
[state 23100]
type = PlaySnd
trigger1 = Time = 0
value = 2200,2
freqmul = 0.9
volume = 255
[state 23100]
type = PlaySnd
trigger1 = time = 0
value = 10000,11
volume = 255
[state 23100]
type = PlaySnd
trigger1 = time = 0
value = 10000,41
volume = 255
[state 23100]
type = PlaySnd
trigger1 = time = 0
value = 10000,21
volume = 255

[state a]
type = changestate
trigger1 = animtime = 0
value = 23200

[Statedef 23200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 23200
ctrl = 0

[State 23200]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = timerfreeze
ignorehitpause = 1

[State 23200]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 23200]
type = statetypeset
trigger1 = !ishelper
statetype = A
movetype = I
physics = N
ignorehitpause = 1

[State 23200]
type = targetstate
triggerall = numtarget
trigger1 = target,ishelper
trigger1 = movehit = 1
value = 0
ignorehitpause = 1

[State 23200]
type = ReversalDef
triggerall = !ishelper
trigger1 = time < 130
trigger1 = palno = [7,12]
reversal.attr = SCA,AA,AT,AP
damage = 2147483647
pausetime = 0,0
p2getp1state = 0
p2stateno = 5110
fall = 1
fall.recover = 0
fall.damage = -2147483647
ignorehitpause = 1

[State 23200]
type = ReversalDef
triggerall = !ishelper
trigger1 = palno = [7,12]
trigger1 = time >= 130
reversal.attr = SCA,AA,AT,AP
pausetime = 0,2
p2stateno = 1000044
fall = 1
fall.recover = 0
fall.damage = -2147483647
ignorehitpause = 1

[State 23200]
type = targetdrop
triggerall = numtarget
trigger1 = !target,ishelper
trigger1 = target,stateno != 1000044
trigger2 = target,ishelper
trigger2 = movehit = 1
ignorehitpause = 1

[State 23200]
type = targetstate
triggerall = numtarget
trigger1 = WIN
value = 104010
ignorehitpause = 1

[State 23200]
type = Projectile
triggerall = !ishelper
trigger1 = time = [0,260]
trigger1 = (GameTime%3) = 1
attr = A, NA
projanim = 40010
projid = 40010
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
animtype  = hard
damage    = 30,5
getpower = 0,0
givepower = -2147483647
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = -1
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
p2getp1state = 0
p2stateno = 5110
fall = 1
fall.recover = 0
fall.damage = -2147483647
supermovetime = 2147483647
pausemovetime = 2147483647

[State 23200]
type = Projectile
triggerall = !ishelper
trigger1 = time = [0,260]
trigger1 = (GameTime%3) = 1
attr = A, NA
projanim = 40010
projid = 40010
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
animtype  = hard
damage    = 30,5
getpower = 0,0
givepower = -2147483647
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = -1
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
p2getp1state = 0
p2stateno = 5110
fall = 1
fall.recover = 0
fall.damage = -2147483647
supermovetime = 2147483647
pausemovetime = 2147483647

[State 23200]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
anim = -1
darken = 0
persistent = 0
ignorehitpause = 1

[State 23200]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
persistent = 0
ignorehitpause = 1

[state 23200] 
type = targetlifeadd
triggerall = palno = [7,12]
triggerall = numtarget
trigger1 = p2stateno != 1000044
trigger1 = (GameTime%2) = 1
value = -2
absolute = 1

[State 23200]
type = Explod
trigger1 = numexplod(26000) = 0
trigger1 = time = 0
anim = 26000
id = 26000
sprpriority = 2147483647
postype = p1
pos = -1,-100
removetime = 260
bindtime = -1
ontop = 1
ownpal = 1
trans = sub
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23200]
type = ModifyExplod
trigger1 = time <= 50
scale = 0.02*time,0.02*time
id = 26000

[State 23200]
type = ModifyExplod
trigger1 = time > 210
scale = 0.02*(260-time),0.02*(260-time)
id = 26000

[State 23200]
type = Explod
trigger1 = numexplod(28000) = 0
trigger1 = time = 0
anim = 28000
id = 28000
sprpriority = 2147483647
postype = p1
sprpriority = 7
pos = -1,-100
removetime = 260
bindtime = -1
ontop = 1
ownpal = 1
trans = sub
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23200]
type = ModifyExplod
trigger1 = time <= 50
scale = 0.02*time,0.02*time
id = 28000

[State 23200]
type = ModifyExplod
trigger1 = time > 210
scale = 0.02*(260-time),0.02*(260-time)
id = 28000

[State 23200]
type = Explod
trigger1 = time < 260
trigger1 = Gametime%2 = 0
anim = 22131
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos = -1,-100
vel = -7+ (random%14),-7 + (random%14)
facing = -1
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23200]
type = Explod
trigger1 = time < 260
trigger1 = Gametime%2 = 0
anim = 22131
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos = -1,-100
vel = -6+ (random%12),-6 + (random%12)
facing = -1
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647
[State 23200]
type = Explod
trigger1 = time < 260
trigger1 = Gametime%2 = 0
anim = 22131
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos = -1,-100
vel = -5+ (random%10),-5 + (random%10)
facing = -1
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23200]
type = Explod
trigger1 = time < 260
trigger1 = Gametime%2 = 0
anim = 22131
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos = -1,-100
vel = -4 + (random%8),-4 + (random%8)
facing = -1
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23200]
type = Explod
trigger1 = time < 260
trigger1 = Gametime%2 = 0
anim = 22131
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos = -1,-100
vel = -3 + (random%6),-3 + (random%6)
facing = -1
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23200]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 23200]
type = Explod
trigger1 = numexplod(22138)=0&&time=0
anim = 22138
id = 22138
sprpriority = 2147483647
postype = p1
pos = -1,-100
bindtime = -1
supermove = 0
removetime = 260
under = 1
ownpal = 1
ontop = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23200]
type = Explod
trigger1 = numexplod(221380)=0&&time=10
anim = 22138
id = 221380
sprpriority = 2147483647
postype = p1
pos = -1,-100
bindtime = -1
supermove = 0
removetime = 250
under = 1
ownpal = 1
ontop = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23200]
type = Explod
trigger1 = numexplod(221381)=0&&time=20
anim = 22138
id = 221381
sprpriority = 2147483647
postype = p1
pos = -1,-100
bindtime = -1
supermove = 0
removetime = 240
under = 1
ownpal = 1
ontop = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23200]
type = Explod
trigger1 = numexplod(221382)=0&&time=30
anim = 22138
id = 221382
sprpriority = 2147483647
postype = p1
pos = -1,-100
bindtime = -1
supermove = 0
removetime = 230
under = 1
ownpal = 1
ontop = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23200]
type = PlaySnd
trigger1 = time = 10
value = 10000,0
volume = 255
ignorehitpause = 1
[State 23200]
type = PlaySnd
trigger1 = time = 10
value = 2563,0
freqmul = 1.5
volume = 255
ignorehitpause = 1
[State 23200]
type = PlaySnd
triggerall = numtarget
triggerall = win
trigger1 = time = 260
value = 2300,3
persistent = 0
ignorehitpause = 1
[State 23200]
type = PlaySnd
triggerall = numtarget
triggerall = win
trigger1 = time = 260
value = 10000,1
volume = 255
persistent = 0
ignorehitpause = 1

[State 23200]
type = turn
trigger1 = P2dist X < 0
trigger1 = fvar(1) < 0
ignorehitpause = 1

[State 23200]
type = pause
triggerall = !win
trigger1 = time > 250
trigger1 = (gametime%2) = 0
time = 1
movetime = 1
persistent = 0
ignorehitpause = 1

[State 23200]
type = superpause
trigger1 = !win
trigger1 = time > 250
trigger1 = (gametime%2) = 0
trigger2 = time = 260
anim = -1
time = 1
movetime = 1
ignorehitpause = 1

[State 23200]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 2
movetime = 2
anim = -1
darken = 0
persistent = 0
ignorehitpause = 1

[state 23200]
type = changestate
trigger1 = time >= 260
value = 0
ctrl = 1

[statedef 100500]
type     = S
movetype= I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 33500
ctrl     = 0
sprpriority = 3

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = noFG
flag2 = nobardisplay

[State 100500]
type = envcolor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2
[State ]
type = BGPalFx
trigger1 = time <= 202
add = 256,256,256
sinadd = -256,-256,-256,480
time = 120
ignorehitpause = 1

[State 33000]
type = NotHitBy 
trigger1 = 1
value = SCA

[state a]
type = poweradd
trigger1 = time = 0
value = -5000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(35) = -5000
ignorehitpause = 1

[State 33000]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 33000]
type = EnvShake
trigger1 = time > 42
trigger1 = time <= 202
trigger1 = GameTime%4 = 1
time = 5
ampl = 3
freq = 180

[State 33000]
type = PalFx
trigger1 = GameTime%20 = 0
add = 64,64,64
sinadd = 64,64,64,40
time = 20

[State 33000]
type = PlaySnd
trigger1 = time = 0
value = s10000,50
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,11
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s2200,2

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s801,1

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s10000,9

[state 23100]
type = PlaySnd
trigger1 = Time = 0
value = 2200,2
freqmul = 0.9
volume = 255
[state 23100]
type = PlaySnd
trigger1 = time = 0
value = 10000,11
volume = 255
[state 23100]
type = PlaySnd
trigger1 = time = 0
value = 10000,41
volume = 255
[state 23100]
type = PlaySnd
trigger1 = time = 0
value = 10000,21
volume = 255

[State a]
type = helper
trigger1=time=2||time=6||time=10||time=14||time=18
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2300]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647

[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
supermovetime = 2147483647
pausemovetime = 2147483647

[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
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2200]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
pausemovetime = 2147483647
supermovetime = 2147483647

[State 2000]
type = Explod
trigger1 = time = 42
anim = 13047
removetime = 120
pos = 10,-149
ownpal = 1
ontop = 1
trans = sub

[State 2216]
type = Explod
trigger1 = time = 52
anim = 13046
id = 13046
sprpriority = -2147483647
postype = p1
pos = 10,-149
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2216]
type = Explod
trigger1 = time = 52
anim = 13045
id = 13045
sprpriority = -2147483647
postype = p1
pos = 10,-149
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000]
type = Helper
trigger1 = time = 42
id = 313900
persistent = 1
name = "tama"
postype = P1
stateno = 313900
pos = 10,-149
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11051]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
anim = -1
persistent = 0

[State 11051]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
persistent = 0

[State 2000]
type = ChangeState
trigger1 = time > 202
value = 33600

[Statedef 19200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -6000
anim = 2201
ctrl = 0

