;***************************************************************************
;===========================================================================
;---------------------------------------------------------------------------
[Statedef -3]; 常時監視ステート
;---------------------------------------------------------------------------
;===========================================================================
;***************************************************************************


[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 107 
trigger3 = stateno = 103 
value = 40, 0


[State -3, 2];ジャンプ音
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) <= 0
value = 40, 1

[State -3, 2];ジャンプ音
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) > 1
value = 40, 2

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 105 
value = 105, 0

[State -3, 3];ダッシュの音止め
type = stopSnd
trigger1 = stateno != 100
channel = 1


;ダメージ時のエフェクトの消去
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 2405

;ダメージ時のエフェクトの消去
[State 1]
type = removeexplod
trigger1 = stateno != 0
ID = 22063


;ダメージ時のエフェクトの消去
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 1000

;ニュートラルポーズ以外のエフェクト消去
[State 1]
type = removeexplod
trigger1 = anim != 0
ID = 22123

;[state a];残像消去
;type = afterimagetime
;trigger1 = movetype = H
;time = 0

[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 5,0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ハイジャンプ処理
[State -3, 5];ハイジャンプ判定
type = varset
trigger1 = stateno = 10
trigger1 = time = 0
trigger2 = stateno = 100
v = 15
value = 20

[State -3, 5];ハイジャンプ消去
type = varset
trigger1 = stateno = 52
trigger1 = time = 0
v = 15
value = 0

; 小ジャンプ処理
[State -3, 5];小ジャンプ判定
type = varset
trigger1 = stateno = 40
trigger1 = command != "holdup"
v = 16
value = 1

[State -3, 5];小ジャンプ消去
type = varset
trigger1 = stateno = 40
trigger1 = command = "holdup"
v = 16
value = 0

[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 42
trigger1 = time = 1
trigger1 = var(15) >= 1
x = 5
;y = -9

[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 43
trigger1 = time = 1
trigger1 = var(15) >= 1
x = -5
;y = -9

[State -3, 5];小ジャンプ
type = veladd
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(16) = 1
y = 3

[State -3] 
type = varset 
trigger1 = 1 
var(3) = gametime 

;---------------------------------------------------------------------------
; HITG_SHAKE
;---------------------------------------------------------------------------

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

[state 5000]
type = destroyself
trigger1 = ishelper

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

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

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

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

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

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

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

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

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

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

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

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

[state 5001]
type = destroyself
trigger1 = ishelper

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

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

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

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

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

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

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

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

[state 5010]
type = destroyself
trigger1 = ishelper

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

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

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

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

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

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

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

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

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

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

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

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

[state 5011]
type = destroyself
trigger1 = ishelper

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

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

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

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

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

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

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

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

[state 5020]
type = destroyself
trigger1 = ishelper

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

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

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

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

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

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

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

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

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

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

[state 5030]
type = destroyself
trigger1 = ishelper

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

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

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

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

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

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

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

[state 5035]
type = destroyself
trigger1 = ishelper

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

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

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

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

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

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

[state 5040]
type = destroyself
trigger1 = ishelper

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

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

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

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

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

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

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

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

[state 5050]
type = destroyself
trigger1 = ishelper

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

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

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

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

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

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

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

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

[state 5070]
type = destroyself
trigger1 = ishelper

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

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

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

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

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

[state 5071]
type = destroyself
trigger1 = ishelper

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

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

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

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

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

[state 5080]
type = destroyself
trigger1 = ishelper

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

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

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

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

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

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

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

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

[state 5081]
type = destroyself
trigger1 = ishelper

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

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

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

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

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

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

[state 5100]
type = destroyself
trigger1 = ishelper

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

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

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

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

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

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

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

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

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

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

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

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

[State 5100]
type = PosFreeze
trigger1 = 1

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

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

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

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

[state 5101]
type = destroyself
trigger1 = ishelper

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

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

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

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

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

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

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

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

[state 5110]
type = destroyself
trigger1 = ishelper

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[state 5120]
type = destroyself
trigger1 = ishelper

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

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

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

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

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

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

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

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

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

[State 1]
type = AssertSpecial
trigger1 = prevstateno = 104010 && !alive
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 13121]
type = lifeset
trigger1 = prevstateno = 104010 && !alive
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
trigger1 = prevstateno = 104010 && !alive
ignorehitpause = 1
value = 0

[state a]
type = destroyself
trigger1 = ishelper

[State 5150, 1]
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4]
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 6]
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7]
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

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

[Statedef 169992]
type    = S
physics = S
anim = 22181

[State 169992]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 169992]
type = BindToroot
trigger1 = 1

[State 169992]
type = PlayerPush
trigger1 = 1
value = 0

[State 169992]
type = PosSet
trigger1 = 1 
X = root, Pos X

[State 3874]
type = nothitby
trigger1 =ishelper
value = SCA
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3874]
type = hitby
trigger1 =ishelper
value = C,NP
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 2]
type = destroyself
trigger1 = root,stateno != 22050 || roundstate >= 3 || time>=50
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

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

[Statedef 169993]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22060
ownpal = 1

[State 169993]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 169993]
type = AssertSpecial
trigger1 = 1
flag = invisible

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

[state 169993]
type = nothitby
trigger1 = 1
value = SCA

[state 169993]
type = destroyself
trigger1 = time >= 1

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

[Statedef 169995]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 169995]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 169995]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169995]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

