; これはカンフーマンのＣＮＳファイルです。
; コメントを参考にしてＣＮＳを理解してください

; これはKFMの定数と状態のファイルです。
; 絶対記入し、削除はしないでください。
[Data]
  ;体力ゲージの初期値
life = 1200
  ;攻撃力（これ以上に設定すると強くなる）
attack = 200
  ;防御力（これ以上に設定すると強くなる）
defence = 100
  ;コンボをくらっている時にあがる防御力
fall.defence_up = 70
  ;倒れてから起上がるまでのフレーム数
liedown.time = 11
  ;空中でどれだけコンボが繋がるか（高くすると無限コンボになるので注意）
airjuggle = 15
  ;hitdefで設定していない時の基本ヒットスパークナンバー
sparkno = 2
  ;設定してない時のガードナンバー
guard.sparkno = 40
  ;KOした時に声にエコーをかけるか（１でＯＮ）
KO.echo = 0
 volume = 0
  IntPersistIndex = 0
FloatPersistIndex = 40

[Size]
xscale = 1           ;水平方向の縮尺（通常１）
yscale = 1           ;垂直方向の縮尺（通常１）
ground.back = 15     ;キャラの幅(後方,地上)
ground.front = 16    ;キャラの幅(前方,地上)
air.back = 12        ;キャラの幅(後方,空中)
air.front = 12       ;キャラの幅(前方,空中)
height = 125          ;キャラの高さ
attack.dist = 320    ;攻撃をした時相手がガード体制に入る最低距離
proj.attack.dist = 320;攻撃をした時相手がガード体制に入る最低距離（飛び道具）
proj.doscale = 0     ;上で設定した縮尺を飛び道具にも適用するか（１でＯＮ）   
head.pos = 0, -118   ;頭の大体の座標
mid.pos = -4, -86    ;体の中心の大体の座標
shadowoffset = 0     ;影の垂直方向のオフセット
draw.offset = 0,0    ;使用しない

[Velocity]
walk.fwd  = 3.4      ;前進の速度
walk.back = -3.4     ;後退の速度
run.fwd  = 6.2130434, 0    ;前ダッシュの速度（ホップする時はyを-にする）
run.back = -6.5,-1.8 ;後ダッシュの速度（ホップする時はyを-にする）
jump.neu = 0,-9.8    ;垂直ジャンプの速度
jump.back = -4.05,2    ;後ジャンプの速度
jump.fwd = 4.0,2       ;前ジャンプの速度
runjump.back = -2.55,-8.1 ;後ダッシュしながらのジャンプ速度(オプション)
runjump.fwd = 4,-8.1      ;前ダッシュしながらのジャンプ速度(オプション)
airjump.neu = 0,-8.1      ;２段ジャンプ以降の垂直ジャンプの速度(オプション)
airjump.back = -2.55      ;２段ジャンプ以降の後ジャンプの速度(オプション)
airjump.fwd = 2.5         ;２段ジャンプ以降の前ジャンプの速度

[Movement]
airjump.num = 0      ;空中でジャンプする回数
airjump.height = 35  ;空中でジャンプする最低限の高さ
yaccel = .57         ;重力
stand.friction = .85  ;立ち状態の摩擦係数
crouch.friction = .82 ;屈み状態の摩擦係数

;---------------------------------------------------------------------------
; ステイトの解説
; [Statedef STATENO]
; type = ?      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = ?  I/A/H    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = ?   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
; juggle = ?             その攻撃に使うジャグル数
;
 


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;強顕斎
[Statedef 1201]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd = 30
ctrl = 0
velset = 0,0
sprpriority = 2

[State 8]
type = ChangeAnim
trigger1 = Anim != 1201
value = 1201
IgnoreHitPause = 1

;---------------------[効果音]

[State 210, 1]
type = PlaySnd
triggerall = animelemtime(6) = [0,51]
trigger1 = (animelemtime(1)%ifelse(ishelper,12,3))=0
value = 1200, 0
freqmul = ifelse(ishelper,1,3)

[State 210, 1]
type = PlaySnd
triggerall = !IsHelper
triggerall = animelemtime(6) = [0,51]
trigger1 = (animelemtime(1)%3)=0
value = 2000,4
freqmul = 3.0
;---------------------[エフェクト]

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = animelemtime(6) = [0,51]
trigger1 = (animelemtime(1)%3)=0
anim = 8500
id = 8500
sprpriority = 7
postype = p1
pos = 30,-164
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 5
under = 0
scale = 0.3,0.3
random = 10,10
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = !IsHelper
triggerall = animelemtime(6) = [0,51]
trigger1 = (animelemtime(1)%3)=0
anim = 888
id = 8500
sprpriority = 7
postype = p1
pos = 30,-164
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 5
under = 0
scale = 0.5,0.5
random = 10,10
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999

;---------------------[攻撃判定]
[State 240, 2]
type = projectile
triggerall = !IsHelper
triggerall = animelemtime(6) = [0,51]
triggerall = (palno != 6 && palno != 12)
trigger1 = (animelemtime(1)%3)=1
projID = 8501
projanim = 10005
projremove = 1
projremovetime = 120
attr = A,SP
hitby = MAFDP
guardflag = MA
sparkno = -1
damage = 18,5
kill = 1
velocity = 10,7-(random/250)
accel = 0,0
projhits = 1
pausetime = 0,22
animtype = light
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 120
Projstagebound = 120
ground.velocity = -3,-2
guard.velocity = -11
air.velocity = -3,-2
airguard.velocity = -4.5,-5
offset = 30,-164
postype = p1
hitsound = S211, 0
p2getp1stateno = 0
air.fall = 1
fall.recovery = 0

[State 240, 2]
type = projectile
triggerall = animelemtime(6) = [0,51]
triggerall = (palno = 6 || palno = 12)
trigger1 = (animelemtime(1)%3)=1
projID = 8501
projanim = 10005
projremove = 1
projremovetime = 120
attr = A,SP
hitby = MAFDP
guardflag = MA
sparkno = -1
damage = 18,5000000000000000000
kill = 1
velocity = 10,7-(random/250)
accel = 0,0
projhits = 1
animtype = light
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 120
Projstagebound = 120
ground.velocity = -3,-2
guard.velocity = -11
air.velocity = -3,-2
airguard.velocity = -4.5,-5
offset = 30,-164
postype = p1
hitsound = S211, 0
p2getp1stateno = 0

[State 240, 2]
type = projectile
triggerall = IsHelper
triggerall = animelemtime(6) = [0,51]
trigger1 = (animelemtime(1)%3)=1
projID = 8501
projanim = 10005
projremove = 1
projremovetime = 120
attr = A,SP
hitby = MAFDP
guardflag = MA
sparkno = -1
damage = 18
kill = 1
velocity = 10,7-(random/250)
accel = 0,0
projhits = 1
animtype = light
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 120
Projstagebound = 120
ground.velocity = -3,-2
guard.velocity = -11
air.velocity = -3,-2
airguard.velocity = -4.5,-5
offset = 30,-164
postype = p1
hitsound = S211, 0
p2getp1stateno = 0

[State 240, 2]
type = projectile
triggerall = !IsHelper
triggerall = animelemtime(6) = [0,51]
triggerall = (palno = 6 || palno = 12)
trigger1 = (animelemtime(1)%3)=1
projID = 8501
projanim =10005
projremove = 1
projremovetime = 1
attr = A,SP
hitby = MAFDP
guardflag = MA
sparkno = -1
damage = 180,5000000000000000000
kill = 1
velocity = 0,0
accel = 0,0
projhits = 1
animtype = light
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 120
Projstagebound = 120
ground.velocity = -3,-2
guard.velocity = -11
air.velocity = -3,-2
airguard.velocity = -4.5,-5
offset = 30,-164
postype = p1
hitsound = -1
p2getp1stateno = 0

[State 8]
type = ChangeAnim
trigger1 = Palno >= 6
trigger1 = Anim = 1201 && animelem = 7
value = 1201
elem = 8

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;弱顕斎
[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 30
ctrl = 0
velset = 0,0
sprpriority = 2

[State 8]
type = ChangeAnim
trigger1 = Anim != 1200
value = 1200
IgnoreHitPause = 1

[State 8]
type = posset
trigger1 = 1
Y = 0
;---------------------[効果音]
[State 210, 1]
type = PlaySnd
triggerall = var(37) = 1432 || IsHelper
triggerall = animelemtime(5) = [0,45]
trigger1 = (animelemtime(1)%ifelse(ishelper,15,5))=0
value = 240,1;1200, 0
freqmul = ifelse(ishelper,1,3)

[State 210, 1]
type = PlaySnd
triggerall = !IsHelper
triggerall = var(37) = -1432
triggerall = animelemtime(5) = [0,45]
trigger1 = (animelemtime(1)%5)=0
value = 1450,0
freqmul = 3.0
;---------------------[エフェクト]

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = var(37) = 1432 || IsHelper
triggerall = animelemtime(5) = [0,45]
trigger1 = (animelemtime(1)%5)=0
anim = 8500
id = 8500
sprpriority = 7
postype = p1
pos = 39,-94
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 5
under = 0
scale = 0.3,0.3
random = 10,10
Supermovetime = 9999999999
Pausemovetime = 9999999999

;---------------------[攻撃判定]
[State 240, 2]
type = projectile
triggerall = animelemtime(5) = [0,45]
triggerall = (palno != 6 && palno != 12) && !IsHelper
trigger1 = (animelemtime(1)%5)=1
projID = 8501
projanim = 10005
projremove = 1
projremovetime = 120
attr = A,SP
hitby = MAFDP
guardflag = MA
sparkno = -1
damage = 28,5
kill = 1
velocity = 3,-(random/250)
accel = 0,0.08
projhits = 1
pausetime = 0,22
animtype = light
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 120
Projstagebound = 120
ground.velocity = -3,-2
guard.velocity = -11
air.velocity = -3,-2
airguard.velocity = -4.5,-5
offset = 39,-94
postype = p1
hitsound = S211, 0
p2getp1stateno = 0
air.fall = 1
fall.recovery = 0

[State 240, 2]
type = projectile
triggerall = animelemtime(5) = [0,45]
triggerall = (palno = 6 || palno = 12)
trigger1 = (animelemtime(1)%5)=1
projID = 10005
projanim = 10005
projremove = 1
projremovetime = 120
attr = A,SP
hitby = MAFDP
guardflag = MA
sparkno = -1
damage = 28,5555555555555555555
kill = 1
velocity = 3,-(random/250)
accel = 0,0.08
projhits = 1
animtype = light
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 120
Projstagebound = 120
ground.velocity = -3,-2
guard.velocity = -11
air.velocity = -3,-2
airguard.velocity = -4.5,-5
offset = 39,-94
postype = p1
hitsound = S211, 0
p2getp1stateno = 0

[State 240, 2]
type = projectile
triggerall = animelemtime(5) = [0,45]
triggerall = IsHelper
trigger1 = (animelemtime(1)%5)=1
projID = 8501
projanim = 10005
projhitanim = 10005
projremove = 1
projremovetime = 120
attr = A,SP
hitby = MAFDP
guardflag = MA
sparkno = -1
damage = 28
kill = 1
velocity = 3,-(random/250)
accel = 0,0.08
projhits = 1
animtype = light
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 120
Projstagebound = 120
ground.velocity = -3,-2
guard.velocity = -11
air.velocity = -3,-2
airguard.velocity = -4.5,-5
offset = 39,-94
postype = p1
hitsound = S211, 0
p2getp1stateno = 0

[State 8]
type = Projectile
triggerall = animelemtime(5) = [0,45]
triggerall = (palno = 6 || palno = 12)
trigger1 = (animelemtime(1)%5)=1
projID = 8501
projanim = 10005
projremove = 1
projremovetime = 1
attr = A,SP
hitby = MAFDP
guardflag = MA
sparkno = -1
damage = 280,5555555555555555555
kill = 1
velocity = 0,0
accel = 0,0.08
projhits = 1
animtype = light
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 120
Projstagebound = 120
ground.velocity = -3,-2
guard.velocity = -11
air.velocity = -3,-2
airguard.velocity = -4.5,-5
offset = 39,-94
postype = p1
hitsound = -1
p2getp1stateno = 0

[State 8]
type = ChangeAnim
trigger1 = Palno >= 6 || IsHelper
trigger1 = Anim = 1200 && AnimElem = 6
value = 1200
elem = 7
;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;弱顕斎終了
[Statedef 1202]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1202
sprpriority = 2

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0


[State 8]
type = Turn
triggerall = TeamMode = Single
trigger1 = Facing = 1
trigger1 = Enemy(0),pos X < pos X
trigger2 = Facing = -1
trigger2 = Enemy(0),pos X > pos X
[State 8]
type = Turn
triggerall = TeamMode = Simul
triggerall = Enemy(0),alive
trigger1 = Facing = 1
trigger1 = Enemy(0),pos X < pos X
trigger2 = Facing = -1
trigger2 = Enemy(0),pos X > pos X
[State 8]
type = Turn
triggerall = TeamMode = Simul
triggerall = !Enemy(0),alive
triggerall = Enemy(1),alive
trigger1 = Facing = 1
trigger1 = Enemy(1),pos X < pos X
trigger2 = Facing = -1
trigger2 = Enemy(1),pos X > pos X

[State 0, 1]
type = ChangeAnim
triggerall = (palno = [1,5]) || (palno = [7,11])
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0]
type = ChangeAnim
triggerall = (palno = 6) || (palno = 12)
trigger1 = Anim != 1 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 1


[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5150



[State -3]
type = Explod
triggerall = !IsHelper
triggerall = palno%6 = 0
trigger1 = gametime%43 = 9
trigger1 = anim = 1 && time > 10
anim = 8891122
id = 6039
postype = p1
pos = -15,-170
bindtime = 1
scale =0.25,0.25
sprpriority = 77777
ontop = 1
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999
trans = add


[State -3]
type = Explod
triggerall = !IsHelper
triggerall = palno%6 = 0
trigger1 = gametime%43 = 9
trigger1 = anim = 1 && time > 10
anim = 8891122
id = 60391
postype = p1
pos = -60,-108
bindtime = 1
scale = 0.25,0.25
sprpriority = 77777
ontop = 1
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999
trans = add
;---------------------------------------------------------------------------
; フロントステップ
[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1

[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -500

[State -2, a];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
time = 1
add = 255,255,255
mul = 255,255,255
color = 1
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 3
value = 700, 1

[State 100, 1]
type = VelSet
trigger1 = animelem = 3;1
x = 8;const(velocity.run.fwd.x)

[State 100, 1]
type = VelSet
trigger1 = animelem = 5
x = 0

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command = "holdfwd"
trigger1 = animelem = 5,>=0
value = 101

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; commonより ダッシュ
[Statedef 101]
type    = S
physics = S
anim = 101
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0




;---------------------------------------------------------------------------
; commonより ダッシュ
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1

[State 191, 3]
type = null;PlaySnd
trigger1 = Time= 0
value = 100, 0
loop = 1
channel = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0
;---------------------------------------------------------------------------
; ステップ
[Statedef 101]
type    = S
physics = S
ctrl = 0
anim = 101
velset = 0,0

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 102

; 空中
[Statedef 102]
type    = A
physics = A
ctrl = 1
anim = 102
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = 7.5
y = -3.8

[State 105, 2]
type = null;CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 103


