;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;超必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeset
triggerall = 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 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2010

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

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

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

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeset
triggerall = 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 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2011

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

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

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

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeset
triggerall = 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 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2012

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

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

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

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeset
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 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

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

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

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

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

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

[State 13121]
type = lifeadd
trigger1 = life <= 50
value = -9999999
absolute = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[Statedef 2450]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2201
ctrl = 0
sprpriority = 99

[State 2450]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg

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

[State 2450]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 2450]
type = Explod
trigger1 = time = 0
anim = 22167

sprpriority = -5
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2200]
type = Explod
trigger1 = Time = 0
anim = 22168
sprpriority = 999
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

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

[State 2200]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 30
value = 0,0,0
under = 2

[State 2200]
type = PlaySnd
trigger1 = Time = 0
value = 3000,3
volume = -50

[State 2200]
type = PlaySnd
trigger1 = Time = 10
value = 2000,0

[state 2200]
type = changestate
trigger1 = animtime = 0
value = 2455

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

[Statedef 2455]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2206
sprpriority = 9999
ctrl = 0

[State 2205]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg

[State 2205]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2205]
type = PlaySnd
trigger1 = Time = 50
value = 2000,1
volume = 150

[State 2205]
type = PlaySnd
trigger1 = Time = 90
value = 2000,2
volume = 150

[State 2205]
type = PlaySnd
trigger1 = Time = 0
value = 4000,7
volume = 250

[State 2205]
type = Explod
trigger1 = Time = 0
anim = 3012
id = 3012
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1

[State 2205]
type = helper
triggerall = palno != 12
trigger1 = time = 0
id = 2100
persistent = 0
name = "muni"
pos = 0,-240
postype = back
stateno = 2222
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2616]
type = Projectile
triggerall = palno = 12
trigger1 = time <= 190 && (GameTime%10) = 1
attr = A, NA
projanim = 2208
projhitanim = -1
projid = 2208
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.2 * enemy,Const(data.life)),30
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,5
guard.pausetime = 0,5
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = s4000,6
guard.sparkno = -1
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,-2
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 169998

[State 2205]
type = null;helper
triggerall = palno = 12
trigger1 = projhit = 1
id = 4000
persistent = 1
name = "da1"
pos = 0,0
postype = p2
stateno = 4000
helpertype = normal
keyctrl = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2205]
type = ReversalDef
trigger1 = palno = 12
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
p2stateno = 169998

[state 2205]
type = targetstate
triggerall = palno = 12
trigger1 = time <= 190 && (GameTime%10) = 1
value = 169998

[State 2205]
type = Explod
triggerall = palno = 12
trigger1 = (target,stateno=169998||projhit=1||projguarded=1) && enemyNear,time = 0
anim = IfElse((projguarded>=1),7011,7001)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 2205]
type = HitAdd
triggerall = palno = 12
trigger1 = target,stateno = 169998 && enemyNear,time = 0
value = 1

[State 2205]
type = PlaySnd
triggerall = palno = 12
trigger1 = target,stateno = 169998 && enemyNear,time = 0
value = 4000,6

[state 2205]
type = changestate
trigger1 = time >= 201
value = 2460

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

[Statedef 2460]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0
sprpriority = 9999

[State 2210]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg

[State 2210]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[state 2210]
type = removeexplod
trigger1 = time = 0
is = 2220

[State 2210]
type = Explod
trigger1 = Time = 0
anim = 3013
id = 3013
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

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

;---------------------------------------------------------------------------
;ヘルパー
;---------------------------------------------------------------------------

[Statedef 2401]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2402

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

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

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

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

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

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

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

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


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

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

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

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

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

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

;---------------------------------------------------------------------------
;ヘルパー終了
;---------------------------------------------------------------------------

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

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

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

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

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

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

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

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

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

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

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="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 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 <= 50
value = -9999999
absolute = 1

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

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

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

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

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

[state a]
type = destroyself
trigger1 = ishelper

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

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

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

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

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

[State 13121]
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = Ceil(-0.04 * Const(data.life))
absolute = 1

[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 = lifeSet
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
value = 0

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

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

;---------------------------------------------------------------------------
; びーむ
;---------------------------------------------------------------------------

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

;---------------------------------------------------------------------------
;ビーム
;---------------------------------------------------------------------------

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

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

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

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

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

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

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

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

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

[state 220760]
type = destroyself
trigger1 = ishelper

[State 220760]
type = lifeadd
trigger1 = time = 0
ignorehitpause = 1
value = -(Ceil(((0.005+((enemynear,palno=12)*0.007))*Const(data.life))))
absolute = 1

[State 220760]
type = lifeset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

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

[State 220760]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
value = 0

[State 220760]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
fvalue = 0

[State 220760]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
sysvar(1) = 0

[State 220760]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
sysvar(2) = 0

[State 220760]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
sysvar(3) = 0

[State 220760]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
sysvar(4) = 0

[State 220760]
type = NotHitBy
trigger1 = enemynear,name="G OROCHI"&&!ishelper
trigger1 = enemynear,palno=12
value = SCA

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

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

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

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

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

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

[state 220761]
type = destroyself
trigger1 = ishelper

[State 220761]
type = lifeadd
trigger1 = time = 0
ignorehitpause = 1
value = -(Ceil(0.01 * Const(data.life)))
absolute = 1

[State 220761]
type = lifeset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

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

[State 220761]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
value = 0

[State 220761]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
fvalue = 0

[State 220761]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
sysvar(1) = 0

[State 220761]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
sysvar(2) = 0

[State 220761]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
sysvar(3) = 0

[State 220761]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
sysvar(4) = 0

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

[State 220761]
type = NotHitBy
trigger1 = enemynear,name="G OROCHI"&&!ishelper
trigger1 = enemynear,palno=12
value = SCA

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

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

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

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

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

;---------------------------------------------------------------------------
; 光を降らす
;---------------------------------------------------------------------------

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

;=================================================================================
;=================================================================================
[state 19401];紋章背景
type = Explod
trigger1 = Time = 0
anim = 2991
id = 2991
;sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
;ontop = 1
trans = add
scale = 0.5,0.5
removetime = 250
ignorehitpause = 1
supermovetime = 999999999999999
pausemovetime = 999999999999999

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


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

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

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

[State 1]
type = ReversalDef
trigger1 = var(1) = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = s22133
hitsound = s2562,31
p2facing = 1
p2stateno = 169995

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

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

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

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

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

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
value = 0,0,0
time = 200
under = 2

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

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 30 || Time = 60 || Time = 74 || Time = 88 || Time = 96 || Time = 112 || Time = 120 || time = 126 || Time = 130 || Time = 140 || Time = 155 || Time = 170 || Time = 180 || Time = 202   
;trigger1 = (GameTime%6) = 1
value = 11,1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 192   
value = 2562,1
volume = -40

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 30 || Time = 60 || Time = 74 || Time = 88 || Time = 96 || Time = 112 || Time = 120 || time = 126 || Time = 130 || Time = 140 || Time = 155 || Time = 170 || Time = 180 || Time = 202   
;trigger1 = (GameTime%6) = 1
value = 2562,14

[State 1020, 4]
type = EnvShake
trigger1 = Time = 30 || Time = 60 || Time = 74 || Time = 88 || Time = 96 || Time = 112 || Time = 120 || time = 126 || Time = 130 || Time = 140 || Time = 155 || Time = 170 || Time = 180 || Time = 202   
;trigger1 = (GameTime%3) = 1
time = 10
ampl = -10
freq = 95
phase = 95

[State 3221, 0]
type = Pause
trigger1 = time >= 202
time = 1

[State 2900, 1]
type = helper
trigger1 = time = 30
id = 2100
persistent = 0
name = "muni"
pos = 0,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 60
id = 2100
persistent = 0
name = "muni"
pos = -80,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 74
id = 2100
persistent = 0
name = "muni"
pos = 100,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 88
id = 2100
persistent = 0
name = "muni"
pos = -100,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 96
id = 2100
persistent = 0
name = "muni"
pos = 20,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 96
id = 2100
persistent = 0
name = "muni"
pos = -10,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 112
id = 2100
persistent = 0
name = "muni"
pos = -50,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 120
id = 2100
persistent = 0
name = "muni"
pos = -70,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 126
id = 2100
persistent = 0
name = "muni"
pos = 70,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 130
id = 2100
persistent = 0
name = "muni"
pos = 100,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 140
id = 2100
persistent = 0
name = "muni"
pos = 50,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 155
id = 2100
persistent = 0
name = "muni"
pos = 50,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 155
id = 2100
persistent = 0
name = "muni"
pos = 30,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 170
id = 2100
persistent = 0
name = "muni"
pos = -100,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 170
id = 2100
persistent = 0
name = "muni"
pos = -70,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 180
id = 2100
persistent = 0
name = "muni"
pos = 100,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 195
id = 2100
persistent = 0
name = "muni"
pos = 0,-240
postype = back
stateno = 22229
helpertype = normal
keyctrl = 0
ownpal = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[Statedef 2222]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2222

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

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 2101

[State 2]
type = HitDef
triggerall = p2statetype = A
trigger1 = time = 0
trigger2 = movecontact = 5
trigger2 = hitcount <= 7
attr = S, HA
animtype  = hard
damage    = Ceil(0.03 * enemy,Const(data.life)) - 5,Ceil(0.004 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag = M
numhits = 1
pausetime = 1,0
guard.pausetime = 0,8
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = s-1,0;190,2
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
air.velocity = -5,-6.5
;fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 19000
;nochainid = 2200

[State 2]
type = HitDef
triggerall = p2statetype != A
trigger1 = time = 0
trigger2 = movecontact = 5
trigger2 = hitcount <= 12
attr = S, HA
animtype  = hard
damage    = Ceil(0.018 * enemy,Const(data.life)) - 5,Ceil(0.004 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag = M
numhits = 1
pausetime = 2,0
guard.pausetime = 0,8
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = s-1,0;190,2
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
air.velocity = -5,-6.5
;fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 19000
;nochainid = 2200

[State 2]
type = HitDef
trigger1 = time = 60
attr = S, HA
animtype  = diagup
damage    = Ceil(0.032 * enemy,Const(data.life)) - 5,Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag = M
numhits = 1
pausetime = 0,2
guard.pausetime = 0,8
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = s-1,0;190,2
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-10
air.velocity = -8,-8.5
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 19000

[state a]
type = destroyself
trigger1 = hitcount >= 14
trigger2 = root,stateno != 2156

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

[Statedef 2600]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22061
ctrl = 0

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

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

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

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

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

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

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22169
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22171
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22170
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

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

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 2600,3

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

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

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

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

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

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

[state a]
type = changestate
trigger1 = animtime = 0
value = 2601

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

[Statedef 2601]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2407
ctrl = 0

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

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

[State 1]
type = ReversalDef
trigger1 = var(1) = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = s22133
hitsound = s2562,31
p2facing = 1
p2stateno = 169995

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

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

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

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

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

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
value = 0,0,0
time = 200
under = 2

[State 1]
type = ReversalDef
trigger1 = palno = 12
reversal.attr = SCA, AA ,AT ,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = s2100,2
p2stateno = 0

