;///////////////////////////////////////////////////////////////
[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 70
liedown.time = 0
airjuggle = 25
sparkno = 2
guard.sparkno = 40
KO.echo = 0
 volume = 0
  IntPersistIndex = 0
FloatPersistIndex = 40
power = 4000

[Size]
xscale = 1           
yscale = 1           
ground.back = 15     
ground.front = 16    
air.back = 12        
air.front = 12       
height = 125          
attack.dist = 320    
proj.attack.dist = 50
proj.doscale = 0     
head.pos = 0, -118   
mid.pos = -4, -86    
shadowoffset = 0    
draw.offset = 0,0    

[Velocity]
walk.fwd  = 4.4      
walk.back = -4.4     
run.fwd  = 8.2130434, 0    
run.back = -8.5,-3.8 
jump.neu = 0,-9.8    
jump.back = -5.05,2    
jump.fwd = 5.0,2      
runjump.back = -4.55,-8.1 
runjump.fwd = 6,-8.1      
airjump.neu = 0,-8.1      
airjump.back = -2.55      
airjump.fwd = 2.5         

[Movement]
airjump.num = 0      
airjump.height = 35  
yaccel = .57         
stand.friction = .85  
crouch.friction = .82 

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

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

; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= I
physics = N
velset = 0,0

[State 150]
type = StateTypeSet
;triggerall = palno = 12
trigger1 = 1
physics = S

[State 150]
type = Posset
trigger1 = name = "Phantom Mizuchi Elisir" && numhelper(190000)
x = helper(190000),pos x
y = helper(190000),pos y

[State 150]
type = ChangeAnim
trigger1 = 1
value = 150
ignorehitpause = 1
persistent = 0

[State 150]
type = ChangeState
;triggerall = Ishelper
trigger1 = HitShakeOver
value = 151

[State 150]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= I ;H
physics = S
;anim = 150


[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, 4]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= I ;H
physics = N
velset = 0,0
;anim = 151


[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151
ignorehitpause = 1
persistent = 0

[State 152, 3]
type = ChangeState
;triggerall = Ishelper
trigger1 = HitShakeOver
value = 153

[State 152, 4]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= I ;H
physics = C
;anim = 151


[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, 4]
type = ChangeState
;triggerall = Ishelper
trigger1 = Time >= GetHitVar(hittime)
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= I ;H
physics = N
velset = 0,0



[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152


[State 154, 2]
type = ChangeState
;triggerall = Ishelper
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= I ;H
physics = N
anim = 152

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (Vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 7]
type = ChangeState
;triggerall = Ishelper
trigger1 = sysvar(0)
trigger1 = Command != "holdback"
value = 52

[State 155, 8]
type = ChangeState
;triggerall = Ishelper
trigger1 = sysvar(0)
value = 130




; ジャンプスタート
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
;triggerall = Ishelper
triggerall = var(30) != 1
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State -1, AI]
Type = ChangeState
triggerall = var(30) = 1
Trigger1 = Time = 0
Value = 0
Ctrl = 1
IgnoreHitPause = 1

[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 = 6;const(velocity.run.fwd.x)

[State 100, 1]
type = VelSet
trigger1 = animelem = 15
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
;triggerall = Ishelper
trigger1 = command = "holdfwd"
trigger1 = animelem = 14,>=0
value = 101

[State 100, 4]
type = ChangeState
;triggerall = Ishelper
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
;triggerall = Ishelper
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
;triggerall = Ishelper
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
;triggerall = Ishelper
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
;triggerall = Ishelper
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
;triggerall = Ishelper
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
;triggerall = Ishelper
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
;triggerall = Ishelper
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
;triggerall = Ishelper
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 = 1,3

[State 0, ChangeState]
type = ChangeState
trigger1 = var(2)=1
triggerall= var(2)!=0
triggerall= var(2)!=2
triggerall= var(2)!=3
triggerall= var(2)!=4
triggerall= var(2)!=5
triggerall= var(2)!=6
value =  181

[State 0, ChangeState]
type = ChangeState
;triggerall = Ishelper
trigger1 = var(2)=2
triggerall= var(2)!=0
triggerall= var(2)!=1
triggerall= var(2)!=3
triggerall= var(2)!=4
triggerall= var(2)!=5
triggerall= var(2)!=6
value =  183;5