; 着地
[Statedef 103]
type    = S
physics = N
ctrl = 0
anim = 103
velset = 0,0

[State 106, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

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

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; commonより バックステップ
[Statedef 105]
type    = S
physics = S
ctrl = 0
anim = 104
velset = 0,0

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 106

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

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = -7.5
y = -3.8

[State 105, 2]
type = null;CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 107


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

[State 106, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

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

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; タイムオーバーで負けた時
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(1) = 1
value = 171

;---------------------------------------------------------------------------
; 勝った動作１
[Statedef 180]
type = S

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
trigger1 = var(1) = 0
v = 2
range = 0,1

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 0
trigger1 = var(1) = 0
value = 181

[State 180, 1]
type = ChangeState
trigger1 = Var(2) = 1
trigger1 = var(1) = 0
value = 183


[State 180, 1]
type = VarRandom
trigger1 = Time = 0
trigger1 = var(1) = 1
v = 2
range = 0,2

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 0
trigger1 = var(1) = 1
value = 184

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 1
trigger1 = var(1) = 1
value = 186

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 2
trigger1 = var(1) = 1
value = 187


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

[State 191, 3];天上天下
type = PlaySnd
trigger1 = time = 50
value = 181,0

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 182
id = 182
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0


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

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,170]
flag = roundnotover

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

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

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


[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,220]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作[我より、優れる者は無し]
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 191, 3];我より、優れる者は無し
type = PlaySnd
trigger1 = animelem = 9
value = 184,0

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 1
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

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

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover



;---------------------------------------------------------------------------
; 勝った動作[血]
[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0

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

[State 1000, 5];出血
type = Explod
trigger1 = animelem = 3
anim = 187
id = 185
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[state a]
type = lifeadd
trigger1 = animelem = 5
value = -200
kill = 0

[state a]
type = poweradd
trigger1 = animelem = 5
value = 1000

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 5
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

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

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover


;---------------------------------------------------------------------------
; 勝った動作[我、ガイアと共にあり]
[Statedef 187]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 191, 3];効果音
type = PlaySnd
trigger1 = animelem = 6
value = 190,1

[State 191, 3];我
type = PlaySnd
trigger1 = animelem = 6
value = 187,0

[State 191, 3];ガイアと共にあり
type = PlaySnd
trigger1 = animelem = 23
value = 187,1

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 6
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0





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

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover

;---------------------------------------------------------------------------
; 通常登場
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = Time= 1
value = 160, 0
channel = 2;(1:ダッシュ音)

;[state a]
;type = changestate
;trigger1 = time = 1
;trigger1 = var(1) = 1
;value = 192



[State 191, 3];倒してみせよ
type = PlaySnd
trigger1 = animelem = 11
value = 190,0

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 13
value = 190,1

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 14
value = 190,2


[State 1000, 5]
type = Explod
trigger1 = animelemtime(11) = 1
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0



[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

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


;---------------------------------------------------------------------------
; オロチ登場
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0


[State 191, 3];さなぎをやぶり
type = PlaySnd
trigger1 = animelem = 10
value = 193,0

[State 191, 3];蝶は舞う
type = PlaySnd
trigger1 = animelem = 27
value = 193,1

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 27
value = 193,2

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 29
value = 190,2


[State 1000, 5]
type = Explod
trigger1 = animelem = 27
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0



[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

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



;---------------------------------------------------------------------------
; 挑発の動作
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 191, 3];
type = changeanim
trigger1 = time = 0
trigger1 = var(1) = 1
value = 196

[State 191, 3];我のみを尊ぶ
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(1) = 0
value = 195,0

[State 195, 1]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; 遠距離立ち・弱・パンチ・の動作
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim =200                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)


[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = var(1) = 0
value = 200,var(6)

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

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 240, 2]
type = projectile
trigger1 = animelem = 3
projID = 8501
projanim =  10005
projhitanim = 8502
projremove = 1
projremovetime = 120
attr = A,NP
hitby = MA
guardflag = MA
sparkno = -1
damage = 18,5
kill = 1
velocity = 5
accel = 0,0.08
projhits = 1
pausetime = 0,12
animtype = light
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 120
Projstagebound = 120
ground.velocity = -3,-2
guard.velocity = -11
air.velocity = -3,-2
airguard.velocity = -4.5,-5
offset = 29,-94
postype = p1
hitsound = S211, 0
p2getp1stateno = 0


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 8500
id = 8500
sprpriority = 7
postype = p1
pos = 39,-94
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 5
under = 0
scale = 0.3,0.3
random = 10,10
Supermovetime = 9999999999
Pausemovetime = 9999999999
;---------------------------------------------------------------------------
; 近距離立ち・弱・パンチ・の動作
[Statedef 205]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 205                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = var(1) = 0
value = 200,var(6)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

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

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



[State 240, 2]
type = projectile
trigger1 = animelem = 3
projID = 8501
projanim =  10005
projhitanim = 8502
projremove = 1
projremovetime = 120
attr = A,NP
hitby = MA
guardflag = MA
sparkno = -1
damage = 18,5
kill = 1
velocity = 5
accel = 0,0.08
projhits = 1
pausetime = 0,12
animtype = light
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 120
Projstagebound = 120
ground.velocity = -3,-2
guard.velocity = -11
air.velocity = -3,-2
airguard.velocity = -4.5,-5
offset = 29,-94
postype = p1
hitsound = S211, 0
p2getp1stateno = 0


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 8500
id = 8500
sprpriority = 7
postype = p1
pos = 39,-94
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 5
under = 0
scale = 0.3,0.3
random = 10,10
Supermovetime = 9999999999
Pausemovetime = 9999999999
;---------------------------------------------------------------------------
;遠距離強パンチ
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 210

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(1) = 0
value = 210, var(6)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 211, 0


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 6
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -10,0
bindtime = 1
supermove = 0
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 7
anim = 8500
id = 8500
sprpriority = 7
postype = p1
pos = 49,-64
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 5
under = 0
scale = 0.7,0.7
random = 10,10
Supermovetime = 9999999999
Pausemovetime = 9999999999
[State 240, 2]
type = projectile
trigger1 = animelem = 7
projID = 8501
projanim = 1011
projhitanim = 1015
projremove = 1
projremovetime = 120
attr = A,NP
hitby = MA
guardflag = MA
sparkno = -1
damage = 100,5
kill = 1
velocity = 10,0
accel = 0,0
projhits = 1
pausetime = 10,12
animtype = hard
projemisstime = 1
projepriority = 300000
projespriority = 4
Projedgebound = 120
Projstagebound = 120
ground.velocity = -3,-2
guard.velocity = -11
air.velocity = -3,-2
airguard.velocity = -4.5,-5
offset = 49,-64
postype = p1
hitsound = S199,1
p2getp1stateno = 0


[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;遠距離 立ち・弱・キック
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(6)

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 1000, 5];攻撃エフェクト1
type = Explod
trigger1 = animelem = 3
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 77,-91
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト2
type = Explod
trigger1 = animelem = 4
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 35,-21
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1


[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = light
damage    = 38
getpower = 61,61
guardflag = MA
pausetime = 7,8
sparkno = s7000
sparkxy = -15,-57
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;近距離 立ち・弱・キック
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 235
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(6)

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 1000, 5];攻撃エフェクト1
type = Explod
trigger1 = animelem = 3
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 33,-20
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト2
type = Explod
trigger1 = animelem = 4
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 62,-54
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1


[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = light
damage    = 29
getpower = 30,30
guardflag = MA
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-20
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200

[State 230, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = light
damage    = 29
getpower = 30,30
guardflag = MA
pausetime = 9,10
sparkno = s7000
sparkxy = -30,-54
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200


[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;遠距離 立ち・強・キック
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(1) = 0
value = 210, var(6)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 240, 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 96
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = s7001
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-5.2
nochainID = 1200

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = 58
getpower = 30,30
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-106
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.velocity = -2,-5.0
nochainID = 1200

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

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 近距離立ち・強・キック
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 245
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = var(1) = 0
value = 210, var(6)

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 96
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = s7001
sparkxy = -25,-55
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = 0
air.velocity = -3,-5.2
nochainID = 1200

[State 240, 2]
type = HitDef
trigger1 = animelem = 10
attr = S, NA
animtype  = hard
damage    = 58
getpower = 30,30
guardflag = HA
pausetime = 11,12
sparkno = s7001
sparkxy = -25,-96
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10
air.velocity = -2,-5.0
nochainID = 1200


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; ふっ飛ばし攻撃
[Statedef 290]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 290
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 211, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = var(1) = 0
value = 290, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -36,-18
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = high
damage    = 98
getpower = 136,136
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
nochainID = 1200


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ガードキャンセルふっ飛ばし攻撃
[Statedef 291]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -500
ctrl = 0
velset = 0,0
anim = 291
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = Time = 0
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = var(1) = 0
value = 290, 0

[State 700, 2];無敵の状態を作る
type = NotHitBy
triggerall = 1
trigger1 = 1
value = SCA

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = diagup
damage    = 39
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
nochainID = 1200

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;屈み・弱・パンチ
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 400
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(6)

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 19
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 60,60
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-37
hitsound   = s300,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3
nochainID = 1200

[State 400, 3]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み・強・パンチ
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 30
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = var(1) = 0
value = 210, var(6)

[State 410, 2]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = 96
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s7001
sparkxy = -10,-73
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3,-6
nochainID = 1200

[State 410, 2]
type = HitDef
trigger1 = animelem = 7
attr = C, NA
damage    = 70
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s7001
sparkxy = -12,-78
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-5
air.velocity = -3,-6
nochainID = 1200

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み・弱・キック
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 430
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(6)

[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 430, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 19
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 6,8
sparkno = s7000
sparkxy = -10,-12
hitsound   = s330,var(6)
getpower = 30,30
guard.sparkno = s7010
guardsound = s120,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
nochainID = 1200

[State 400, 3]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み・強・キック
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 30
ctrl = 0
anim = 440
sprpriority = 2

[State 440, 2]
type = PlaySnd
trigger1 = Time = 2
trigger2 = animelem = 5
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = var(1) = 0
value = 210, var(6)

[State 440, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 154
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkno = s7001
getpower = 61,61
sparkxy = -15,-18
hitsound   = s340,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1
nochainID = 1200

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1



;---------------------------------------------------------------------------
;空中・弱・パンチ
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 2



[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(1)

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 38
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-79
hitsound   = s300,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
nochainID = 1200

;---------------------------------------------------------------------------
;空中・強・パンチ
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 610
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 220, 1

[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
trigger1 = var(1) = 0
value = 210, var(6)

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 125
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s7001
sparkxy = -10,-76
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
nochainID = 1200

;---------------------------------------------------------------------------
;垂直空中・弱・キック
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 630
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(6)

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 36
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s7000
sparkxy = -5,-51
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
nochainID = 1200

;---------------------------------------------------------------------------
;空中・強・キック
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 640
sprpriority = 2

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
trigger1 = var(1) = 0
value = 210, var(6)

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 135
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s7001
sparkxy = -10,-61
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
nochainID = 1200

;---------------------------------------------------------------------------
;空中ふっ飛ばし攻撃
[Statedef 690]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 690
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 210,var(6)

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 211, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -29,-13
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype  = hard
damage    = 98
getpower = 120,120
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-75
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
nochainID = 1200








;---------------------------------------------------------------------------
;タクティカルステップ
[Statedef 700]
; type = S      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = I    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = N   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
poweradd= -500
ctrl = 0
anim = 700
velset = 0,0
sprpriority = 2

[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
trigger3 = prevstateno = [200,499]
value = -500

[State -2, a];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
trigger3 = prevstateno = [200,499]
time = 5
add = 0,0,176
mul = 0,0,176
color = 1
ignorehitpause = 1

[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = null;playerpush
trigger1 = animelem = 7,<=0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 700, 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = 0

[State 600, 1]
type = velset
trigger1 = animelem = 2
x = 8

[State 600, 1]
type = velset
trigger1 = animelem = 4
x = 0

[State 50, 4];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = 15
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1






[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;緊急回避後ろ
[Statedef 701]
; type = S      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = I    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = S   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
poweradd= 0
ctrl = 0
anim = 701
sprpriority = 2
velset = 0,0

[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -1000

[State 700, 2];無敵の状態を作る
type = NotHitBy
triggerall = 1
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = SCA

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = animelem = 8,<=0
value = SCA

[state a]
type = playerpush
trigger1 = animelem = 8,<= 0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 700, 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = 0

[State 600, 1]
type = velset
trigger1 = animelem = 4
x = -6

[State 600, 1]
type = velset
trigger1 = animelem = 8
x = 0


[State 50, 4];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = 33
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 0,0,0
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1




[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ダウン回避
[Statedef 702]
; type = S      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = I    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = S   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
poweradd= 0
ctrl = 0
anim = 702
sprpriority = 2
velset = 0,0

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[state a]
type = playerpush
trigger1 = animelem = 5,<=0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 702, 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = -4

[State 600, 1]
type = veladd
trigger1 = vel x <= 0
trigger1 = gametime % 2
x = 0.4

[state a]
type = velset
trigger1 = vel x >= 0
x = 0


[State 50, 4];←成功したときの残像
type = null;AfterImage
trigger1 = time = 0
time = 33
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 0,0,0
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1




[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1








;---------------------------------------------------------------------------
;門客人(あらはばき)
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = M-          ;コンボの途中から投げが入らないよう設定してある
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
p1facing = ifelse (command = "holdback", -1, 1) ;前を押したらターンする設定
p2facing = 1          ;？
p1stateno = 801       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 805       ;投げが成功した場合の移動する２Ｐのステート
;hitsound = S800,0
fall = 1              ;落ちる力を２Ｐにかけるか

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げている自分
[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 8
sprpriority = 2

;---------------------[サウンド]
[State 810, Grab Sound];掴み
type = PlaySnd
trigger1 = time = 3
value = 800, 0

[State 810, Grab Sound];浮き
type = PlaySnd
trigger1 = AnimElem = 2
value = 801, 0

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 5
value = 190, 2

[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelemtime(6) = 6
value = 240, 0


[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = animelemtime(6) = 6
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1


[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 7080
sprpriority = 3
postype = p1
velset = 0,0
pos = 47,-89
bindtime = 1
supermove = 0
under = 0
ownpal = 1


[State 1000, 5];ヒットエフェクト
type = Explod
trigger1 = animelemtime(6) = 6
anim = 7002
sprpriority = 5
postype = p1
velset = 0,0
pos = 60,-129
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 2
anim = 810
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,0
bindtime = 1
removetime = 40
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];足元消滅
type = Explod
trigger1 = animelem = 5
anim = 811
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];火柱
type = Explod
trigger1 = animelem = 6
anim = 812
sprpriority = 3
postype = p1
velset = 0,0
pos = 60,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1


;:::相手

[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 32,0


[state a]
type = targetstate
trigger1 = animelemtime(6) = 6
value = 806


[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelemtime(6) = 6
value = -173

;:::

[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1;animelem = 1
edge = 60,0

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

;---------------------------------------------------------------------------
;投げられている相手
[Statedef 805]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

[state a]
type = velset
trigger1 = time = 20
x = -2
y = -3

[state a]
type = veladd
trigger1 = vel x < 0
x = 0.1

[state a]
type = veladd
trigger1 = vel y < 0
y = 0.1

[state b]
type = null;velset
trigger1 = time = 26
x = 0
y = 0


[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 806]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