[State 2200]
type = Explod
trigger1 = time = 10
anim = 13048
sprpriority = 5
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647
[State 2200]
type = Explod
trigger1 = time = 0
anim = 13046
sprpriority = 5
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647
[State 2200]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = 5
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647
[State a]
type = helper
trigger1=time=2||time=6||time=10||time=14||AnimElemTime(7)=1||AnimElemTime(9)=2
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 19200]
type = PlaySnd
trigger1 = Time = 0
value = 2200,2
freqmul = 0.9
volume = 255
[state 19200]
type = PlaySnd
trigger1 = time = 0
value = 10000,11
volume = 255
[state 19200]
type = PlaySnd
trigger1 = time = 0
value = 10000,41
volume = 255
[state 19200]
type = PlaySnd
trigger1 = time = 0
value = 10000,21
volume = 255

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

[state a]
type = changestate
trigger1 = animtime = 0
value = 19201

[Statedef 19201]
type = A
movetype= I
physics = N
ctrl = 0
velset = 0, 0
anim = 2206
sprPriority = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2200,2
volume = 255
freqmul = 0.8

[State 2000, 6]
type = PlaySnd
trigger1 = time = 70
value = 2200,2
volume = 255
freqmul = 0.8

[State 2000, 6]
type = PlaySnd
trigger1 = time = 140
value = 2200,2
volume = 255
freqmul = 0.8

[State 2000, 6]
type = PlaySnd
trigger1 = time = 210
value = 2200,2
volume = 255
freqmul = 0.8

[State 2000, 6]
type = PlaySnd
trigger1 = time = 280
value = 2200,2
volume = 255
freqmul = 0.8

[state 0]
type = Projectile
trigger1 = GameTime%3 = 0
projanim = 40010
projid = 40010
projremove = 1
projremovetime = 1
projpriority = 2147483647
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = S,NA
hitflag = HLMAFPD
affectteam = E
damage  = 30,5
animtype = Hard
ground.type = Low
air.type = Low
ground.slidetime = 2147483647
ground.hittime = 2147483647
guard.hittime = 2147483647
givePower = -enemy,power+1
fall = 1
air.Fall = 1
fall.Recover = 0
fall.Damage = 2147483647
pausetime = 0,2147483647
p2stateno = 30100+(gametime%60<20)+(gametime%60<40)+(gametime%60<60)+(gametime%60<80)+(gametime%60<100)
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 19200]
type = Explod
trigger1 = numexplod(26000) = 0
trigger1 = time = 0
anim = 26000
id = 26000
sprpriority = 2147483647
postype = back
sprpriority = 7
postype = back
pos = 160,60
removetime = 420
bindtime = -1
ontop = 1
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647

[State 19200]
type = ModifyExplod
trigger1 = time <= 50
scale = 0.02*time,0.02*time
id = 26000

[State 19200]
type = ModifyExplod
trigger1 = time > 350
scale = 0.02*(400-time),0.02*(400-time)
id = 26000

[State 19200]
type = Explod
trigger1 = numexplod(28000) = 0
trigger1 = time = 0
anim = 28000
id = 28000
sprpriority = 2147483647
postype = back
sprpriority = 7
postype = back
pos = 160,60
removetime = 420
bindtime = -1
ontop = 1
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647

[State 19200]
type = ModifyExplod
trigger1 = time <= 50
scale = 0.02*time,0.02*time
id = 28000

[State 19200]
type = ModifyExplod
trigger1 = time > 350
scale = 0.02*(400-time),0.02*(400-time)
id = 28000

[State 19200]
type = Explod
trigger1 = numexplod(444444)=0&&time=30
anim = 22138
id = 444444
sprpriority = 2147483647
postype = back
pos = 160,60
bindtime = -1
supermove = 0
removetime = 80
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 19200]
type = Explod
trigger1 = numexplod(333333)=0&&time=110
anim = 22138
id = 333333
sprpriority = 2147483647
postype = back
pos = 160,60
bindtime = -1
supermove = 0
removetime = 300
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 19200]
type = Explod
trigger1 = numexplod(111111)=0&&time=120
anim = 22138
id = 111111
sprpriority = 2147483647
postype = back
pos = 160,60
bindtime = -1
supermove = 0
removetime = 280
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 19200]
type = Explod
trigger1 = numexplod(222222)=0&&time=130
anim = 22138
id = 222222
sprpriority = 2147483647
postype = back
pos = 160,60
bindtime = -1
supermove = 0
removetime = 270
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 19200]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
ignorehitpause = 1

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

[State 1000, 0]
Type = PlayerPush
Trigger1 = 1
Value = 0
ignorehitpause = 1

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

[State 0]
type = statetypeset
trigger1 = ishelper
movetype = A
physics = N
ignorehitpause = 1

[state -1]
type = targetdrop
triggerall = numtarget > 0
trigger1 = time > 380
trigger2 = numtarget > 6
ignorehitpause = 1

[state 19201]
type = targetlifeadd 
trigger1 = numtarget > 0
value = -2147483647
Absolute = 1
ignorehitpause = 1

[state 19201]
type = targetpoweradd
trigger1 = numtarget > 0
value = -2147483647
ignorehitpause = 1

[state 19201]
type = targetstate
triggerall = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = roundstate = 3
value = 5150
ignorehitpause = 1

[State 19201]
type = destroyself
triggerall = ishelper
trigger1 = time > 170 || root,time > 250
trigger2 = roundstate != 2
ignorehitpause = 1

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

[State 321]
type = EnvShake
trigger1 = time >= 110
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 19200]
type = superpause
triggerall = !ishelper
trigger1 = time = [60,380]
trigger1 = (gametime%20) = 1
time = 2
anim = -1
pos = 0,0
sound = -1
darken = 0
p2defmul = 1
ignorehitpause = 1

[state 19200]
type = changeanim
trigger1 = anim != 2211
trigger1 = time = 380
value = 2211

[state 19201]
type = selfstate
trigger1 = time >= 400
value = 0
ctrl = 1

[Statedef 2450]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2450
ctrl = 0

[state a]
type = poweradd
trigger1 = time = 0
value = -1000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(35) = -1000
ignorehitpause = 1

[State 2450]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2450]
type = PlaySnd
trigger1 = movehit = 1
value = 10000, 10
volume = 250
persistent = 0
IgnoreHitPause = 1

[State 2450]
type = Pause
trigger1 = movehit >= 1
trigger1 = (GameTime%2) =1
time = 1

[State 2450]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = hard
damage    = 120,25
priority = 9, Hit
getpower = 0,0
hitflag = MAF
guardflag = M
pausetime = 78,88
guard.pausetime = 25,25
sparkno = s22109 + (random%8)
sparkxy = -15,-73
hitsound   = s225,1
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
guard.velocity = 0
air.velocity = 0,-6
yaccel = 0.5
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = 20
envshake.freq = 92

[state 2450]
type = changestate
trigger1 = movehit = 1
value = 2452
ctrl = 0
IgnoreHitPause = 0

[state 2450]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;
[Statedef 2452]
type    = C
movetype= A
physics = N
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 2452
sprpriority = 1

[State 2452]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2452]
type = TargetBind
Trigger1 = movehit = 1
pos = 45,0
persistent = 0
ignorehitpause = 1

[State 2452]
type = PlaySnd
trigger1 = movehit = 1
value = 10000,10
volume = 250
persistent = 0
IgnoreHitPause = 1

[State 2452]
type = Pause
trigger1 = (GameTime%2) =1
time = 1

[State 2452]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage    = 120,25
priority = 5, Hit
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 78,78
getpower = 0,0
sparkno = s22109 + (random%8)
sparkxy = -10,-80
hitsound   = s225,1
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-8
air.velocity = -1,-8
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = 20
envshake.freq = 92

[state 2452]
type = changestate
trigger1 = movehit = 1
value = 2453
ctrl = 0
IgnoreHitPause = 0

[State 2452]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 
[Statedef 2453]
type    = S
movetype= A
physics = N
juggle  = 7
poweradd= 0
ctrl = 0
velset = 0,0
anim = 2453
sprpriority = 1

[State 2453]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2453]
type = Pause
trigger1 = (GameTime%2) =1
time = 1

[State 2453]
type = PlaySnd
trigger1 = time = 0
value = 10000,53
volume = 255
persistent = 0
IgnoreHitPause = 1

[State 2453]
type = PlaySnd
trigger1 = movehit = 1
value = 10000,36
volume = 255
persistent = 0
IgnoreHitPause = 1

[State 2453]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = hard
damage    = 120,25
priority = 5, Hit
getpower = 0,0
guardflag = M
pausetime = 0,10
sparkno = s22109 + (random%8)
sparkxy = -10,-130
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = High
ground.hittime = 26
ground.slidetime = 26
ground.velocity = -3,-15
air.juggle = 8
air.velocity = -3,-15
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 30
envshake.ampl = 25
envshake.freq = 92
p2stateno = 2454

[State 2453]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 
[Statedef 2454]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 2454]
type = AssertSpecial
trigger1 = time <= 25
flag = invisible

[State 2454]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2454]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[state 2454]
type = velset
trigger1 = time = 0
x = -0.5
y = -60

[state 2454]
type = veladd
trigger1 = 1
y = 1.4

[State 2454] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -50
absolute = 1

[State 2454]
type = EnvShake
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
time = 10
ampl = -8
freq = 95
phase = 95

[State 2454] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; カオティック・フレア
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 2200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2201
ctrl = 0

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "G Magaki"	
value = 100500

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "AxAyAzSSS" ;mugenが落ちる
value = 2300

[State 2200]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 2200]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1

[State 2200]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2= nofg
ignorehitpause = 1

[state a]
type = poweradd
trigger1 = time = 0
value = -7000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(35) = -7000
ignorehitpause = 1

[State 2200]
type = Explod
trigger1 = time = 10
anim = 13048
sprpriority = 999999
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
pausemovetime = 2147483647
supermovetime = 2147483647
[State 2200]
type = Explod
trigger1 = time = 0
anim = 13046
sprpriority = 999999
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
pausemovetime = 2147483647
supermovetime = 2147483647
[State 2200]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = 999999
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
pausemovetime = 2147483647
supermovetime = 2147483647
[State 2200]
type = Explod
trigger1 = Time = 0
anim = 28100
sprpriority = 999999
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
trans = sub
pausemovetime = 2147483647
supermovetime = 2147483647
[State 2200]
type = helper
trigger1=time=4||time=8||time=12||time=16||time=20||time=24||animelemtime(7)=1||animelemtime(9)=2
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 2200]
type = Explod
trigger1 = AnimElemTime(12) >= 2
anim = 22131
sprpriority = 1000000
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 2200]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = 99999
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 2200]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 2000000
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 2200]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 1500000
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
pausemovetime = 2147483647
supermovetime = 2147483647
[State 2200]
type = PlaySnd
trigger1 = Time = 0
value = 2200,0
freqmul = 0.9
volume = 255
[State 2200]
type = PlaySnd
trigger1 = Time = 0
value = 2200,2
freqmul = 0.9
volume = 255
[State 2200]
type = PlaySnd
trigger1 = time = 0
value = 10000,11
volume = 255
[State 2200]
type = PlaySnd
trigger1 = time = 0
value = 10000,41
volume = 255
[State 2200]
type = PlaySnd
trigger1 = time = 0
value = 10000,20
ignorehitpause = 1
[State 2200]
type = PlaySnd
trigger1 = time = 0
value = 10000,21
ignorehitpause = 1