[State 0, ChangeState]
type = ChangeState
;triggerall = Ishelper
trigger1 = var(2)=3
triggerall= var(2)!=0
triggerall= var(2)!=1
triggerall= var(2)!=2
triggerall= var(2)!=4
triggerall= var(2)!=5
triggerall= var(2)!=6
value =  184

[State 0, ChangeState]
type = ChangeState
;triggerall = Ishelper
trigger1 = var(2)=5
triggerall= var(2)!=0
triggerall= var(2)!=2
triggerall= var(2)!=3
triggerall= var(2)!=1
triggerall= var(2)!=4
triggerall= var(2)!=6
value =  186

[State 0, ChangeState]
type = ChangeState
;triggerall = Ishelper
trigger1 = var(2)=6
triggerall= var(2)!=0
triggerall= var(2)!=2
triggerall= var(2)!=3
triggerall= var(2)!=1
triggerall= var(2)!=4
triggerall= var(2)!=5
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 = 30000,0; 181,0

[State 1000, 5]
type = Explod
triggerall = palno = 12
trigger1 = time = 1
anim = 18121
id = 30003
sprpriority = 99999999
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 0
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 6359
id = 30003
sprpriority = 0
postype = p1
pos = 0,-90
bindtime = 1
under = 0
ownpal = 1
persistent = 0
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 1243
id = 182
sprpriority = 0
postype = p1
pos = -0,0
bindtime = 1
under = 0
ownpal = 1
persistent = 0
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 1243
id = 182
sprpriority = 0
postype = p1
pos = -0,0
facing = -1
bindtime = 1
under = 0
ownpal = 1
persistent = 0
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 1000, 5]; estrella
type = Explod
trigger1 = animelem = 3
anim = 221222
id = 30000
sprpriority = -99
postype = p1
pos = -3,5
bindtime = 1
under = 0
ownpal = 1
persistent = 0
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

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

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

[State 181, 3]
type = ChangeState
;triggerall = Ishelper
trigger1 = MatchOver && Time = 100
value = 189

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

[State 10000, sombras];azulado
type = Afterimage
triggerall = palno = 12
trigger1 = time = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  -1
length  = 13
TimeGap = 1
FrameGap = 1
;removetime = 5

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

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 2200,2
volume = 300

[State 191, 3]; sonido de onda
type = PlaySnd
trigger1 = animelem = 40
value = 2562,20


[State 191, 3]; voz de orochi
type = PlaySnd
trigger1 = animelem = 48
value = 187,1
volume = 300

[State 191, 3]; sonido entrada de Mizuchi
type = PlaySnd
trigger1 = animelem = 50
value = 6758,4
volume = 300


[State 191, 3]; voz mizuchi
type = PlaySnd
trigger1 = animelem = 55
value = 290,0
volume = 300

[State 1000, 5];出nda
type = Explod
trigger1 = animelem = 40
anim = 555
id = 1931
sprpriority = -5
postype = p1
pos = -60,-80
bindtime = -1
under = 0
ownpal = 1
persistent = 0
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 5];Alas
type = explod
triggerall = palno != 12
trigger1 = animelem = 1
anim = 1559
id = 30000
sprpriority = -99;-5
postype = p1
pos = 0,-80
bindtime = -1
under = 0
ownpal = 1
persistent = 0
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 5];Alas dark
type = explod
triggerall = palno = 12
trigger1 = animelem = 1
anim = 15591
id = 30000
sprpriority = -99;-5
postype = p1
pos = 0,-80
bindtime = -1
under = 0
ownpal = 1
persistent = 0
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 5]; God Orochi
type = explod
trigger1 = animelem = 44
anim = 4646
id = 188
sprpriority = -50;-5
postype = p1
pos = -60,5
bindtime = -1
under = 0
ownpal = 1
persistent = 0
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 5]; God Mizuchi
type = explod
trigger1 = animelem = 50
anim = 7676
id = 188
sprpriority = -5
postype = p1
pos = 60,5
bindtime = -1
under = 0
ownpal = 1
persistent = 0
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = 0
y = 0

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

[State 3040, 7]
type = EnvColor
triggerall = palno = 12
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2