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

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

[state 169995]
type = varset
trigger1 = ishelper && time = 0
v = 2
value = prevstateno

[state 169995]
type = varset
trigger1 = ishelper && time = 0
v = 3
value = anim

[State 169995]
type = ChangeAnim
trigger1 = time = 0 && !ishelper
value = 5070

[state 169995]
type = changestate
trigger1 = IfElse((ishelper),(time>=1),(time>=2))
value = IfElse((ishelper),169994,0)

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

[Statedef 169994]
type    = U
movetype= I
physics = N
sprpriority = 4

[State 169994]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[state 169994]
type = null;varset
trigger1 = ishelper&&root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP
v = 4
value = root,stateno

[state 169994]
type = null;varset
triggerall = ishelper&&time<14
trigger1 =root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP
v = 5
value = 1

[State 169994]
type = Projectile
trigger1 = time<=1&&enemynear,name="G OROCHI"&&enemynear,fvar(38)!=0&&ishelper
attr = C,NP
projanim = var(3)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 169994
projremovetime = 100
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = var(2)
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 169994]
type = Projectile
trigger1 = time>=30&&enemynear,name="G OROCHI"&&enemynear,fvar(38)=1&&ishelper&&root,alive
trigger1 =!(root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)
attr = C,NP
projanim = var(3)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 169994
projremovetime = 100
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = 40
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 169994]
type = Projectile
trigger1 =enemynear,time>=146&&enemynear,name="G OROCHI"&&enemynear,fvar(38)=2&&ishelper&&root,alive
trigger1 =!(root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)&&(root,stateno!=[40,52])
trigger1 =numprojid(169994)=0
attr = C,NP
projanim = var(3)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 169994
projremovetime = 100
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = (enemynear,time>=148)*40
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 169994]
type = null;Projectile
trigger1 = ishelper&&roundstate<=2&&time<=10
projanim = 0
projremove = 1
projremovetime = 1
projpriority = 1
projsprpriority = 1
projid = var(4)
attr = S,NA
offset = 0,2500
hitflag = M
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 169994]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169994]
type = PosSet
trigger1 = ishelper
Y = 2400

[State 169994]
type = ChangeState
trigger1 = !ishelper
value = 0

[State 169994]
type = destroyself
trigger1 = roundstate!=2||root,alive=0||enemynear,name="G OROCHI"&&enemynear,stateno!=22050&&enemynear,fvar(38)=2
trigger2 = enemynear,name="G OROCHI"&&enemynear,fvar(38)=1&&time>=30

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

[Statedef 2229900]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 2229900]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 2229900]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2229900]
type = PosSet
trigger1 = ishelper
Y = 2400

[State 2229900]
type = AssertSpecial
trigger1 = ishelper
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 2229900]
type = ChangeAnim
trigger1 = time=0&&!ishelper
value = 5070

[State 2229900]
type = Projectile
trigger1 = ishelper&&roundstate<=2&&time<=2
projanim = 0
projremove = 1
projremovetime = 1
projpriority = 1
projsprpriority = 1
projid = 96968484321
attr = S,NA
offset = 0,2500
hitflag = M
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 2229900]
type = null;helper
trigger1 = numhelper(96968484321)=0&&roundstate<=2&&time=0
id = 96968484321
persistent = 1
name = "flag"
pos = 0,0
postype = P1
stateno = 2229901
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 2229900]
type = changestate
trigger1 = IfElse((ishelper),enemynear,name="G OROCHI"&&(enemynear,stateno=22050),(time>=1))
value = IfElse((ishelper),169994,13120)

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

[Statedef 2229901]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = 0,0

[State 2229901]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 2229901]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2229901]
type = PosSet
trigger1 = 1
Y = 2500

[State 2229901]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 2229901]
type = ChangeAnim
trigger1 = time=0
value = 0

[state 2229901]
type = destroyself
trigger1 =roundstate!=2||root,alive=0
trigger2 =enemynear,name="G OROCHI"&&enemynear,stateno=22100

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

[Statedef 2229902]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = 0,0

[State 2229902]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 2229902]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2229902]
type = PosSet
trigger1 = 1
Y = 2500

[State 2229902]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2229902]
type = parentVarset
triggerall = time = 0
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1
trigger1 = (ishelper(1120)||ishelper(2000)||ishelper(2222))
trigger1 = root,var(46)>=1&&root,palno=12
var(42) = 2000

[State 2229902]
type = parentVaradd
triggerall = time >= 1
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1
trigger1 = (ishelper(1120)||ishelper(2000)||ishelper(2222))
trigger1 = root,var(46)>=1&&root,palno=12
trigger1 = (GameTime%10) = 1
var(47) = 1

[State 2229902]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 2229902]
type = ChangeAnim
trigger1 = time=0
value = 0

[state 2229902]
type = destroyself
trigger1 =roundstate!=2||root,alive=0

;---------------------------------------------------------------------------
;ワイヤーダメージ
;---------------------------------------------------------------------------

[Statedef 10210];相手
type    = A
movetype= H
physics = N
velset = 0,0;-13,-.5

[State 13121]
type = lifeset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