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

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

[state a]
type = velset
trigger1 = animelem = 1
x = -1.5
y = -10

[State 821, 1] ;これは重力これは毎フレーム事に0.4の力が加わります
type = VelAdd
Trigger1 = 1;animelem = 3,>= 0
y = .4

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

;---------------------------------------------------------------------------
;レッグスルー
[Statedef 850]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = M-          ;コンボの途中から投げが入らないよう設定してある
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
;p1facing = ifelse (command = "holdfwd", -1, 1) ;前を押したらターンする設定
p2facing = 1          ;？
p1stateno = 851       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 855       ;投げが成功した場合の移動する２Ｐのステート
;hitsound = S800,0
fall = 1              ;落ちる力を２Ｐにかけるか

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;投げている自分
[Statedef 851]
type    = S
movetype= A
physics = N
anim = 850
sprpriority = 5

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

;---------------------[サウンド]
[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800, 0

[State 810, Grab Sound];叩きつけ
type = PlaySnd
trigger1 = AnimElem = 6
value = 850, 2


;---------------------[エフェクト]
[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 7080
sprpriority = 3
postype = p1
velset = 0,0
pos = 47,-89
bindtime = 1
supermove = 0
under = 0
ownpal = 1

;---------------------[位置設定]
[state a]
type = posadd
trigger1 = animelem = 2
x = 8
y = -12

[state a]
type = posadd
trigger1 = animelem = 3
y = 12

[state a]
type = posadd
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
x = -16

[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = animelem = 5
edge = 60,121

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 6
time = 9
ampl = -5
freq = 95
phase = 95

;---------------------[相手の制御]
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0

[State 801, 2]
type = TargetBind
trigger1 = animelem = 3
pos = 54,-72

[State 801, 2]
type = TargetBind
trigger1 = animelem = 4
pos = 35,-84

[State 801, 2]
type = TargetBind
trigger1 = animelem = 5
pos = -25,-85

[State 801, 2]
type = TargetBind
trigger1 = animelem = 6
pos = -45,0


[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelem = 6
value = -167

;:::相手

[State 821, 3] 
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;投げられている相手
[Statedef 855]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

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

[state a]
type = velset
trigger1 = animelem = 9
x = 5
y = -4

[State 821, 1] ;これは重力これは毎フレーム事に0.4の力が加わります
type = VelAdd
Trigger1 = animelem = 9,>= 0
y = .4

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 弱解除
[Statedef 1000]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 45
velset = 0,0
anim = 1000
ctrl = 0

;---------------------[効果音]
[state a];はらえ
type = playsnd
trigger1 = animelem = 6
value = 1000,0

[state a];発射
type = playsnd
trigger1 = animelem = 7
value = 1000,1

;---------------------[位置設定]
[state a]
type = null;posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[state a]
type = velset
trigger1 = animelem = 7
x = -5

[state a]
type = veladd
trigger1 = vel x <= 0
x = 0.3

[state a]
type = velset
trigger1 = vel x >= 0
x = 0

;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1000
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1010
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = power >= 500
trigger1 = command = "誓約"
trigger1 = animelem >= 8
value = 1100

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


; 鏡(?)ヘルパー
[Statedef 1010]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 4,0
ctrl = 0
anim = 1010

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
triggerall = enemy,stateno != 1205
trigger1 = time = 0
trigger2 = movecontact = 10
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,12
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,-4.5
fall = 0
air.fall = 1
fall.recover = 0
p1stateno = 1011


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 200


; 鏡(?)ヘルパー2
[Statedef 1012]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 8,0
ctrl = 0
anim = 1010

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
triggerall = enemy,stateno != 1205
trigger1 = time = 0
trigger2 = movecontact = 3
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,12
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,-4.5
fall = 0
air.fall = 1
fall.recover = 0
p1stateno = 1013


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 200



; 鏡(?)ヘルパーヒット
[Statedef 1011]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0.5,0
ctrl = 0
anim = 1011

;---------------------[効果音]
[state a];
type = playsnd
trigger1 = time = 5
value = 801,1

[state a];
type = playsnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 190,2

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[移動]
[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 16

;---------------------[エフェクト]
[State 1000, 5];
type = Explod
trigger1 = time = 0
anim = 1012
id = 1012
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
removetime = 45
under = 0

[State 1000, 5];
type = Explod
trigger1 = time = 45
anim = 1013
id = 1013
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 7
attr = A, SP
animtype  = hard
damage    = 24,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,0
air.velocity = -4,-4.5
fall = 0
air.fall = 1
fall.recover = 0


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 45



; 鏡(?)ヘルパーヒット2
[Statedef 1013]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 1,0
ctrl = 0
anim = 1011

;---------------------[効果音]
[state a];
type = playsnd
trigger1 = time = 5
value = 801,1

[state a];
type = playsnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 190,2

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[移動]
[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 18

;---------------------[エフェクト]
[State 1000, 5];
type = Explod
trigger1 = time = 0
anim = 1012
id = 1012
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
removetime = 45
under = 0

[State 1000, 5];
type = Explod
trigger1 = time = 45
anim = 1013
id = 1013
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
triggerall = hitcount <= 6
trigger1 = time = 0
trigger2 = movecontact = 4
attr = A, SP
animtype  = hard
damage    = 24,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,0
air.velocity = -4,-4.5
fall = 0
air.fall = 1
fall.recover = 0


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 45


; 鏡(?)ヘルパー消滅
[Statedef 1015]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1015

;---------------------[効果音]
[state a];
type = playsnd
trigger1 = time = 0
value = 190,2

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 強解除
[Statedef 1001]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 45
velset = 0,0
anim = 1001
ctrl = 0

;---------------------[効果音]
[state a];はらえ
type = playsnd
trigger1 = animelem = 6
value = 1000,0

[state a];発射
type = playsnd
trigger1 = animelem = 7
value = 1000,1

;---------------------[位置設定]
[state a]
type = null;posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[state a]
type = velset
trigger1 = animelem = 7
x = -5

[state a]
type = veladd
trigger1 = vel x <= 0
x = 0.3

[state a]
type = velset
trigger1 = vel x >= 0
x = 0

;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1000
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1012
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = power >= 500
trigger1 = command = "誓約"
trigger1 = animelem >= 8
value = 1100

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



;---------------------------------------------------------------------------
;誓約
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= -500
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 1100, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1100, 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
vel = 1,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = hard
damage    = 135,10
priority = 7
getpower = 0,0
guardflag = MA
pausetime = 14,15
sparkno = s7001
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0

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

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;弱顕斎
[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2


;---------------------[効果音]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

;---------------------[エフェクト]

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit
anim = 1210
id = 1210
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0


;---------------------[攻撃判定]
[State 240, 2]
type = HitDef
trigger1 = movecontact = 0
trigger1 = enemy,stateno != 1420
attr = S, SA
animtype  = hard
damage    = 58,10
priority = 7
getpower = 121,121
guardflag = MA
pausetime = 29,30
guard.pausetime = 7,8
sparkno = s7003
sparkxy = -15,-95
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-10),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
id = 1200
nochainID = 1200
kill = 0

;---------------------[相手制御]
[state a]
type = targetstate
trigger1 = movehit
value = 1205

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = movehit
value = 1202


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;弱顕斎終了
[Statedef 1202]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1202
sprpriority = 2

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
;投げられている相手
[Statedef 1205]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

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

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
trigger1 = animexist(5051) = 1
value = 5051

[state a]
type = velset
trigger1 = time = 0
x = 0
y = -13

[state a]
type = veladd
trigger1 = 1
y = 0.49

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

[State 821, 3] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -98


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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;強顕斎
[Statedef 1201]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1201
sprpriority = 2


;---------------------[効果音]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

;---------------------[エフェクト]

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit
anim = 1211
id = 1210
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0


;---------------------[攻撃判定]
[State 240, 2]
type = HitDef
trigger1 = movecontact = 0
trigger1 = enemy,stateno != 1420
attr = S, SA
animtype  = hard
damage    = 77,10
priority = 7
getpower = 121,121
guardflag = MA
pausetime = 29,30
guard.pausetime = 7,8
sparkno = s7003
sparkxy = -15,-95
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-10),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
id = 1200
nochainID = 1200
kill = 0

;---------------------[相手制御]
[state a]
type = targetstate
trigger1 = movehit
value = 1205

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = movehit
value = 1203


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;強顕斎終了
[Statedef 1203]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1203
sprpriority = 2

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 弱糺
[Statedef 1300]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -500
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 211, 0

[State 200, 1];糺
type = PlaySnd
trigger1 = animelem = 4
value = 1300, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -36,-18
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 1700, 0];カウンター判定
type = ReversalDef
trigger1 = time = 0
attr = S, SA
reversal.attr = SCA, NA, SA
hitflag = M-
priority = 4, Miss
pausetime = 7,8
sparkno = S7012
hitsound = S121,0
p2facing = 1
p1stateno = 1310

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = diagup
damage    = 115,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 強糺
[Statedef 1301]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -500
ctrl = 0
velset = 0,0
anim = 1301
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 211, 0

[State 200, 1];糺
type = PlaySnd
trigger1 = animelem = 4
value = 1300, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -36,-18
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 1700, 0];カウンター判定
type = ReversalDef
trigger1 = time = 0
attr = S, SA
reversal.attr = SCA, NA, SA
hitflag = M-
priority = 4, Miss
pausetime = 7,8
sparkno = S7012
hitsound = S121,0
p2facing = 1
p1stateno = 1310

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = diagup
damage    = 96,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



; 糺カウンター
[Statedef 1310]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1310
sprpriority = 2

;---------------------[無敵の状態を作る]
[State 1];
type = NotHitBy
trigger1 = animelem = 5,<=0
value = SCA

;---------------------[]
[State 200, 1];糺
type = PlaySnd
trigger1 = animelem = 1
value = 1300, 0

[State 240, 1];発射
type = PlaySnd
trigger1 = animelem = 2
value = 1300, 1


;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 1
anim = 1305
id = 211
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0



[State 240, 2]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
animtype  = hard
damage    = 48,10
getpower = 0,0
guardflag = MA
pausetime = 0,17
sparkno = s7001
sparkxy = -15,-77
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

;---------------------[飛び道具]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP
projanim = 1306
projhitanim = 1015
projid = 1000
projpriority = 1
projsprpriority = 4
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 28,-73
velocity = 7
damage = 144,10
animtype = Hard
guardflag = MA
pausetime = 0,12
sparkno = S7002
guard.sparkno = S7012
sparkxy = 20,0
hitsound = S190,2
guardsound = S121,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 火闌降
[Statedef 1400]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1400
sprpriority = 2



;---------------------[コマンド判定]
[state a]
type = varset
triggerall = time = 0
trigger1 = command = "b"
trigger1 = prevstateno != 1400
trigger2 = prevstateno = 1400
trigger2 = var(5) = 2
v = 5
value = 3

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "y"
trigger1 = prevstateno != 1400
trigger2 = prevstateno = 1400
trigger2 = var(5) = 1
v = 5
value = 2

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "a"
trigger1 = prevstateno != 1400
trigger2 = prevstateno = 1400
trigger2 = var(5) = 0
v = 5
value = 1

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "x"
;trigger1 = prevstateno != 1400
v = 5
value = 0

;---------------------[ゲージ増加]
[state a]
type = poweradd
trigger1 = time = 0
value = var(5)*30

;---------------------[ゲージ増加]
[state a]
type = varset
trigger1 = prevstateno != 1400
v = 13
value = 0

[state a]
type = varset
trigger1 = prevstateno = 1400
v = 13
value = 1

;---------------------[変数指定]
[state a];コマンド受付判定初期化
type = varset
trigger1 = time = 0
v = 7
value = 0


[state a];コマンド受付判定
type = varset
trigger1 = command = "火闌降1"
trigger1 = var(5) = 0
trigger2 = command = "火闌降2"
trigger2 = var(5) = 1
trigger3 = command = "火闌降3"
trigger3 = var(5) = 2
v = 7
value = 1

;---------------------[効果音]
[state a];ここだ/そこか/ここか/そこだ
type = playsnd
trigger1 = animelem = 2
value = 1400,var(5)

[state a];
type = playsnd
trigger1 = animelem = 1
value = 801,1

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "hasira"
pos = 70*var(5)+40,0
postype = P1
stateno = 1410
helpertype = normal
keyctrl = 0
ownpal = 1



;---------------------[連続]
[state a]
type = changestate
trigger1 = (var(7) = 1)&&(var(5) = 2)&&(animtime = 0)
trigger2 = (var(7) = 1)&&(var(5) = 1)&&(animtime = 0)
trigger3 = (var(7) = 1)&&(var(5) = 0)&&(time != 0)
value = 1400


;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



; 火柱
[Statedef 1410]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1410

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1411

;---------------------[]
[state a];
type = playsnd
trigger1 = animelem = 12
value = 190,2

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 12
anim = 1415
id = 1415
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = movecontact = 0
attr = S, SP
animtype  = hard
damage    = 58-root,var(13)*30,10
getpower = 61,61
guardflag = M
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s240,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

;---------------------[相手]
[state a]
type = targetstate
trigger1 = movehit = 1
value = 1420


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0

; 火柱消滅
[Statedef 1411]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1411

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;投げられている相手
[Statedef 1420]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

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

[State 1];
type = null;NotHitBy
trigger1 = enemy,stateno != 2101
value = SCA

[state a]
type = velset
trigger1 = time = 0
x = -4
y = -7

[state a]
type = veladd
trigger1 = 1
y = 0.4

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



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; ？？？？？・火柱
[Statedef 1450]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1450
sprpriority = 2



;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "x"
trigger1 = prevstateno != 1450
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "a"
trigger1 = prevstateno != 1450
v = 5
value = 1

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "y"
trigger1 = prevstateno != 1450
v = 5
value = 2

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "b"
trigger1 = prevstateno != 1450
v = 5
value = 3

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "z"
trigger1 = prevstateno != 1450
v = 5
value = 4


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

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

[state a]
type = varset
trigger1 = time != 0
trigger1 = command = "y"
v = 5
value = 2

[state a]
type = varset
trigger1 = time != 0
trigger1 = command = "b"
v = 5
value = 3

[state a]
type = varset
trigger1 = time != 0
trigger1 = command = "z"
v = 5
value = 4

;---------------------[回数制限]
[state a]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 3

[state a]
type = varadd
trigger1 = time = 0
trigger1 = prevstateno = 1450
v = 18
value = -1


;---------------------[ゲージ増加]
[state a]
type = poweradd
trigger1 = time = 0
value = var(5)*20

;---------------------[ゲージ増加]
[state a]
type = varset
trigger1 = prevstateno != 1450
v = 13
value = 0

[state a]
type = varset
trigger1 = prevstateno = 1450
v = 13
value = 1

;---------------------[変数指定]
[state a];コマンド受付判定初期化
type = varset
trigger1 = time = 0
v = 7
value = 0


[state a];コマンド受付判定
type = varset
trigger1 = time != 0
trigger1 = (command = "x")||(command = "a")||(command = "y")||(command = "b")||(command = "z")
v = 7
value = 1

[state a];コマンド受付判定
type = null;varset
trigger1 = command = "火闌降1"
trigger1 = var(5) = 0
trigger2 = command = "火闌降2"
trigger2 = var(5) = 1
trigger3 = command = "火闌降3"
trigger3 = var(5) = 2
v = 7
value = 1