[state 1]
type = varset
trigger1 = time<=299&&enemy,movereversed
fv = 11
value = 1

[State 2601]
type = PlaySnd
trigger1 = Time = 18 || Time = 39 || Time = 78 || Time = 96 || Time = 108 || Time = 123 || time = 150
value = 2600,4
volume = 180

[State 2601]
type = PlaySnd
trigger1 = Time = 167 || Time = 174 || Time = 186 || Time = 192 || Time = 196 || Time = 201 || time = 210
value = 2600,4
volume = 180

[State 2601]
type = PlaySnd
trigger1 = Time = 217 || Time = 224 || Time = 236 || Time = 242 || Time = 246 || Time = 251 || time = 260
value = 2600,4
volume = 180

[State 2601]
type = PlaySnd
trigger1 = Time = 18 || Time = 27 || Time = 39 || Time = 78 || Time = 96 || Time = 108 || Time = 123 || time = 150
value = 2600,5
volume = 40

[State 2601]
type = PlaySnd
trigger1 = Time = 167 || Time = 174 || Time = 186 || Time = 192 || Time = 196 || Time = 201 || time = 210
value = 2600,5
volume = 40

[State 2601]
type = PlaySnd
trigger1 = Time = 217 || Time = 224 || Time = 236 || Time = 242 || Time = 246 || Time = 251 || time = 260
value = 2600,5
volume = 40

[State 2900, 1]
type = helper
trigger1 = time = 30
id = 2100
persistent = 0
name = "muni"
pos = 0,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 60
id = 2100
persistent = 0
name = "muni"
pos = -80,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 74
id = 2100
persistent = 0
name = "muni"
pos = 100,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 88
id = 2100
persistent = 0
name = "muni"
pos = -100,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 96
id = 2100
persistent = 0
name = "muni"
pos = 20,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 96
id = 2100
persistent = 0
name = "muni"
pos = -10,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 112
id = 2100
persistent = 0
name = "muni"
pos = -50,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 120
id = 2100
persistent = 0
name = "muni"
pos = -70,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 126
id = 2100
persistent = 0
name = "muni"
pos = 70,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 130
id = 2100
persistent = 0
name = "muni"
pos = 100,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 140
id = 2100
persistent = 0
name = "muni"
pos = 50,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 155
id = 2100
persistent = 0
name = "muni"
pos = 50,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 155
id = 2100
persistent = 0
name = "muni"
pos = 30,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 170
id = 2100
persistent = 0
name = "muni"
pos = -100,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 170
id = 2100
persistent = 0
name = "muni"
pos = -70,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 180
id = 2100
persistent = 0
name = "muni"
pos = 100,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 195
id = 2100
persistent = 0
name = "muni"
pos = 0,-240
postype = back
stateno = 22229
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3221, 0]
type = Pause
trigger1 = time >= 202
time = 1

[State 2601]
type = Explod
trigger1 = Time = 0
anim = 2600
id = 2600
sprpriority = 9999999
postype = back
pos = 0,0
bindtime = -1
scale = 1,1
supermove = 0
under = 0
ownpal = 1

[State 2601]
type = Explod
trigger1 = Time = 160
anim = 2604
id = 2604
sprpriority = 99999999
postype = back
pos = 0,0
bindtime = -1
scale = 1,1
supermove = 0
under = 0
ownpal = 1

[State 2601]
type = Explod
trigger1 = Time = 210
anim = 2604
id = 2604
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
scale = 1,1
supermove = 0
under = 0
ownpal = 1

[State 2601]
type = EnvShake
trigger1 = Time = 18 || Time = 39 || Time = 78 || Time = 96 || Time = 108 || Time = 123 || time = 150
time = 10
ampl = 8
freq = 90
phase = 90

[State 2601]
type = EnvShake
trigger1 = Time = 167 || Time = 174 || Time = 186 || Time = 192 || Time = 196 || Time = 201 || time = 210
time = 10
ampl = 8
freq = 90
phase = 90

[State 2601]
type = EnvShake
trigger1 = Time = 217 || Time = 224 || Time = 236 || Time = 242 || Time = 246 || Time = 251 || time = 260
time = 10
ampl = 8
freq = 90
phase = 90

[state 2601]
type = changestate
trigger1 = time >= 230
value = 2602

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

[Statedef 2602]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22062
ctrl = 0

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

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

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

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

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

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

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

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

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

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

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

[Statedef 2770]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 30030
ctrl     = 0
sprpriority = 3

[State 2000]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30

[State 20000]
type = AssertSpecial
trigger1 = 1
flag = noFG
flag2 = nomusic
flag3 = globalnoshadow
ignorehitpause = 1

[State 2000]
type = BGPalFx
trigger1 = time = 0
add = 256,256,256
time = 20

[State 2000]
type = BGPalFx
trigger1 = time = 20
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State 2000]
type = BGPalFx
trigger1 = time = 30
sinadd = 256,256,256,240
time = 60

[State 2000]
type = BGPalFx
trigger1 = time = 30
sinadd = 256,256,256,240
time = 60

[State 2000]
type = BGPalFx
trigger1 = time >= 90
trigger1 = time <= 440
add = 256,256,256
time = 1

[State 2000]
type = BGPalFx
trigger1 = time = 440
add = 256,256,256
sinadd = -256,-256,-256,200
time = 50

[State 2000]
type = EnvShake
triggerall = GameTime%4 = 3
trigger1 = time > 90
trigger1 = time <= 140
trigger2 = time > 440
trigger2 = time <= 490
time = 4
ampl = 4
freq = 180

[State 2000]
type = EnvShake
trigger1 = GameTime%4 = 1
trigger1 = time > 140
trigger1 = time <= 440
time = 4
ampl = 8
freq = 180

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s7,15
persistent = 0

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

[State 2000]
type = PlaySnd
trigger1 = time = 90
value = s10,4

[State 2000]
type = PlaySnd
trigger1 = time = 140
value = s10,5
channel = 1

[State 2000]
type = PlaySnd
trigger1 = time = 140
value = s10,14
channel = 2

[State 2000]
type = PlaySnd
trigger1 = win
value = s10,6
persistent = 0
volume = 255
channel = 1

[State 2000]
type = PlaySnd
trigger1 = win
value = s10,6
persistent = 0
volume = 255
channel = 2

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

[State 2000]
type = Explod
trigger1 = palno != 12
trigger1 = AnimElem = 1
anim = 22165
pos = -29,-102
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno != 12
trigger1 = AnimElem = 1
anim = 22166
pos = -29,-102
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10004
pos = -29,-102
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 22172
pos = -29,-102
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 22173
pos = -29,-102
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Helper
trigger1 = time = 90
stateno = 313100
pos = 0,-73

[State 2000]
type = Helper
trigger1 = time = 140
stateno = 313101

[State 2000]
type = Helper
trigger1 = time = 140
stateno = 313102

[State 3000]
type = Projectile
trigger1 = Time = [140,440]
projanim = 40050
projremove = 1
projhitanim = -1
projremanim = -1
projshadow = 0,0,0
projremovetime = 1
offset = 0,-73
damage = 2147483648
getpower = -2147483648
ownpal = 0
offset = 51,-88
attr = S, HP
animtype = Hard
damage = 0 ,0
hitflag = MAFPD
hitsound = -1;s1,1
guardsound = -1;s1,1
sparkno = -1
guard.sparkno = -1
pausetime = 0,9999
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
fall = 1
p2stateno = 769998

[State 2000]
type = SelfState
trigger1 = time > 490
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;相手地面
;---------------------------------------------------------------------------

[Statedef 70382]
type    = L
movetype= H
physics = N

[State 10382]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10382]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 10382]
type = FallEnvShake
trigger1 = Time = 0

[State 10382]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 10382]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 10382]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 10384

[State 10382]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10382]
type = HitFallDamage
trigger1 = Time = 3

[State 10382]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10382]
type = PosFreeze
trigger1 = 1

[State 10382]
type = ChangeState
trigger1 = AnimTime = 0
value = 70383

;---------------------------------------------------------------------------
;相手地面
;---------------------------------------------------------------------------

[Statedef 70383]
type    = L
movetype= H
physics = N

[State 10383]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10383]
type = HitFallVel
trigger1 = Time = 0

[State 10383]
type = PosSet
trigger1 = Time = 0
y = 20

[State 10383]
type = VelAdd
trigger1 = 1
y = .4

[State 10383]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
value = 70384

;---------------------------------------------------------------------------
;相手地面
;---------------------------------------------------------------------------

[Statedef 70384]
type    = L
movetype= H
physics = N

[State 10384]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10384]
type = PlayerPush
trigger1 = 1
value = 0

[State 10384]
type = FallEnvShake
trigger1 = Time = 0


[State 10384]
type = HitFallDamage
trigger1 = Time = 0

[State 10384]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10384]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 10384]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10384]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10384]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10384]
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 5150

[State 10384]
type = ChangeState
triggerall = alive
trigger1 = Time >= 30+((enemynear,name="G OROCHI"&&enemynear,var(59)=1)*100)
value = 70385

[State 10384]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 10384]
type = VelMul
trigger1 = 1
x = 0.85

;---------------------------------------------------------------------------
;相手起き上がり
;---------------------------------------------------------------------------

[Statedef 70385]
type    = L
movetype= I
physics = N

[State 10385]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10385]
type = VelSet
trigger1 = Time = 0
x = 0

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10385]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 10385]
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 10385]
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 70385]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 769997]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 169997]
type = destroyself
trigger1 = ishelper

[State 169997]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 169997]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 169997]
type = PlayerPush
trigger1 = 1
value = -1

[State 169997]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169997]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1


[state 169997]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 169997]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 769997]
type = Changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 70382

;---------------------------------------------------------------------------
[Statedef 769998]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 169998]
type = destroyself
trigger1 = ishelper

[State 169998]
type = lifeset
trigger1 = IfElse((enemynear,name="G OROCHI"&&enemynear,var(48)>=3),(time >= 0),(time = 0))
ignorehitpause = 1
value = IfElse((enemynear,name="G OROCHI"&&enemynear,var(48)>=3),0,life-(Ceil(0.02*Const(data.life))))

[State 169998]
type = lifeset
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(25)=1
ignorehitpause = 1
value = 0

[State 169998]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 169998]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169998]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 169998]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3030

[State 169998]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 169998]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[state 169998]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),0.3,-0.3)
y = -0.25

[state 169998]
type = veladd
trigger1 = 1
y = 0.002

[State 169998]
type = changestate
trigger1 = time >= 11
value = 769997

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

[Statedef 2880]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 30030
ctrl     = 0
sprpriority = 3

[State 2000]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30

[State 20000]
type = AssertSpecial
trigger1 = 1
flag = noFG
flag2 = globalnoshadow
ignorehitpause = 1

[State 20000]
type = AssertSpecial
trigger1 = time > 30
flag = noBG
ignorehitpause = 1