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

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

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

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

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

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

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

[State 1021,0]
type = turn
Trigger1 = frontedgedist <= 0
value = 1

[State 1021,0]
type = velset
trigger1 = time = 1
x = -13
y = -.6

[State 840, 2]
type = afterimage
trigger1 = time = 5
time = 13
length = 3
PalBright   =   0,  0,  0
PalContrast = 255,255,255
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 2
ignorehitpause = 1

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

[State 821, 1]
type = VelAdd
Trigger1 = time > 4
y = .14

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5010

[state 190]
type = changestate
Trigger1 = backedgedist <= 0
Trigger2 = frontedgedist <= 0
value = 10220

[Statedef 10220];相手2
type    = A
movetype= H
physics = N
velset = 3.5,-8.2

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5030

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

[State 9000, 1]
type = turn
trigger1 = time = 0
value = 1

[State 821, 1]
type = VelAdd
Trigger1 = time > 3
y = .5
x = .05

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 13121]
type    = A
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H

[State 13121]
type = lifeadd
trigger1 = time = 0
ignorehitpause = 1
value = -(Ceil(0.1 * Const(data.life)))
absolute = 1

[State 13121]
type = lifeset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

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

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

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

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

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

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

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

[State 1]
type = changestate
triggerall = time = 0
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1
trigger1 = (ishelper(1120)||ishelper(2000)||ishelper(2222))
trigger1 = root,var(46)>=1&&root,palno=12
value = 2229902

[State 1]
type = AssertSpecial
trigger1 = ishelper
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 1]
type = statetypeset
trigger1 = time = 0
trigger1 = pos y = 0
value = S

[State 812,4]
type = changeanim
trigger1 =!ishelper
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[state 1]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="G OROCHI"&&enemynear,fvar(38)=2
v = 2
value = prevstateno

[state 1]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="G OROCHI"&&enemynear,fvar(38)=2
v = 3
value = anim

[state 1]
type = destroyself
trigger1 = ishelper&&time>=1&&enemynear,name="G OROCHI"&&enemynear,fvar(19)!=0&&enemynear,fvar(38)=2
trigger2 = ishelper&&time>=1&&enemynear,name="G OROCHI"&&enemynear,fvar(38)=1
trigger3 = ishelper&&time>=5

[state 1]
type = changestate
trigger1 = ishelper&&time>=1&&enemynear,name="G OROCHI"&&enemynear,fvar(19)!=1&&enemynear,fvar(38)=2
value = 2229900

[State 1]
type = changestate
trigger1 = time >=1&&!ishelper
value = 10380

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

[Statedef 13120]
type    = A
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H

[state 1]
type = destroyself
trigger1 = ishelper

[State 1]
type = PalFX
trigger1 = time = 0
time = 3
color = 0
add = 0,0,0
ignorehitpause = 1

[State 1]
type = PalFX
trigger1 = time = 3
time = 3
color = 0
add = 40,40,40
ignorehitpause = 1

[State 1]
type = PalFX
trigger1 = time = 5
time = 3
color = 0
add = 60,60,60
ignorehitpause = 1

[State 1]
type = statetypeset
trigger1 = time = 0
trigger1 = pos y = 0
value = S

[State 1]
type = PalFX
trigger1 = time >= 7
trigger1 = Time < 100
time = 2
color = 0
add = 35,35,35
ignorehitpause = 1

[State 812,4]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 4000, PalFX]
type = PalFX
trigger1 = Time % 3 = 0
trigger1 = Time >= 100
time = 1
color = 0
add = 35,35,35
ignorehitpause = 1

[State 103]
type = changestate
trigger1 = time = 120
value = 10380

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

[Statedef 10380]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

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

[State 5050, 1]
type = ChangeAnim
trigger1 = time=0
value = 5070

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 104010]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,80

[State a] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

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

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

[State 1]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 5050, 1]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 821, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5150

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 痺れ
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

[Statedef 9000]
type    = S
movetype= H
physics = N
velset = 0,0

[State 13121]
type = lifeadd
trigger1 = time = 0
ignorehitpause = 1
value = -(Ceil(0.01 * Const(data.life)))
absolute = 1

[State 13121]
type = lifeset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

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

[State 13121]
type = lifeadd
trigger1 = life <= (Ceil(0.05 * Const(data.life)))
value = -9999999
absolute = 1

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

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

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

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

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

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

[state a]
type = destroyself
trigger1 = ishelper

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9000, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 9001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9001]
type    = S
movetype= H
physics = S

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9001, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 9010]
type    = C
movetype= H
physics = N
velset = 0,0

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9010, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 9011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9011]
type    = C
movetype= H
physics = C

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9011, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 9020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9020, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9030]
type    = A
movetype= H
physics = N
ctrl = 0

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0


[State 9030, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 9050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 9035

[Statedef 9035]
type    = A
movetype= H
physics = N

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9035, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 9050

[Statedef 9050]
type    = A
movetype= H
physics = N

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9050, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

;---------------------------------------------------------------------------
; 痺れ2
;---------------------------------------------------------------------------

[Statedef 19000]
type    = S
movetype= H
physics = N
velset = 0,0

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeadd
trigger1 = time = 0
trigger1 = enemynear,name="G OROCHI"&&enemynear,var(5)=1&&!ishelper&&enemynear,numhelper(22121)>=1&&enemynear,palno=12
ignorehitpause = 1
value = -(Ceil(0.0005 * Const(data.life)))
absolute = 1