;---------------------[効果音]
[state a];
type = playsnd
trigger1 = animelem = 1
value = 801,1

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "hasira"
pos = 70*var(5)+40,0
postype = P1
stateno = 1412
helpertype = normal
keyctrl = 0
ownpal = 1





;---------------------[連続]
[state a]
type = changestate
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 10)
;trigger2 = (var(7) = 1)&&(time >= 5)
;trigger3 = (var(7) = 1)&&(var(5) = 0)&&(time >= 5)
value = 1450


;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



; 火柱
[Statedef 1412]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1410


;---------------------[位置設定]
[state a]
type = posset
trigger1 = time = 0
trigger1 = root,var(5) = 4
x = enemy,pos x 
;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1411

;---------------------[]
[state a];
type = playsnd
trigger1 = animelem = 12
value = 1450,0

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 12
anim = 1415
id = 1415
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

;---------------------[]
[State 1020, 4]
type = EnvShake
trigger1 = animelem = 12
time = 20
ampl = -8
freq = 95
phase = 95


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = movecontact = 0
attr = S, SP
animtype  = hard
damage    = 58-root,var(13)*20,10
getpower = 61,61
guardflag = M
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

;---------------------[相手]
[state a]
type = targetstate
trigger1 = movehit = 1
value = 1420


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0









;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 弱御大
[Statedef 1500]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 61
ctrl = 0
velset = 2,0
anim = 1500
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 211, 0

[State 200, 1];糺
type = PlaySnd
trigger1 = animelem = 2
value = 1500, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -29,-13
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[state a];完全打撃防御
type = reversaldef
trigger1 = time = 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
pausetime = 11,12
sparkno = s7012
sparkxy = 15,0
hitsound = s121,0
numhits = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
trigger1 = p2movetype = H
attr = A, SA
animtype  = hard
damage    = 74,10
getpower = 121,121
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-3.5
air.velocity = -4,-3.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
trigger1 = p2movetype != H
attr = A, SA
animtype  = hard
damage    = 154,10
getpower = 121,121
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-3.5
air.velocity = -4,-3.8
fall = 1
fall.recover = 0


[state a]
type = velset
trigger1 = animelem = 4
x = -2
y = -4

[state a]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.4

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------[着地ステートに移行]
[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1510

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 強御大
[Statedef 1501]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 61
ctrl = 0
velset = 2,0
anim = 1501
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 211, 0

[State 200, 1];糺
type = PlaySnd
trigger1 = animelem = 2
value = 1500, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -29,-13
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
trigger1 = p2movetype = H
attr = A, SA
animtype  = hard
damage    = 74,10
getpower = 121,121
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-3.5
air.velocity = -4,-3.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
trigger1 = p2movetype != H
attr = A, SA
animtype  = hard
damage    = 154,10
getpower = 121,121
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-3.5
air.velocity = -4,-3.8
fall = 1
fall.recover = 0


[state a]
type = velset
trigger1 = animelem = 4
x = -2
y = -4

[state a]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.4

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------[着地ステートに移行]
[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1510



; 御大着地
[Statedef 1510]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = -1.5,0
anim = 1510
sprpriority = 2

[State 200, 1];着地音
type = PlaySnd
trigger1 = animelem = 1
value = 40, 0

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = veladd
trigger1 = vel x <= 0
x = 0.1

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



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;？？・弱鏡・前
[Statedef 1150]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2


;---------------------[効果音]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 210, 1]
type = PlaySnd
trigger1 = movehit
value = 1150, 0
ignorehitpause = 1
Persistent = 0


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

;---------------------[エフェクト]

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit
anim = 1210
id = 1210
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0


;---------------------[攻撃判定]
[State 240, 2]
type = HitDef
trigger1 = movecontact = 0
trigger1 = enemy,stateno != 1420
attr = S, SA
animtype  = hard
damage    = 78,10
priority = 7
getpower = 121,121
guardflag = MA
pausetime = 29,30
guard.pausetime = 7,8
sparkno = s7003
sparkxy = -15,-95
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-13),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150
kill = 0

;---------------------[相手制御]
[state a]
type = targetstate
trigger1 = movehit
value = 1205

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = movehit
value = 1202


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;？？？・弱鏡・斜め
[Statedef 1250]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1201
sprpriority = 2


;---------------------[効果音]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 210, 1]
type = PlaySnd
trigger1 = movehit
value = 1150, 0
ignorehitpause = 1
Persistent = 0


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

;---------------------[エフェクト]

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit
anim = 1211
id = 1211
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0


;---------------------[攻撃判定]
[State 240, 2]
type = HitDef
trigger1 = movecontact = 0
trigger1 = enemy,stateno != 1420
attr = S, SA
animtype  = hard
damage    = 78,10
priority = 7
getpower = 121,121
guardflag = MA
pausetime = 29,30
guard.pausetime = 7,8
sparkno = s7003
sparkxy = -15,-124
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-13),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150
kill = 0

;---------------------[相手制御]
[state a]
type = targetstate
trigger1 = movehit
value = 1205

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = movehit
value = 1203


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;？？・強鏡・前
[Statedef 1151]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1151
sprpriority = 2

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = animelem = 5,<=0
value = SCA
time = 1

;---------------------[効果音]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

;---------------------[エフェクト]

[State 1000, 5];攻撃エフェクト
type = null;Explod
trigger1 = animelem = 5
anim = 1160
id = 1210
sprpriority = 5
postype = p1
pos = 10,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0


;---------------------[攻撃判定]
;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 5
id = 1050
persistent = 0
name = "kagami"
pos = 0,0
postype = P1
stateno = 1160
helpertype = normal
keyctrl = 0
ownpal = 1
;---------------------[立ちステートに戻る]

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



; 鏡(?)ヘルパー待機
[Statedef 1160]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
sprpriority = 5
ctrl = 0
anim = 1160

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1161

;---------------------[]
[state a]
type = changestate
trigger1 = p2BodyDist X < 60
trigger1 = enemy,movetype != H
value = 1161


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0


; 鏡(?)ヘルパー攻撃
[Statedef 1161]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0.05,0
ctrl = 0
anim = 1163

[state a]
type = posadd
trigger1 = time = 0
x = 49
y = -95

[state a]
type = veladd
trigger1 = 1
x = 0.07

;---------------------[効果音]
[state a];
type = playsnd
trigger1 = time = 5
value = 801,1

[state a];
type = playsnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 190,2

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[移動]
[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 16

;---------------------[エフェクト]
[State 1000, 5];
type = Explod
trigger1 = time = 0
anim = 1161
id = 1012
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
removetime = 45
under = 0

[State 1000, 5];
type = Explod
trigger1 = time = 45
anim = 1162
id = 1013
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 7
attr = A, SP
animtype  = up
damage    = 34,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-4
air.velocity = -4,-4.5
fall = 1
air.fall = 1
fall.recover = 0


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 45



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;？？・強鏡・斜め
[Statedef 1251]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1251
sprpriority = 2

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = animelem = 5,<=0
value = SCA
time = 1

;---------------------[効果音]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

;---------------------[エフェクト]
;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 5
id = 1050
persistent = 0
name = "kagami"
pos = 0,0
postype = P1
stateno = 1260
helpertype = normal
keyctrl = 0
ownpal = 1
;---------------------[立ちステートに戻る]

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


; 鏡(?)ヘルパー待機
[Statedef 1260]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
sprpriority = 5
ctrl = 0
anim = 1260

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1261

;---------------------[]
[state a]
type = changestate
trigger1 = p2BodyDist X < 55
trigger1 = enemy,movetype != H
value = 1261


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0


; 鏡(?)ヘルパー攻撃
[Statedef 1261]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0.025,-0.025
ctrl = 0
anim = 1263

[state a]
type = posadd
trigger1 = time = 0
x = 20
y = -142

[state a]
type = veladd
trigger1 = 1
x = 0.035
y = -0.035

;---------------------[効果音]
[state a];
type = playsnd
trigger1 = time = 5
value = 801,1

[state a];
type = playsnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 190,2

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[移動]
[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 16

;---------------------[エフェクト]
[State 1000, 5];
type = Explod
trigger1 = time = 0
anim = 1261
id = 1012
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
removetime = 45
under = 0

[State 1000, 5];
type = Explod
trigger1 = time = 45
anim = 1262
id = 1013
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 7
attr = A, SP
animtype  = up
damage    = 34,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-4.5
air.velocity = -4,-4.5
fall = 1
air.fall = 1
fall.recover = 0


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 45


;---------------------------------------------------------------------------
; ！？・死祟
[Statedef 1999]
type = S
ctrl = 0
anim = 1999
velset = 0,0

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

[State 1000, 5];出血
type = Explod
trigger1 = animelem = 3
anim = 1998
id = 185
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[state a]
type = lifeadd
trigger1 = animelem = 5
value = -200
kill = 0

[state a]
type = poweradd
trigger1 = animelem = 5
value = 1000


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


;---------------------------------------------------------------------------
; ・・・　瞬間移動
[Statedef 1800]
type = A
ctrl = 0
anim = 1800
velset = 0,0

;---------------------[強弱判定]
[state a]
type = varset
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

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

[state a]
type = varset
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 2

[state a]
type = varset
trigger1 = command = "b"
trigger1 = time = 0
v = 5
value = 3

[state a]
type = varset
trigger1 = command = "z"
trigger1 = time = 0
v = 5
value = 4

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

[State 180, 1];エフェクトランダム
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,1

;---------------------[効果音]
[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 3
value = 211,0

;---------------------[エフェクト]
[State 1000, 5]
type = Explod
trigger1 = animelem = 3
trigger1 = var(2) = 0
anim = 1801
id = 2201
sprpriority = 0
postype = p1
pos = 0,0
vel = 9,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
trigger1 = var(2) = 1
anim = 1802
id = 2201
sprpriority = 0
postype = p1
pos = 0,0
vel = -9,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

;---------------------[位置設定]
[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 0
x = -120

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 1
x = -50

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 2
x = 50

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 3
x = 120

[state a]
type = posset
triggerall = animtime = 0
trigger1 = var(5) = 4
trigger2 = var(5) = 5
x = enemy,pos x

;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 1805



; ・・・　瞬間移動終わり
[Statedef 1805]
type = S
ctrl = 0
anim = 1805
velset = 0,0

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 4
x = -20

[state a]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 5
x = 20

;---------------------[変数指定]
[State 180, 1];エフェクトランダム
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,1

;---------------------[エフェクト]
[State 1000, 5]
type = Explod
trigger1 = time = 0
trigger1 = var(2) = 0
anim = 1806
id = 2201
sprpriority = 0
postype = p1
pos = -72,0
vel = 9,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
trigger1 = var(2) = 1
anim = 1807
id = 2201
sprpriority = 0
postype = p1
pos = 72,0
vel = -9,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1


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




;---------------------------------------------------------------------------
; Varのラウンド持ち越し
[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
farst = 2
last = 59
value = 0

[State 5900, 2] ;Clear all float variables
type = null;VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190


;---------------------------------------------------------------------------
; ここから下に新しいステートを書くと分かりやすくていいと思います
;---------------------------------------------------------------------------
;-----------------------------------------------------------------;---------------------------------------------------------------------------
[Statedef 703];kaihuku
type    = S
movetype= A
physics = S
poweradd= -3000
ctrl = 0
velset = 0,0
anim = 183

[State 750 , 2]
type = lifeset
trigger1 = 1
value = lifemax



[State 750 , 2]
type = PlaySnd
trigger1 = Time = 1
value =190, 0

[State 750 , 2]
type = PlaySnd
trigger1 = Time = 10
value = 2200,2


[State 702, ステート変更]
type = ChangeState
trigger1 = time = 140
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; ここは-2のステートを書いてください、ヘルパー関係です
;---------------------------------------------------------------------------
[Statedef -2]


[State 8]
type = TargetLifeAdd
trigger1 =1
value = -lifemax


[State 8]
type = TargetPowerAdd 
trigger1 =1
value = -9999999



[State 8]
type = targetfacing
trigger1 =1
value = facing
;;図に乗るな
[State -2]
type = palfx
trigger1 = var(35) 
mul = 256,90,90
time = -1
add = 250,90,90
sinadd = 200,100,100,50
color = 256
invertall = 1


[State 750 , 2]
type = lifeset
trigger1 = var(35)
value = 1200


[state -2, a];右向き設定
type = varset
trigger1 = var(10) = 0
trigger1 = facing = 1
v = 10
value = 1

[state -2, a];左向き設定
type = varset
trigger1 = var(10) = 0
trigger1 = facing = -1
v = 10
value = 2

[State -2, 1];ダッシュの音止め
type = stopSnd
trigger1 = stateno != 100
channel = 1

[state a];断鋼刃エフェクト消去
type = removeexplod
trigger1 = movetype = H
id = 2200


[state a];超火炎音止め
type = stopsnd
trigger1 = movetype = H
channel = 3

[state a]
type = stopsnd
trigger1 = stateno != 1055
channel = 5

[State -2, 3]
type = stopSnd
trigger1 = MoveType = H
channel = 2




[State -2, 4];ハイジャンプ判定
type = varadd
trigger1 = 1
v = 15
value = -1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::変数設定(多分ダメージ関係が殆ど)
[state a]
type = varset
trigger1 = movetype = H
v = 13
value = 0

;::::::::ボイス変更の乱数
[State 180, 1]
type = VarRandom
trigger1 = 1
v = 6
range = 0,2

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::パレットによるモード判別(1でオロチ)
[state -2, a]
type = varset
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
v = 1
value = 0

[state -2, a]
type = varset
trigger1 = palno = 7
trigger2 = palno = 8
trigger3 = palno = 9
trigger4 = palno = 10
trigger5 = palno = 11
trigger6 = palno = 12
v = 1
value = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::スロー処理

[state -2, a];スロー処理をする時間のカウント
type = varadd
trigger1 = 1
persistent = 0
ignorehitpause = 1
v = 4
value = -1

[state -2, a];スロー処理
type = pause
trigger1 = var(4) >= 1
trigger1 = gametime % 2
persistent = 0
ignorehitpause = 1
time = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;ダメージ時のエフェクト、サウンドの消去
;//////////////////////////////////////////////////////////////////////////
;ダメージ時のエフェクトの消去;死祟
[state a];
type = removeexplod
trigger1 = MoveType = H
id = 185


;ダメージ時のエフェクトの消去;ハウリングブル
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 1470

;ダメージ時のエフェクトの消去
[State -2 ,a]
type = removeexplod
trigger1 = MoveType = H
ID = 4000

;ダメージ時のエフェクトの消去
[state -2 ,a]
type = removeexplod
trigger1 = MoveType = H
id = 4200

[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1655

[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1860

;ダメージ時のサウンドの消去
[state a]
type = stopsnd
trigger1 = MoveType = H
channel = 1

;ダメージ時の残像の消去
[state a];
type = afterimagetime
trigger1 = MoveType = H
time = 0

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;コンボによるダメージ補正
;//////////////////////////////////////////////////////////////////////////
; 
[state a]
type = varset
trigger1 = 1
fvar(0) = 1.0

[state a]
type = varset
trigger1 = enemy,movetype = H
trigger1 = enemy,gethitvar(hitcount) > 0
;trigger1 = enemy,gethitvar(hitcount) < 100
fvar(0) = ((100.0-(30.0+(enemy,gethitvar(hitcount)/3.0)*10.0))/100.0)