[State 2000]
type = BGPalFx
trigger1 = time = 0
add = 256,256,256
time = 30

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s7,15
persistent = 0

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

[State 2000]
type = PlaySnd
trigger1 = time = 90
value = s10,4

[State 2000]
type = PlaySnd
trigger1 = time = 140
value = s10,5
channel = 1

[State 2000]
type = PlaySnd
trigger1 = win
value = s10,6
persistent = 0
volume = 255
channel = 1

[State 2000]
type = Explod
trigger1 = palno != 12
trigger1 = AnimElem = 1
anim = 22165
pos = -29,-102
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno != 12
trigger1 = AnimElem = 1
anim = 22166
pos = -29,-102
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 22172
pos = -29,-102
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 22173
pos = -29,-102
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10111
pos = -29,-102
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = EnvShake
triggerall = GameTime%4 = 3
trigger1 = time > 90
trigger1 = time <= 140
trigger2 = time > 440
trigger2 = time <= 490
time = 4
ampl = 4
freq = 180

[State 2000]
type = EnvShake
trigger1 = GameTime%4 = 1
trigger1 = time > 140
trigger1 = time <= 440
time = 4
ampl = 8
freq = 180

[State 2000]
type = Helper
trigger1 = time = 90
stateno = 313600
pos = 0,-73

[State 2000]
type = Helper
trigger1 = time = 140
stateno = 313601

[State 2000]
type = Helper
trigger1 = time = 140
stateno = 313602

[State 2000]
type = SelfState
trigger1 = time > 490
value = 0
ctrl = 1

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

[Statedef 313600]
anim = 40030

[State 2000]
type = BindToRoot
trigger1 = 1
pos = 4,-65

[State 1000]
type = VarRandom
trigger1 = 1
v = 0
range = 0,360

[State 3000]
type = Projectile
trigger1 = time > 50
trigger1 = time <= 350
projanim = 60075
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 20
projscale = 2,2
getpower = 100
velocity = -20*cos(pi*var(0)/180),-20*sin(pi*var(0)/180)
attr = S, SP
animtype = Hard
damage = 2147483648
hitflag = MAFPD
guardflag = M
hitsound = s10,0
guardsound = s1,1
pausetime = 0,10
sparkno = s10022
guard.sparkno = s10022
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

[State 2000]
type = Explod
trigger1 = time = 0
anim = 10091
id = 10091
removetime = 400
scale = 1,1
ontop = 1
ownpal = 1

[State 2000]
type = ModifyExplod
trigger1 = time <= 50
scale = 0.02*time,0.02*time
id = 10091

[State 2000]
type = ModifyExplod
trigger1 = time > 350
scale = 0.02*(400-time),0.02*(400-time)
id = 10091

[State 2000]
type = DestroySelf
trigger1 = time > 400

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

[Statedef 313601]
anim = 40040

[state 2000]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

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

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

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

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

[state 2000]
type = velset
trigger1 = 1
x = 8

[state 2000]
type = turn
trigger1 = parentdist X < 0

[state 2000]
type = destroyself
trigger1 = time > 300

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

[Statedef 313602]
anim = 40020

[State 2000]
type = BindToRoot
trigger1 = 1
pos = 4,-65
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = s0,9
pausetime = 0,2
p2stateno = 769998
ignorehitpause = 1

[State 10000]
type = targetlifeadd
trigger1 = 1
value = -99999999999999999999
absolute = 1
ignorehitpause = 1

[State 2000]
type = ParentVarSet
trigger1 = numtarget > 0
var(42) = 1

[State 10000]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper

[State 10000]
type = targetstate
trigger1 = win
trigger1 = numtarget > 0
trigger1 = target,ishelper = 0
value = 5150
persistent = 0
ignorehitpause = 1

[state 2000]
type = destroyself
trigger1 = time > 300
ignorehitpause = 1

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

[Statedef 313100]
anim = 40030

[State 2000]
type = BindToRoot
trigger1 = 1
pos = 4,-65

[State 1000]
type = VarRandom
trigger1 = 1
v = 0
range = 0,360

[State 2000]
type = Explod
trigger1 = time > 50
trigger1 = time <= 350
anim = 60074
pos = Ceil(400*cos(pi*var(0)/180)),Ceil(400*sin(pi*var(0)/180))
vel = -20*cos(pi*var(0)/180),-20*sin(pi*var(0)/180)
removetime = 20
ownpal = 1
scale = 2,2

[State 2000]
type = Explod
trigger1 = time = 0
anim = 10090
id = 10090
removetime = 400
scale = 1,1
ontop = 1
ownpal = 1

[State 2000]
type = ModifyExplod
trigger1 = time <= 50
scale = 0.02*time,0.02*time
id = 10090

[State 2000]
type = ModifyExplod
trigger1 = time > 350
scale = 0.02*(400-time),0.02*(400-time)
id = 10090

[State 2000]
type = DestroySelf
trigger1 = time > 400

[Statedef 313101]
anim = 40040

[state 2000]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

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

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

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

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

[state 2000]
type = velset
trigger1 = 1
x = 8

[state 2000]
type = turn
trigger1 = parentdist X < 0

[state 2000]
type = destroyself
trigger1 = time > 300

[Statedef 313102]
anim = 40020

[State 2000]
type = BindToRoot
trigger1 = 1
pos = 4,-65
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = s0,9
pausetime = 0,2
p2stateno = 213100
ignorehitpause = 1

[State 10000]
type = targetlifeadd
trigger1 = 1
value = -99999999999999999999
absolute = 1
ignorehitpause = 1

[State 2000]
type = ParentVarSet
trigger1 = numtarget > 0
var(42) = 1

[State 10000]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper

[State 10000]
type = targetstate
trigger1 = win
trigger1 = numtarget > 0
trigger1 = target,ishelper = 0
value = 5150
persistent = 0
ignorehitpause = 1

[state 2000]
type = destroyself
trigger1 = time > 300
ignorehitpause = 1

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

[Statedef 213100]
type    = A
movetype= H
physics = N
velset = 0,0

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

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

[State 20000]
type = ChangeState
triggerall = name = "G OROCHI"&&palno = 12
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[State 20000]
type = DestroySelf
triggerall = name = "G OROCHI"&&root,palno = 12
triggerall = ishelper
trigger1 = 1
ignorehitpause = 1

[State 20000]
type = LifeSet
triggerall = name != "G OROCHI"||name = "G OROCHI"&&palno != 12
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 20000]
type = PowerSet
triggerall = name != "G OROCHI"||name = "G OROCHI"&&palno != 12
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 20000]
type = ChangeState
triggerall = name != "G OROCHI"||name = "G OROCHI"&&palno != 12
triggerall = ishelper = 0
trigger1 = lose
value = 5150
ignorehitpause = 1

[State 20000]
type = AssertSpecial
trigger1 = name != "G OROCHI"||name = "G OROCHI"&&root,palno != 12
trigger1 = ishelper
flag = invisible
ignorehitpause = 1

[State 20000]
type = BindToTarget
triggerall = name != "G OROCHI"||name = "G OROCHI"&&root,palno != 12
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = BindToParent
triggerall = name != "G OROCHI"||name = "G OROCHI"&&root,palno != 12
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = BindToRoot
triggerall = name != "G OROCHI"||name = "G OROCHI"&&root,palno != 12
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = VelSet
triggerall = name != "G OROCHI"||name = "G OROCHI"&&root,palno != 12
triggerall = ishelper
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 20000]
type = PosSet
triggerall = name != "G OROCHI"||name = "G OROCHI"&&root,palno != 12
triggerall = ishelper
trigger1 = 1
x = 0
y = 2500
ignorehitpause = 1

[State 20000]
type = Projectile
triggerall = name != "G OROCHI"||name = "G OROCHI"&&root,palno != 12
triggerall = ishelper
trigger1 = 1
projanim = anim
projid = 18446744073709551616
projremove = 1
projremovetime = -1
projpriority = 99999
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999,99999
offset = 0,2500
attr = C,ST
hitflag = MAFPD
sparkno = -1
numhits = 0
p1stateno = prevstateno
persistent = 0
ignorehitpause = 1

[State 20000]
type = Projectile
triggerall = name != "G OROCHI"||name = "G OROCHI"&&root,palno != 12
triggerall = ishelper
trigger1 = root,numprojid(18446744073709551616) <= 0
projanim = anim
projid = 18446744073709551616
projremove = 1
projremovetime = -1
projpriority = 99999
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999,99999
attr = C,ST
hitflag = MAFPD
sparkno = -1
numhits = 0
p1stateno = 50
persistent = 0
ignorehitpause = 1

[State 20000]
type = DestroySelf
triggerall = name != "G OROCHI"||name = "G OROCHI"&&root,palno != 12
triggerall = ishelper
trigger1 = root,numprojid(18446744073709551616) <= 0
ignorehitpause = 1


[state 1000 nulls]
type = Null
triggerall = name != "G OROCHI"||name = "G OROCHI"&&palno != 12
trigger1 = 1
ignorehitpause = 1

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

[Statedef 270100]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = -4,-6

[State 270100]
type = NotHitBy
trigger1 = 1
value = SCA

[State 270100]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 270100]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[state 270100]
type = destroyself
trigger1 = ishelper

[State 270100]
type = ChangeAnim
trigger1 = time = 0 && !ishelper
value = ifelse(SelfAnimExist(5070),5070,0)

[State 270100]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 270100]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5150

;---------------------------------------------------------------------------
; ヘルパー
;---------------------------------------------------------------------------

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

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

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

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

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

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

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

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

;---------------------------------------------------------------------------
; ヘルパー
;---------------------------------------------------------------------------

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

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

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

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

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

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

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

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

;---------------------------------------------------------------------------
; ヘルパー
;---------------------------------------------------------------------------

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

;---------------------------------------------------------------------------
;パワーアップ
;---------------------------------------------------------------------------

[Statedef 3250]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= -4000
sprpriority = 1
anim = 3450
ctrl = 0

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

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

[State 2000, 2]
type = SuperPause
trigger1 = time = (palno=12&&RoundState<=2&&var(54)<=50)
time = 25
movetime = 25
anim = -1

[State a]
type = helper
trigger1 = time = 12 || time = 16 ||  time = 22 || time = 30
id = 22101
persistent = 1
name = "wakka"
pos = 1,-115
postype = P1
stateno = 22101
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -2
postype = p1
pos = 1,-115
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1000, 5]
type = Explod
trigger1 = time = (palno=12&&RoundState<=2&&var(54)<=50)
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-115
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1000, 5]
type = Explod
trigger1 = Time = (palno=12&&RoundState<=2&&var(54)<=50)
anim = 22173
sprpriority = -2
postype = p1
pos = 1,-115
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -1]
type = Explod
trigger1 = time = 20
anim = 22154
id = 22154
sprpriority = 0
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State a]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%3) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = -70 + (random%140),0 - (random%40)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -2 + (random%4),-7
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
time = 1
value = 255,255,255
under = 2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
time = 75
value = 0,0,0
under = 2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 8
value = 2563,2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 15
value = 2200,2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 0]
type = Projectile
triggerall = var(1)!=1
trigger1 = AnimElem = 20 || AnimElem = 22 || AnimElem = 24 || AnimElem = 26 || AnimElem = 28 || AnimElem = 30 || AnimElem = 32 || AnimElem = 34 || AnimElem = 36 || AnimElem = 38
trigger2 = AnimElem = 40 || AnimElem = 42 || AnimElem = 44 || AnimElem = 46 || AnimElem = 48 || AnimElem = 50 || AnimElem = 52 || AnimElem = 54
attr = C, HA
projanim = 22156
projhitanim = -1
projid = 35904
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.002 * enemy,Const(data.life)) ,0
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = (enemy,const(size.mid.pos.x)),(enemy,const(size.mid.pos.y))
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-10
air.velocity = -0.5,-10
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 19000