[State 13121]
type = lifeadd
trigger1 = time = 0
trigger1 = !(enemynear,name="G OROCHI"&&enemynear,var(5)=1&&!ishelper&&enemynear,numhelper(22121)>=1&&enemynear,palno=12)
ignorehitpause = 1
value = -(Ceil(0.01 * Const(data.life)))
absolute = 1

[State 13121]
type = lifeset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

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

[State 13121]
type = lifeadd
trigger1 = life <= (Ceil(0.05 * Const(data.life)))
value = -9999999
absolute = 1

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

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

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

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

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

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

[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 19001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19001]
type    = S
movetype= H
physics = S

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 19010]
type    = C
movetype= H
physics = N
velset = 0,0


[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 19011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19011]
type    = C
movetype= H
physics = C

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 19020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19030]
type    = A
movetype= H
physics = N
ctrl = 0


[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 19050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 19035

[Statedef 19035]
type    = A
movetype= H
physics = N

[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 19050

[Statedef 19050]
type    = A
movetype= H
physics = N

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

;---------------------------------------------------------------------------
; 痺れ3
;---------------------------------------------------------------------------

[Statedef 49000]
type    = S
movetype= H
physics = N
velset = 0,0

[state a]
type = destroyself
trigger1 = ishelper

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="G OROCHI"&&enemynear,palno=12
flag = invisible

[State 1]
type = lifeadd
trigger1 = 1
value = -9999999999
absolute = 1

[State 1]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

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

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

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

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

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

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

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

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

[State 9000, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 49001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 49030

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 49001]
type    = S
movetype= H
physics = S

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="G OROCHI"&&enemynear,palno=12
flag = invisible

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

[State 9001, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 49010]
type    = C
movetype= H
physics = N
velset = 0,0

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="G OROCHI"&&enemynear,palno=12
flag = invisible

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

[State 9010, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 49011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 49030

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 49011]
type    = C
movetype= H
physics = C

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="G OROCHI"&&enemynear,palno=12
flag = invisible

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

[State 9011, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 49020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="G OROCHI"&&enemynear,palno=12
flag = invisible

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

[State 9020, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 49030

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 49030]
type    = A
movetype= H
physics = N
ctrl = 0

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="G OROCHI"&&enemynear,palno=12
flag = invisible

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

[State 9030, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 49050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 49035

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[Statedef 49035]
type    = A
movetype= H
physics = N

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="G OROCHI"&&enemynear,palno=12
flag = invisible

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

[State 9035, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 49050

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[Statedef 49050]
type    = A
movetype= H
physics = N

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="G OROCHI"&&enemynear,palno=12
flag = invisible

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

[State 9050, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[State 9050, 7]
type = ChangeState
triggerall = alive = 1
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 15100

[State 9050, 7]
type = ChangeState
triggerall = alive = 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

;---------------------------------------------------------------------------
; ダウン
;---------------------------------------------------------------------------

[Statedef 15100]
type    = L
movetype= H
physics = N

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="G OROCHI"&&enemynear,palno=12&&(gametime%3)=1
flag = invisible

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

[State 1020, 4];画面シェイク
type = EnvShake
trigger1 = time = 0
time = 6
ampl = -6
freq = 95
phase = 95

[State 106, 3]
type = MakeDust
trigger1 = Time = 0
pos = -5,-2
spacing = 1

[State 106, 3]
type = MakeDust
trigger1 = Time = 5
pos = -5,-2
spacing = 1

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
trigger1 = time = 0
value = 5100

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
trigger1 = time = 5
value = 5110

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.002

[State 5100, 7]
type = SelfState
trigger1 = Time >= 110
value = 5120 

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;変数記憶用ヘルパーステート
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1007]
type    = S
movetype= I
physics = S
anim = 1007

[State 1007]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1007]
type = BindToroot
trigger1 = 1
pos=0,-25
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1007]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

;本体がステート奪われている時間をカウント
[state 1007]
type = varset
trigger1 =1
v = 23
value =(roundstate=2)*(root,var(24)!=gametime)*(var(23)+1)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;本体ライフ保存その1
;この記述だとroundstate>2時に初期化されます
[state 1007]
type = varset
trigger1 =roundstate=2&&(gametime%5=0)||roundstate!=2
v = 24
value =(roundstate<=2)*(ifelse((roundstate<2),root,lifemax,(ifelse((var(24)-root,life>root,lifemax*0.2),var(25),root,life))))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;上記value説明
;roundstate<2ならばroot,lifemaxをセット。
;roundstate<2でないなら(保存したライフから本体現在ライフを引いた数が本体ライフ最大値の2割より大きい)ならvar(25)をセット
;そうでないなら本体現在ライフをセット

;本体ライフ保存その2
;この記述だとroundstate>2時に初期化されます
[state 1007]
type = varset
trigger1 =roundstate=2&&(gametime%10=0&&var(25)-root,life<root,lifemax*0.2)||roundstate!=2
v = 25
value =(roundstate<=2)*(ifelse((roundstate<2),root,lifemax,root,life))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;上記トリガー説明
;gametime%10=0の時に(保存したライフから本体現在ライフを引いた数が本体ライフ最大値の2割より小さい時)