[state a]
type = attackmulset
trigger1 = 1
value = fvar(0)



[state a]
type = DefenceMulSet
trigger1 = var(14) = 1
value = 1
;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;勝利時のサウンドストップ
;//////////////////////////////////////////////////////////////////////////
;
[State 1]
type = AssertSpecial
;triggerall = Win
trigger1 = RoundState != 2 && RoundsExisted = 0
trigger2 = RoundState >= 3 && RoundsExisted != 0
flag = nomusic

[State 1]
type = varset
;triggerall = Win
trigger1 = RoundState != 2
v = 26
value = 0

[state a]
type = stopsnd
trigger1 = RoundState = 2
channel = 2


[state a]
type = playsnd
trigger1 = WinKO
trigger1 = RoundState = 3
trigger1 = var(12) = 0
IgnoreHitPause = 1
persistent = 0
value = 11,1

[state a]
type = varset
trigger1 = RoundState = 3
IgnoreHitPause = 1
v = 12
value = 1

[state a]
type = varset
trigger1 = RoundState = 2
IgnoreHitPause = 1
v = 12
value = 0

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;オロチのＫＯボイス消去(差し替えじゃないから楽だねぇ…)
;//////////////////////////////////////////////////////////////////////////
;
[State a]
type = assertspecial
trigger1 = var(1) = 1
trigger1 = p1name = "Mizuchi"
flag = nokosnd

[State -2, 本体無敵]
type = Nothitby
trigger1 = !ishelper
value = SCA
time = -1
ignorehitpause = 1

;-----------------------------------------------
[State -2, 【12Pカラー】八百長阻止]
type = AssertSpecial
flag = RoundNotOver
triggerall = !IsHelper
triggerall = PalNo = 12
triggerall = Alive
triggerall = RoundState = 4
trigger1 = 1
ignorehitpause = 1

[State -2, 甘艦被弾用ヘルパー]
type = Helper
triggerall = NumHelper(155477)=0
trigger1 = enemy,stateno!=[110,115]
HelperType = Player
name = "AMAKAN"
stateno = 3531
ID= 155477
size.xscale = 1
size.yscale = 1
postype = p1
pos = 0,0
ownpal = 1
supermovetime = 99999999999
pausemovetime = 99999999999
ignorehitpause = 1


[State -2,甘艦被弾]
type=Selfstate
triggerall=NumHelper(155477)!=0
trigger1=IsHelper(155477)
value=3531
ignorehitpause=1

[State -2, アーマーヘルパー呼び出し]
type = Helper
triggerall = NumHelper(9000)=0
triggerall = !IsHelper
trigger1 = roundstate = 2
trigger1 = !var(35)
HelperType = Player
name = "Armor"
stateno = 9000
ID = 9000
size.xscale = 2
size.yscale = 2
postype = p1
pos = 0,0
ownpal = 1
supermovetime = 99999999999
pausemovetime = 99999999999
ignorehitpause = 1

[State -2,６ｐ用ライフ]
type = LifeAdd
triggerall = var(31) >65
triggerall = !IsHelper
triggerall = NumHelper(9000)
trigger1 = Helper(9000),GetHitVar(damage)
value = -5
ignorehitpause=1


[state -2, アーマー用ステ固定]
type = Selfstate         ;相手にステートを奪われてても自分のステートに戻すことが可能です
trigger1 = Ishelper(9000) ;上記のヘルパーＩＤに合わせます
value = 9000             ;上記の参照するステート番号に合わせます
ignorehitpause = 1 

[State 210, 1]
type = PlaySnd
triggerall = !IsHelper
triggerall = NumHelper(9000)
trigger1 = Helper(9000),GetHitVar(damage)
value = 11,0



[State -2];
type = varadd
trigger1 = Helper(9000),GetHitVar(damage)
var(31) = 1



[State -2,混線]
type = Helper
triggerall = !ishelper 
triggerall = numhelper(46911) = 0
trigger1 = Roundstate=2 ;←混線ヘルパーのデストロイの条件を満たした時は出さないようにする
name = "konsen1"
stateno = 3511
ID = 46911
helpertype = player;プレイヤー型にしないと常時監視のselfstateを読み込まない
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause = 1

[State -2,混線ターゲット生成]
type = Helper
triggerall = !ishelper 
triggerall = numhelper(46912)<8
triggerall=Roundstate>=1
triggerall = numhelper(46911)>0
trigger1 = helper(46911),numtarget<8
name = "konsen2"
stateno = 3502
ID = 46912
helpertype = player;プレイヤー型にしないと常時監視のselfstateを読み込まない
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause = 1



[State -2,混線用ヘルパー]
type=selfstate
triggerall=name="Mizuchi"
triggerall=numhelper(46911)>0
trigger1=ishelper(46911)
value=3511
ignorehitpause=1

[State -2,混線-ターゲット生成]
type=selfstate
triggerall=name="Mizuchi"
triggerall=numhelper(46912)>0
trigger1=ishelper(46912)
value=3502
ignorehitpause=1


[State -2];即死返しステート取得
type = Parentvarset
triggerall = movereversed
triggerall = hitpausetime < 1
trigger1 = ishelper(200001) && stateno != 200001
var(29) = stateno
ignorehitpause = 0


[State -2, 習得ヘルパー呼び出し]
type = Helper
triggerall = !ishelper
triggerall = !numhelper(200001)
trigger1 = roundstate = [0,1]
trigger2 =(GameTime% 700 ) = 0 
ID = 200001
name = "syutoku"
postype = p1
pos = 0, 0
stateno = 200001
helpertype = player
keyctrl = 0
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State -2,６ｐ用ライフ]
type = LifeAdd
trigger1 = roundstate = [3,4]
value =1200
ignorehitpause=1

[State ]
type=Projectile
trigger1 = roundstate = [3,4]
trigger2 = roundstate = [0,1]
projID=4300
projanim=6000
projremove=0
projpriority=99999999
projhitanim=-1
projremanim=-1
projsprpriority=0
projshadow=0,0,0
projremovetime=1
projedgebound=10000
projstagebound=10000
projheightbound=-10000,10000
postype=p1
offset=20,-95
numhits=0
sparkno=-1
guard.sparkno=-1
sparkxy=99999,99999
pausetime=0,0
ground.velocity=0,5
guard.velocity=0
air.velocity=0,5
attr=SCA,HA,HP,HT
animtype=back
damage=1+random%13
getpower=-2147483647,-2147483647
givepower=-2147483647,-2147483647
hitflag=MAFDP
guardflag=
fall=1
fall.damage=2147483647
p2stateno=5110
p2getp1state=0

[State 191, 3];
type = changeanim
trigger1 = ishelper(200001)
value = 6000



[State -2, 習得用ステ固定]
type = Selfstate
trigger1 = ishelper(200001)
value = 200001
ignorehitpause = 1
-----------------------------------------------------------------------
;混線ステート
[Statedef 3511]
type    = A
movetype= I
physics = N
anim = 1111

[State ];ターゲットを保持し、いつでもタゲステができるようにする
type = ReversalDef
trigger1 = ishelper(46911)
trigger1 = numtarget>0
reversal.attr = SCA,AA,AT,AP
priority = 999999999999999999999999999
pausetime = 0,0
sparkno = -1
hitsound = -1
ignorehitpause = 1

[State ];混線ヘルパーが被弾するとターゲットを失うので無敵にする
type = nothitby
trigger1 = ishelper(46911)
value = SCA,AA,AT,AP
ignorehitpause = 1
time = -1
ignorehitpause=1

[State 3502,見えなくする　無くても無問題]
type = AssertSpecial
trigger1 = ishelper(46911)
flag = invisible
flag2 = noshadow

[State -2,カメラに追われない　無くても無問題]
type = screenbound
trigger1 = ishelper(46911)
value = 0
movecamera = 0,0

[State ];本体に追従　possetでヘルパーに追従とかも可能　無くても無問題
type = bindtoroot
trigger1 = ishelper(46911)

[State ];保険　ターゲットを持っていない時に混線ヘルパーが自らターゲット生成を図る
type = Helper
triggerall = numhelper(46912)<8
trigger1 = helper(46911),numtarget<8
name = "konsen2"
stateno = 3502
ID = 46912
helpertype = player
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemovetime=2147483647
supermovetime=2147483647

[State ];攻撃判定アニメに切り替えHitdefで殴る
type=changeanim
trigger1 = ishelper(46911)
trigger1 = numtarget=0
trigger1 = numhelper(46912)>0
value= 1111
ignorehitpause=1

[State ]
type=statetypeset
trigger1 = ishelper(46911)
trigger1 = numtarget=0
trigger1 = numhelper(46912)>0
type     = A;statetype=LだとHitdefが当たらないので注意
movetype = A;movetype=AじゃないとHitdefが当たらないので注意
physics  = N
ignorehitpause=1

[State ];当身されないHitdefを撃つ事
type = hitdef
trigger1 = ishelper(46911)
trigger1 = numtarget=0
trigger1 = numhelper(46912)>0
attr = ,HA
damage = 0,0
numhits = 0
guardflag = 
hitflag = MAFDP
priority = 7, Hit
pausetime = 0,10
sparkno = 9999
guard.sparkno = 9999
animtype = hard
sparkxy = 9999,-9999
getpower = 0
givepower = -1
hitsound = -1
guardsound = -1
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
air.hittime = 5
fall = 0
ignorehitpause = 1
affectteam = F ;←忘れないように　本体を殴らないようにすること



[state 10000,邪眼]
type = null
triggerall = numtarget
triggerall = var(2):=target,stateno
trigger1 = (var(2)<=200)=0;1〜200
trigger1 = (var(2)>200 && var(2)<=1000 && var(2)%5=0)=0;200〜1000(5の倍数)
trigger1 = (var(2)>1000 && var(2)<=10000 && var(2)%10=0)=0;1000〜10000(10の倍数)
trigger1 = (var(2)>=100 && var(2)<=1000 && var(2)%111=0)=0;100〜1000(111の倍数)
trigger1 = (var(2)>=1000 && var(2)<=10000 && var(2)%1111=0)=0;1000〜10000(1111の倍数)
trigger1 = (var(2)>=10000 && var(2)<= 40000 && var(2)%100=0)=0;10000〜40000(100の倍数)
trigger1 = (var(2)>=40000 && var(2)<= 100000 && var(2)%1000=0)=0;40000〜100000(1000の倍数)
trigger1 = (var(2)=226)=0 && (var(2)=416)=0 && (var(2)=426)=0 && (var(2)=1005)=0 && (var(2)=1215)=0
trigger1 = (var(2)=1225)=0 && (var(2)=1305)=0 && (var(2)=2131)=0 && (var(2)=2141)=0 && (var(2)=2143)=0
trigger1 = (var(2)=5001)=0 && (var(2)=5011)=0 && (var(2)=5035)=0 && (var(2)=5071)=0 && (var(2)=5081)=0
trigger1 = (var(2)=5101)=0 && (var(2)=5201)=0 && (var(2)=6565)=0 &&(var(2)=10010)=0 && (var(2)=10050)=0
trigger1 = (var(2)=10060)=0 && (var(2)=100000)=0 && (var(2)=1065)=0 && (var(2)=1412)=0
trigger1 = (var(2)=2025)=0 && (var(2)=3002)=0 && (var(2)=10015)=0 && (var(2)=11100)=0
trigger1 = (var(2)=11502)=0 && (var(2)=12310)=0 && (var(2)=12345)=0 && (var(2)=13000)=0 && (var(2)=18102)=0
trigger1 = (var(2)=22101)=0 && (var(2)=22102)=0 && (var(2)=22122)=0 && (var(2)=24610)=0 && (var(2)=126100)=0
trigger1 = (var(2)=169990)=0 && (var(2)=301050)=0 && (var(2)=310120)=0 && (var(2)=313900)=0 && (var(2)=649999)=0
trigger1 = (var(2)=22222222)=0 && (var(2)=987654321)=0
trigger1 = var(2):=6000
ignorehitpause = 1

[state 10000,targetstate]
type = targetstate
trigger1 = enemy,name = "Devils eye"
trigger2 = enemy,name = "Hades"
value = var(2)
ignorehitpause = 1


[State -2,]
type=targetstate
triggerall=ishelper(46911)
triggerall=numtarget>0
triggerall=target,ishelper
trigger1=root,stateno=4124
value=1118
ignorehitpause=1




[State -2,]
type=targetstate
triggerall=ishelper(46911)
triggerall=numtarget>0
triggerall=target,ishelper
trigger1=root,stateno=895
value= 7000
ignorehitpause=1


[State -2,]
type=targetstate
triggerall=ishelper(46911)
triggerall=numtarget>0
triggerall=target,ishelper
trigger1=root,stateno=3380
value= 45000
ignorehitpause=1

[State ];攻撃判定の無いアニメで試合に支障が無いようにする
type=changeanim
trigger1 = ishelper(46911)
trigger1 = numtarget=8 ;これ以上ターゲットは保持できない
value= 9999
ignorehitpause=1

[State ];上のchangeanimと同じ理由
type=statetypeset
trigger1 = ishelper(46911)
trigger1 = numtarget=8
type     = A
movetype = I
physics  = N
ignorehitpause=1

[State ];必要あれば　敗北時等に
type = destroyself
trigger1 = ishelper(46911)
trigger1 = root,life=0
;この際混線ヘルパーを出さないようにしないと処理が重くなるのでヘルパー召喚トリガーに注意
;(ヘルパー出す→デストロイの条件を満たしているので消す→また出すの繰り返し)

;--------------------------------------------------------------------
;混線-ターゲット生成
[Statedef 3502]
type    = S
movetype= H
physics = N
anim = 1112

[State ];見えなくする　無くても無問題
type = AssertSpecial
trigger1 = ishelper(46912)
flag = invisible
flag2 = noshadow

[State ];カメラに追われない　無くても無問題
type = screenbound
trigger1 = ishelper(46912)
value = 0
movecamera = 0,0

[State ];本体に追従　possetでヘルパーに追従とかも可能　無くても無問題
type = bindtoroot
trigger1 = ishelper(46912)

[State ];生成ヘルパーが一定個数未満の時無敵にする
type=nothitby
trigger1 = ishelper(46912)
trigger1 = numhelper(46912)<8
value= SCA

[State ];生成ヘルパーが一定個数の時被弾するようにし混線ヘルパーのターゲットストックを増やす(最大８ストック)
type=hitby
trigger1 = ishelper(46912)
trigger1 = numhelper(46912)=8
value= SCA,HA ;混線のHitdefattrに合わせよう
ignorehitpause=1

[State ];消すことで空のターゲットを生む
type = destroyself
trigger1 = numhelper(46911)>0
trigger1 = helper(46911),numtarget=8 ;ターゲットを作れた
trigger2 = numhelper(46911)=0
;---------------------------------------------------------------------------
;ア貫通砲
[Statedef 45000]
type = U
movetype = H
physics = U
velset = 0,0


[State 6400000];邪眼
type = Projectile
triggerall = name= "Devils eye"
trigger1 = ishelper
trigger1 = root,alive
attr = C,HP
projid = 4444444
projanim = 23640
projpriority = 7
projremove = 1
sparkno = -1
hitsound   = -1
projremovetime = 10
postype = back
offset = 0,1000
pausetime = 0,0
p1stateno = 30201
pausemovetime = 9999999
supermovetime = 9999999 
ignorehitpause = 1
[State 45000]
type = Varset
trigger1 = !time
trigger2 = animelem = 1
var(2) = anim
ignorehitpause = 1