[State 2200]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 0,0,0
under = 2

[State 2200]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 50
value = 255,255,255
under = 2

[state 2200]
type = changestate
trigger1 = animtime = 0
value = 2205

[Statedef 2205]
type    = S
physics = N
velset = 0,0
juggle = 0
anim = 2206
ctrl = 0

[State 2205]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
[State 2205]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
[State 2205]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95
[State 2205]
type = PlaySnd
trigger1 = Time = 0
value = 2200,1
volume = 255
freqmul = 0.9
[State 2205]
type = PlaySnd
trigger1 = Time = 0
value = 10000,51
volume = 255
freqmul = 0.7
[State 2205]
type = PlaySnd
trigger1 = Time = 0
value = 2300,0
volume = 255
freqmul = 0.7
[State 2205]
type = Explod
trigger1 = Time = 0
anim = 10130
id = 10130
sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add
pausemovetime = 2147483647
supermovetime = 2147483647
[State 2205]
type = bgpalfx
trigger1 = 1
time = 10
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,0
invertall = 0
color = 0
ignorehitpause = 1
[State -2]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1
[State 2205]
type = statetypeset
trigger1 = ishelper
movetype = A
physics = N
ignorehitpause = 1
[state 2205]
type = ReversalDef
triggerall = !ishelper
trigger1 = palno = [7,12]
reversal.attr = SCA,AA,AT,AP
pausetime = 0,2
p2stateno = 1000044
ignorehitpause = 1
[state 2205]
type = targetdrop
triggerall = numtarget > 0
trigger1 = numtarget > 6
trigger2 = numtarget
trigger2 = target,stateno != 1000044
trigger2 = !target,ishelper
ignorehitpause = 1
[state 2205]
type = targetstate
triggerall = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = roundstate = 3
value = 5150
ignorehitpause = 1
[State 2205]
type = destroyself
triggerall = ishelper
trigger1 = time > 275 || root,time > 280
trigger2 = roundstate != 2
ignorehitpause = 1
[State 2205]
type = statetypeset
triggerall = !ishelper
triggerall = time = [0,280]
trigger1 = random = [0,20]
trigger2 = random = [41,60]
trigger3 = random = [81,100]
movetype = A
ignorehitpause = 1
[State 2205]
type = statetypeset
triggerall = !ishelper
triggerall = time = [0,280]
trigger1 = random = [21,40]
trigger2 = random = [61,80]
trigger3 = random = [101,120]
movetype = I
ignorehitpause = 1
[State 2205]
type = targetstate
triggerall = numtarget
trigger1 = enemy,alive=0&&!(enemy,stateno=104010||enemy,stateno=5150)
value = 104010
ignorehitpause = 1
[State 2205]
type = Turn
trigger1 = P2dist X < 0

[state 2210]
type = changestate
trigger1 = time >= 280
value = 2210

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

[Statedef 2210]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0

[State 2210]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 2210]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1

[State 2210]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state 2210]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ソウルブレイク
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 11800]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2
[State 170]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[state a]
type = poweradd
trigger1 = time = 0
value = -1000
ignorehitpause = 1
[State 2000, 2]
type = varadd
trigger1 = time = 0
var(35) = -1000
ignorehitpause = 1
[State 800]
type = Projectile
trigger1 = AnimElem = 1
trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NA
projanim = 22149
projhitanim = -1
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
numhits = 0
givepower = 0,0
hitflag = M
sparkno = -1
guard.sparkno = -1
guardsound = -1
p1facing = ifelse (command = "holdback", -1, 1) 
p2facing = 1        
p1stateno = 11801       
p2stateno = 11805 
fall = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 800, 2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 11801]
type    = S
movetype= A
physics = N
anim = 12110
juggle  = 8
sprpriority = 2
[State 801]
type = PlaySnd
trigger1 = AnimElem = 2
value = 801, 0
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 42,0
[State 170]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 801]
type = Explod
trigger1 = time = 50
anim = 2551
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,5
bindtime = 1
supermove = 0
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 801]
type = Explod
trigger1 = time = 70
anim = 2551
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,5
bindtime = 1
supermove = 0
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 801]
type = Explod
trigger1 = time = 90
anim = 2551
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,5
bindtime = 1
supermove = 0
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 801]
type = Explod
trigger1 = time = 110
anim = 2551
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,5
bindtime = 1
supermove = 0
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 801]
type = Explod
trigger1 = time = 130
anim = 2551
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,5
bindtime = 1
supermove = 0
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 801]
type = Explod
trigger1 = time = 150
anim = 2551
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,5
bindtime = 1
supermove = 0
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state a]
type = targetstate
trigger1 = time = 150
value = 11806
[State 3040, 7]
type = EnvColor
trigger1 = Time = 50||Time = 70||Time = 90 || Time = 110 ||Time = 130 || Time = 150
ignorehitpause = 1
time = 3
value = 255,0,0
under = 2
[State 1851]
type = PlaySnd
trigger1 = Time = 50||Time = 70||Time = 90 || Time = 110 ||Time = 130 || Time = 150
value = 10000,12
[State 1851]
type = PlaySnd
trigger1 = Time = 50||Time = 70||Time = 90 || Time = 110 ||Time = 130 || Time = 150
value = 10000,28
[State 11001]
type = EnvShake
trigger1 = Time = 50||Time = 70||Time = 90 || Time = 110 ||Time = 130 || Time = 150
time = 7
ampl = -7
freq = 95
phase = 95
[State -2]
type = targetLifeAdd
trigger1 = 1
value = -(Ceil(0.0015 * Const(data.life)))
absolute = 1
ignorehitpause = 1
[State 801]
type = Width
trigger1 = 1
edge = 60,0
[state 801] 
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 11805]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1
[State 805]
type = VarRangeSet
trigger1 = enemynear,name="EXERION"&&!ishelper&&name!="EXERION"
value = 0
[State 805]
type = VarRangeSet
trigger1 = enemynear,name="EXERION"&&!ishelper&&name!="EXERION"
fvalue = 0
IgnoreHitPause = 1
[State 805]
type = VarSet
trigger1 = enemynear,name="EXERION"&&!ishelper&&name!="EXERION"
sysvar(1) = 0
IgnoreHitPause = 1
[State 805]
type = VarSet
trigger1 = enemynear,name="EXERION"&&!ishelper&&name!="EXERION"
sysvar(2) = 0
IgnoreHitPause = 1
[State 805]
type = VarSet
trigger1 = enemynear,name="EXERION"&&!ishelper&&name!="EXERION"
sysvar(3) = 0
IgnoreHitPause = 1
[State 805]
type = VarSet
trigger1 = enemynear,name="EXERION"&&!ishelper&&name!="EXERION"
sysvar(4) = 0
IgnoreHitPause = 1
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 50
value = 806
[state a]
type = velset
trigger1 = time = 20
x = -2
y = -3
[state a]
type = veladd
trigger1 = vel x < 0
x = 0.1
[state a]
type = veladd
trigger1 = vel y < 0
y = 0.1
[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1
[Statedef 11806]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1
[State 806]
type = VarRangeSet
trigger1 = enemynear,name="EXERION"&&!ishelper&&name!="EXERION"
value = 0
[State 806]
type = VarRangeSet
trigger1 = enemynear,name="EXERION"&&!ishelper&&name!="EXERION"
fvalue = 0
IgnoreHitPause = 1
[State 806]
type = VarSet
trigger1 = enemynear,name="EXERION"&&!ishelper&&name!="EXERION"
sysvar(1) = 0
IgnoreHitPause = 1
[State 806]
type = VarSet
trigger1 = enemynear,name="EXERION"&&!ishelper&&name!="EXERION"
sysvar(2) = 0
IgnoreHitPause = 1
[State 806]
type = VarSet
trigger1 = enemynear,name="EXERION"&&!ishelper&&name!="EXERION"
sysvar(3) = 0
IgnoreHitPause = 1
[State 806]
type = VarSet
trigger1 = enemynear,name="EXERION"&&!ishelper&&name!="EXERION"
sysvar(4) = 0
IgnoreHitPause = 1
[State 806]
type = NotHitBy
trigger1 = 1
value = SCA
[State 806]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050
[State 806]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1
[state 806]
type = velset
trigger1 = animelem = 1
x = -1.5
y = -10
[State 806]
type = VelAdd
Trigger1 = 1;animelem = 3,>= 0
y = .4
[State 806] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -50
absolute = 1
[State 806]
type = lifeset
triggerall = enemynear,name="EXERION"
trigger1 = Vel Y > 0 && Pos Y >= 0
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0
[State 806] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;=================================================================================
;=================================================================================
;ジェノサイドカッター
;=================================================================================
;=================================================================================

[Statedef 1030]
type =  S
movetype =A
physics =  S
juggle =    8
anim     = 24100
ctrl     = 0
sprpriority = 2

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 24
movetime = 24
anim = -1

[State -2]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 45
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = 20,-42
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[state a]
type = poweradd
triggerall = palno != [7,12]
trigger1 = time = 0
value = -1000
ignorehitpause = 1

[State 2000, 2]
type = varadd
triggerall = palno != [7,12]
trigger1 = time = 0
var(35) = -1000
ignorehitpause = 1

[state a]
type = poweradd
triggerall = palno = 10
trigger1 = time = 0
value = -3000
ignorehitpause = 1

[State 2000, 2]
type = varadd
triggerall = palno = 10
trigger1 = time = 0
var(35) = -3000
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,4

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 10000,20

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s192,1

[State 2000, 6]
type = posset
trigger1 = time = 0
y = 0

[State 2000, 6]
type = velset
trigger1 = time = 0
x = 0

[State 2000, 6]
type = velset
trigger1 = AnimElem = 3,>=0
x = 4

[State 1950]
type = HitDef
triggerall = palno != [7,12]
trigger1 = time = 0
attr = S,HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAFD
guardflag = MA
priority = 5
pausetime = 3,3
guardsound = -1
guard.sparkno = -1
ground.type = high
ground.slidetime = 10
ground.hittime = 10
ground.velocity = 0,0
air.velocity = 0,0
p1facing = 1
p1stateno = 1040
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1950]
type = Projectile
triggerall = palno = 10
trigger1 = animelem = 3
trigger1 = numprojid(24200) = 0
attr = S,NA
animtype  = hard
damage    = 0
getpower = 30,30
projanim = 24200
projid = 24200
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 80
postype = p1
offset = 0,0
velocity = 4
guardflag = 
hitsound   = s800,1
p1stateno = 1040
p1facing = 1
kill = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 700]
type = AfterImage
triggerall = palno != 10
trigger1 = time = 0
time = 80
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[state a]
type = changestate
trigger1 = time >= 80
value = 0
ctrl = 1