;上記value説明
;roundstate<=2の時にroundstate<2ならば本体ライフ最大値をセット。
;そうでないなら本体現在ライフをセット

[State 1000, 0]
type = DestroySelf
trigger1 = root,stateno = 3501

[Statedef 500000]
type    = S
movetype= I
physics = S
anim = 15009

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
trigger1 = root,var(41)= 1
flag = nomusic
volume = 255
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 0]
type = StopSnd
triggerall = roundstate = 2
triggerall = time =200
trigger1 = p2name = "efreet"
trigger1 = root,var(41)= 1
channel = -1
volume = 255

[State 1000, 0]
type = PlaySnd
triggerall = time >= 201
triggerall = roundstate = 2
trigger1 = p2name = "efreet"
trigger1 = root,var(41)= 1
value = S10,0
channel = 0
lowpriority =  9999999999999
loop = 1
volume = 255

[State 1000, 0]
type = PlaySnd
triggerall = time >= 20
triggerall = roundstate = 2
trigger1 = p2name != "efreet"
trigger1 = root,var(41)= 1
value = S10,0
channel = 0
lowpriority =  999999999999
loop = 1
volume = 255

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag1 = noshadow

[State -1, BindToRoot]
Type = null;BindToRoot
Trigger1 = 1
Time = 1
Pos = 0,-40
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state 1929];1
type = helper
trigger1 = numhelper(50000020000000) <= 5
trigger1 = roundstate = 2
trigger1 = root,stateno = 3501
trigger1 = enemynear,alive = 1
name = "SAT1"
helpertype = player
id = 50000020000000
stateno = 5000005
persistent = 30
PosType = p1
Pos = 0,1299999
Facing = 1
ownpal= 1
ignorehitpause=1


[state 1929];2
type = helper
trigger1 = numhelper(5000001000000000) <= 3
trigger1 = roundstate = 2 
trigger1 = root,stateno = 3501
trigger1 = enemynear,alive = 1
name = "SAT2"
helpertype = player
id = 5000001000000000
stateno = 5000006
persistent = 30
PosType = p1
Pos = 0,1199999999999
Facing = 1
ownpal= 1
ignorehitpause=1


[state 1929];at
type = null;helper
trigger1 = numhelper(5000010) <= 3
trigger1 = roundstate = 2
trigger1 = root,stateno = 3501
name = "satsu02"
helpertype = player
id = 5000010
stateno = 5000010
PosType = p1
Pos = 0,0;1600000000
persistent = 3
Facing = 1
ownpal= 1
ignorehitpause=1
supermovetime = 9999999999
pausemovetime = 9999999999

[state 1929];at2
type = null;helper
trigger1 = numhelper(5000020) <= 3
trigger1 = roundstate = 2
trigger1 = root,stateno = 3501
name = "def1"
helpertype = player
id = 5000020
stateno = 5000020
PosType = p1
Pos = 0,1199999999999
persistent = 2
Facing = 1
ownpal= 1
ignorehitpause=1
supermovetime = 9999999999
pausemovetime = 999999999

[state 1929];at4
type = helper
trigger1 = root,stateno = 3501
trigger1 = enemynear,alive = 1
name = "ahti"
helpertype = player
id = 5000025
stateno = 5000025
PosType = p1
Pos = 0,1199999
persistent = 30
Facing = 1
ownpal= 1
ignorehitpause=1
;supermovetime = 9999999999
;pausemovetime = 999999999

[State 1000, 0]
type = null;ReversalDef
trigger1 = 1
trigger1 = root,stateno = 3501
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT         ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 0,0
sparkno = -1
hitsound = -1
p2stateno = 100998

[State 0]
type = ReversalDef
trigger1 = root,stateno = 3501
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 99999999999
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999
;---------------------------------------------------------------------
[Statedef 5000025]
type = S
movetype = A
physics = N
anim = 50002

[State -2]
type = destroyself
trigger1 = root,numtarget
trigger1 = roundstate = 2
trigger2 = enemynear,alive = 0
ignorehitpause = 1

;---------------------------------------------------------------------
[Statedef 5000020]
type = S
movetype = A
physics = N
anim = 50000

[State 1065, PosAdd]
Type = Posset
Trigger1 = 1
x = 0
y = 12999999999999
ignorehitpause = 1

[State -2]
type = HitBy
trigger1 = 1
value = C,HP
time = 1
ignorehitpause = 1

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

[State -2]
type = destroyself
Trigger1 = time > 400
trigger2 = enemynear,alive = 0
ignorehitpause = 1

;---------------------------------------------------------------------
[Statedef 5000010]
type = S
movetype = A
physics = N
anim = 50000

[State 1065, PosAdd]
Type = Posset
Trigger1 = 1
x = 0
y = 12999999999999999999999999999999999
ignorehitpause = 1

[State -2];無敵
type = NotHitBy
triggerall = ishelper
Trigger1 = root,stateno = 3501
value = SCA
ignorehitpause = 1

[State 1065, HitDef]
type = hitdef
triggerall = ishelper
Trigger1 = root,stateno = 3501
Attr = S, NP
HitFlag = P
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
PauseTime = 10, 15
HitSound = S-1
Ground.Type = Low
Ground.SlideTime = 43
Ground.HitTime = 52
Guard.HitTime = 25
Air.HitTime  = 36
Guard.CtrlTime = 27
Guard.Dist = 70
Ground.Velocity = -4, 15
Guard.Velocity = -6
Air.Velocity = -4, 15
AirGuard.Velocity = -3,-4
AirGuard.CtrlTime = 24
Fall = 0
Air.Fall = 0
getpower = 0, 0
GivePower = 0, -5120
ignorehitpause = 1
p2stateno = 600000