[State 3040, 7]
type = BGPalFX
triggerall = palno = 12
trigger1 = 1
time = 2
invertall = 1
ignorehitpause = 1

[State 2000]
type = BGPalFx
triggerall = palno = 12
trigger1 = time = 0
sinadd = 256,256,256,240
time = 60

[State 2000]
type = BGPalFx
triggerall = palno = 12
trigger1 = time >= 0
trigger1 = time <= 400
add = 256,256,256
time = 1

[State 2000]
type = BGPalFx
triggerall = palno = 12
trigger1 = time = 400
add = 256,256,256
sinadd = -256,-256,-256,200
time = 50

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = palno = 12
trigger1 = 1
flag = nomusic
flag2=nobardisplay

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = palno != 12
trigger1 = 1
flag = noBG
flag2 = noFG
flag3=nobardisplay

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,350];[0,220]
flag = roundnotover

[State 181, 3]
type = ChangeState
;triggerall = Ishelper
trigger1 = MatchOver && Time = 200;100
value = 189

;---------------------------------------------------------------------------
; 勝った動作[我より、優れる者は無し]
[Statedef 184];Ending goodman,athena
type = S
ctrl = 0
anim = 5787;184
velset = 0,0

[State 181, Temblor]
type = Envshake
trigger1 = Time = 59 || Time = 72
trigger2 = Time = 87 || Time = 99 || Time = 120 || Time = 135 || Time = 150 || Time = 165
trigger3 = Time = 180 || Time = 195 || Time = 210  || Time = 225
freq = 90
ampl = 7
Time = 400

[State 1886, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 867,2

[State 1886, 2]
type = PlaySnd
trigger1 = time = 50
value = 2562,24

[State 1886, 3]
type = PlaySnd
trigger1 = time = 100
value = 2562,5

[State 1886, 4]
type = PlaySnd
trigger1 = time = 110
value = 190,0

[State 1886, 5]
type = PlaySnd
trigger1 = time = 90
value = 2000,1

[State 1000, 5]; Fire
type = null;explod
trigger1 = animelem = 5
anim = 4567
id = 30000
sprpriority = -5
postype = p1
pos = -15,-145
bindtime = -1
under = 0
ownpal = 1
persistent = 0
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1886, 5]
type = Explod
trigger1 = animelem = 5
anim = 22114
id = 22114
sprpriority = 999999999999
postype = p1
pos = -15,-125
bindtime = 1
supermove = 1
removetime = -1;300
under = 0

[State 1000, 5]
type = explod
triggerall = palno = 12
trigger1 = time = 1
anim = 24223
id = 24223
sprpriority = 99999
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 0
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 5]; GOODMAN AURA
type = explod
trigger1 = animelem = 2
anim = 4774
id = 188
sprpriority = -5
postype = p1
pos = 0,5
bindtime = -1
under = 0
ownpal = 1
persistent = 0
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 5]; ATHENA
type = null;explod
trigger1 = animelem = 2
anim = 9669
id = 188
sprpriority = -5
postype = p1
pos = -100,5
bindtime = -1
under = 0
ownpal = 1
persistent = 0
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1886, OndaPIso]
type = Explod
trigger1 = animelem = 5
anim = 22175
id = 22175
sprpriority = -999
postype = p1
pos = -5,0
bindtime = 1
supermove = 1
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 0, PosSet];POS
type = PosSet
trigger1 = 1
x = 0
y = 0

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

[State 181, 4];DURACION
type = AssertSpecial
trigger1 = time = [0,500]
flag = roundnotover

[State 181, 3]
type = ChangeState
;triggerall = Ishelper
trigger1 = MatchOver && Time = 100
value = 189

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

[State 181, 3]
type = ChangeState
;triggerall = Ishelper
trigger1 = MatchOver && Time = 100
value = 189
;---------------------------------------------------------------------------
; 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];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


[State 181, 3]
type = ChangeState
;triggerall = Ishelper
trigger1 = MatchOver && Time = 100
value = 189

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

; 通常登場
[Statedef 190];intro mizuchi
type = S
ctrl = 0
anim = 2558
velset = 0,0

[state 1]
type = SuperPause
triggerall = palno = 12
trigger1 = animelem = 1
trigger1 = p2life > 0
time = 404
anim = -1
movetime = 404
darken = 1