[State 45000]
type = Varset
trigger1 = !time
trigger2 = animelem = 1
var(3) = root,anim
ignorehitpause = 1

[State 45000]
type = NotHitBy
trigger1 = 1
value= SCA,AA,AP,AT

[State 9300, パンドラキラー改]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
trigger1 = 1
var(playerid(enemy,var(11)),var(0)) = root,stateno
ignorehitpause = 1
[State 45000]
type = Helper
triggerall = ishelper
trigger1 = numhelper(15000) < 8
ID = 15000
name = "none"
postype = p1
pos = 999, -9999999999999
stateno = prevstateno
helpertype = normal
keyctrl = 0
size.xscale = 0
size.yscale = 0
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 45000]
type = Projectile
triggerall = ishelper
triggerall = root,alive
trigger1 = gametime % 4 = 0
trigger2 = root,stateno != [5110,5150]
attr = C, HP
projid = 13000
projanim = var(2)
projpriority = 7
projremove = 0
projremovetime = 30
projmisstime = 1
projhits = 1
numhits = 0
postype = p2
offset = 0, 500
sparkxy = 999, 999
pausetime = 0, 2
p1stateno = ifelse(root,gethitvar(fall.damage), 5100 + (random % 2) * 10, 110 + (random % 2) * 5)
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 45000]
type = Projectile
triggerall = ishelper
triggerall = root,alive
trigger1 = gametime % 4 = 0
trigger2 = root,stateno != [5110,5150]
attr = C, HP
projid = 13100
projanim = var(3)
projpriority = 7
projremove = 0
projremovetime = 30
projmisstime = 1
projhits = 1
numhits = 0
postype = p2
offset = 0, 500
sparkxy = 999, 999
pausetime = 0, 2
p1stateno = ifelse(root,gethitvar(fall.damage), 5100 + (random % 2) * 10, 110 + (random % 2) * 5)
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 45000]
type = Projectile
triggerall = ishelper
triggerall = root,alive
trigger1 = gametime % 4 = 0
trigger2 = root,stateno != [5110,5150]
attr = C, HP
projid = 13200
projanim = 200
projpriority = 7
projremove = 0
projremovetime = 30
projmisstime = 1
projhits = 1
numhits = 0
postype = p2
offset = 0, 500
sparkxy = 999, 999
pausetime = 0, 2
p1stateno = ifelse(root,gethitvar(fall.damage), 5100 + (random % 2) * 10, 110 + (random % 2) * 5)
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 45000]
type = Assertspecial
trigger1 = Name != "Mizuchi"
flag = Invisible
flag2 = Noshadow
ignorehitpause = 1

[State 45000]
type = Posset
trigger1 = name != "Mizuchi"
y = 0
ignorehitpause = 1

[State 45000]
type = ChangeState
trigger1 = name != "Mizuchi"
trigger1 = !ishelper
value = 5150
ctrl = 1
ignorehitpause = 1


[State 45000]
type = SelfState
trigger1 = name = "Mizuchi"
value = 52
ignorehitpause = 1


[State 16001, 混線タゲステステートにいたヘルパー消失フラグ]
type = ParentVarSet
triggerall = Root,var(4)
trigger1   = !PlayerIDExist(Root,var(4))
var(4) = 0
ignorehitpause = 1


[State 19100, パンドラキラー改]
type = ParentVarSet
triggerall = IsHelper
triggerall = Parent,ID = Root,ID
trigger1 =1
var(PlayerID(Enemy,var(12)),var(0)) = Root,StateNo
ignorehitpause = 1

;::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
[Statedef 1118]
type = A
movetype = H
physics = N
ctrl = 0




[State 1,ステ抜け]
type=Changestate
triggerall=name="Mizuchi"
trigger1=!IsHelper
value=52
ctrl=1
ignorehitpause=1



[State 1];なるべく相手に干渉されない位置に
type = posset
trigger1 = p1name="Mizuchi";←自分のキャラの名前を入れる
x = root,pos x;←相手に迷惑がかかるので
y = 9999999999999999999999999999999999999999999999999999999999
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 88];相手のヘルパーは無敵でなければいけない。自分のヘルパーはターゲット保持のために攻撃を常に受けることができる状態でなければならない。
type = nothitby
trigger1 =p1name!="Mizuchi";←自分のキャラの名前を入れる
value = SCA
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999
;::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
;ここに即死返し、変数初期化などのステコンを入れる

[state 7500, アニメ習得]
type = Varset
triggerall=IsHelper
trigger1 = time = 0
trigger2 = animelem = 1
var(2) = anim
ignorehitpause = 1


[State 45000]
type = Varset
trigger1 = !time
trigger2 = animelem = 1
var(3) = root,anim
ignorehitpause = 1

[State 45000]
type = NotHitBy
trigger1 = 1
value= SCA,AA,AP,AT

[State 45000]
type = Helper
triggerall = ishelper
trigger1 = numhelper(15000) < 8
ID = 15000
name = "none"
postype = p1
pos = 999, -9999999999999
stateno = prevstateno
helpertype = normal
keyctrl = 0
size.xscale = 0
size.yscale = 0
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 100100]
type = Projectile
trigger1 = Ishelper
trigger1 = Root,Alive
attr = SCA,AA,AP,AT
projid = 100100
projanim = var(2)
projpriority = 7
projremove = 0
sparkno = -1
hitsound   = -1
projremovetime = 30
projscale = 0,0
postype = p2
offset = 0,0
pausetime = 0,0
p1stateno = enemy,var(29)
ignorehitpause = 1

[State 100100]
type = Projectile
trigger1 = Ishelper
trigger1 = Root,Alive
attr = SCA,AA,AP,AT
projid = 100100
projanim = var(3)
projpriority = 7
projremove = 0
sparkno = -1
hitsound   = -1
projremovetime = 30
projscale = 0,0
postype = p2
offset = 0,0
pausetime = 0,0
p1stateno = enemy,var(29)
ignorehitpause = 1

[state 7500, アニメ習得]
type = Varset
trigger1 = time = 0
trigger2 = animelem = 1
var(6) = root,anim
ignorehitpause = 1



[State 1114,変数弄り死星用１]
type = ParentVarSet
triggerall = IsHelper
triggerall = root,name != "Mizuchi"
trigger1 = root,name = "Death Star"
var(11) = -2147483648
ignorehitpause = 1

[State 1114,変数弄り死星用２]
type = ParentVarSet
triggerall = IsHelper
triggerall = root,name != "Mizuchi"
trigger1 = root,name = "Death Star"
var(12) = -2147483648
ignorehitpause = 1

[state 1114,変数弄り死星用３]
type = ParentVarSet
triggerall = ishelper
trigger1 = root,name = "Death Star"
var(20) = 1
ignorehitpause = 1


[State 1114,変数弄りレヴィ子用１]
type = ParentVarSet
triggerall = IsHelper
triggerall = root,name != "Mizuchi"
trigger1 = root,name = "Sanae Kotiya"
var(58) = 2147483648
ignorehitpause = 1

[State 1114,変数弄りレヴィ子用２]
type = ParentVarSet
triggerall = IsHelper
triggerall = root,name != "Mizuchi"
trigger1 = root,name = "Sanae Kotiya"
var(57) = 2147483648
ignorehitpause = 1

;記述の仕方しだいでは宇宙意思のようなキャラとも格闘できます。
;::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
[State 1];用が無いときは消しましょう
type = DestroySelf
trigger1 = time>20;相手のヘルパーを消す条件
ignorehitpause = 1

[Statedef 200001]
type    = S
movetype= A
physics = S
anim = 6000


[State -2, 習得用ステ固定]
type = Selfstate
trigger1 = !ishelper
value =0
ignorehitpause = 1

[State -2]
type = Screenbound
trigger1 = 1
value = 0
ignorehitpause = 1
[State -2]
type = Playerpush
trigger1 = 1
value = 0
ignorehitpause = 1


[State 100101]
type = Hitdef
;triggerall = enemy,name != "Oniwarud"
trigger1 = Time = [0,10]
attr = S,SA,SP,ST
sparkxy = 99999,-99999
pausetime = 11,11
damage = 99999999999*ifelse(random%2=0,1,-1),99999999999*ifelse(random%2=0,1,-1)
ignorehitpause = 1

[State 100101]
type = Destroyself
triggerall = ishelper
trigger1 = AnimElem = 1, = 10
trigger2 = root,Win


[State 22, ヘルパーＩＤ記憶]
type = Parentvarset
trigger1 = 1
var(11) = id
ignorehitpause = 1


[State 22, パンドラキラー改用変数調査]
type = Varset
trigger1 = enemynear,var(gametime % 60) = enemynear,stateno
trigger1 = enemynear,stateno != 0
trigger1 = var(1) := 1
var(0) = (gametime % 60)
ignorehitpause = 1



;----------------------------------------------------------------------------
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
[statedef 7000,○○キラー]

[state 7500, アニメ習得]
type = Varset
triggerall=IsHelper
trigger1 = time = 0
trigger2 = animelem = 1
var(2) = anim
ignorehitpause = 1

;-----------------------------------------------
[State 19205, 【専用対策】さいごのスターマン Life変数オーバーフロー]
type = ParentVarSet
var(1) = -256*256*256*128
triggerall = Parent,ID = Root,ID
trigger1 = Name = "LastStarman"
ignorehitpause = 1

;-----------------------------------------------
[State 19205, 間者ヘルパー]
type = Helper
triggerall = PlayerIDExist(ID)  ;エラー落ち回避
triggerall = Root,NumHelper(97979797) < 2
trigger1 = 1  
helpertype = normal         
name = "Force-Maken-Helper"   ;ヘルパーの名前
ID  = 97979797                ;ヘルパーID
pos = 0,-1000                 ;初期位置
stateno   = 97979797          ;ヘルパーが最初に参照するステート
ignorehitpause = 1


[State 14000, 対ゆうれい]
type = Projectile
triggerall = ishelper
triggerall = root,alive
trigger1 = root,name = "Creepy Cursed Ghost Black"
attr = C,HP 
projid = 14000
hitflag = MAFLPD
projanim = 9998
projpriority = 7
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
projremove = 1
projremovetime = 30
projmisstime = 1
projhits = 1
numhits = 0
postype = p2
offset = 0, 500
sparkno = -1
guard.sparkno = -1
pausetime = 1, 2
p1stateno = 201
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1


[State 14000, 対ＱＢ意思]
type = Helper
triggerall = ishelper
triggerall = root,alive
triggerall = roundstate > 1
triggerall = !numhelper(2012893)
trigger1 = root,name = "INCUBATOR"
ID = 2012893
name = "ko"
postype = p1
pos = 999, -9999999999999
stateno = 3982102
helpertype = player
size.xscale = 0
size.yscale = 0
keyctrl = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1,ステ抜け]
type=Changestate
triggerall=name="Mizuchi"
trigger1=IsHelper
value=52
ctrl=1
ignorehitpause=1

[State 14000, 対凶神]
type = Projectile
triggerall = ishelper
triggerall = root,alive
trigger1 = root,name = "Matsugami"
attr = C, HP
projid = 14000
projanim = 6110
projpriority = 7
projremove = 0
projremovetime = 30
projmisstime = 1
numhits = 0
projhits = 1
postype = p2
offset = 0, 500
sparkxy = 999, 999
pausetime = 0, 2
p1stateno = ifelse(root,gethitvar(fall.damage) != 0, 5110, 115)
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1
;---------------------------------------------------------------------------
; ここから下は-3のステートを書いてください、ここに書いたものはゲーム中
; に条件が成立すればいつでも開始するステートです。
;---------------------------------------------------------------------------

[Statedef -3]
;ゲーム中に常にいつでも開始したいステート、ここでは「着地音」に使用しています
;下の条件は「52か106のステートに移動して１フレーム目に」と言う事です。
;52と106はバックステップとジャンプの着地のステートです。
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 107 
trigger3 = stateno = 103 
value = 40, 0


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

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

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

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

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

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

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

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




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

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

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

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

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


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

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

[State -3, 5]
type = AfterImage
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(15) >= 1
time = 10
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1



; 丈(ジョー)カー背景エフェクト
[Statedef 6050]
type = A
movetype = I
physics = N
anim = 9999
velset = 0, 0
ctrl = 0

[State 3020, 1]
type = Explod
trigger1 = !NumExplod(6022)
anim = 6050
id = 6022
postype = back
bindtime = -1
RemoveTime = -1
scale = 1.08,1.08
sprpriority = -99
persistent = 0

[State 3020, 1]
type = AssertSpecial
trigger1 =  NumExplod = 1
flag = NoBG
flag2 = NoFG
flag3 = NoBarDisplay
ignorehitpause = 1

[State 3020, 1]
type = RemoveExplod
triggerall = Time > 0
trigger1 = Parent,StateNo != [2700,2701]
ID = 6022

[State 3020, 1]
type = DestroySelf
triggerall = Time > 0
trigger1 = Parent,StateNo != [2700,2701]




; 木の葉背景エフェクト
[Statedef 6051]
type = A
movetype = I
physics = N
anim = 9999
velset = 0, 0
ctrl = 0

[State 3020, 1]
type = Explod
trigger1 = !NumExplod(6022)
anim = 6050
id = 6022
postype = back
bindtime = -1
RemoveTime = -1
scale = 1.08,1.08
sprpriority = -99
persistent = 0

[State 3020, 1]
type = AssertSpecial
trigger1 =  NumExplod = 1
flag = NoBG
flag2 = NoFG
flag3 = NoBarDisplay
ignorehitpause = 1

[State 3020, 1]
type = RemoveExplod
triggerall = Time > 0
trigger1 = Parent,StateNo != 2610
ID = 6022

[State 3020, 1]
type = DestroySelf
triggerall = Time > 0
trigger1 = Parent,StateNo != 2610





[Statedef 593000]
type = S
movetype = A
physics = N
ctrl = 0
anim = 9999

[State 0]
type = BindToParent
trigger1 = ishelper(593000)
pos = sin(gametime*0.04)*cos(gametime*0.035)*65 - 8,cos((gametime*0.025) - (Pi/4))*sin((gametime*0.06) - (Pi/1))*50 - 75

[State 0]
type = BindToParent
trigger1 = ishelper(593001)
pos = sin(gametime*0.04)*cos(gametime*0.035)*-65 + -8,cos((gametime*0.025) - (Pi/4))*sin((gametime*0.06) + (Pi/1))*-50 + -75


[state -2]
type = nothitby
trigger1 = 1
value = SCA

[State a]
type = Explod
trigger1 = GameTime%3 = 0
anim =10001
sprpriority = -1
postype = p1
pos = 0,0
scale = 0.8,0.8
random = 0,20
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -.2 + (random%2),0
trans = sub
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
[State a]
type = Explod
trigger1 = GameTime%3 = 0
anim = 10001
sprpriority = -1
postype = p1
pos = 0,0
scale = 0.2,0.2
random = 0,40
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -.2 + (random%2),0
trans = add
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
[State a]
type = Explod
trigger1 = GameTime%3 = 0
anim = 10001
sprpriority = -1
postype = p1
pos = 0,0
scale = 0.15,0.15
random = 0,20
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -.2 + (random%2),0
trans = add
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
[State a]
type = Explod
trigger1 = GameTime%3 = 0
anim = 10001
sprpriority = -1
postype = p1
pos = 0,0
scale = 0.25,0.25
random = 0,40
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -.2 + (random%2),0
trans = add
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 346, Explod]
type = Explod
trigger1 = gametime%4 = 0
anim = 10001
postype = p1
random = 20,20
sprpriority = -1
ownpal = 1
scale= .5,.5
ignorehitpause = 1
trans = add
[State 346, Explod]
type = Explod
trigger1 = gametime%4 = 0
anim = 10001
postype = p1
random = 30,30
sprpriority = -1
ownpal = 1
scale= .5,.5
ignorehitpause = 1
trans = add