[State -2]
type = destroyself
triggerall = ishelper
Trigger1 = root,time > 400
Trigger2 = root,stateno != 3501
trigger3 = enemynear,alive = 0
ignorehitpause = 1
;---------------------------------------------------------------------
[Statedef 5000005]
type = S
movetype = A
physics = N
anim = 50001

[State 1065, PosAdd]
Type = Posset
Trigger1 = 1
x = 0
y = 12999999999999999999999999999999999999999999
ignorehitpause = 1

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

[State -2]
type = HitBy
trigger1 = 1
value = C,HP
time = 1
ignorehitpause = 1

[State 56,proj]
type = Projectile
trigger1 = time >= 1
trigger1 = root,stateno = 3501
projID = 99
projanim = 999
projscale = 1,1
projremove = 1
projremovetime = 4
projhits = 1
projmisstime = 1
projpriority = 4
postype = p1
velmul = 0, 0
attr = C,HP
hitflag = MAFDP
guardflag = 
p2stateno = 600000
sparkno = -1
affectteam = F
persistent = 1

[State 19]
type = destroyself
trigger1 = root,stateno != 3501
Trigger2 = root,time > 400
trigger3 = enemynear,alive = 0

;---------------------------------------------------------------------
[Statedef 5000006]
type = U
movetype = U 
physics = U
anim = 50000

[State 1065, PosAdd]
Type = Posset
Trigger1 = 1
y = 15999999999999999;1299999999999999999
ignorehitpause = 1

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

[State -2]
type = HitBy
trigger1 = 1
value = C,HP
time = 1
ignorehitpause = 1

[State 19]
type = destroyself
trigger1 = root,stateno != 3501
trigger2 = stateno != 5000006
trigger3 = time = 400
trigger4 = enemynear,alive = 0

;---------------------------------------------------------------------
[Statedef 600000]
type = U
movetype = U
physics = U
poweradd = -powermax

[state a ,killer]
type = VarRangeSet
triggerall = !ishelper
trigger1 = name != "G Orochi"
value = gametime+1
ignorehitpause = 1
[state a ,killer]
type = VarRangeSet
trigger1 = ishelper
trigger1 = root,name !="G Orochi"
value = gametime+1
ignorehitpause = 1
First = 0
Last = 41
[state a ,killer]
type = VarRangeSet
trigger1 = ishelper
trigger1 = root,name !="G Orochi"
value = gametime+1
ignorehitpause = 1
First = 45
Last = 59
[state a ,killer]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "G Orochi"
trigger2 = ishelper
trigger2 = root,name !="G Orochi"
fvalue = gametime+1
IgnoreHitPause = 1
[state a ,killer]
type = VarSet
triggerall = !ishelper
trigger1 = name != "G Orochi"
sysvar(1) = gametime+1
IgnoreHitPause = 1
[state a ,killer]
type = VarSet
triggerall = !ishelper
trigger1 = name != "G Orochi"
sysvar(2) = gametime+1
IgnoreHitPause = 1
[state a ,killer]
type = VarSet
triggerall = !ishelper
trigger1 = name != "G Orochi"
sysvar(3) = gametime+1
IgnoreHitPause = 1
[state a ,killer]
type = VarSet
triggerall = !ishelper
trigger1 = name != "G Orochi"
sysvar(4) = gametime+1
IgnoreHitPause = 1

[state 13, 1]
type = varset
trigger1 = time = 0
trigger1 = ishelper
trigger1 = root,name !="G Orochi"
var(42) = random%2
ignorehitpause = 1

[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(0) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(1) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(2) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(3) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(4) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(5) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(6) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(7) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(8) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(9) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(10) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(11) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(12) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(13) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(14) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(15) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(16) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(17) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(18) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(19) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(20) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(21) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(22) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(23) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(24) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(25) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(26) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(27) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(28) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(29) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(30) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(31) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(32) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(33) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(34) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(35) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(36) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(37) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(38) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(39) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(40) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(41) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(42) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(43) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(44) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(45) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(46) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(47) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(48) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(49) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(50) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(51) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(52) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(53) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(54) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(55) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(56) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(57) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(58) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(59) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
var(0) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(1) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(2) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(3) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(4) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(5) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(6) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(7) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(8) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(9) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(10) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(11) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(12) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(13) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(14) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(15) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(16) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(17) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(18) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(19) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(20) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(21) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(22) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(23) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(24) = gametime+1
ignorehitpause = 1
[state a ,killer]G Orochi
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(25) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(26) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(27) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(28) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(29) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(30) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(31) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(32) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(33) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(34) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(35) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(36) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(37) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(38) = gametime+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 0
fvar(39) = gametime+1
ignorehitpause = 1