[State 1]
type = Projectile
triggerall = var(1)!=0
trigger1 = AnimElem = 20 || AnimElem = 22 || AnimElem = 24 || AnimElem = 26 || AnimElem = 28 || AnimElem = 30 || AnimElem = 32 || AnimElem = 34 || AnimElem = 36 || AnimElem = 38
trigger2 = AnimElem = 40 || AnimElem = 42 || AnimElem = 44 || AnimElem = 46 || AnimElem = 48 || AnimElem = 50 || AnimElem = 52 || AnimElem = 54
attr = C, HA
projanim = 22156
projhitanim = -1
projid = 35904
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.002 * enemy,Const(data.life)) ,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -7, -85
hitsound   = -1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-10
air.velocity = -0.5,-10
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 19000

[State 1]
type = lifeadd
trigger1 = palno != 12 && time = 0
value = lifemax/(4-(var(1)*2))
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state a]
type = targetstate
triggerall = palno = 12
triggerall = target,stateno = [19000,19035]
trigger1 = animelemtime(52) >= 0
value = 103999
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state a]
type = varset
trigger1 = time = 2
v = 29
value = ((var(1)=1)*400)+400+(((var(54)>=5700)*1700)+((fvar(24)>=2150&&var(54)>=2150)*1700))
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1]
type = varset
trigger1 = var(1) = 1 && palno != 12 && time = 1
fv = 39
value = life
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;超必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

[Statedef 2155]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2209
ctrl = 0

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

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

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

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

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

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 2563,0

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 20
value = 2562,34

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

[state a]
type = changestate
trigger1 = animtime = 0
value = 2156

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

[Statedef 2156]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2206
ctrl = 0

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

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

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

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2200,2

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22100
id = 2155
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2900, 1]
type = helper
trigger1 = time = 0
id = 2201
persistent = 0
name = "muni"
pos = 0,-240
postype = back
stateno = 2222
helpertype = normal
keyctrl = 0
ownpal = 1

[state a]
type = changestate
trigger1 = time = 100
value = 2157

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

[Statedef 2157]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0

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

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

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

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22101
id = 2201
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

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

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

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

[State ]
type = Explod
trigger1 = Time = 0
anim = 8024
id = 8024
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add
scale = 1.1,1.1
pausemovetime = 999999999999999
supermovetime = 999999999999999

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[Statedef 2205]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2206
ctrl = 0

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

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

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

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

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

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

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

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

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

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

[State 1]
type = Projectile
triggerall = var(1)!=1
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = ((random<=15)*(random%150))+(random<=(3+(var(1)*5)))*21474836,(random<=25)*(random%250)
getpower = 0,0
givepower = -9999999999
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2635

[State 1]
type = Projectile
triggerall = var(1)!=0
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 21474836
getpower = 0,0
givepower = 0-((palno = 12)*9999999999)
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2635

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

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

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

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

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

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

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

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

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

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

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

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

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

[Statedef 2610]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 3040
sprpriority = 99
ctrl = 0

[state 2610]
type = varset
trigger1 = palno = 12 && time = 0
v = 5
value = (palno=12&&power>=(0.4*Const(data.power)))*1

[State 2610]
type = powerAdd
trigger1 = palno = 12 && time = 1 && (var(5) = 1)
value = (-0.4*Const(data.power))

[State 2610]
type = AssertSpecial
trigger1 = time = [0,20]
trigger1 = (GameTime%3) = 1
flag = invisible

[State 2610]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2610]
type = PlaySnd
trigger1 = Time = 0
value = 2400,24
volume = 250

[State 2610]
type = Explod
triggerall = time = [0,20]
trigger1 = (GameTime%3) = 1
anim = 3039
sprpriority = 100
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 2610]
type = changestate
trigger1 = time >= 49
value = 2611

;---------------------------------------------------------------------------
; ユニバース・ディストーション
;---------------------------------------------------------------------------

[Statedef 2611]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= 0
anim = 3041
ctrl = 0
sprpriority = 99

[State 2611]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg
flag3 = nofg

[State 2611]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2611]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 2611]
type = Explod
trigger1 = time = 1
anim = 3036
sprpriority = -1
postype = p1
pos = 20,-110
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2611]
type = Explod
trigger1 = Time = 11
anim = 3037
sprpriority = 101
postype = p1
pos = 20,-110
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2611]
type = Explod
trigger1 = Time = 15
anim = 3038
sprpriority = -4
postype = p1
pos = 20,-110
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2611]
type = Explod
trigger1 = Time = 0
anim = 3044
id = 3045
sprpriority = 100
postype = p1
pos = 14,-7
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2611]
type = helper
trigger1 = time = 10 || time = 14 ||  time = 38 || time = 44
id = 2601
persistent = 1
name = "wakka"
pos = 20,-110
postype = P1
stateno = 2601
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2611]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 2611]
type = PlaySnd
trigger1 = Time = 1
value = 2400,19

[State 2611]
type = PlaySnd
trigger1 = Time = 2
value = 2400,18

[State 2611]
type = PlaySnd
trigger1 = Time = 8
value = 2400,20

[state 2611]
type = changestate
trigger1 = animtime = 0
value = 2612

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

[Statedef 2612]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 3042
sprpriority = 99
ctrl = 0

[State 2612]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg
flag3 = nofg

[State 2612]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2612]
type = PlaySnd
trigger1 = Time = 0
value = 2400,21
volume = 250
channel = 6

[State 2612]
type = PlaySnd
trigger1 = Time = 0
value = 2400, 23
volume = 250
channel = 7

[State 2612]
type = null;PlaySnd
trigger1 = Time = 141
value = 2400,23
volume = 250
channel = 8

[State 2612]
type = Explod
trigger1 = Time = 0
anim = 3045
id = 3045
sprpriority = 100
postype = p1
pos = 14,-8
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1

[State 2612]
type = Explod
trigger1 = Time = 0
anim = 3047
id = 3045
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1

[State 2612]
type = AttackDist
trigger1 = 1
value = 0

[State 2612]
type = Projectile
trigger1 = time >= 0 && time <= 190
trigger1 = (GameTime%10) = 1
attr = S, NA
projanim = 3049
projhitanim = -1
projid = 1073
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(((0.005+((var(1)=1)*0.015))+((palno=12)*0.04)+((palno=12&&(var(5)=1))*99.9))*enemy,Const(data.life))
getpower = 0,0
givepower = 0-((palno = 12)*9999999999)
hitflag = MAFD
guardflag =
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = s490,0
guard.sparkno = -1
guardsound = s122,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-1.52
guard.velocity = -9.5
air.velocity = -0.75,-1.52
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2605

[State 2612]
type = Projectile
trigger1 = time >= 0 && time <= 190
attr = S, SP
projanim = 3050
projhitanim = -1
projid = 3050
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[state 2612]
type = targetstate
triggerall = palno = 12
trigger1 = time >= 0 && time <= 190
trigger1 = (GameTime%10) = 1
value = 2606

[State 2612]
type = ReversalDef
trigger1 = palno = 12
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7, hit
pausetime = 0,0
numhits = 1
sparkno = -1
hitsound = -1
p2stateno = 2606

[State 2612]
type = Explod
triggerall = palno = 12
trigger1 = target,stateno = 2606 && enemyNear,time = 0
anim = IfElse((var(54)= 1),(3016 + (random%8)),7003)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 2612]
type = HitAdd
triggerall = palno = 12
trigger1 = target,stateno = 2606 && enemyNear,time = 0
value = 1

[State 2612]
type = PlaySnd
triggerall = palno = 12
trigger1 = target,stateno = 2606 && enemyNear,time = 0
value = 490,0

[state 2612]
type = changestate
trigger1 = time >= 211
value = 2613

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

[Statedef 2613]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 3043
ctrl = 0
sprpriority = 99

[State 2613]
type = AssertSpecial
trigger1 = AnimElemtime(5) <= 0
flag = nobardisplay
flag2 = nobg
flag3 = nofg

[State 2613]
type = AssertSpecial
trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) <= 29
trigger1 = (GameTime%3) = 1
flag = invisible

[state 2613]
type = removeexplod
trigger1 = time = 0
is = 3045

[State 2613]
type = null;Explod
trigger1 = Time = 0
anim = 3046
id = 3046
sprpriority = 100
postype = p1
pos = 14,-8
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2613]
type = Explod
trigger1 = Time = 0
anim = 3048
id = 3048
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2613]
type = Explod
triggerall = AnimElemtime(4) = [0,40]
trigger1 = (GameTime%3) = 1
anim = 3039
sprpriority = 100
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2613]
type = PlaySnd
trigger1 = AnimElemtime(4) = 0
value = 2400,24
volume = 250

[state 2613]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

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

[Statedef 2500]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2201
ctrl = 0


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

[State 2300]
type = varset
trigger1 = palno=12&&time=0
fv = 13
value = 1
ignorehitpause = 1

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

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

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

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

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

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

[State 2300]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2300]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 2100,0
volume = 150

[State 2300]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2

[State 2300]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3

[State 2300]
type = PlaySnd
trigger1 = Time = 8
value = 2563,4

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

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

[state 2300]
type = changestate
trigger1 = animtime = 0
value = 23000

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

[Statedef 23000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2206
ctrl = 0

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

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

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

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

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

[State 23000]
type = varadd
trigger1 = palno=12&&time<160&&fvar(17)!=0
fv = 15
value = (stateno=23000)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 23000]
type = varset
trigger1 = palno=12&&time<160&&enemy,movereversed
fv = 17
value = (stateno=23000)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 23000]
type = PlaySnd
trigger1 = Time = 0
value = 2100,1
volume = 150

[State 23000]
type = PlaySnd
trigger1 = Time = 0
value = 4000,17
volume = 250
channel = 9

[State 23000]
type = null;PlaySnd
trigger1 = Time = 0
value = 4000,20
volume = 150

[State 23000]
type = Explod
trigger1 = Time = 0
anim = 3060
id = 3060
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

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

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = fvar(16)!=1&&(time=[20,220])&&(GameTime%3) = 1
trigger2 = fvar(16)!=0&&(time=[180,220])&&(GameTime%3) = 1
attr = S, NA
projanim = 3063
projhitanim = -1
projid = 3063
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 21474836
getpower = 0,0
givepower = -999999999
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 26350

[State 1]
type = Projectile
triggerall = palno != 12
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 3063
projhitanim = -1
projid = 3063
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 21474836
getpower = 0,0
givepower = 0-((palno = 12)*9999999999)
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 26350