[State a]
type = Explod
trigger1 = 1
anim = 10001
sprpriority = -1
postype = p1
pos = 0,0
scale = 0.25,0.25
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,0
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 0]
type = AssertSpecial
trigger1 = 1
flag = invisible

[state -2]
type = nothitby
trigger1 = 1
value = SCA
















[Statedef 890]
type = S
movetype = A
physics = N
anim = 8889
velset = 0,0
ctrl = 0
;---------------------------------------------
[State 888]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nofg
;---------------------------------------------
;SPエフェクト
[State 888]
type = SuperPause
trigger1 = (palno != 6 && palno != 12)
trigger1 = time = 0
time = 32
movetime = 32
anim = -1
poweradd = -3000

[State 888]
type = PlaySnd
trigger1 = Time = 0
value = 3000,3
IgnoreHitPause = 1
[State 888]
type = PlaySnd
trigger1 = Time = 0
value = 190,1
IgnoreHitPause = 1
;---------------------------------------------
;攻撃
[State 888, proj]
type = projectile
trigger1 = anim = 8889
trigger1 = time >= 50
trigger1 = time%15 = 0
projID = 37564
projanim = 37564
projhitanim = -1
projremove = 1
projremovetime = 8
attr = S,HA
hitby = MAFD
guardflag = MA
sparkno = -1
damage = 22
kill = 1
velocity = 0,0
accel = 0
projhits = 1
pausetime = 0,0
animtype = hard
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 60
Projstagebound = 60
ground.velocity = 0,-3
guard.velocity = -11
air.velocity = 0,-2
airguard.velocity = 0
palfx.time = 120
palfx.add = 256, 123,124
palfx.sinadd = 122, 53,54, 5
offset = -5,-90
postype = p1
hitsound = S190,2
getpower = 0
p2stateno = 891
Supermovetime = 9999999999
Pausemovetime = 9999999999
[State 888, proj]
type = projectile
triggerall = palno = 6 || palno = 12
trigger1 = anim = 8889
trigger1 = time >= 50
trigger1 = time%15 = 5
projID = 37564
projanim = 37564
projhitanim = -1
projremove = 1
projremovetime = 8
attr = S,HA
hitby = MAFD
guardflag = MA
sparkno = -1
damage = 220
kill = 1
velocity = 0,0
accel = 0
projhits = 1
pausetime = 0,0
animtype = hard
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 60
Projstagebound = 60
ground.velocity = 0,-3
guard.velocity = -11
air.velocity = 0,-2
airguard.velocity = 0
palfx.time = -1
palfx.add = 256, 123,124
palfx.sinadd = 122, 53,54, 5
offset = -5,-90
postype = p1
hitsound = -1
getpower = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999
;---------------------------------------------
;音声
[State 8];
type = playsnd
trigger1 = time = [299,300]
value = 190,1
freqmul = 0.50+(ifelse(time=300,0.3,0))
volume = -100

[State 8]
type = PlaySnd
trigger1 = numexplod(8889) > 0 || numexplod(8890) > 0
trigger1 = time%40=0
value = S211,0
freqmul = 0.60
channel = 22
[State 8]
type = stopsnd
trigger1 = numexplod(8889) = 0 && numexplod(8890) = 0
channel = 22

;フフフフフフフ
[State 8]
type = PlaySnd
triggerall = Time = 32
trigger1 = var(37) = 1432 && var(56) = 0
trigger2 = var(31) = 1 && var(56) = 0
value = 20000,0
volume = 255
[State 8]
type = PlaySnd
trigger1 = Time = 32
trigger1 = var(37) = -1432
trigger1 = var(31) != 1 && var(56) = 0
freqmul = 0.8
value = 20000,0
volume = 255
;フフフフフフフ
[State 8]
type = PlaySnd
triggerall = Time = 32
trigger1 = var(37) = 1432 && var(56) = 0
trigger2 = var(31) = 1 && var(56) = 0
value = 20000,0
volume = 255
[State 8]
type = PlaySnd
trigger1 = Time = 32
trigger1 = var(37) = -1432
trigger1 = var(31) != 1 && var(56) = 0
freqmul = 0.8
value = 20000,0
volume = 255

;フッハッハッハッハ
[State 8]
type = PlaySnd
triggerall = Time = 140
trigger1 = var(37) = 1432 && var(56) = 0
trigger2 = var(31) = 1 && var(56) = 0
value = 20000,1
volume = 255
[State 8]
type = PlaySnd
trigger1 = Time = 140
trigger1 = var(37) = -1432
trigger1 = var(31) != 1 && var(56) = 0
freqmul = 0.8
value = 20000,1
volume = 255
;フッハッハッハッハ
[State 8]
type = PlaySnd
triggerall = Time = 140
trigger1 = var(37) = 1432 && var(56) = 0
trigger2 = var(31) = 1 && var(56) = 0
value = 20000,1
volume = 255
[State 8]
type = PlaySnd
trigger1 = Time = 140
trigger1 = var(37) = -1432
trigger1 = var(31) != 1 && var(56) = 0
freqmul = 0.8
value = 20000,1
volume = 255

;ハアッハッハッハッハッハ
[State 8]
type = PlaySnd
triggerall = time = 220
trigger1 = var(37) = 1432 && var(56) = 0
trigger2 = var(31) = 1 && var(56) = 0
value = 20000,2
volume = 255
[State 8]
type = PlaySnd
trigger1 = time = 220
trigger1 = var(37) = -1432
trigger1 = var(31) != 1 && var(56) = 0
freqmul = 0.8
value = 20000,2
volume = 255
;ハアッハッハッハッハッハ
[State 8]
type = PlaySnd
triggerall = time = 220
trigger1 = var(37) = 1432 && var(56) = 0
trigger2 = var(31) = 1 && var(56) = 0
value = 20000,2
volume = 255
[State 8]
type = PlaySnd
trigger1 = time = 220
trigger1 = var(37) = -1432
trigger1 = var(31) != 1 && var(56) = 0
freqmul = 0.8
value = 20000,2
volume = 255
;---------------------------------------------
;嫌がらせ
[State 8]
type = targetfacing
trigger1 = numtarget > 0
trigger1 = target,facing != facing
value = facing
;---------------------------------------------
;大魔法エフェクト
[State 8]
type = Explod
trigger1 = anim = 8889
trigger1 = animelemtime(5) >= 0
trigger1 = numexplod(8890) < 3
trigger1 = time%3=0
anim = 8890
ID = 8890
postype = left
pos = 0,0
bindtime = -1
removetime = -1
under = 1
ownpal = 1
trans = addalpha
alpha = 128,256
SuperMoveTime = 999999
PauseMoveTime = 999999
[State 8]
type = Explod
trigger1 = anim = 8889
trigger1 = animelemtime(5) >= 0
trigger1 = numexplod(8889) < 3
trigger1 = time%3=0
anim = 8890
ID = 8889
postype = right
pos = 0,0
facing = -1
bindtime = -1
removetime = -1
under = 1
ownpal = 1
trans = addalpha
alpha = 128,256
SuperMoveTime = 999999
PauseMoveTime = 999999

;---------------------------------------------
;アニメ変更
[State 8]
type = Changeanim
trigger1 = anim = 8889
trigger1 = time >= 500
value = 8892
;---------------------------------------------
;終了エフェクト
[State 8]
type = Explod
trigger1 = anim = 8892
trigger1 = animelemtime(3) <= 0
trigger1 = numexplod(8891) < 5
anim = 8891
ID = 8891
postype = left
pos = 0,0
bindtime = -1
under = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
;---------------------------------------------
;エフェクト消去
[State 8]
type = RemoveExplod
trigger1 = anim = 8892
trigger1 = numexplod(8891) = 5
ID = 8890
[State 8]
type = RemoveExplod
trigger1 = anim = 8892
trigger1 = numexplod(8891) = 5
ID = 8889
;---------------------------------------------
;ステート変更
[State 8]
type = ChangeState
trigger1 = anim = 8892
trigger1 = animtime = 0
value = 0
ctrl  =1

[State 8]
type = PlaySnd
trigger1 = anim = 8889
trigger1 = time >= 499
value = 2300,3

[State -2,nothitby]
type = NotHitBy
trigger1 = !IsHelper
value = SCA
time = -1
IgnoreHitPause = 1
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;相手ステート
[Statedef 891]
type = A
movetype = H
physics = N
anim = 5070
poweradd = 30

[State 8]
type = velset
trigger1 = time = 0
Y = -4.5
IgnoreHitPause = 1

[State 8]
type = veladd
trigger1 = 1
Y = 0.45
IgnoreHitPause = 1

[State 8]
type = Changeanim2
trigger1 = 1
value = 8893
IgnoreHitPause = 1

[State 8]
type = Angledraw
trigger1 = 1
IgnoreHitPause = 1
[State 8]
type = Angleset
trigger1 = 1
value = gametime%30*12
IgnoreHitPause = 1


[State 8]
type = SelfState
trigger1 = pos Y > 0
value = 5110
IgnoreHitPause = 1




; 大神ヒット
[Statedef 2310195]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 889112
ctrl = 0



[State 1000, 5]
type = Explod
trigger1 =Time = 0
anim = 23191
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14


[State 2000, 6];潰す
type = PlaySnd
trigger1 = animelem = 9
value = 2300,3

---[エフェクト]
[State 1020, 4];画面シェイク
type = EnvShake
trigger1 = animelem = 9
time = 15
ampl = -12
freq = 95
phase = 95

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 9
;persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2


[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 888, proj]
type = projectile
trigger1 = animelem = 9
projID = 37564
projanim = 37564
projhitanim = -1
projremove = 1
projremovetime = 8
attr = S,HA
hitby = MAFD
guardflag = MA
sparkno = -1
damage = 22
kill = 1
velocity = 0,0
accel = 0
projhits = 1
pausetime = 0,0
animtype = hard
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 60
Projstagebound = 60
ground.velocity = 0,-3
guard.velocity = -11
air.velocity = 0,-2
airguard.velocity = 0
palfx.time = 120
palfx.add = 256, 123,124
palfx.sinadd = 122, 53,54, 5
offset = -5,-90
postype = p1
hitsound = S190,2
getpower = 0
p2stateno = 891
Supermovetime = 9999999999
Pausemovetime = 9999999999
[State 888, proj]
type = projectile
triggerall = palno = 6 || palno = 12
trigger1 = animelem = 9
projID = 37564
projanim = 37564
projhitanim = -1
projremove = 1
projremovetime = 8
attr = S,HA
hitby = MAFD
guardflag = MA
sparkno = -1
damage = 220
kill = 1
velocity = 0,0
accel = 0
projhits = 1
pausetime = 0,0
animtype = hard
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 60
Projstagebound = 60
ground.velocity = 0,-3
guard.velocity = -11
air.velocity = 0,-2
airguard.velocity = 0
palfx.time = -1
palfx.add = 256, 123,124
palfx.sinadd = 122, 53,54, 5
offset = -5,-90
postype = p1
hitsound = -1
getpower = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

















;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;怨（ﾉｿﾞﾐｦﾀﾁﾅﾗｸﾍｵﾄｽｱﾝｺｸﾉﾁｶﾗ）
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 895]
type = S
movetype = A
physics = N
anim = 8895
velset = 0,0
ctrl = 0
;-------------------------------------------


[State 888, proj]
type = projectile
trigger1 = numexplod(128) = 1
trigger1 = time >= 100
projID = 339
projanim = 37564
projhitanim = -1
projremove = 1
projremovetime = 1
attr = S,HT
hitby = AFDP
sparkno = -1
damage = ifelse(random % 2 = 0, 99999999999999, -99999999999999)
velocity = 0,0
accel = 0
projhits = 1
pausetime = 0,0
animtype = diagup
projemisstime = 1
projepriority = 300
projespriority = 4
Projedgebound = 60
Projstagebound = 60
ground.velocity = 0,-3
guard.velocity = -11
air.velocity = 0,-2
airguard.velocity = 0
offset = 0,0
postype = p1
hitsound = -1
getpower = 0
givepower = -99999999
fall = 1
fall.recovery = 0
fall.damage = 999999999
Supermovetime = 9999999999
Pausemovetime = 9999999999
[State 888, proj]
type = projectile
trigger1 = numexplod(128) = 1
trigger1 = time >= 150
projID = 339
projanim = 37564
projhitanim = -1
projremove = 1
projremovetime = 1
attr = S,HA
hitby = MAFDP
sparkno = -1
damage = ifelse(random % 2 = 0, 99999999999999, -99999999999999)
kill = 1
velocity = 0,0
accel = 0
projhits = 1
pausetime = 0,0
animtype = diagup
projemisstime = 1
projepriority = 300
projespriority = 4
Projedgebound = 60
Projstagebound = 60
ground.velocity = 0,-3
guard.velocity = -11
air.velocity = 0,-2
airguard.velocity = 0
offset = 0,0
postype = p1
hitsound = -1
getpower = 0
givepower = -99999999
fall = 1
fall.recovery = 0
fall.damage = 999999999
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 8]
type = TargetLifeAdd
trigger1 = numtarget > 0
value = -9999999
absolute = 1
;-------------------------------------------

[State 888]
type = PlaySnd
trigger1 = anim = 8895
trigger1 = animelemTime(5) = 0
value = 190,1
IgnoreHitPause = 1
;-------------------------------------------
;音
;ハアッハッハッハッハッハ
[State 8]
type = PlaySnd
triggerall = animelemtime(7) = [0,10]
trigger1 = time%2 = 0
trigger1 = anim = 8895
value = 20000,2
volume = 255
freqmul = 0.1*ifelse(var(31) !=1,8,10)
[State 2000, 6];潰す
type = PlaySnd
trigger1 = anim = 8895
trigger1 = time = [90,95]
value = 2000,5
freqmul = 1.0+0.1*(time-89)

[State 2000, 6];音楽
type = PlaySnd
trigger1 = anim = 8895
trigger1 = time = 100
value = 2300,0
freqmul = 0.45
channel = 25
[State 2000, 6];音楽
type = PlaySnd
trigger1 = anim = 8895
trigger1 = time = 100
value = 2300,0
freqmul = 0.45
channel = 25

[State 191, 3];カラー変更音
type = PlaySnd
trigger1 = anim = 8896
trigger1 = animelemtime(1) = 1
value = S211,0
freqmul = 1.5
;-------------------------------------------

;-------------------------------------------
;大魔法エフェクト
[State 8]
type = Explod
trigger1 = anim = 8895
trigger1 = animelemtime(7) = 0
trigger1 = numexplod(128) = 0
anim = 8894
ID = 128
postype = left
pos = 0,0
facing = 1
bindtime = -1
removetime = 466
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
[State 8]
type = Explod
trigger1 = anim = 8895
trigger1 = animelemtime(7) = 0
trigger1 = numexplod(129) = 0
anim = 8894
ID = 129
postype = right
pos = 0,0
facing = -1
bindtime = -1
removetime = 466
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
[State 8]
type = ModifyExplod
trigger1 = numexplod(128) = 1
ID = 128
ontop = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
[State 8]
type = ModifyExplod
trigger1 = numexplod(129) = 1
ID = 129
ontop = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
;-------------------------------------------
;暗転関係
[State 888]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nofg
flag3 = nobardisplay