[Statedef 1040]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 50
velset = 0,0
anim = 1041
ctrl = 0

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

[State 200, 5]
type = PlaySnd
triggerall = palno != 10
trigger1 = AnimElem = 3
value = 200, random%3
volume = 255
freqmul = 0.9

[State 200, 5]
type = PlaySnd
triggerall = palno = 10
trigger1 = AnimElem = 3
value = 200, random%3
volume = 255
freqmul = 1.5

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,54

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 34500
id = 34500
sprpriority = 5
postype = p1
pos = 30,30
bindtime = 1
supermovetime = 8
ignorehitpause = 0
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 210, 2]
type = HitDef
triggerall = palno != [7,12]
trigger1 = AnimElem = 2
attr = S, NA
animtype  = hard
damage  = 30,5
getpower = 30,30
guardflag = MA
pausetime = 3,4
sparkno = s22109 + (random%8)
sparkxy = -20, -70     
hitsound   = s2000,4
guard.sparkno = s22184
guardsound = s120,0
ground.type = Low
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = -4,-8
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0

[State 210, 2]
type = Projectile
triggerall = palno =10
trigger1 = AnimElem = 2
attr = S, NA
projanim = 1044
projid = 1044
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
animtype  = hard
damage  = 30,5
getpower = 30,30
guardflag = MA
pausetime = 3,4
sparkno = s22109 + (random%8)
sparkxy = 20,-40    
hitsound   = s2000,4
guard.sparkno = s22184
guardsound = s120,0
ground.type = Low
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = -4,-8
airguard.velocity = -6.65,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[state a]
type = Posadd
triggerall =  p2bodydist X >32
trigger1 = animelem = 1
x = 32

[state a]
type = Posadd
triggerall =  (p2bodydist X <=32)&&(p2bodydist X >10)
trigger1 = animelem = 1
x = (p2bodydist X) - 10 

[state a]
type = Posadd
triggerall =  p2bodydist X <=10
trigger1 = animelem = 1
x = 0

[State 700]
type = AfterImage
triggerall = palno != 10
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 240]
type = ChangeState
trigger1 = AnimTime = 0
value = 1041
ctrl = 1

[Statedef 1041]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 50
velset = 0,0
anim = 1042
ctrl = 0

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

[State 200, 5]
type = PlaySnd
triggerall = palno != 10
trigger1 = AnimElem = 1
value = 210, random%3
volume = 255
freqmul = 0.9

[State 200, 5]
type = PlaySnd
triggerall = palno = 10
trigger1 = AnimElem = 1
value = 210, random%3
volume = 255
freqmul = 1.5

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,54

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 34500
id = 34500
sprpriority = 5
postype = p1
facing = -1
vfacing = -1
pos = 45,-200
bindtime = 1
supermovetime = 8
ignorehitpause = 0
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 210, 2]
type = HitDef
triggerall = palno != [7,12]
trigger1 = AnimElem = 2
attr = S, NA
animtype  = hard
damage  = 30,5
getpower = 30,30
guardflag = MA
pausetime = 3,4
sparkno = s22109 + (random%8)
sparkxy = -20, -70     
hitsound   = s2000,4
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = -4,-8
airguard.velocity = -6.5,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0

[State 210, 2]
type = Projectile
triggerall = palno = 10
trigger1 = AnimElem = 2
projanim = 1044
projid = 1044
attr = S, NA
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
animtype  = hard
damage  = 30,5
getpower = 30,30
guardflag = MA
pausetime = 3,4
sparkno = s22109 + (random%8)
sparkxy = 20,-40    
hitsound   = s2000,4
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = -4,-8
airguard.velocity = -6.5,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[state a]
type = Posadd
triggerall =  p2bodydist X >32
trigger1 = animelem = 1
x = 32

[state a]
type = Posadd
triggerall =  (p2bodydist X <=32)&&(p2bodydist X >10)
trigger1 = animelem = 1
x = (p2bodydist X) - 10 

[state a]
type = Posadd
triggerall =  p2bodydist X <=10
trigger1 = animelem = 1
x = 0

[State 240]
type = ChangeState
trigger1 = AnimTime = 0
value = 1042
ctrl = 1

[Statedef 1042]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
anim = 1043
ctrl = 0
sprpriority = 2

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

[State 200, 5]
type = PlaySnd
triggerall = palno != 10
trigger1 = time = 1
value = 210, random%3
volume = 255
freqmul = 0.9

[State 200, 5]
type = PlaySnd
triggerall = palno = 10
trigger1 = time = 1
value = 210, random%3
volume = 255
freqmul = 1.5

[State 1015, 1]
type = VelSet
trigger1 = Time = 1
y = -6

[State 1010, 1]
type = VelSet
trigger1 = Time = 0 > 0
x = 2

[State 210, 2]
type = HitDef
triggerall = palno != [7,12]
trigger1 = Animelem = 3
attr = A, SA
animtype  = hard
damage  = 90,5
getpower = 30,30
guardflag = M                 
hitflag  = MAF                 
priority  = 4, Hit 
pausetime = 10,12  
sparkno = s22109 + (random%8)
sparkxy = -20, -70     
hitsound   = s2300,2
guard.sparkno = s22184
guardsound = s120,0
ground.type  = Low               
ground.slidetime= 25           
ground.hittime = 25            
ground.velocity = -.5,-7             
air.type = low                 
air.velocity = -.5, -7         
air.hittime = 12                
fall.recover = 0
fall = 1
envshake.time = 16
envshake.freq = 60
envshake.ampl = 4
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0

[State 210, 2]
type = Projectile
triggerall = palno = 10
trigger1 = Animelem = 3
projanim = 1045
projid = 1045
attr = A, SA
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
animtype  = hard
damage  = 40,5
getpower = 30,30
guardflag = M                 
hitflag  = MAF                 
priority  = 4, Hit 
pausetime = 10,12  
sparkno = s22109 + (random%8)
sparkxy = 20,-40    
hitsound   = s2300,2
guard.sparkno = s22184
guardsound = s120,0
ground.type  = Low               
ground.slidetime= 25           
ground.hittime = 25            
ground.velocity = -.5,-7             
air.type = low                 
air.velocity = -.5, -7         
air.hittime = 12                
fall.recover = 0
fall = 1
envshake.time = 16
envshake.freq = 60
envshake.ampl = 4
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[state 1015, 5]
trigger1 = animelem = 2 > 0
type = Gravity

[State 700]
type = AfterImage
triggerall = palno != 10
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 34300
id = 34300
sprpriority = 5
postype = p1
pos = 10,-30
bindtime = 1
supermovetime = 30
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,19

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,54

[State 1015, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1043

[Statedef 1043]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
anim = 1040
ctrl = 0
sprpriority = 2

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

[State 200, 5]
type = PlaySnd
triggerall = palno != 10
trigger1 = time = 0
value = 210, random%3
volume = 255
freqmul = 0.9

[State 200, 5]
type = PlaySnd
triggerall = palno = 10
trigger1 = time = 0
value = 210, random%3
volume = 255
freqmul = 1.5

[State 1015, 1]
type = VelSet
trigger1 = Time = 0
y = -5

[State 1010, 1]
type = VelSet
trigger1 = Time = 0
x = 2

[State 1010, 3]
type = HitDef
triggerall = palno != [7,12]
trigger1 = Time = 0
attr = A, SA
animtype  = hard
damage  = 100,10
guardflag = M                 
hitflag  = MAF                 
priority  = 4, Hit 
pausetime = 10,12  
sparkno = s22109 + (random%8)
sparkxy = -20, -70   
hitsound   = s2300,2
guard.sparkno = s22184
guardsound = s120,0
ground.type = low            
ground.slidetime = 25         
ground.hittime = 25          
ground.velocity = -1.5,-5 
airguard.velocity = -1.9,-.8  
air.type  = low             
air.velocity = -4, -7  
air.hittime = 12              
fall  = 1
fall.recover = 0
envshake.time = 16
envshake.freq = 60
envshake.ampl = 4

[State 1010, 3]
type = Projectile
triggerall = palno = 10
trigger1 = Time = 0
projanim = 1045
projid = 1045
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
attr = A, SA
animtype  = hard
damage = 40,4
guardflag = M                 
hitflag  = MAF                 
priority  = 4, Hit 
pausetime = 10,12  
sparkno = s22109 + (random%8)
sparkxy = 20,-40  
hitsound   = s2300,2
guard.sparkno = s22184
guardsound = s120,0
ground.type = low            
ground.slidetime = 25         
ground.hittime = 25          
ground.velocity = -1.5,-5 
airguard.velocity = -1.9,-.8  
air.type  = low             
air.velocity = -4, -7  
air.hittime = 12              
fall  = 1
fall.recover = 0
envshake.time = 16
envshake.freq = 60
envshake.ampl = 4
supermovetime = 2147483647
pausemovetime = 2147483647

[State 700]
type = AfterImage
triggerall = palno != 10
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 34300
id = 34300
sprpriority = 5
postype = p1
pos = 10,-30
bindtime = 1
supermovetime = 30
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 1015, 5]
trigger1 = animelem = 3 > 0
type = Gravity

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,19

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,54

[State 1015, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1044

[Statedef 1044]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
anim = 1048
ctrl = 0
sprpriority = 2

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

[State 1011]
type  = VelSet
trigger1  = Time = 0
y  = -3

[State 1010, 3]
type = HitDef
triggerall = palno != [7,12]
trigger1 = Time = 0
attr  = A, SA                  
damage  = 30,5       
animtype  = digup           
guardflag = M                 
hitflag  = MAF                 
priority  = 4, Hit             
pausetime = 5,5          
sparkno = s22109 + (random%8)
sparkxy = -20, -70   
hitsound   = s2300,3
guard.sparkno = s22184
guardsound = s120,0         
ground.type = low            
ground.slidetime = 25         
ground.hittime = 25          
ground.velocity = -2,-5
airguard.velocity = -1.9,-.8  
air.type = low             
air.velocity = -2, -5   
air.hittime = 12              
fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 150
envshake.ampl = -7