[State 0, VarRandom]
type = VarRandom
trigger1 = time=0
v =   9
range = 0,3;5,6;0,3

[state a]
type = changestate
triggerall = palno != 12
trigger1 = time = 1
trigger1 = var(1) = 1
triggerall=var(9)=1
triggerall=var(9)!=0
triggerall=var(9)!=2
value = 192

[state a]
type = changestate
triggerall = palno = 12
trigger1 = time = 1
trigger1 = var(1) = 1
triggerall=var(9)=2
triggerall=var(9)!=0
triggerall=var(9)!=1
value = 193

[State 191, 3];music
type = PlaySnd
trigger1 = animelem = 10
value = 30000,5

[State 191, 3];倒してみせよ
type = PlaySnd
trigger1 = animelem = 2
value = 191,1;190,0

[State 191, 3];倒してみせよ
type = PlaySnd
trigger1 = animelem = 8
value = 2000,0

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 9
value = 190,1

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 10
value = 190,2


[State 1000, 5]
type = Explod
trigger1 = animelemtime(8) = 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 = nobardisplay
flag2 = Intro
flag3 = nomusic

[State 191, 3];music
type = PlaySnd
trigger1 = animelem = 73
value = 181,0

[State 191, 3];music
type = PlaySnd
trigger1 = animelem = 78
value = 2000,1

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

;---------------------------------------------------------------------------
; INTRO OROCHI 
[Statedef 192]
type = S
ctrl = 0
anim = 197;192
velset = 0,0

[state 1]
type = SuperPause
triggerall = palno = 12
trigger1 = animelem = 1
trigger1 = p2life > 0
time = 513
anim = -1
movetime = 513
darken = 1

[State 1]
type = removeexplod
trigger1 = 1
ID = 8200

[State 191, 3];さなぎをやぶり
type = PlaySnd
trigger1 = animelem = 10
value = 30000,0

[State 191, 3];蝶は舞う
type = PlaySnd
trigger1 = animelem = 32;27
value = 30000,1

[State 191, 3];music
type = PlaySnd
trigger1 = animelem = 32;27
value = 30000,5

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 32;27
value = 193,2

;[State 191, 3];火柱
;type = PlaySnd
;trigger1 = animelem = 34;29
;value = 190,2


[State 1000, 5]
type = Explod
trigger1 = animelem = 32;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
;triggerall = Ishelper
trigger1 = AnimTime = 0
value = 0

[State 191, 3];music
type = PlaySnd
trigger1 = animelem = 97
value = 2300,1

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 103
value = 187,2


;---------------------------------------------------------------------------
;===========================================================================
;///////////////////////////////////////////////////////////////////////////
;)))))))))))))))))))))))))))))))Intro RESGOD))))))))))))))))))))))))))))))))
;(((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((
;$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
;kONOS
[Statedef 193]
type = S
ctrl = 0
anim = 7229
velset = 0,0

[state a]
type = varset
trigger1 = palno = 12 && time = 1
v = 30
value =1

[State 222,9]
type = helper
triggerall = numhelper(54321) = 0 && Life >= 0
trigger1 = animelem = 31|| animelem = 33 || animelem = 35 || animelem = 37 || animelem = 39|| animelem =  41 || animelem = 43 || animelem = 45 || animelem = 46
helpertype = normal
ID = 54321
stateno = 54321
name = "PowerAura"
postype = right
facing = -1
pos = -9999999999999999999, -9999999999999999999
keyctrl = 0
size.xscale = 1.5
size.yscale = 1.5
size.shadowoffset = -99999
ownpal = 1
persistent = 1
ignorehitpause = 1
unhittable = 1

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 31|| animelem = 33 || animelem = 35 || animelem = 37 || animelem = 39|| animelem =  41 || animelem = 43 || animelem = 45 || animelem = 46
value = 211,0
volume = 800

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 108||animelem = 110
value = 6758,3
volume = 800

[State 191, 3];SONIDOs raros
type = PlaySnd
trigger1 = animelem = 5
value = 30000,8
volume = 800

[State 191, 3];SONIDOs raros
type = PlaySnd
trigger1 = animelem = 5
value = 30000,7
volume = 800