[State 23000]
type = Projectile
triggerall = palno != 12
trigger1 = time = [20,220]
trigger1 = (GameTime%2) = 1
attr = S, NA
projanim = 3067
projhitanim = -1
projid = 3067
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 160,-140
velocity = 0
animtype  = hard
damage    = ((random<=10)*(random%150))+(random<=(2+(var(1)*5)))*21474836,(random<=20)*(random%200)
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 26350

[State 1]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3064
projhitanim = -1
projid = 3064
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 23000]
type = AttackDist
trigger1 = 1
value = 0

[State 23000]
type = ReversalDef
triggerall = palno = 12
trigger1 = time <= 220
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 263601
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

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

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

[State 1]
type = Explod
trigger1 = target,stateno = 2636 && enemyNear,time = 0 || projhit22177 = 1
anim = IfElse((projguarded=1),7011,7001)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1
trans = add

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

[state 23000]
type = changestate
trigger1 = time >= 250
value = 23001

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

[Statedef 23001]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;フィア?・パニッシュメント
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 2555]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 3034
ctrl = 0
sprpriority = 99

[State 2215]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nobardisplay

[State 2215]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2215]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 2215]
type = Explod
trigger1 = time = 0
anim = 22167
sprpriority = -5
postype = p1
pos = -1,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2215]
type = Explod
trigger1 = Time = 0
anim = 22168
sprpriority = 999
postype = p1
pos = -1,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2215]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 2215]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 60
value = 0,0,0
under = 2

[State 2215]
type = PlaySnd
trigger1 = Time = 0
value = 3000,3
volume = -50

[State 2215]
type = PlaySnd
trigger1 = Time = 10
value = 2000,0

[state 2215]
type = changestate
trigger1 = animtime = 0
value = 2556

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

[Statedef 2556]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 3035
sprpriority = 9
ctrl = 0

[State 2216]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nobardisplay

[State 2216]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2216]
type = PlaySnd
trigger1 = Time = 0
value = 4000,13
volume = 250

[State 2216]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 2216]
type = Explod
trigger1 = Time = 0
anim = 3038
id = 3038
sprpriority = 11
postype = p1
pos = 0,-40
bindtime = -1
removetime = 145
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3039
id = 3039
sprpriority = 11
postype = p1
pos = var(43),var(44)
bindtime = -1
removetime = 24
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3040
id = 3040
sprpriority = 11
postype = p1
pos = var(43),-20+var(44)
bindtime = -1
removetime = 14
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = (GameTime%2) = 1
anim = 3041
id = 3041
sprpriority = 11
postype = p1
pos = var(43),-20+var(44)
bindtime = -1
removetime = 44
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 3042
id = 3042
sprpriority = -1
postype = p1
pos = -2,-100
bindtime = -1
removetime = 145
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 3043
id = 3043
sprpriority = 1
postype = p1
pos = 10,0
bindtime = -1
removetime = 145
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 3044
id = 3043
sprpriority = 1
postype = p1
pos = -20,0
bindtime = -1
removetime = 145
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 3045
id = 3043
sprpriority = 1
postype = p1
pos = -7,3
bindtime = -1
removetime = 145
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 3046
id = 3043
sprpriority = -2
postype = p1
pos = 0,-100
bindtime = -1
removetime = 145
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = helper
trigger1 = palno != 12 && time = 0
id = 2218
persistent = 0
name = "muni"
pos = 0,0
postype = p1
stateno = 2218
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2216]
type = helper
trigger1 = time = 0 && palno != 12
id = 2219
persistent = 0
name = "kabe"
pos = -12,0
postype = p2
stateno = 2219
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2616]
type = Projectile
triggerall = palno = 12
trigger1 = time <= 110 && (GameTime%3) = 1
attr = S, NA
projanim = 3037
projhitanim = -1
projid = 3037
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.01 * enemy,Const(data.life)),5
getpower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,3
guard.pausetime = 0,8
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = -1
guard.sparkno = -1
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
guard.velocity = 0.2
air.velocity = -1,-2
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 169999
envshake.time = 7
envshake.ampl = 5
envshake.freq = 110

[State 2217]
type = PlaySnd
trigger1 = palno = 12 && projhit=1
value = 4000,6
volume = -40
channel = 6

[State 2216]
type = Envcolor
trigger1 = palno = 12 && projhit=1
value = 255, 255, 255
time = 1
under = 1
supermove = 1
invertall = 1
ignorehitpause = 1

[State 2216]
type = ReversalDef
trigger1 = palno = 12
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
p2stateno = 4007

[state 2216]
type = targetstate
triggerall = palno = 12
trigger1 = time <= 110 && (GameTime%3) = 1
value = 169999

[State 2216]
type = Explod
triggerall = palno = 12
trigger1 = (target,stateno=169999||projhit=1||projguarded=1) && enemyNear,time = 0
anim = IfElse((projguarded>=1),7011,7001)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 2216]
type = HitAdd
triggerall = palno = 12
trigger1 = target,stateno = 169999 && enemyNear,time = 0
value = 1

[State 2205]
type = PlaySnd
triggerall = palno = 12
trigger1 = target,stateno = 169999 && enemyNear,time = 0
value = 4000,6
volume = -40
channel = 6

[state 2216]
type = changestate
trigger1 = time = 115
value = 2557

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

[Statedef 2557]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 3036
ctrl = 0
sprpriority = 1

[State 2217]
type = Explod
trigger1 = time = 0
anim = 3048
id = 3048
sprpriority = -2
postype = p1
pos = 0,-100
bindtime = -1
removetime = 14
supermove = 1
under = 0
ownpal = 1

[State 2217]
type = AssertSpecial
trigger1 = (GameTime%2) = 1
flag = invisible

[State 2217]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nobardisplay

[State 2217]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[state 2217]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

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

[Statedef 2218]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3037

[State 2218]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 2217]
type = BindToParent
trigger1 = 1
pos = 0,0

[state 2217]
type = nothitby
trigger1 = 1
value = SCA

[state 2217]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 2218

[State 2217]
type = PlaySnd
trigger1 = movehit = 1
value = 4000,6
volume = -40
channel = 6

[State 2217]
type = Envcolor
trigger1 = movehit = 1
time = 1
value = 200,200,200
under = -2

[State 2217]
type = HitDef
trigger1 = time = 0
trigger1 = root,time <= 102
trigger2 = movecontact = 2
trigger2 = hitcount <= 32
trigger2 = root,time <= 102
attr = S, HP
animtype  = hard
damage    = Ceil(0.027 * enemy,Const(data.life)),5
getpower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 2,3
guard.pausetime = 0,8
sparkno = s7001
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = -1
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
guard.velocity = 0.2
air.velocity = -1,-2
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 9000
envshake.time = 7
envshake.ampl = 5
envshake.freq = 110

[State 2217]
type = HitDef
trigger1 = root,time = 105
attr = S, HP
animtype  = diagup
damage    = Ceil(0.0015 * enemy,Const(data.life)),4
getpower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 0,3
guard.pausetime = 0,8
sparkno = s7001
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = -1
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-8
guard.velocity = -1.2
air.velocity = -8,-8
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 9000
envshake.time = 7
envshake.ampl = 5
envshake.freq = 110

[State 2217]
type = helper
trigger1 = movecontact = 1
id = 2220
persistent = 1
name = "da1"
pos = 0,0
postype = p2
stateno = 4000
helpertype = normal
keyctrl = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 2217]
type = destroyself
trigger1 = hitcount >= 35
trigger2 = root,stateno != 2216

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

[Statedef 2219]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2320

[state 2219]
type = nothitby
trigger1 = 1
value = SCA

[State 2219]
type = velset
trigger1 = 1
x = IfElse((enemy,movetype != H),4.2,0)

[state 2219]
type = posset
trigger1 = p2Dist X < 0
x = enemy,pos x

[state 2219]
type = posset
trigger1 = p2Dist X > 100
x = enemy,pos x

[state 2219]
type = posadd
trigger1 = pos x = enemy,pos x
x = -10

[State 2219]
type = PlayerPush
trigger1 = 1
value = 1

[state 2219]
type = destroyself
trigger1 = root,stateno != 2216

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

[Statedef 4007]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 4007]
type = destroyself
trigger1 = ishelper

[State 4007]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 4007]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3030

[State 4007]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 4007]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[state 4007]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),0.35,-0.35)
y = -0.25

[state 4007]
type = veladd
trigger1 = 1
y = 0.002

[State 4007]
type = changestate
trigger1 = time >= 11
value = 10381

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

[Statedef 10381]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 10381]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10381]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[State 10381]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 10381]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 10382

;---------------------------------------------------------------------------
;相手地面
;---------------------------------------------------------------------------

[Statedef 10382]
type    = L
movetype= H
physics = N

[State 10382]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10382]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 10382]
type = FallEnvShake
trigger1 = Time = 0

[State 10382]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 10382]
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 10382]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 10382]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 10382]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 10384

[State 10382]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10382]
type = HitFallDamage
trigger1 = Time = 3

[State 10382]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10382]
type = PosFreeze
trigger1 = 1

[State 10382]
type = ChangeState
trigger1 = AnimTime = 0
value = 10383

;---------------------------------------------------------------------------
;相手地面
;---------------------------------------------------------------------------

[Statedef 10383]
type    = L
movetype= H
physics = N

[State 10383]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10383]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 10383]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 10383]
type = HitFallVel
trigger1 = Time = 0

[State 10383]
type = PosSet
trigger1 = Time = 0
y = 20

[State 10383]
type = VelAdd
trigger1 = 1
y = .4

[State 10383]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
value = 10384

;---------------------------------------------------------------------------
;相手地面
;---------------------------------------------------------------------------

[Statedef 10384]
type    = L
movetype= H
physics = N

[State 10384]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10384]
type = PlayerPush
trigger1 = 1
value = 0

[State 10384]
type = FallEnvShake
trigger1 = Time = 0

[State 10384]
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 10384]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 10384]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 10384]
type = HitFallDamage
trigger1 = Time = 0

[State 10384]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10384]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 10384]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10384]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10384]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10384]
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110 + (anim % 10)

[State 10384]
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110

[State 10384]
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 5150

[State 10384]
type = ChangeState
triggerall = alive
trigger1 = Time >= 30+((enemynear,name="G OROCHI"&&enemynear,var(59)=1)*100)
value = 10385

[State 10384]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 10384]
type = VelMul
trigger1 = 1
x = 0.85

;---------------------------------------------------------------------------
;相手起き上がり
;---------------------------------------------------------------------------

[Statedef 10385]
type    = L
movetype= I
physics = N

[State 10385]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10385]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 10385]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 10385]
type = VelSet
trigger1 = Time = 0
x = 0

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10385]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 10385]
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 10385]
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 10385]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 169999]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 169999]
type = destroyself
trigger1 = ishelper

[State 169999]
type = Envcolor
trigger1 = time = 0
value = 255, 255, 255
time = 1
under = 1
supermove = 1
invertall = 1
ignorehitpause = 1

[State 169999]
type = lifeset
trigger1 = IfElse((enemynear,name="G OROCHI"&&enemynear,var(48)>=3),(time >= 0),(time = 0))
ignorehitpause = 1
value = IfElse((enemynear,name="G OROCHI"&&enemynear,var(48)>=3),0,life-(Ceil(0.012*Const(data.life))))