[State 1010, 3]
type = Projectile
triggerall = palno = 10
trigger1 = Time = 0
projanim = 1044
projid = 1044
attr  = A, SA           
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
damage  = 30,5         
animtype  = digup           
guardflag = M                 
hitflag  = MAF                 
priority  = 4, Hit             
pausetime = 5,5          
sparkno = s22109 + (random%8)
sparkxy = 20,-40   
hitsound   = s2300,3
guard.sparkno = s22184
guardsound = s120,0         
ground.type = low            
ground.slidetime = 25         
ground.hittime = 25          
ground.velocity = -2,-5
airguard.velocity = -1.9,-.8  
air.type = low             
air.velocity = -2, -5   
air.hittime = 12              
fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 150
envshake.ampl = -7
supermovetime = 2147483647
pausemovetime = 2147483647

[State 700]
type = AfterImage
triggerall = palno != 10
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 34400
id = 34400
sprpriority = 5
postype = p1
pos = 10,-30
bindtime = 1
supermovetime = 30
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 200, 5]
type = PlaySnd
triggerall = palno != 10
trigger1 = AnimElem = 2
value = 10000,5
volume = 255
freqmul = 0.9

[State 200, 5]
type = PlaySnd
triggerall = palno = 10
trigger1 = AnimElem = 2
value = 10000,5
volume = 255
freqmul = 1.5

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,19

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,54

[State 1015, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1045
;---------------------------------------------------------------------------
[Statedef 1045]
type    = A
physics = N
anim = 41
velset = 0,0
ctrl  = 0

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

[State 700]
type = AfterImage
triggerall = palno != 10
trigger1 = time = 0
time = 35
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 1019, 1]
type = VelSet
trigger1 = Time = 0
x = -4
y = -1.5

[State 1011]
type  = VelSet
trigger1 = animelemtime(5) > 1
x = -2

[State 1011]
type = Veladd
trigger1 = 1
y = .4

[State 1012]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0 
trigger1 = AnimElemTime(2) > 0
value = 52

[State 1019, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=================================================================================
;=================================================================================
;デッドリーレイブ
;=================================================================================
;=================================================================================

[Statedef 7100]
type =  S
movetype =A
physics =  S
juggle =    8
anim     = 24100
ctrl     = 0
sprpriority = 2

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 24
movetime = 24
anim = -1

[State 1]
type = changestate
triggerall = palno = [6,12]
trigger1 = time = 0
value = 11220

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = 20,-42
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[state a]
type = poweradd
trigger1 = time = 0
value = -4000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(35) = -4000
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,4

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 10000,20

[State -2]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 45
ignorehitpause = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s192,1

[State 2000, 6]
type = posset
trigger1 = time = 0
y = 0

[State 2000, 6]
type = velset
trigger1 = time = 0
x = 0

[State 2000, 6]
type = velset
trigger1 = AnimElem = 3,>=0
x = 7.5

[State 1950]
type = HitDef
trigger1 = time = 0
attr = S,HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 0,0
sparkno = -1
sparkxy = -1
hitsound   = s800,1
guardsound = -1
guard.sparkno = -1
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
p1facing = 1
p2facing = 1
p1stateno = 7110
p2stateno = 2220

[State 700]
type = AfterImage
triggerall = palno != 10
trigger1 = time = 0
time = 80
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[state a]
type = changestate
trigger1 = time >= 80
value = 0
ctrl = 1

[Statedef 7110]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 24000
ctrl     = 0
sprpriority = 5

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

[State 810,1]
type = Width
trigger1 = 1
edge = 50,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 14
trigger4 = AnimElem = 22
trigger5 = AnimElem = 30
trigger6 = AnimElem = 35
trigger7 = AnimElem = 41
trigger8 = AnimElem = 49
trigger9 = AnimElem = 57
trigger10 = Animelem = 62
trigger11 = Animelem = 68
trigger12 = Animelem = 76
value = s221,0

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

[State 700]
type = AfterImage
triggerall = palno != 10
trigger1 = time = 0
time = 207
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 3
TimeGap  = 2

[State 52, 1]
type = VelSet
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(90) <= 0
x = 0

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

[State 810, 1]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(90) <= 0
pos = 50,0

[State 200,2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,43
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s225,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,10
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 22
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,10
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 30
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,43
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 35
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,43
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 41
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s225,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 49
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,43
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200,2]
type = HitDef
trigger1 = AnimElem = 57
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s225,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1


[State 200,2]
type = HitDef
trigger1 = AnimElem = 62
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s225,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1


[State 200,2]
type = HitDef
trigger1 = AnimElem = 68
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,43
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200,2]
type = HitDef
trigger1 = AnimElem = 76
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s240,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p1stateno = 7120
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl=1

[Statedef 2220]
type    = A
movetype= H
physics = N
velset = 0,0

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

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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2512

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

[Statedef 7120]
type = S
movetype = A
physics = S
poweradd= 0
anim = 10000
ctrl = 0

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

[State 240, 4]
type = Explod
trigger1 = time = 30
anim = 10100
id = 10004
removetime = 40
scale = 0.6,0.6
pos = 30,-90
ownpal = 1
trans =sub
sprpriority = 999
supermovetime = 2147483647
pausemovetime = 2147483647

[State 240, 4]
type = Explod
trigger1 = time = 30
anim = 10110
id = 10004
removetime = 40
scale = 0.6,0.6
pos = 30,-90
ownpal = 1
sprpriority = 999
supermovetime = 2147483647
pausemovetime = 2147483647

[State 240, 4]
type = ModifyExplod
trigger1 = time > 30
trigger1 = time <= 40
id = 10004
scale = 0.09*(time-30),1

[State 240, 4]
type = ModifyExplod
trigger1 = time > 50
id = 10004
scale = 0.6,0.05*(70-time)

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 2]
type = Projectile
trigger1 = numprojid(1005000) = 0
trigger1 = time = 20
attr = S, SA
animtype  = hard
damage = 21474836,21474836
getpower = 0,0
givepower = -2147483647
guardflag = 
projanim = 10050
projid = 1005000
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 35
postype = p1
offset = 10,-90
numhits = 1
pausetime = 0,30
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[state 7120]
type = targetdrop
trigger1 = roundstate>=3&&enemy,alive=0&&enemy,stateno=5150||numtarget>=7

[state 1030,2]
type = EnvShake
Trigger1 = time  = 70
time = 50
ampl = 6

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 40
value = s2000,2
volume = 255
freqmul = 0.9

[State 1000, 1]
type = PlaySnd
trigger1 = time = 20
value = 10000,40

[State 1000, 1]
type = PlaySnd
trigger1 = time = 18
value = 801,1

[State 1000]
type = AfterImage
triggerall = palno != 10
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 3020, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 断罪
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 11000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2200
ctrl = 0

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

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Godwald"
value = 19500

[state a]
type = poweradd
trigger1 = time = 0
value = -3000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(35) = -3000
ignorehitpause = 1

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

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State a]
type = helper
trigger1=time=2||time=6||time=10||time=14||time=18
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[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
supermovetime = 2147483647
pausemovetime = 2147483647
[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
supermovetime = 2147483647
pausemovetime = 2147483647
[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
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11000]
type = PlaySnd
trigger1 = time = 0
value = 10000,4
[state 11000]
type = PlaySnd
trigger1 = time = 0
value = 10000,20
volume = 255
[state 11000]
type = PlaySnd
trigger1 = time = 0
value = 10000,21
volume = 255

[state a]
type = changestate
trigger1 = animtime = 0
value = 11001

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

[Statedef 11001]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
ctrl = 0

[State 11001]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1

[State 11001]
type = bgpalfx
trigger1 = 1
time = 10
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,0
invertall = 0
color = 0
ignorehitpause = 1

[State 11001]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 11001]
type = PlaySnd
trigger1 = time = 0
value = 2000,random%3
volume = 255
freqmul = 0.9
[State 11001]
type = PlaySnd
trigger1 = Time = 60||Time = 120
value = 10000,0
volume = 255
[State 11001]
type = PlaySnd
trigger1 = Time = 0||Time = 10||Time = 20||Time = 60
value = 10000,26
volume = 250
[State 11001]
type = PlaySnd
trigger1 = Time = 0||Time = 10||Time = 20||Time = 60
value = 10000,52
volume = 250
[State 11001]
type = EnvShake
trigger1 = Time = 0||Time = 10||Time = 20
time = 7
ampl = -7
freq = 95
phase = 95
[State 11001]
type = PlaySnd
trigger1 = Time = 60
value = 10000,22
volume = 250
[State 11001]
type = PlaySnd
trigger1 = Time = 60
value = 10000,23
volume = 250
[State 11001]
type = PlaySnd
trigger1 = Time = 60
value = 2300,0
volume = 250
[State 11001]
type = PlaySnd
trigger1 = Time = 230
value = 2563,1
volume = 250
[State 11001]
type = EnvShake
trigger1 = Time = 60
time = 18
ampl = -18
freq = 95
phase = 95

[State 11001]
type = Explod
trigger1 = Time = 0
anim = 34800
id = 34800
sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
removetime = 60
under = 1
ownpal = 1
ontop = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11001]
type = Explod
trigger1 = Time = 10
anim = 34800
id = 34800
sprpriority = 2147483647
postype = back
pos = -50,-50
bindtime = -1
supermove = 0
removetime = 50
under = 1
ownpal = 1
ontop = 1
trans = add
scale = 1.5,1.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11001]
type = Explod
trigger1 = Time = 20
anim = 34800
id = 34800
sprpriority = 2147483647
postype = back
pos = -80,-10
bindtime = -1
supermove = 0
removetime = 40
under = 1
ownpal = 1
ontop = 1
trans = add
scale = 1.5,1.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11001]
type = Explod
trigger1 = Time = 30
anim = 34800
id = 34800
sprpriority = 2147483647
postype = back
pos = -180,-70
bindtime = -1
supermove = 0
removetime = 30
under = 1
ownpal = 1
ontop = 1
trans = add
scale = 1.5,1.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11001]
type = Explod
trigger1 = Time = 60
anim = 34900
id = 34900
sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
removetime = 170
under = 1
ownpal = 1
ontop = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11001]
type = Explod
trigger1 = Time = 240
anim = 35000
id = 3500
sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
removetime = 55
under = 1
ownpal = 1
ontop = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11001]
type = Explod
trigger1 = Time = 60
anim = 11332
id = 11332
sprpriority = 2147483647
postype = left
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11001]
type = Explod
trigger1 = Time = 60
anim = 11333
id = 11333
sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11001]
type = Explod
trigger1 = Time = 60
anim = 11333
id = 11333
sprpriority = 2147483647
postype = back
pos = -50,-30
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11001]
type = Explod
trigger1 = Time = 60
anim = 11334
id = 11333
sprpriority = 10
postype = Right
facing = -1
pos = 0,240
bindtime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11001]
type = RemoveExplod
trigger1 = animtime = 200
ID = 11333