[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(0) = gametime*ifelse((gametime-parent,var(0)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(1) = gametime*ifelse((gametime-parent,var(1)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(2) = gametime*ifelse((gametime-parent,var(2)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(3) = gametime*ifelse((gametime-parent,var(3)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(4) = gametime*ifelse((gametime-parent,var(4)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(5) = gametime*ifelse((gametime-parent,var(5)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(6) = gametime*ifelse((gametime-parent,var(6)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(7) = gametime*ifelse((gametime-parent,var(7)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(8) = gametime*ifelse((gametime-parent,var(8)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(9) = gametime*ifelse((gametime-parent,var(9)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(10) = gametime*ifelse((gametime-parent,var(10)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(11) = gametime*ifelse((gametime-parent,var(11)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(12) = gametime*ifelse((gametime-parent,var(12)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(13) = gametime*ifelse((gametime-parent,var(13)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(14) = gametime*ifelse((gametime-parent,var(14)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(15) = gametime*ifelse((gametime-parent,var(15)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(16) = gametime*ifelse((gametime-parent,var(16)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(17) = gametime*ifelse((gametime-parent,var(17)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(18) = gametime*ifelse((gametime-parent,var(18)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(19) = gametime*ifelse((gametime-parent,var(19)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(20) = gametime*ifelse((gametime-parent,var(20)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(21) = gametime*ifelse((gametime-parent,var(21)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(22) = gametime*ifelse((gametime-parent,var(22)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(23) = gametime*ifelse((gametime-parent,var(23)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(24) = gametime*ifelse((gametime-parent,var(24)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(25) = gametime*ifelse((gametime-parent,var(25)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(26) = gametime*ifelse((gametime-parent,var(26)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(27) = gametime*ifelse((gametime-parent,var(27)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(28) = gametime*ifelse((gametime-parent,var(28)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(29) = gametime*ifelse((gametime-parent,var(29)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(30) = gametime*ifelse((gametime-parent,var(30)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(31) = gametime*ifelse((gametime-parent,var(31)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(32) = gametime*ifelse((gametime-parent,var(32)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(33) = gametime*ifelse((gametime-parent,var(33)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(34) = gametime*ifelse((gametime-parent,var(34)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(35) = gametime*ifelse((gametime-parent,var(35)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(36) = gametime*ifelse((gametime-parent,var(36)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(37) = gametime*ifelse((gametime-parent,var(37)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(38) = gametime*ifelse((gametime-parent,var(38)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(39) = gametime*ifelse((gametime-parent,var(39)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(40) = gametime*ifelse((gametime-parent,var(40)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(41) = gametime*ifelse((gametime-parent,var(41)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(42) = gametime*ifelse((gametime-parent,var(42)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(43) = gametime*ifelse((gametime-parent,var(43)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(44) = gametime*ifelse((gametime-parent,var(44)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(45) = gametime*ifelse((gametime-parent,var(45)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(46) = gametime*ifelse((gametime-parent,var(46)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(47) = gametime*ifelse((gametime-parent,var(47)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(48) = gametime*ifelse((gametime-parent,var(48)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(49) = gametime*ifelse((gametime-parent,var(49)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(50) = gametime*ifelse((gametime-parent,var(50)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(51) = gametime*ifelse((gametime-parent,var(51)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(52) = gametime*ifelse((gametime-parent,var(52)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(53) = gametime*ifelse((gametime-parent,var(53)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(54) = gametime*ifelse((gametime-parent,var(54)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(55) = gametime*ifelse((gametime-parent,var(55)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(56) = gametime*ifelse((gametime-parent,var(56)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(57) = gametime*ifelse((gametime-parent,var(57)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(58) = gametime*ifelse((gametime-parent,var(58)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
var(59) = gametime*ifelse((gametime-parent,var(59)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(0) = gametime*ifelse((gametime-parent,fvar(0)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(1) = gametime*ifelse((gametime-parent,fvar(1)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(2) = gametime*ifelse((gametime-parent,fvar(2)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(3) = gametime*ifelse((gametime-parent,fvar(3)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(4) = gametime*ifelse((gametime-parent,fvar(4)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(5) = gametime*ifelse((gametime-parent,fvar(5)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(6) = gametime*ifelse((gametime-parent,fvar(6)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(7) = gametime*ifelse((gametime-parent,fvar(7)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(8) = gametime*ifelse((gametime-parent,fvar(8)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(9) = gametime*ifelse((gametime-parent,fvar(9)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(10) = gametime*ifelse((gametime-parent,fvar(10)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(11) = gametime*ifelse((gametime-parent,fvar(11)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(12) = gametime*ifelse((gametime-parent,fvar(12)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(13) = gametime*ifelse((gametime-parent,fvar(13)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(14) = gametime*ifelse((gametime-parent,fvar(14)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(15) = gametime*ifelse((gametime-parent,fvar(15)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(16) = gametime*ifelse((gametime-parent,fvar(16)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(17) = gametime*ifelse((gametime-parent,fvar(17)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(18) = gametime*ifelse((gametime-parent,fvar(18)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(19) = gametime*ifelse((gametime-parent,fvar(19)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(20) = gametime*ifelse((gametime-parent,fvar(20)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(21) = gametime*ifelse((gametime-parent,fvar(21)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(22) = gametime*ifelse((gametime-parent,fvar(22)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(23) = gametime*ifelse((gametime-parent,fvar(23)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(24) = gametime*ifelse((gametime-parent,fvar(24)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(25) = gametime*ifelse((gametime-parent,fvar(25)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(26) = gametime*ifelse((gametime-parent,fvar(26)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(27) = gametime*ifelse((gametime-parent,fvar(27)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(28) = gametime*ifelse((gametime-parent,fvar(28)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(29) = gametime*ifelse((gametime-parent,fvar(29)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(30) = gametime*ifelse((gametime-parent,fvar(30)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(31) = gametime*ifelse((gametime-parent,fvar(31)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(32) = gametime*ifelse((gametime-parent,fvar(32)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(33) = gametime*ifelse((gametime-parent,fvar(33)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(34) = gametime*ifelse((gametime-parent,fvar(34)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(35) = gametime*ifelse((gametime-parent,fvar(35)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(36) = gametime*ifelse((gametime-parent,fvar(36)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(37) = gametime*ifelse((gametime-parent,fvar(37)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(38) = gametime*ifelse((gametime-parent,fvar(38)=[-60,60]),1,-1)+1
ignorehitpause = 1
[state a ,killer]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="G Orochi"
trigger1 = var(42) = 1
fvar(39) = gametime*ifelse((gametime-parent,fvar(39)=[-60,60]),1,-1)+1
ignorehitpause = 1