[State 169999]
type = lifeset
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(25)=1
ignorehitpause = 1
value = 0

[State 169999]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 169999]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169999]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 169999]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3030

[State 169999]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 169999]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[state 169999]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),0.01,-0.01)
y = -0.02

[state 169999]
type = veladd
trigger1 = 1
y = 0.002

[State 169999]
type = changestate
trigger1 = time >= 5
value = 10381

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

[Statedef 190001]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 5040
sprpriority = 1
ctrl = 0

[State 190001]
type = NotHitBy
trigger1 = 1
value = SCA

[state 190001]
type = velset
trigger1 = time = 0
x = -3.5
y = -5

[state 190001]
type = veladd
trigger1 = time >= 0
y = 0.45

[state 190001]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 190002
ctrl = 0

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

[Statedef 190002]
type    = S
movetype= I
physics = S

[State 190002]
type = ChangeAnim
trigger1 = time = 0
value = 11

[State 190002]
type = NotHitBy
trigger1 = 1
value = SCA

[state 190002]
type = playsnd
trigger1 = time = 0
value = 40,0

[state 190002]
type = posset
trigger1 = 1
y = 0

[state 190002]
type = changestate
trigger1 = time>=5
value = 190003

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

[Statedef 190003]
type    = S
movetype= I
physics = S

[State 190003]
type = ChangeAnim
trigger1 = time = 0
value = 12

[State 190003]
type = NotHitBy
trigger1 = 1
value = SCA

[state 190002]
type = posset
trigger1 = 1
y = 0

[State 190003]
type = ChangeState
trigger1 = animtime=0
value = 190010

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

[Statedef 190010]
type    = S
movetype= I
physics = S

[state 190010]
type = posset
trigger1 = 1
y = 0

[State 190010]
type = turn
trigger1 = p2dist x< 0
value = 1

[State 190010]
type = ChangeAnim
trigger1 = time = 0
value = 0

[State 190010]
type = NotHitBy
trigger1 = 1
value = SCA

[State 190010]
type = ChangeState
trigger1 = ifelse(ishelper,(enemy,stateno=[170,190])||time>=600,time>=10)
value = ifelse(ishelper,180-((!win)*10),0)
ctrl = (!ishelper)

;---------------------------------------------------------------------------
; オロチ
;---------------------------------------------------------------------------

[Statedef 2631]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= 0
anim = 2201
ctrl = 0
sprpriority = 99

[state 2630]
type = varset
trigger1 = palno = 12 && time = 0
v = 5
value = (palno=12&&power>=(0.4*Const(data.power)))*1

[State 2630]
type = powerAdd
trigger1 = palno = 12 && time = 1 && (var(5) = 1)
value = (-0.4*Const(data.power))

[State 2631]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg
flag3 = nofg

[State 2631]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2631]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 2631]
type = Explod
trigger1 = time = 1
anim = 22172
sprpriority = -1
postype = p1
pos = 0,-130
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2631]
type = Explod
trigger1 = Time = 11
anim = 22173
sprpriority = 101
postype = p1
pos = 0,-130
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2631]
type = Explod
trigger1 = Time = 15
anim = 22174
sprpriority = -4
postype = p1
pos = 0,-130
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2631]
type = helper
trigger1 = time = 10 || time = 14 ||  time = 38 || time = 44
id = 2634
persistent = 1
name = "wakka"
pos = 0,-500
postype = P1
stateno = 2634
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2631]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 2631]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3

[State 2631]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2

[State 2631]
type = PlaySnd
trigger1 = Time = 8
value = 2563,2

[state 2631]
type = changestate
trigger1 = animtime = 0
value = 2632

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

[Statedef 2632]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 3076
sprpriority = 99
ctrl = 0

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

[State 2632]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg
flag3 = nofg

[State 2632]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[State 2632]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2632]
type = PlaySnd
trigger1 = Time = 0
value = 2500,7
volume = 250
channel = 13

[State 2632]
type = EnvShake
trigger1 = time >= 350 && (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 2632]
type = Explod
trigger1 = Time = 0
anim = 3073
id = 3073
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 2632]
type = Projectile
triggerall = palno = 12
trigger1 = time <= 350 && (GameTime%30) = 1
attr = S, NA
projanim = 3049
projhitanim = -1
projid = 2632
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
numhit = 0
animtype  = hard
damage    = 0,0
getpower = 0,0
givepower = 0-((palno = 12)*9999999999)
hitflag = MAFD
guardflag =
pausetime = 9,10
guard.pausetime = 9,10
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = (IfElse(!(enemynear,statetype=S&&enemynear,statetype=C),2640,2639))

[State 2632]
type = Projectile
trigger1 = time >= 350 && time <= 550
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 3049
projhitanim = -1
projid = 1073
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(((0.0001+((var(1)=1)*0.00015))+((palno=12)*0.02)+((palno=12&&(var(5)=1))*100.0))*enemy,Const(data.life))
getpower = 0,0
givepower = 0-((palno = 12)*9999999999)
hitflag = MAFD
guardflag =
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2635

[State 2632]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3050
projhitanim = -1
projid = 3050
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 0,0
getpower = 10,0
givepower = -9999999999
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 2632]
type = AttackDist
trigger1 = 1
value = 0

[State 2632]
type = ReversalDef
trigger1 = palno = 12 && time <= 550
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7, hit
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = IfElse((time <= 350),(IfElse(!(enemynear,statetype=S&&enemynear,statetype=C),2640,2639)),72001)

[state 2632]
type = targetstate
triggerall = palno = 12
trigger1 = time >= 350 && time <= 550
trigger1 = (GameTime%3) = 1
value = 72001

[state 2632]
type = targetstate
triggerall = palno = 12
trigger1 = time < 350 && (enemynear,statetype = S||enemynear,statetype = C)
trigger1 = !(target,stateno = 2639||target,stateno = 2640)
value = 72003

[state 2632]
type = targetstate
triggerall = palno = 12
trigger1 = time < 350 && enemynear,statetype = A
trigger1 = !(target,stateno = 2639||target,stateno = 2640)
value = 2640

[State 2632]
type = Explod
triggerall = palno = 12
trigger1 = target,stateno = 72001 && enemyNear,time = 0
anim = IfElse((var(54)= 1),(22109 + (random%8)),22111)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 2632]
type = HitAdd
triggerall = palno = 12
trigger1 = target,stateno = 72001 && enemyNear,time = 0
value = 1

[State 2633]
type = EnvColor
trigger1 = time = 540
time = 20
value = 255,255,255
sprpriority = 99999
persistent = 1
ignorehitpause = 1

[state 2632]
type = changestate
trigger1 = time >= 550
value = 2633

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

[Statedef 2633]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0
sprpriority = 99

[State 2633]
type = EnvColor
trigger1 = time = 0
time = 10
value = 255,255,255
sprpriority = 99999
persistent = 1
ignorehitpause = 1

[State 2633]
type = AssertSpecial
trigger1 = AnimElemtime(5) <= 0
flag = nobardisplay
flag2 = nobg
flag3 = nofg

[State 2632]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[state 2633]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

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

[Statedef 2634]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3035
ownpal = 1

[state 2601]
type = nothitby
trigger1 = 1
value = SCA

[state 2601]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1

[State 2601]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2601]
type = Trans
trigger1 = 1
trans = add

[state 2601]
type = varset
trigger1 = time = 0
v = 56
value = 0

[State 2601]
type = VarAdd
trigger1 = Var(56) <= 40
var(56) = 1

[State 2601]
Type = AngleDraw
Trigger1 = Time >= 0
scale = 0.2 + Var(56)/10.0 , 0.2 + Var(56)/10.0

[State 2601]
Type = AngleAdd
Trigger1 = Time >= 0
Value = -3

[state 2601]
type = destroyself
trigger1 = Time >= 25

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

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

[state 2635]
type = destroyself
trigger1 = ishelper

[State 2635]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.007 * Const(data.life)))

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

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

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

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

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

;;---------------------------------------------------------------------------
;やられ12P
;---------------------------------------------------------------------------

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

[State 2636]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = IfElse((enemynear,name="G OROCHI"&&enemynear,var(5)=1),0,life-(Ceil(0.012 * Const(data.life))))

[State 2636]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 2636]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(27) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(28) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(29) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(30) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(31) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(32) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(33) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(34) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(35) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(36) = 0

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

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(38) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(39) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(40) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(41) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(42) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(43) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(44) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(45) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(46) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(47) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(48) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(49) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(50) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(51) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(52) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(53) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(54) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(55) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(56) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(57) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(58) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(59) = 0

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(27) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(28) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(29) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(30) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(31) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(32) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(33) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(34) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(35) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(36) = 0

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

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(38) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(39) = 0

[State 2636]
type = VarSet
trigger1 = 1
sysvar(1) = 0

[State 2636]
type = VarSet
trigger1 = 1
sysvar(2) = 0

[State 2636]
type = VarSet
trigger1 = 1
sysvar(3) = 0

[State 2636]
type = VarSet
trigger1 = 1
sysvar(4) = 0

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

[State 2636]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3051

[State 2636]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 2636]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[state 2636]
type = destroyself
trigger1 = ishelper && root,var(23) = 1 && (root,var(58) = [0,5]) && (root,fvar(5) = 1||root,fvar(5) = 1.5)
trigger2 = ishelper && (root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60

[state 2636]
type = changestate
triggerall = ishelper
trigger1 = !((root,var(23)=1&&(root,var(58)=[0,5])&&(root,fvar(5)=1||root,fvar(5)=1.5))||((root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60))
value = 80600

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

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

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

[State 2636]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[state 2636]
type = destroyself
trigger1 = ishelper&&time>=1

[State 2636] 
type = changestate
trigger1 = !ishelper&&time >= 8
value = 2637

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

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

[state 2637]
type = destroyself
trigger1 = ishelper

[State 2637]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.035 * Const(data.life)))

[State 2637]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

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

[State 2637]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

[State 2637]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
fvalue = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(1) = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(2) = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(3) = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(4) = 0

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

[State 2637]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 2637]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 2637]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 2637]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 2637]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 2639]
type    = S
movetype= H
physics = S

[state 2639]
type = destroyself
trigger1 = ishelper

[State 2639]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2639]
type = changeanim
trigger1 = time = 0
value = 0

[State 2639]
type = posset
trigger1 = 1
y = 0

[State 2639]
type = powerset
trigger1 = 1
value = 0

[State 2639]
type = VarRangeSet
trigger1 = 1
value = 0
IgnoreHitPause = 1

[State 2639]
type = VarRangeSet
trigger1 = 1
fvalue = 0
IgnoreHitPause = 1

[State 2639]
type = VarSet
trigger1 = 1
sysvar(1) = 0
IgnoreHitPause = 1

[State 2639]
type = VarSet
trigger1 = 1
sysvar(2) = 0
IgnoreHitPause = 1

[State 2639]
type = VarSet
trigger1 = 1
sysvar(3) = 0
IgnoreHitPause = 1

[State 2639]
type = VarSet
trigger1 = 1
sysvar(4) = 0
IgnoreHitPause = 1

[State 2639]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 2639]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 2639]
type = changeState
trigger1 = !alive
value = 20003