[State 11001]
type = Projectile
triggerall = !ishelper
trigger1 = time = [0,300]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 40010
projid = 40010
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 30,5
getpower = 0,0
givepower = -2147483647
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 = 30200
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11001]
type = helper
triggerall = !ishelper
triggerall = numhelper(10015) = 0
trigger1 = time = 0
id = 10015
persistent = 0
name = "death"
pos = 0,0
postype = p1
stateno = 10015
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11001]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
anim = -1
persistent = 0

[State 11001]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
persistent = 0

[State 11001]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 40020
projid = 40020
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage  = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11001]
type = ReversalDef
triggerall = palno = [11,12]
trigger1 = time = [0,300]
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 100150

[State 11001]
type = targetstate
triggerall = numtarget > 0
trigger1 = time = [0,300]
trigger1 = (GameTime%3) = 1
value = 100150

[State 11001]
type = targetstate
triggerall = numtarget
trigger1 = enemy,alive=0&&!(enemy,stateno=104010||enemy,stateno=5150)
value = 104010
ignorehitpause = 1

[State 11001]
type = targetLifeAdd
triggerall = palno = [11,12]
trigger1 = numtarget > 0
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 11001]
type = HitAdd
triggerall = numtarget > 0
trigger1 = target,stateno = 100150 && enemynear,time = 0
value = 1

[state 11001]
type = changestate
trigger1 = time >= 300
value = 11002

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

[Statedef 11002]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2210
ctrl = 0

[State 23001]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

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

[state 23001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 10015]
type    = S
movetype= A
physics = N
anim = 40010
velset = 0,0
ctrl = 0

[State 1]
type = SelfState
triggerall = !ishelper(10015)
trigger1 = time >= 0
value = 24640
ctrl = 1
ignorehitpause = 1

[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 10015]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 10015]
type = ReversalDef 
trigger1 = 1 
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,0 
p2stateno = 100150
ignorehitpause = 1

[State 10015]
type = targetlifeadd
trigger1 = roundstate >= 3 || numtarget>0&&roundstate=2&&time<=600
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 10015]
type = targetlifeadd
trigger1 = roundstate >= 3 || numtarget>0&&roundstate=2&&time<=600
value = -2
absolute = 1
ignorehitpause = 1

[state 11332]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper
ignorehitpause = 1

[State 11331]
type = targetstate
trigger1 = numtarget>0&&roundstate=2
trigger1 = timemod = 30,0
trigger1 = time <= 600
trigger1 = target,ishelper != 1
trigger1 = target,alive
trigger2 = numtarget > 0
trigger2 = roundstate >= 3
trigger2 = target,alive
trigger2 = target,stateno != 100150
value = 100150
ignorehitpause = 1

[state 11332]
type = posset
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
y = 1000

[State 11332]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
value = 1150,0
volume = 255
[State 11332]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
value = 2563,1

[State 11332]
type = Explod
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
anim = 33800
id = 33800
sprpriority = 2147483647
postype = left
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = add

[state 11332]
type = varset
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
var(2) = 100 

[state 11332]
type = destroyself
trigger1 = var(2) != 100 
trigger1 = time = 300
trigger2 = enemy,alive != 1
ignorehitpause = 1

[Statedef 100150]
type    = S
movetype= H
physics = N
ctrl = 0

[State 100150]
type = SelfState
triggerall = name = "EXERION"
trigger1 = time >= 0
trigger2 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 100150]
type = poweradd
triggerall = name != "EXERION"
trigger1 = 1
value = -2147483647
ignorehitpause = 1

[State 100150]
type = Lifeset
triggerall = name != "EXERION"
trigger1 = 1
value = 0
ignorehitpause = 1

[State 100150]
type = Lifeadd
triggerall = name != "EXERION"
trigger1 = 1
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 100150]
type = AssertSpecial
trigger1=1
flag=nostandguard
flag2=nocrouchguard
flag3=noairguard

[State 100150]
type = ChangeAnim
Trigger1 = Time = 0
value = 5002

[state 100150]
type = destroyself 
trigger1 = ishelper

[State 100150]
type = SelfState
trigger1 = Time >= 10
value = 5100
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; パニッシュ・レイ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 33500]
type     = S
movetype= I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 33500
ctrl     = 0
sprpriority = 3

[State 33500]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = noFG
flag3 = nobardisplay

[State 33500]
type = envcolor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2
[State 33500]
type = BGPalFx
trigger1 = time <= 202
add = 256,256,256
sinadd = -256,-256,-256,480
time = 120
ignorehitpause = 1

[State 33500]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 33500]
type = poweradd
trigger1 = time = 0
value = -5000
ignorehitpause = 1

[State 33500]
type = varadd
trigger1 = time = 0
var(35) = -5000
ignorehitpause = 1

[State 33500]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 33500]
type = EnvShake
trigger1 = time > 42
trigger1 = time <= 202
trigger1 = GameTime%4 = 1
time = 5
ampl = 3
freq = 180

[State 33500]
type = PlaySnd
trigger1 = time = 0
value = s10000,50
volume = 255
[State 33500]
type = PlaySnd
trigger1 = time = 0
value = s10000,11
volume = 255
[State 33500]
type = PlaySnd
trigger1 = Time = 42
value = s2200,2
freqmul = 0.9
volume = 255
[State 33500]
type = PlaySnd
trigger1 = time = 42
value = s10000,9
volume = 255
[State 33500]
type = PlaySnd
trigger1 = time = 0
value = 10000,11
volume = 255
[State 33500]
type = PlaySnd
trigger1 = time = 0
value = 10000,41
volume = 255
[State 33500]
type = PlaySnd
trigger1 = time = 0
value = 10000,21
volume = 255

[State 33500]
type = helper
trigger1=time=2||time=6||time=10||time=14||time=18
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 33500]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647

[State 33500]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 33500]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 33500]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 33500]
type = Explod
trigger1 = time = 42
anim = 13047
removetime = 190
pos = 10,-149
ownpal = 1
ontop = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647

[State 33500]
type = Explod
trigger1 = time = 52
anim = 13046
id = 13046
sprpriority = -2147483647
postype = p1
pos = 10,-149
bindtime = -1
removetime = 180
supermove = 1
under = 0
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647

[State 33500]
type = Explod
trigger1 = time = 52
anim = 13045
id = 13045
sprpriority = -2147483647
postype = p1
pos = 10,-149
bindtime = -1
removetime = 180
supermove = 1
under = 0
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647

[State 33500]
type = Helper
trigger1 = time = 42
id = 313900
persistent = 1
name = "tama"
postype = P1
stateno = 313900
pos = 10,-149
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 33500]
type = Projectile
triggerall = palno != [7,12]
trigger1 = GameTime%3 = 1
trigger1 = time > 52
trigger1 = time <= 242
projanim = 99999
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
animtype = Hard
damage  = Ceil(0.05 * enemy,Const(data.life)),5
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
ground.type = High
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5
air.juggle = 2
air.velocity = -4.5,-4.8
air.fall = 1
palfx.time = 60
palfx.add = 0,0,0
palfx.mul = 50,50,50
palfx.sinadd = 100,100,100,30
palfx.color = 0
palfx.invertall = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 33500]
type = targetstate
triggerall = numtarget
trigger1 = enemy,alive=0&&!(enemy,stateno=104010||enemy,stateno=5150)
value = 104010
ignorehitpause = 1

[State 33500]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
anim = -1
darken = 0
persistent = 0
ignorehitpause = 1

[State 33500]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
persistent = 0
ignorehitpause = 1

[State 33500]
type = targetlifeadd
triggerall = palno = 12
triggerall = numtarget
trigger1 = p2stateno != 1000044
trigger1 = (GameTime%2) = 1
value = -2
absolute = 1

[State 33500]
type = ReversalDef
triggerall = !ishelper&&palno = [11,12]
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
pausetime = 0,2
p2stateno = 1000044
ignorehitpause = 1

[State 33500]
type = ChangeState
trigger1 = time > 242
value = 33600

[Statedef 33600]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 33600
ctrl     = 0
sprpriority = 3

[State 33600]
type = Explod
trigger1 = time = 0
anim = 10080
postype = back
bindtime = -1
ontop = 1
ownpal= 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 33600]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[State 33600]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 313900]
type    = S
movetype= I
physics = S
anim = 40000
velset = 0,0
ctrl = 0

[state hogo1]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1

[State 1]
type = SelfState
triggerall = !ishelper(313900)
trigger1 = time >= 0
value = 24640
ctrl = 1
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 313900
ignorehitpause = 1

[State 33500]
type = Explod
trigger1 = numexplod(22138)=0&&time=0
anim = 22138
id = 22138
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 180
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 33500]
type = Explod
trigger1 = numexplod(221380)=0&&time=10
anim = 22138
id = 221380
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 170
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 33500]
type = Explod
trigger1 = numexplod(221381)=0&&time=20
anim = 22138
id = 221381
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 160
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000]
type = VarRandom
trigger1 = 1
v = 0
range = 0,200

[State 2000]
type = Explod
trigger1 = time <= 180
anim = 33300
random = 25,25
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000]
type = Explod
trigger1 = time <= 180
anim = 33400
pos = Ceil(200*cos(pi*var(0)/180)),Ceil(200*sin(pi*var(0)/180))
vel = -10*cos(pi*var(0)/180),-10*sin(pi*var(0)/180)
removetime = 20
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000]
type = DestroySelf
trigger1 = time > 180

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;ソウルデストラクション
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 30080]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 19600
ctrl     = 0
sprpriority = 2

[state a]
type = poweradd
trigger1 = time = 0
value = -4000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(35) = -4000
ignorehitpause = 1

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 24
movetime = 24
anim = -1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,21

[State 30070]
type = PlaySnd
triggerall = palno !=  10
trigger1 = Time = 10
value = 2000,0
volume = 255
freqmul = 0.9
[State 18600]
type = PlaySnd
triggerall = palno = 10
trigger1 = Time = 10
value = 2000,0
volume = 255
freqmul = 1.5

[State 30070]
type = PlaySnd
triggerall = palno !=  10
trigger1 = Time = 360
value = 10000,15
volume = 255
freqmul = 0.9
[State 18600]
type = PlaySnd
triggerall = palno = 10
trigger1 = Time = 350
value = 10000,15
volume = 255
freqmul = 1.5

[State 2000]
type = Explod
trigger1 = time = 0
anim = 22174
pos = -29,-102
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
removetime = 20
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000]
type = Explod
trigger1 = time = 0
anim = 22172
pos = -29,-102
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 2147483647
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = helper
triggerall = palno != [7,12]
trigger1 = time = 0
id = 2320
persistent = 0
name = "kabe1"
pos = -10,0
postype = p2
stateno = 2320
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000]
type = Explod
trigger1 = time = 0
anim = 22173
pos = -29,-102
sprpriority = 2147483647
ownpal = 1
bindtime = 1
supermove = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Projectile
trigger1 = palno != [7,12]
trigger1 = time >= 0
trigger1 = p2stateno != 40
attr = S, NA
projanim = 19610
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremovetime = 2
postype = p1
numhits = 0
hitflag = M
sprpriority = 5
priority = 6, Miss
p2facing = 1
p1stateno = 300810
p2stateno = 300820
kill = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 30080]
type = Turn
trigger1 = P2dist X < 0