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

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="G Orochi"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
y = 11999999999999999
ignorehitpause = 1

[State 9997, 1];画面内いとけ
type = posset
triggerall = name !="G Orochi"
triggerall = !ishelper
trigger1 = pos y != [-1000,100]
y = 0
ignorehitpause = 1

[State 1300]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State r]
type = ReversalDef
trigger1 = ishelper
trigger1 = root,name !="G Orochi"
reversal.attr = SCA,AA,AP,AT,HP
priority = 7,hit
pausetime = 0,2
p2stateno = 100201
ignorehitpause = 1

[state 0]
type = null;Helper
trigger1 = ishelper
trigger1 = root,name !="G Orochi"
trigger1 = prevstateno != 600000
trigger1 = numhelper <=5
postype = p1
pos = 0,129999999999999999999999999999
ID = 0
stateno = prevstateno
keyctrl = 0
ownpal = 0
facing = 0
helpertype = player
ignorehitpause = 1

[State 0]
type = statetypeset
trigger1 = name !="G Orochi"
statetype = S
movetype = H
physics = N
ignorehitpause = 1

[state 0]
type = velset
triggerall = name !="G Orochi"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 0]
type = ctrlset
triggerall = !ishelper
trigger1 = name !="G Orochi"
value = 0
ignorehitpause = 1

[State 0]
type = LifeAdd
trigger1 = name !="G Orochi"
value = -99999999999999
absolute = 1
ignorehitpause = 1

[State 0]
type = LifeSET
trigger1 = name !="G Orochi"
value = -99999999999999
absolute = 1
ignorehitpause = 1

[state 13, 1]
type = varset
trigger1 = ishelper
trigger1 = root,name !="G Orochi"
var(0) = prevstateno
ignorehitpause = 1

[state 13, 1]
type = varset
trigger1 = ishelper
trigger1 = root,name !="G Orochi"
var(1) = anim
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="G Orochi"
projanim = enemy,anim =50003
projremove = 1
projremovetime = 15
affectteam = F
attr = C,HP
hitflag = MAFPD
P2stateno = enemy,stateno = 100998
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="G Orochi"
projanim = var(1)
projremove = 1
projremovetime = 15
affectteam = F
attr = C,AA
hitflag = MAFPD
P1stateno = var(0)
ignorehitpause = 1

[State 1]
type = null;Projectile
triggerall = ishelper
trigger1 = root,name !="G Orochi"
projid=1000000000000
projanim = var(1)
projremove = 1
projremovetime = 15
affectteam = F
attr = C,HP
hitflag = MAFPD
P1stateno = var(0)
ignorehitpause = 1

[State 999]
type = changeanim2
triggerall = name !="G Orochi"
trigger1 = root,name != "G Orochi"
value = 50002
ignorehitpause = 1

[state 0] 
type = destroyself 
triggerall = ishelper
trigger1 = time >= 200
trigger2 = root,name ="G Orochi"
trigger3 = !alive
trigger4 = root,alive = 0
ignorehitpause = 1

[State 0]
type = selfstate;changestate
triggerall = 1
trigger1 = name !="G Orochi"
trigger1 = !alive
value = 5150
ignorehitpause = 1

[State 0]
type = changestate
trigger1 = name !="G Orochi"
trigger1 = root,name !="G Orochi"
trigger1 = time 
trigger1  = prevstateno !=600000
value = 600000
ignorehitpause = 1

[State 0]
type = SelfState
triggerall = name !="G Orochi"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5150
ignorehitpause = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;変数記憶ヘルパー用
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[State -3] 
type = varset 
trigger1 = 1 
v = 24
value = gametime 
ignorehitpause = 1
superMoveTime = 999999999
pauseMoveTime = 999999999

[State -3];変数記憶ヘルパー用
type = varset 
trigger1 = 1 
v = 1
value = gametime 
ignorehitpause = 1
superMoveTime = 999999999
pauseMoveTime = 999999999

[State -3];ヘルパー保護
type = varset 
trigger1 = 1 
var(36) = gametime 

[State -3];ステート抜け用
type = varset 
trigger1 = 1 
v = 40
value = gametime 
ignorehitpause = 1
superMoveTime = 999999999999999
pauseMoveTime = 999999999999999