[State 2639]
type = selfState
triggerall = alive
trigger1 = Time >= 2000
value = 0
ctrl = 1

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

[Statedef 2640]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,1.5

[State 2640]
type = ChangeAnim
trigger1 = time = 0
value = 50

[State 2640]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2640]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2640]
type = VarRangeSet
trigger1 = name != "G OROCHI"
value = 0
IgnoreHitPause = 1

[State 2640]
type = VarRangeSet
trigger1 = name != "G OROCHI"
fvalue = 0
IgnoreHitPause = 1

[State 2640]
type = VarSet
trigger1 = name != "G OROCHI"
sysvar(1) = 0
IgnoreHitPause = 1

[State 2640]
type = VarSet
trigger1 = name != "G OROCHI"
sysvar(2) = 0
IgnoreHitPause = 1

[State 2640]
type = VarSet
trigger1 = name != "G OROCHI"
sysvar(3) = 0
IgnoreHitPause = 1

[State 2640]
type = VarSet
trigger1 = name != "G OROCHI"
sysvar(4) = 0
IgnoreHitPause = 1

[state 2640]
type = destroyself
trigger1 = ishelper

[State 2640]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 2640]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2639

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

[Statedef 20003]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = -4,-6

[State 20003]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20003]
type = PlaySnd
triggerall = alive && !ishelper
trigger1 = time = 0
value = 11,1

[State 20003]
type = lifeset
triggerall = name != "G OROCHI"
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 20003]
type = powerset
triggerall = name != "G OROCHI"
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 20003]
type = VarRangeSet
trigger1 = name != "G OROCHI"
value = 0
IgnoreHitPause = 1

[State 20003]
type = VarRangeSet
trigger1 = name != "G OROCHI"
fvalue = 0
IgnoreHitPause = 1

[State 20003]
type = VarSet
trigger1 = name != "G OROCHI"
sysvar(1) = 0
IgnoreHitPause = 1

[State 20003]
type = VarSet
trigger1 = name != "G OROCHI"
sysvar(2) = 0
IgnoreHitPause = 1

[State 20003]
type = VarSet
trigger1 = name != "G OROCHI"
sysvar(3) = 0
IgnoreHitPause = 1

[State 20003]
type = VarSet
trigger1 = name != "G OROCHI"
sysvar(4) = 0
IgnoreHitPause = 1

[state 20003]
type = destroyself
trigger1 = ishelper

[State 20003]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 20003]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 20003]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 969696]
type = A
physics = N
anim = 1087
sprpriority = 100
ctrl = 0

[State 969696]
type = bindtoroot
trigger1 = 1
pos = 0,0
facing = 1

[state 969696]
type = null;varset
trigger1 = time = 0
fvar(10) = 0

[state 969696]
type = null;varadd
trigger1 = 1
fvar(10) = 0.01

[state 969696]
type = null;bindtoroot
trigger1 = 1
pos = 4 * cos(fvar(10)),0

[State 969696]
type = changeanim
trigger1 = selfanimexist(root,anim)
value = (root,anim)
elem = (root,animelemno(0))

[State 969696]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 969696]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 969696]
type = angledraw
trigger1= 1
scale= 1 + 0.04*(gametime%6), 1 + 0.04*(gametime%6)

[State 969696]
type = trans
trigger1 = 1
trans = addalpha
alpha= 250 - 46*(gametime%6), 46*(gametime%6)
ignorehitpause = 1

[State 969696]
type = destroyself
trigger1 = roundstate != 2 || root,var(46) = 0 && root,var(44) <= 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;バグ防止用ヘルパ(不完全)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

[Statedef 80600]
type    = U
movetype= I
physics = N
sprpriority = 4

[State 80600]
type = VarSet
trigger1 = ishelper && !ishelper(80600) && time = 0
var(1) = root,stateno

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(1) = 0-((enemynear,name="G OROCHI"&&enemynear,fvar(15)=1)*(stateno))

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(2) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(3) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(4) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(5) = 0+(random%500)

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(6) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(7) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(8) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(9) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(10) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(11) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(12) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(13) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(14) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(15) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(16) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(17) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(18) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(19) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(20) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(21) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(22) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(23) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(24) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(25) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(26) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(27) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(28) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(29) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(30) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(31) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(32) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(33) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(34) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(35) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(36) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(37) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(38) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(39) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(40) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(41) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(42) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(43) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(44) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(45) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(46) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(47) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(48) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(49) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(50) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(51) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(52) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(53) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(54) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(55) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(56) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(57) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(58) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
var(59) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(1) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(2) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(3) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(4) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(5) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(6) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(7) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(8) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(9) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(10) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(11) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(12) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(13) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(14) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(15) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(16) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(17) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(18) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"

fvar(19) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(20) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(21) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(22) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(23) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(24) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(25) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(26) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(27) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(28) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(29) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(30) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(31) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(32) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(33) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(34) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(35) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(36) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(37) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(38) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "G OROCHI"
fvar(39) = 0

[State 80600]
type = Projectile
trigger1 = enemynear,name = "G OROCHI" && enemynear,var(31) = 1
attr = S, NA
projanim = var(2)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 100
postype = p2
offset = 0,0
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = Ceil(1.0 * enemy,Const(data.power))
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)

[State 80600]
type = NotHitBy
trigger1 = 1
value = SCA

[State 80600]
type = PosSet
trigger1 = ishelper
Y = 240

[State 80600]
type = powerset
trigger1 = ishelper && root,name != "G OROCHI"
value = 0
ignorehitpause = 1

[State 80600]
type = ChangeAnim2
triggerall = ishelper
trigger1 = time = 0
value = 1016

[State 80600]
type = ChangeState
trigger1 = !ishelper
value = 807

[State 80600]
type = destroyself
trigger1 = roundstate != 2 || root,alive = 0 || time >= 3000 && !ishelper(80600) || root,name = "G OROCHI"
trigger2 = var(1) && root,time >= 500 && !ishelper(80600) || root,life <= 0

[Statedef 20000]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1025
ownpal = 1

[State 20000]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 20000]
type = ReversalDef
trigger1 = enemy,statetype = A
trigger2 = p2statetype = A
reversal.attr = SCA, AA,AT,AP
hitflag = M-
priority = 7, Miss
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 20007
getpower = (Const(data.power))/10

[State 20000]
type = ReversalDef
trigger1 = enemy,statetype = S
trigger2 = p2statetype = S
reversal.attr = SCA, AA,AT,AP
hitflag = M-
priority = 7, Miss
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 20007
getpower = (Const(data.power))/10

[State 20000]
type = ReversalDef
trigger1 = enemy,statetype = C
trigger2 = p2statetype = C
reversal.attr = SCA, AA,AT,AP
hitflag = M-
priority = 7, Miss
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 20007
getpower = (Const(data.power))/10

[state 20000]
type = nothitby
trigger1 = 1
value = SCA

[state 20000]
type = targetstate
triggerall = root,var(31) != 1
triggerall = enemynear,alive || enemy,alive
trigger1 = root,var(42) >= 4600
trigger1 = root,stateno != [2400,2415]
trigger2 = RoundState = 3 && root,var(42) <= 4599
value = 20007

[state 20000]
type = destroyself
trigger1 = time >= 2
trigger2 = stateno = [2400,2415]
trigger3 = stateno = [2500,2501]

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

[Statedef 20001]
type    = S
movetype= I
physics = S

[State 20001]
type = PalFX
trigger1 = (gametime%2) = 1
time = 1
add = 250,20,100
color = 0
ignorehitpause = 1

[state 20001]
type = destroyself
trigger1 = ishelper

[State 20001]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 20001]
type = lifeadd
trigger1 = time = 0
value = -(Ceil(0.12 * Const(data.life)))
absolute = 1

[State 20001]
type = poweradd
trigger1 = time = 0
value = -(Ceil(0.12 * Const(data.power)))

[State 20001]
type = lifeset
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 20001]
type = powerset
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 20001]
type = VarRangeSet
trigger1 = 1
value = 0
IgnoreHitPause = 1

[State 20001]
type = VarRangeSet
trigger1 = 1
fvalue = 0
IgnoreHitPause = 1

[State 20001]
type = VarSet
trigger1 = 1
sysvar(1) = 0
IgnoreHitPause = 1

[State 20001]
type = VarSet
trigger1 = 1
sysvar(2) = 0
IgnoreHitPause = 1

[State 20001]
type = VarSet
trigger1 = 1
sysvar(3) = 0
IgnoreHitPause = 1

[State 20001]
type = VarSet
trigger1 = 1
sysvar(4) = 0
IgnoreHitPause = 1

[State 20001]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 20001]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[state 20001]
type = destroyself
trigger1 = ishelper && root,var(23) = 1 && (root,var(58) = [0,5]) && (root,fvar(5) = 1||root,fvar(5) = 1.5)
trigger2 = ishelper && (root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60

[state 20001]
type = changestate
triggerall = ishelper
trigger1 = !((root,var(23)=1&&(root,var(58)=[0,5])&&(root,fvar(5)=1||root,fvar(5)=1.5))||((root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60))
value = 80600

[State 20001]
type = changeState
trigger1 = !alive
value = 20003

[State 20001]
type = selfState
triggerall = alive
trigger1 = Time >= 20
value = 0
ctrl = 1

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

[Statedef 20002]
type    = C
movetype= I
physics = C

[State 20002]
type = PalFX
trigger1 = (gametime%2) = 1
time = 1
add = 250,20,100
color = 0
ignorehitpause = 1

[State 20002]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 20002]
type = lifeadd
trigger1 = time = 0
value = -(Ceil(0.12 * Const(data.life)))
absolute = 1

[State 20002]
type = poweradd
trigger1 = time = 0
value = -(Ceil(0.12 * Const(data.power)))

[State 20002]
type = lifeset
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 20002]
type = powerset
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 20002]
type = VarRangeSet
trigger1 = 1
value = 0
IgnoreHitPause = 1

[State 20002]
type = VarRangeSet
trigger1 = 1
fvalue = 0
IgnoreHitPause = 1

[State 20002]
type = VarSet
trigger1 = 1
sysvar(1) = 0
IgnoreHitPause = 1

[State 20002]
type = VarSet
trigger1 = 1
sysvar(2) = 0
IgnoreHitPause = 1

[State 20002]
type = VarSet
trigger1 = 1
sysvar(3) = 0
IgnoreHitPause = 1

[State 20002]
type = VarSet
trigger1 = 1
sysvar(4) = 0
IgnoreHitPause = 1

[State 20002]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 20002]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[state 20002]
type = destroyself
trigger1 = ishelper && root,var(23) = 1 && (root,var(58) = [0,5]) && (root,fvar(5) = 1||root,fvar(5) = 1.5)
trigger2 = ishelper && (root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60

[state 20002]
type = changestate
triggerall = ishelper
trigger1 = !((root,var(23)=1&&(root,var(58)=[0,5])&&(root,fvar(5)=1||root,fvar(5)=1.5))||((root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60))
value = 80600