[State 30080]
type = ReversalDef
trigger1 = palno = [7,12]
reversal.attr = SCA,AA,AT,AP
p2stateno = 30082
pausetime = 0,2
ignorehitpause = 1

[State 30080]
type = targetdrop
trigger1 = palno = [7,12]
triggerall = numtarget
trigger1 = target,ishelper
trigger2 = time <= 1

[State 30080]
type = ChangeState
trigger1 = palno = [7,12]
trigger1 = numtarget > 0
trigger1 = target,ishelper = 0
value = 30081

[State 1]
type = NotHitBy 
trigger1 = palno != [7,12]
value = SCA
time = 200

[State 30080]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 30081]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2005
ctrl     = 0
sprpriority = 10

[State 30081]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1

[State 30081]
type = PosAdd
trigger1 = time = 1
x = P2dist X-30

[State 30081]
type = EnvShake
triggerall = win
trigger1 = animelem = 16
trigger2 = animelem = 27
time = 17
ampl = -17
freq = 95
phase = 95

[State 30081]
type = EnvColor
triggerall = win
trigger1 = animelem = 16
trigger2 = animelem = 17
trigger3 = animelem = 27
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 30081]
type = AssertSpecial
triggerall = palno = 12
trigger1 = animelem = 27
trigger1 = enemy,stateno = 30082
flag = noko
ignorehitpause = 1

[State 30081]
type = Explod
triggerall = win
trigger1 = animelem = 16
anim = 22109 + (random%8)
sprpriority = 9
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 30081]
type = Explod
triggerall = win
trigger1 = animelem = 27
anim = 22109 + (random%8)
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 30081]
type = Explod
triggerall = win
trigger1 = animelem = 9
anim = 2007
sprpriority = 2147483646
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 170
supermove = 0
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 30081]
type = Explod
triggerall = win
trigger1 = animelem = 17
anim = 2006
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[state 30081]
type = superpause
trigger1 = time <=0
trigger2 = win
trigger3 = p2life = 0
trigger4 = p2stateno = 30082
time = 1
movetime = 1
ignorehitpause = 1
anim = -1
persistent = 0

[state 30081]
type = pause
trigger1 = time <=0
trigger2 = win
trigger3 = p2life = 0
trigger4 = p2stateno = 30082
time = 1
movetime = 1
ignorehitpause = 1
persistent = 0

[state 30081]
type = PlaySnd
trigger1 = animelem = 1
value = 2000,0
volume = 255
freqmul = 0.9
[state 30081]
type = PlaySnd
trigger1 = animelem = 8
value = 2000,1
volume = 255
freqmul = 0.9
[state 30081]
type = PlaySnd
trigger1 = animelem = 9
value = 2000,2
volume = 255
freqmul = 0.9
[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 16
value = 10000,5
volume = 255
freqmul = 0.9
[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 16
value = 2300,2
[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 16
value = 10000,22
[State 30081]
type = PlaySnd
triggerall = win
trigger1 = animelem = 26
value = 1500,0
volume = 255
freqmul = 0.9
[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 16
value = 2300,3
volume = -255
[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 27
value = 10000,23

[State 1000, 5]
type = Explod
triggerall = win
trigger1 = numexplod(32600) = 0
trigger1 = time = 10
anim = 32600
sprpriority = 8
postype = p1
pos = -9,-57
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
pausemovetime = 2147483647
supermovetime = 2147483647

[State 2000, 6]
type = Explod
triggerall = win
trigger1 = animelem = 16
anim = 1930
pos = -14, -10
postype = p2
ownpal = 1
scale = 0.7,0.7
removetime = 15
sprpriority = 4
supermovetime = 2147483647
pausemovetime = 2147483647
[State 2000, 6]
type = PlaySnd
triggerall = !win
trigger1 = animelem = 27
value = 10000,29
volume = 250
[State 2000, 6]
type = BGPalFx
triggerall = !win
trigger1 = animelem = 27
mul = 256,256,256
invertall = 1
color = 0
time = 15
ignorehitpause = 1
[State 2000, 6]
type = Explod
triggerall = !win
trigger1 = animelem = 27
anim = 1930
pos = 14, -110
postype = p1
ownpal = 1
removetime = 15
sprpriority = 4
supermovetime = 2147483647
pausemovetime = 2147483647
[State 2000, 6]
type = PlaySnd
triggerall = !win
trigger1 = animelem = 27
value = 12,0
freqmul = 2.0

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 300810]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2310
ctrl     = 0
sprpriority = 10

[State 30081]
type = PosAdd
trigger1 = time = 1
x = P2dist X-30

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

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

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 22109 + (random%8)
sprpriority = 9
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 22109 + (random%8)
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[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
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 7
value = 2000,2
volume = 255
freqmul = 0.9

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 7
value = 10000,22

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

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

[Statedef 300820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 30082]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 30082]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 30082]
type = ChangeState
triggerall = name = "EXERION"
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[State 30082]
type = ChangeAnim2
triggerall = name != "EXERION"
triggerall = ishelper = 0
trigger1 = 1
value = 5011
ignorehitpause = 1

[State 30082]
type = Turn
triggerall = name != "EXERION"
triggerall = ishelper = 0
trigger1 = P2dist X < 0
persistent = 0
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "EXERION"
triggerall = ishelper = 0
trigger1 = 1
persistent = 0
x = 0
y = 0
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "EXERION"
triggerall = ishelper = 0
trigger1 = enemy,name = "EXERION"
trigger1 = enemy,stateno = 300810
trigger1 = enemy,time > 135
x = -7
y = -5
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "EXERION"
triggerall = ishelper = 0
trigger1 = enemy,name != "EXERION"
x = -3
y = -5
ignorehitpause = 1

[State 30082]
type = PosSet
triggerall = name != "EXERION"
triggerall = ishelper = 0
trigger1 = 1
y = -5
ignorehitpause = 1

[state a]
type = lifeadd
trigger1 = enemy,time = 42
value = Ceil(-0.05 * enemy,Const(data.life)) - 5
kill = 0
absolute = 1

[state a]
type = lifeadd
trigger1 = enemy,time = 130
value = Ceil(-0.4 * enemy,Const(data.life)) - 5
absolute = 1

[State 30082]
type = SelfState
triggerall = name != "EXERION"
triggerall = ishelper = 0
trigger1 = enemy,name = "EXERION"
trigger1 = enemy,stateno = 300810
trigger1 = enemy,time > 135
trigger2 = enemy,name != "EXERION"
value = 5050
ignorehitpause = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ニュークリアー・レイジエーション
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 10120]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 10070
ctrl     = 0
sprpriority = 3

[state a]
type = poweradd
trigger1 = time = 0
value = -2000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(35) = -2000
ignorehitpause = 1

[State a]
type = helper
trigger1=time=2||time=6||time=10||time=14||time=18
id = 22101
persistent = 1
name = "wakka"
pos = -5,-90
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000]
type = EnvShake
trigger1 = (GameTime%3) = 1
time = 5
ampl = -3
freq = 95
phase = 95

[State 240, 4]
type = Explod
trigger1 = time = 10
anim = 13047
removetime = 20
pos = -5,-90
ownpal = 1
trans = sub
sprpriority = -999
supermove = 1

[State 1000, 0]
type = superpause
trigger1 = time = 0
time = 30
movetime = 30
darken = 0
anim = -1
unhittable = 1
sound = s10000,20

[State 2000, 6]
type = PlaySnd
trigger1 = time = 40
value = 2300,0
freqmul = 0.7
[State 2000, 6]
type = PlaySnd
trigger1 = time = 40
value = 10000,7
[State 1000, 0]
type = PlaySnd
trigger1 = Time = 0
value = 10000,32
volume = -255

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

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = noFG
flag3 = nobardisplay

[State 33500]
type = envcolor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2
[State ]
type = BGPalFx
trigger1 = time <= 220
add = 256,256,256
sinadd = -256,-256,-256,480
time = 120
ignorehitpause = 1

[State 1000, 0]
type = ChangeAnim
trigger1 = time = 40
value = 10155

[state 11332] 
type = targetlifeadd 
triggerall = palno = [11,12]
trigger1 = time > 5
trigger1 = (gametime%2) = 1
value = -2
absolute = 1

[State 1000, 5]
type = Explod
triggerall = time > 40
triggerall = time <= 240
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 10121]
type = Explod
trigger1 = time = 40
trigger1 = anim = 10155
anim = 10100
id = 211
postype = p1
pos = 30,-105
sprpriority = 2147483647
supermove = 0
removetime = 200
ownpal = 1
trans = sub
removeongethit = 0
bindtime = -1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 10121]
type = Explod
trigger1 = time = 40
trigger1 = anim = 10155
anim = 10110
id = 211
postype = p1
pos = 25,-105
sprpriority = 2147483647
supermove = 0
removetime = 200
ownpal = 1
removeongethit = 0
bindtime = -1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 10121]
type = Explod
trigger1 = time > 40
trigger1 = time <= 240
trigger1 = time%19 = 2
anim = 26550
bindtime = -1
ontop = 1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 10121]
type = Explod
trigger1 = time = 40
trigger1 = anim = 10155
anim = 10910
id = 211
postype = p1
pos = 35,-105
sprpriority = 2147483647
supermove = 0
removetime = 200
ownpal = 1
removeongethit = 0
bindtime = -1
scale = 0.2,0.7
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000]
type = PlayerPush
trigger1 = 1
value = 0

[State 2000]
type = ChangeAnim
trigger1 = time > 240
value = 10160

[State 2000]
type = Projectile
triggerall = palno != [11,12]
trigger1 = (GameTime%5) = 1
trigger1 = time > 40
trigger1 = time <= 240
attr = S, HA
projanim = 10050
projid = 10050
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p1
offset = 25,-88
projscale = 5,1
animtype  = hard
damage  = 20,5
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -1
hitsound   = -1
guard.sparkno = -1
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
juggle = 50
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000]
type = Projectile
triggerall = palno = [11,12]
trigger1 = time > 40
trigger1 = time <= 240
trigger1 = (GameTime%3) = 1
attr = S, HA
projanim = 10050
projid = 10050
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 15,-85
animtype  = diagup
damage  = 35,5
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -1
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = hard
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
juggle = 15
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000]
type = SelfState
trigger1 = time > 246
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;血の贖罪
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 11220]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2200
ctrl = 0

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

[state a]
type = poweradd
triggerall = palno != [7,12]
trigger1 = time = 0
value = -4000
ignorehitpause = 1