[State 888]
type = EnvColor
trigger1 = 1
value = 0,0,0
under = 1

[State 888]
type = allpalfx
trigger1 = time = 480
add = 255,255,255
mul = 120,120,120
sinadd = 180,180,180,120
time = 50
;-------------------------------------------
;アニメ変更
[State 8]
type = Changeanim
trigger1 = anim = 8895
trigger1 = numexplod(128) = 0
trigger1 = time > 100
value = 8896
;-------------------------------------------
;ステート変更
[State 8]
type = ChangeState
trigger1 = anim = 8896
trigger1 = animtime = 0
value = 0
ctrl = 1















[Statedef 24000000]
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 = LifeSet
triggerall = name != "Mizuchi"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

















[Statedef 3380];Cremation Blast
type=S
movetype=A
physics=S
juggle=0
poweradd=0
ctrl=0
velset=0,0
anim=2201

[State ]
type=screenbound
trigger1=anim=2201
value=0
movecamera=1,0
ignorehitpause=1
[State ]
type=AssertSpecial
trigger1=1
trigger1=time<=953
flag=NOFG
flag2=NOBG
flag3=nobardisplay
ignorehitpause=1
[State ]
type=AssertSpecial
trigger1=1
flag=timerfreeze
[State ];行動制限
type=varset

trigger1=anim=2201
trigger1=animelemtime(1)=0
var(1)=9999
[State ]
type=PlaySnd
trigger1=1
trigger1=anim=2201
trigger1=AnimElem=1
value=0,2+random%2
freqmul=1+(0.1*(random%3))
volume=999
[State ]
type=PlaySnd
trigger1=1
trigger1=anim=2201
trigger1=AnimElem=1
value=3500,11
freqmul=1
[State ]
type=PlaySnd
trigger1=1
trigger1=anim=2201
trigger1=AnimElem=1
value=3000,2
freqmul=1

[State ]
type=changeanim
trigger1=1
trigger1=anim=2201&&animelemtime(7)=5
value=2206
[State ];見えなくなる
type=posset
trigger1=1
trigger1=anim=2206
x=0
y=1000
[State ]
type=posset
trigger1=1
trigger1=anim!=2206
y=0
[State ]
type=AssertSpecial
trigger1=1
trigger1=anim=2206
flag=noshadow
ignorehitpause=1
[State ];サンシャイン
type=Explod
trigger1=1
trigger1=facing=1
trigger1=time=42
anim=3380
id=3380
sprpriority=9999999
postype=left
facing=1
vel=0,0
pos=0,0
scale=1,1
bindtime=-1
trans=add
pausemovetime=99999999999999999999
supermovetime=99999999999999999999
ignorehitpause=1
ontop=1
ownpal=1
[State ];サンシャイン
type=Explod
trigger1=1
trigger1=facing=-1
trigger1=time=42
anim=3380
id=3380
sprpriority=9999999
postype=right
facing=-1
vel=0,0
pos=-1,0
scale=1,1
bindtime=-1
trans=add
pausemovetime=99999999999999999999
supermovetime=99999999999999999999
ignorehitpause=1
ontop=1
ownpal=1
[State ]
type=modifyexplod
trigger1=time>953
id=3380
trans=addalpha
alpha=256-((time-953)*2),256
[State ]
type=PlaySnd

trigger1=time=42
value=1,7
freqmul=1
volume=800
[State ]
type=PlaySnd

trigger1=time=82
value=1,17
freqmul=1
volume=300
[State ]
type=PlaySnd

trigger1=time=84
value=1,16
freqmul=0.7
volume=800
[State ]
type=PlaySnd

trigger1=time=340
value=1,10
freqmul=1
volume=800
[State ]
type=PlaySnd

trigger1=time=380
value=11,1
freqmul=1
volume=800
[State ]
type=PlaySnd

trigger1=time=382
value=1300,1
freqmul=1
volume=800
[State ]
type=PlaySnd

trigger1=time=380
value=3500,15
freqmul=0.8
volume=200
[State ]
type=PlaySnd

trigger1=time=500
value=3500,15
freqmul=0.8
volume=200
[State ]
type=PlaySnd

trigger1=time=600
value=3500,15
freqmul=0.8
volume=200
[State ]
type=PlaySnd

trigger1=time=680
value=1,13
freqmul=1
volume=800
[State ]
type=PlaySnd

trigger1=time=684
value=1,13
freqmul=1
volume=800
[State ]
type=PlaySnd

trigger1=time=688
value=1,13
freqmul=1
volume=800
[State ]
type=PlaySnd

trigger1=time=693
value=1,13
freqmul=1
volume=800
[State ]
type=PlaySnd

trigger1=time=700
value=1,13
freqmul=1
volume=800
[State ]
type=PlaySnd

trigger1=time=720
trigger2=time=729
value=1,15
freqmul=1
volume=800
[State ]
type=PlaySnd

trigger1=time=723
trigger2=time=731
value=193,2
freqmul=1
volume=800
[State ]
type=PlaySnd

trigger1=time=726
trigger2=time=734
value=0,25
freqmul=1
volume=800
[State ]
type=PlaySnd

trigger1=time=752
value=3500,19
freqmul=0.9
volume=800
[State ]
type=PlaySnd

trigger1=time=752
value=3500,19
freqmul=0.8
volume=800
[State ];戻る
type=changeanim
trigger1=anim=2206
trigger1=time=930; 893;1081
value=2211     

[State ]
type=PlaySnd
trigger1=1
trigger1=anim=2211
trigger1=time=1082
value=3500,1
freqmul=1
volume=800
[State ]
type=Projectile
trigger1=1
trigger1=time=[42,52]
projID=4300
projanim=4302
projremove=0
projpriority=99999999
projhitanim=-1
projremanim=-1
projsprpriority=0
projshadow=0,0,0
projremovetime=1
projedgebound=10000
projstagebound=10000
projheightbound=-10000,10000
postype=p1
offset=20,-95
numhits=0
sparkno=-1
guard.sparkno=-1
sparkxy=99999,99999
pausetime=0,0
ground.velocity=0,5
guard.velocity=0
air.velocity=0,5
attr=SCA,HA,HP,HT
animtype=back
damage=1+random%13
getpower=-2147483647,-2147483647
givepower=-2147483647,-2147483647
hitflag=MAFDP
guardflag=
fall=1
fall.damage=2147483647
p2stateno=5110
p2getp1state=0
[State ]
type=Projectile
trigger1=1
trigger1=time=[53,170]
attr=SCA,AA,AT,AP
projanim=10000
projhitanim=-1
projid=3380
projpriority=99999
projsprpriority=99999
projremove=0
projremovetime=1
postype=p1
offset=0,0
numhits=0
velocity=0
animtype=hard
damage=-2147483640
getpower=0,0
givepower=0,0
guardflag=
hitflag=MAFD
pausetime=0
guard.pausetime=0,5
sparkno=-1
hitsound=-1
guard.sparkno=-1
guardsound=s1,1
ground.type=high
ground.slidetime=18
ground.hittime=18
ground.velocity=-1,-2
guard.velocity=-10
air.velocity=-1,0
fall=1
air.fall=1
fall.recover=0
fall.damage=2147483648
pausemovetime=2147483647
supermovetime=2147483647
[State ]
type=Projectile
trigger1=1
trigger1=time=[171,385]
projID=3380
projanim=10000
projremove=0
projpriority=99999999
projhitanim=-1
projremanim=-1
projsprpriority=0
projshadow=0,0,0
projremovetime=1
projedgebound=10000
projstagebound=10000
projheightbound=-10000,10000
postype=p1
offset=0,0
numhits=0
sparkno=-1
guard.sparkno=-1
pausetime=0,0
ground.velocity=0,5
guard.velocity=0
air.velocity=0,5
attr=SCA,HA,HT
animtype=back
damage=random+random
getpower=-2147483647,-2147483647
givepower=-2147483647,-2147483647
hitflag=MAFDP
guardflag=
fall=1
fall.damage=2147483647
[State ]
type=Projectile
trigger1=1
trigger1=time=[386,700]
trigger1=gametime%55=0
projID=3380
projanim=10000
projremove=0
projpriority=99999999
projhitanim=-1
projremanim=-1
projsprpriority=0
projshadow=0,0,0
projremovetime=1
projedgebound=10000
projstagebound=10000
projheightbound=-10000,10000
postype=p1
offset=0,0
numhits=0
sparkno=-1
guard.sparkno=-1
sparkxy=99999,99999
pausetime=0,0
ground.velocity=0,5
guard.velocity=0
air.velocity=0,5
attr=SCA,HA
animtype=back
damage=random%500
getpower=-2147483647,-2147483647
givepower=-2147483647,-2147483647
hitflag=MAFDP
guardflag=
fall=1
fall.damage=2147483647
[State ]
type=Projectile
trigger1=1
trigger1=time>799&&numexplod(3380)
projID=3380
projanim=10000
projremove=0
projpriority=99999999
projhitanim=-1
projremanim=-1
projsprpriority=0
projshadow=0,0,0
projremovetime=1
projedgebound=10000
projstagebound=10000
projheightbound=-10000,10000
postype=p1
offset=0,0
numhits=0
sparkno=-1
guard.sparkno=-1
pausetime=0,0
ground.velocity=0,5
guard.velocity=0
air.velocity=0,5
attr=SCA,HA,HT
animtype=back
damage=random%100
getpower=-2147483647,-2147483647
givepower=-2147483647,-2147483647
hitflag=MAFDP
guardflag=
fall=1
fall.damage=2147483647

[State ]
type=ChangeState
trigger1=1
trigger1=anim=2211
trigger1=animtime=0
value=195


;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type    = C
physics = C

[State 10, 2]
type = ChangeState
trigger1 = 1
value = 0



[Statedef 9000]; アーマー判定ヘルパー
type = A
movetype =I
physics = N
ignorehitpause = 1


[State -2]
type = LifeAdd
trigger1 = isHelper(9000)
value = 10000
ignorehitpause = 1


[State 9000,ライフ設定]
type = LifeSet
trigger1 = IsHelper(9000)
value = 2147483648
ignorehitpause = 1


[State 9000, ヘルパーステートタイプ変更]
type = Statetypeset      ;ヘルパーのステートをセットします
trigger1 = ishelper(9000) ;前述のヘルパーＩＤに合わせます
movetype = I             ;細かい説明は省きますが、Ｈだと不都合出るのでＩで
physics = N              ;※省略可
ignorehitpause = 1

[State 9000, ヘルパーコントロール不可]
type = Ctrlset           ;コントロール可否を設定します
trigger1 = ishelper(9000)
value = 0                ;0がコントロール不能です
ignorehitpause = 1

[state 9000, ヘルパー振り向き]
type = Turn                      ;ヘルパーを振り向かせます
triggerall = ishelper(9000)
trigger1 = facing != root,facing ;本体に向きを合わせます
ignorehitpause = 1

[State 9000, 0]; 不具合対策
type = ChangeState
trigger1 = !IsHelper
value = 0
ctrl = 1
ignorehitpause = 1


[State 9000, 0]; 透明＋影消し
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow
ignorehitpause = 1

[State 9000, 0]; 本体に追従
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 0,0
ignorehitpause = 1

[State 9000,被弾後の無敵]
type = NotHitBy
triggerall = NumHelper(9000)!=0
triggerall=Palno=1||Palno=11
trigger1 = GetHitVar(damage)
value = SCA
time = 60
ignorehitpause = 1

[State 9000,被弾後の無敵]
type = NotHitBy
triggerall = NumHelper(9000)!=0
triggerall=Palno=[3,6]
trigger1 = GetHitVar(damage)
value = SCA
time = 30
ignorehitpause = 1

[State 9000, 0]; 判定を揃える
type = ChangeAnim
;triggerall = root,var(20)!= 0
trigger1 = SelfAnimExist(Parent,Anim)
value = Parent,Anim
elem = Parent,AnimElemNo(0)
ignorehitpause=1

[State 9000, アーマー]; 打撃／飛び道具を受けたらステートを繰り返す
type = HitOverRide
trigger1 = IsHelper(9000)
attr = SCA,AA,AP,AT
stateno = 9000
ignorehitpause = 1

[State 9000, ヘルパー消去]
type = Destroyself                   
triggerall = ishelper(9000)                    
trigger1 = !root,alive               
ignorehitpause = 1



;------------------------------------------------
[StateDef 4124];orochi2
type = S
movetype = A
physics  = S
ctrl = 0
anim = 12001
poweradd = 0
sprpriority = 999999999
velset = 0

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

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

[State 2000, 6];無に還ろう
type = PlaySnd
trigger1 = Time = 15
value = 2200,1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = S12,3

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = S12,4

[State 2000, 6]
type = PlaySnd
trigger1 = time = 10
value = S12,1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 1
value = S11,0
volume = 255
channel = 2

[State 1000, 0]
type = EnvShake
trigger1 = time = 10
time = 250
freq = 100
ampl = -3

[State 600,***]
type = Explod
trigger1 = time = 10
anim =12002
id = 1
pos = 0,0
postype = left
sprpriority = -9999
bindtime = -1
removetime = 350

[State ]
type=Projectile
trigger1 =1
projID=3380
projanim=10000
projremove=0
projpriority=99999999
projhitanim=-1
projremanim=-1
projsprpriority=0
projshadow=0,0,0
projremovetime=1
projedgebound=10000
projstagebound=10000
projheightbound=-10000,10000
postype=p1
offset=0,0
numhits=0
sparkno=-1
guard.sparkno=-1
pausetime=0,0
ground.velocity=0,5
guard.velocity=0
air.velocity=0,5
attr=SCA,HA,HT
animtype=back
damage=random%100
getpower=-2147483647,-2147483647
givepower=-2147483647,-2147483647
hitflag=MAFDP
guardflag=
fall=1
fall.damage=2147483647


[State 9000, 0]; 不具合対策
type = ChangeState
trigger1 = time = 360
value = 22110
ignorehitpause = 1

[State ]
type=PlaySnd
trigger1=gametime%55=0
value=0,25

[State ]
type=PlaySnd
trigger1=gametime%85=0
value=193,2

; ？？？？？？・無に還ろう・終了
[Statedef 22110]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0


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















;===========================================================================
[Statedef 3531];甘艦用
type    = S
movetype= H
physics = N
anim = 1112

[State ];見えなくする　無くても無問題
type = AssertSpecial
trigger1 = ishelper(46912)
flag = invisible
flag2 = noshadow
ignorehitpause=1

[State ];カメラに追われない　無くても無問題
type = screenbound
trigger1 = ishelper(46912)
value = 0
movecamera = 0,0
ignorehitpause=1

[State ];本体に追従　possetでヘルパーに追従とかも可能　無くても無問題
type = bindtoroot
trigger1 = ishelper(46912)
ignorehitpause=1

[State -2,属性]
type=Hitby
trigger1=1
value=C, HP
ignorehitpause=1

[State ]
type = destroyself
trigger1=enemy,stateno=[110,115]