[State 20002]
type = changeState
trigger1 = !alive
value = 20003

[State 20002]
type = selfState
triggerall = alive
trigger1 = Time >= 20
value = 11
ctrl = 1

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

[Statedef 20005]
type    = A
movetype= I
physics = N

[State 20005]
type = PalFX
trigger1 = (gametime%2) = 1
time = 1
add = 250,20,100
color = 0
ignorehitpause = 1

[State 20005]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 20005]
type = lifeadd
trigger1 = time = 0
value = -(Ceil(0.12 * Const(data.life)))
absolute = 1

[State 20005]
type = poweradd
trigger1 = time = 0
value = -(Ceil(0.12 * Const(data.power)))

[State 20005]
type = lifeset
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 20005]
type = powerset
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 20005]
type = VarRangeSet
trigger1 = 1
value = 0
IgnoreHitPause = 1

[State 20005]
type = VarRangeSet
trigger1 = 1
fvalue = 0
IgnoreHitPause = 1

[State 20005]
type = VarSet
trigger1 = 1
sysvar(1) = 0
IgnoreHitPause = 1

[State 20005]
type = VarSet
trigger1 = 1
sysvar(2) = 0
IgnoreHitPause = 1

[State 20005]
type = VarSet
trigger1 = 1
sysvar(3) = 0
IgnoreHitPause = 1

[State 20005]
type = VarSet
trigger1 = 1
sysvar(4) = 0
IgnoreHitPause = 1

[State 20005]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[state 20005]
type = destroyself
trigger1 = ishelper && root,var(23) = 1 && (root,var(58) = [0,5]) && (root,fvar(5) = 1||root,fvar(5) = 1.5)
trigger2 = ishelper && (root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60

[state 20005]
type = changestate
triggerall = ishelper
trigger1 = !((root,var(23)=1&&(root,var(58)=[0,5])&&(root,fvar(5)=1||root,fvar(5)=1.5))||((root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60))
value = 80600

[State 20005]
type = changeState
trigger1 = !alive
value = 20003

[State 20005]
type = selfState
triggerall = alive
trigger1 = Time >= 20
value = 50
ctrl = 1

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

[Statedef 20003]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = -4,-6

[State 20003]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20003]
type = PlaySnd
triggerall = alive && !ishelper
trigger1 = time = 0
value = 11,0

[State 20003]
type = lifeset
triggerall = name != "G OROCHI"
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 20003]
type = powerset
triggerall = name != "G OROCHI"
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 20003]
type = VarRangeSet
trigger1 = name != "G OROCHI"
value = 0
IgnoreHitPause = 1

[State 20003]
type = VarRangeSet
trigger1 = name != "G OROCHI"
fvalue = 0
IgnoreHitPause = 1

[State 20003]
type = VarSet
trigger1 = name != "G OROCHI"
sysvar(1) = 0
IgnoreHitPause = 1

[State 20003]
type = VarSet
trigger1 = name != "G OROCHI"
sysvar(2) = 0
IgnoreHitPause = 1

[State 20003]
type = VarSet
trigger1 = name != "G OROCHI"
sysvar(3) = 0
IgnoreHitPause = 1

[State 20003]
type = VarSet
trigger1 = name != "G OROCHI"
sysvar(4) = 0
IgnoreHitPause = 1

[state 20003]
type = destroyself
trigger1 = ishelper

[State 20003]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 20003]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 20003]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 20006]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = -4,-6

[State 20006]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20006]
type = PlaySnd
triggerall = alive && !ishelper
trigger1 = time = 0
value = 11,0

[State 20006]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.18 * Const(data.life)))

[State 20006]
type = powerset
trigger1 = time = 0
ignorehitpause = 1
value = power - (Ceil(0.18 * Const(data.power)))

[State 20006]
type = lifeset
triggerall = name != "G OROCHI"
trigger1 = life <= (Ceil(0.05 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 20006]
type = powerset
triggerall = name != "G OROCHI"
trigger1 = life <= (Ceil(0.05 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 20006]
type = VarRangeSet
trigger1 = name != "G OROCHI"
value = 0
IgnoreHitPause = 1

[State 20006]
type = VarRangeSet
trigger1 = name != "G OROCHI"
fvalue = 0
IgnoreHitPause = 1

[State 20006]
type = VarSet
trigger1 = name != "G OROCHI"
sysvar(1) = 0
IgnoreHitPause = 1

[State 20006]
type = VarSet
trigger1 = name != "G OROCHI"
sysvar(2) = 0
IgnoreHitPause = 1

[State 20006]
type = VarSet
trigger1 = name != "G OROCHI"
sysvar(3) = 0
IgnoreHitPause = 1

[State 20006]
type = VarSet
trigger1 = name != "G OROCHI"
sysvar(4) = 0
IgnoreHitPause = 1

[state 20006]
type = destroyself
trigger1 = ishelper

[State 20006]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 20006]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 20006]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 20007]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 20007]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 20007]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20007]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 20007]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 20007]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[state -2]
type = varset
trigger1 = ishelper
v = 2
value = prevstateno

[State 20007]
type = VarRangeSet
trigger1 = !ishelper && name != "G OROCHI"
value = 0
IgnoreHitPause = 1

[State 20007]
type = VarRangeSet
trigger1 = name != "G OROCHI"
fvalue = 0
IgnoreHitPause = 1

[State 20007]
type = VarSet
trigger1 = name != "G OROCHI"
sysvar(1) = 0
IgnoreHitPause = 1

[State 20007]
type = VarSet
trigger1 = name != "G OROCHI"
sysvar(2) = 0
IgnoreHitPause = 1

[State 20007]
type = VarSet
trigger1 = name != "G OROCHI"
sysvar(3) = 0
IgnoreHitPause = 1

[State 20007]
type = VarSet
trigger1 = name != "G OROCHI"
sysvar(4) = 0
IgnoreHitPause = 1

[State 20007]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[state 20007]
type = destroyself
trigger1 = ishelper && root,var(23) = 1 && (root,var(58) = [0,5]) && (root,fvar(5) = 1||root,fvar(5) = 1.5)
trigger2 = ishelper && (root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60
trigger3 = ishelper && roundstate != 2
trigger4 = ishelper && root,alive = 0

[state 20007]
type = changestate
triggerall = ishelper
trigger1 = !((root,var(23)=1&&(root,var(58)=[0,5])&&(root,fvar(5)=1||root,fvar(5)=1.5))||((root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60))
value = 80600

[State 20007]
type = ChangeState
trigger1 = time >= 10
value = 21003

;---------------------------------------------------------------------------
;やられ12P
;---------------------------------------------------------------------------

[Statedef 72001]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 2636]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = IfElse((enemynear,name="G OROCHI"&&enemynear,var(5)=1),0,life-(Ceil(0.012 * Const(data.life))))

[State 2636]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 2636]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2636]
type = VarRangeSet
trigger1 = 1
value = 0

[State 2636]
type = VarRangeSet
trigger1 = 1
fvalue = 0

[State 2636]
type = VarSet
trigger1 = 1
sysvar(1) = 0

[State 2636]
type = VarSet
trigger1 = 1
sysvar(2) = 0

[State 2636]
type = VarSet
trigger1 = 1
sysvar(3) = 0

[State 2636]
type = VarSet
trigger1 = 1
sysvar(4) = 0

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

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

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

[State 2636]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3051

[State 2636]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 2636]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[state 2636]
type = destroyself
trigger1 = ishelper && root,var(23) = 1 && (root,var(58) = [0,5]) && (root,fvar(5) = 1||root,fvar(5) = 1.5)
trigger2 = ishelper && (root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60

[state 2636]
type = changestate
triggerall = ishelper
trigger1 = !((root,var(23)=1&&(root,var(58)=[0,5])&&(root,fvar(5)=1||root,fvar(5)=1.5))||((root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60))
value = 80600

[State 2636]
type = changestate
trigger1 = time >= 8
value = 2637

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

[Statedef 72002]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 2637]
type = destroyself
trigger1 = ishelper

[State 2637]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.035 * Const(data.life)))

[State 2637]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

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

[State 2637]
type = VarRangeSet
trigger1 = 1
value = 0

[State 2637]
type = VarRangeSet
trigger1 = 1
fvalue = 0

[State 2637]
type = VarSet
trigger1 = 1
sysvar(1) = 0

[State 2637]
type = VarSet
trigger1 = 1
sysvar(2) = 0

[State 2637]
type = VarSet
trigger1 = 1
sysvar(3) = 0

[State 2637]
type = VarSet
trigger1 = 1
sysvar(4) = 0

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

[State 2637]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 2637]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 2637]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 2637]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 2637]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 72003]
type    = S
movetype= H
physics = S

[state 2639]
type = destroyself
trigger1 = ishelper

[State 2639]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2639]
type = changeanim
trigger1 = time = 0
value = 0

[State 2639]
type = posset
trigger1 = 1
y = 0

[State 2639]
type = powerset
trigger1 = 1
value = 0

[State 2639]
type = VarRangeSet
trigger1 = 1
value = 0
IgnoreHitPause = 1

[State 2639]
type = VarRangeSet
trigger1 = 1
fvalue = 0
IgnoreHitPause = 1

[State 2639]
type = VarSet
trigger1 = 1
sysvar(1) = 0
IgnoreHitPause = 1

[State 2639]
type = VarSet
trigger1 = 1
sysvar(2) = 0
IgnoreHitPause = 1

[State 2639]
type = VarSet
trigger1 = 1
sysvar(3) = 0
IgnoreHitPause = 1

[State 2639]
type = VarSet
trigger1 = 1
sysvar(4) = 0
IgnoreHitPause = 1

[State 2639]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 2639]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 2639]
type = changeState
trigger1 = !alive
value = 72004

[State 2639]
type = selfState
triggerall = alive
trigger1 = Time >= 2000
value = 0
ctrl = 1

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

[Statedef 72004]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = -4,-6

[State 20003]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20003]
type = PlaySnd
triggerall = alive && !ishelper
trigger1 = time = 0
value = 11,1

[State 20003]
type = lifeset
triggerall = name != "G OROCHI"
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 20003]
type = powerset
triggerall = name != "G OROCHI"
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 20003]
type = VarRangeSet
trigger1 = name != "G OROCHI"
value = 0
IgnoreHitPause = 1

[State 20003]
type = VarRangeSet
trigger1 = name != "G OROCHI"
fvalue = 0
IgnoreHitPause = 1

[State 20003]
type = VarSet
trigger1 = name != "G OROCHI"
sysvar(1) = 0
IgnoreHitPause = 1

[State 20003]
type = VarSet
trigger1 = name != "G OROCHI"
sysvar(2) = 0
IgnoreHitPause = 1

[State 20003]
type = VarSet
trigger1 = name != "G OROCHI"
sysvar(3) = 0
IgnoreHitPause = 1

[State 20003]
type = VarSet
trigger1 = name != "G OROCHI"
sysvar(4) = 0
IgnoreHitPause = 1

[state 20003]
type = destroyself
trigger1 = ishelper

[State 20003]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 20003]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 20003]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