[State 2000, 2]
type = varadd
triggerall = palno != [7,12]
trigger1 = time = 0
var(35) = -4000
ignorehitpause = 1

[state a]
type = poweradd
triggerall = palno = [7,12]
trigger1 = time = 0
value = -2000
ignorehitpause = 1

[State 2000, 2]
type = varadd
triggerall = palno = [7,12]
trigger1 = time = 0
var(35) = -2000
ignorehitpause = 1

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

[State a]
type = helper
trigger1=time=2||time=6||time=10||time=14||time=18
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[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
supermovetime = 2147483647
pausemovetime = 2147483647
[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
supermovetime = 2147483647
pausemovetime = 2147483647
[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
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647
[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,20
[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,4
[State 191, 3]
type = PlaySnd
trigger1 = Time = 0
value = 2000,0
freqmul = 1.3+((random%2)*0.1)
volume = 250

[state a]
type = changestate
trigger1 = animtime = 0
value = 11225

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

[Statedef 11225]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
ctrl = 0

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

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

[State 191, 3]
type = PlaySnd
trigger1 = Time = 60
value = 2000,1
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 100
value = 2000,1
freqmul = 0.7+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 130
value = 12,0
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 110
value = 12,0
freqmul = 0.7+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 150
value = 2000,2
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 180
value = 10000,17
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 210
value = 182,0
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 230
value = 10000,5
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 11225]
type = PlaySnd
trigger1 = Time = 0||Time = 14||Time = 28||Time = 42||Time = 56
value = 10000,24
volume = 250

[State 11225]
type = PlaySnd
trigger1 = Time = 72
value = 10000,23
volume = 250

[State 11225]
Type = PlaySnd
trigger1 = Time = 85
trigger2 = Time = 109
trigger3 = Time = 133
trigger4 = Time = 157
trigger5 = Time = 181
trigger6 = Time = 205
trigger7 = Time = 229
Value = 10000,26
Channel = 5
ignorehitpause = 1

[State 11225]
Type = PlaySnd
trigger1 = Time = 85
trigger2 = Time = 109
trigger3 = Time = 133
trigger4 = Time = 157
trigger5 = Time = 181
trigger6 = Time = 205
trigger7 = Time = 229
Value = 10000,25
Channel = 5
ignorehitpause = 1

[State 11225]
type = EnvShake
trigger1 = Time = 0
trigger2 = Time = 15
trigger3 = Time = 30
trigger4 = Time = 45
trigger5 = Time = 60
trigger6 = Time = 70
time = 7
ampl = -7
freq = 95
phase = 95

[State 11225]
type = EnvShake
trigger1 = Time = 85
trigger2 = Time = 109
trigger3 = Time = 133
trigger4 = Time = 157
trigger5 = Time = 181
trigger6 = Time = 205
trigger7 = Time = 229
time = 13
ampl = -13
freq = 95
phase = 95

[State 11225]
type = Explod
trigger1 = Time = 0
anim = 11330
id = 11330
sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Explod
trigger1 = Time = 85
anim = 11333
id = 11334
sprpriority = 10
postype = back
pos = 0,0
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 109
anim = 11334
id = 11335
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,240
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 133
anim = 11333
id = 11336
sprpriority = 10
PosType = left
Facing = 1
pos = -50,-30
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 157
anim = 11333
id = 11337
sprpriority = 10
PosType = Right
Facing = -1
pos = 50,0
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 181
anim = 11334
id = 11338
sprpriority = 10
PosType = left
Facing = 1
pos = 0,240
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 205
anim = 11333
id = 11339
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,0
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 229
anim = 11334
id = 11340
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,240
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
trigger1 = time = [0,240]
trigger1 = (GameTime%6) = 1
trigger1 = p2movetype = A
attr = A, NA
projanim = 22176
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p2
offset = 0,-50
animtype  = hard
damage    = 30,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 30201
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
triggerall = numprojid(22180) = 0
trigger1= (GameTime%7) = 1
attr = A, NA
projanim = 22180
projid = 22180
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p2
offset = 0,-50
animtype  = hard
damage    = 30,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 30201
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
trigger1 = time = [0,240]
trigger1 = (GameTime%7) = 1
trigger1 = p2movetype = A
attr = A, NA
projanim = 22176
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = back
offset = 160,-90
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 30201
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
anim = -1
darken = 0
persistent = 0
ignorehitpause = 1

[State 11225]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
persistent = 0
ignorehitpause = 1

[state 11225] 
type = targetlifeadd
triggerall = palno = [7,12]
triggerall = numtarget
trigger1 = p2stateno != 30201
trigger1 = (GameTime%2) = 1
value = -2
absolute = 1

[State 11225]
type = targetstate
triggerall = numtarget
trigger1 = enemy,alive=0&&!(enemy,stateno=104010||enemy,stateno=5150)
value = 104010
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = palno != [7,12]
trigger1 = Time = 0 || Time = 60 || Time = 120 || Time = 180 || Time = 240
attr = A, NA
projanim = 99999
projid = 99999
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)),10
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 30,30
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,-2
fall = 1
air.fall = 1
fall.recover = 0
p2stateno=12360
supermovetime = 2147483647
pausemovetime = 2147483647

[state 11225]
type = changestate
trigger1 = time >= 240
value = 11230

;---------------------------------
[Statedef 11230]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
ctrl = 0

[State 11230]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1

[state 11230]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;死の誘い
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 19500]
type    = S
physics = N
velset = 0,0
juggle = 0
sprpriority = 1
anim = 19500
ctrl = 0

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

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 22174
pos = -29,-102
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
removetime = 20
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 22172
pos = -29,-102
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 22173
pos = -29,-102
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state a]
type = poweradd
trigger1 = time = 0
value = -4000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(35) = -4000
ignorehitpause = 1

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,21

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 195,0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = -10,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 19500]
type = helper
triggerall = !ishelper
trigger1 = numhelper(24610) = 0
trigger1 = time = 0
id = 24610
persistent = 0
name = "kagami"
pos = 0,0
postype = p1
stateno = 24610
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 0]
type = destroyself
trigger1 = ishelper
ignorehitpause = 1
[state 0]
type = lifeset
triggerall = name != "EXERION"
trigger1 = !ishelper
value = 0
ignorehitpause = 1
[state 0]
type = lifeadd
triggerall = name != "EXERION"
trigger1 = !ishelper
value = -lifemax
absolute = 1
ignorehitpause = 1
[state 0]
type = hitdef
triggerall = name != "EXERION"
trigger1 = !ishelper
damage = 0,0
attr = C,NP
id = 19500
sparkno = -1
ignorehitpause = 1
[state 0]
type = changestate
trigger1 = loseko
value = 5150
ignorehitpause = 1
[state 0]
type = changestate
trigger1 = !ishelper
trigger1 = hitdefattr = C,NP
value = 1000044
ignorehitpause = 1

[state 195]
type = targetdrop
triggerall = numtarget > 0
trigger1 = time > 360
trigger2 = numtarget > 6
ignorehitpause = 1

[state 19500]
type = targetstate
triggerall = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = roundstate = 3
value = 5150
ignorehitpause = 1

[State 195]
type = Turn
trigger1 = P2dist X < 0

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;バニッシュ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1007000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
sprpriority = 1
anim = 3250
ctrl = 0

[state 1007000]
type = poweradd
trigger1 = time = 0
value = -4000
ignorehitpause = 1
[State 1007000]
type = varadd
trigger1 = time = 0
var(35) = -4000
ignorehitpause = 1

[State 1007000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
ignorehitpause = 1

[State 1007000]
type = lifeadd
triggerall = palno != 12
trigger1 = time = 1
value = lifemax/2
ignorehitpause = 1
[State 1007000]
type = varset
triggerall = palno != 12
trigger1 = time = 1
v = 42
value = 400
[State 1007000]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 1007000]
type = helper
trigger1 = time=2 ||time=6 ||time=10 ||time=12 ||time=16 ||time=20 ||time=24 ||time=28 ||time=32
id = 22101
persistent = 1
name = "wakka"
pos = 1,-115
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1007000]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -2
postype = p1
pos = 1,-115
bindtime = -1
under = 0
ownpal = 1
trans = sub
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 1007000]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-115
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 1007000]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = -2
postype = p1
pos = 1,-115
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 1007000]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%3) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = -70 + (random%140),0 - (random%40)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -2 + (random%4),-7
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 1007000]
type = EnvColor
trigger1 = time = 0
persistent = 0
time = 1
value = 0,0,0
under = 2
ignorehitpause = 1
[State 1007000]
type = EnvColor
trigger1 = time = 1
persistent = 0
time = 75
value = 255,255,255
under = 2
ignorehitpause = 1
[State 1007000]
type = bgpalfx
trigger1 = 1
time = 10
add = 256,256,256
mul = 256,256,256
sinadd = 0,0,0,0
invertall = 0
color = 0
ignorehitpause = 1
[State 1007000]
type = PlaySnd
trigger1 = Time = 0
value = 2200,2
freqmul = 0.9
volume = 255
[State 1007000]
type = PlaySnd
trigger1 = time = 0
value = 10000,41
volume = 255
[State 1007000]
type = PlaySnd
trigger1 = time = 0
value = 10000,21
volume = 255
[State 1007000]
type = PlaySnd
trigger1 = Time = 0
value = 10000,32
ignorehitpause = 1

[State 1007000]
type = Projectile
trigger1 = AnimElem = 20 || AnimElem = 22 || AnimElem = 24 || AnimElem = 26 || AnimElem = 28 || AnimElem = 30 || AnimElem = 32 || AnimElem = 34 || AnimElem = 36 || AnimElem = 38
trigger2 = AnimElem = 40 || AnimElem = 42 || AnimElem = 44 || AnimElem = 46 || AnimElem = 48 || AnimElem = 50 || AnimElem = 52 || AnimElem = 54
attr = C, HA
projanim = 22150
projid = 22150
projpriority = 2147483647
projsprpriority = 2147483647
projremovetime = 4
postype = p1
animtype  = hard
damage    = 20,5
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + (random%8)
sparkxy = (enemy,const(size.mid.pos.x)),(enemy,const(size.mid.pos.y))
hitsound   = -1
guard.sparkno = s22184
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-10
air.velocity = -0.5,-10
yaccel = .5
fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1007000]
type = PlaySnd
trigger1 = Time = 0
value = 181,0
freqmul = 0.9

[State 1007000]
type = lifeadd
trigger1 = time = 0
value = lifemax/12
ignorehitpause = 1

[State 1007000]
type = helper
triggerall = palno = 12
triggerall = numhelper(10070000) = 0
trigger1 = time = 45
id = 10070000
name = "hantoumei"
pos = 0,0
postype = P1
stateno = 150
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 1007000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1