[State 191, 3];SONIDOs raros
type = PlaySnd
trigger1 = animelem = 17
value = 30000,8
volume = 800

[State 191, 3];SONIDOs raros
type = PlaySnd
trigger1 = animelem = 15
value = 30000,9
volume = 800

[State 191, 3];SONIDOs raros
type = PlaySnd
trigger1 = animelem = 25
value = 30000,8
volume = 800

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 108
value = 2000,1
volume = 800

[State 4101]
type = AllPalFX
trigger1 = Time = [209,220]
time = 1
add = 255-(Time-209)/60.0*255,255-(Time-209)/60.0*255,255-(Time-209)/60.0*255

[state 1]
type = null;SuperPause
triggerall = palno = 12
trigger1 = animelem = 1
trigger1 = p2life > 0
time = 905
anim = -1
movetime = 905
darken =  1

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 25
value = 2562,21
volume = 800

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 60
value = 2562,1
volume = 800

[State 194, 9]
type = PlaySnd
trigger1 = time = 700
value = 2562,25
volume = 800

[State 194, 9]
type = PlaySnd
trigger1 = time = 730
value = 2562,24
volume = 800

[State 194]
type = PlaySnd
trigger1 = time = 930
value = 2562,24
volume = 800

[State 194]
type = PlaySnd
trigger1 = time = 1310
value = 193,0
volume = 800

[State 194]
type = PlaySnd
trigger1 = time = 1390
value = 1300,0
volume = 999999

[State 191]
type= Explod
trigger1=var(1)=1
trigger1 = (GameTime%20) = 1
anim=7250
id = 7250
sprpriority=-9999999999
postype=p1
pos=0,ceil(-pos y)
facing=ifelse(random<500,-1,1)
random=160,40
;trans=addalpha
;alpha=192,256
bindtime = 1
supermove = 1
under = 0
ownpal = 1
;ontop = 99999999999
pausemovetime=-1
supermovetime=-1
scale = 0.7 , 0.7

[State 191]
type= playsnd
trigger1= var(1)=1
trigger1 = (GameTime%20) = 1
value=867,2
;channel=2
volume= -90
freqmul= .9 + (random/5000.0)

[State 1000, 5];Electricidad
type = Explod
trigger1 = animelem = 63
anim = 907234
id = 907234
sprpriority = -7
postype = p1
pos = 0,10
bindtime = 1
under = 0
ownpal = 1

[State 1000, 5];Electricidad
type = Explod
trigger1 = animelem = 30
anim = 3577
id = 3577
sprpriority = 5
postype = p1
pos = 0,-30
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 194];Energia
type = Explod
trigger1 = time = 700
anim = 22102
id = 1415
sprpriority = 9999999
postype = p1
pos = 0,50
bindtime = 1
removetime = 570;100
supermove = 0
ignorehitpause = 1
under = 0
scale = 1.2,1.2

[State 1000]
type = Explod
trigger1 = time = 700
anim = 2211436
id = 22102
sprpriority = 999999
postype = p1
pos = 0,50
bindtime = -1
removetime = 570
supermove = 0
under = 0
ownpal = 1
scale = 1.2,1.2

[State 1000, 5]
type = Explod
trigger1 = time = 700
anim = 2210845
sprpriority = 99999999999999999
postype = p1
velset = 0,0
pos = 0,-120
bindtime = 1
removetime = 570
supermove = 0
under = 0
ownpal = 1
ontop = 999999999999999
scale = 1.2 , 1.2
;============================

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 53
value = 193,2

[State 1000, 5]
type = Explod
trigger1 = animelem = 53
anim = 22114
id = 22114
sprpriority = 99999
postype = p1
pos = 0,15
scale = 1.5,1.5
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 53
anim = 813
id = 813
sprpriority = 4
postype = p1
pos = 40,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 53
anim = 813
id = 813
sprpriority = 4
postype = p1
pos = -40,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 53
anim = 813
id = 813
sprpriority = 7
postype = p1
pos = 80,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 53
anim = 813
id = 813
sprpriority = 7
postype = p1
pos = -80,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 53
anim = 22170
id = 194
sprpriority = 6
postype = p1
pos = 20,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 53
anim = 22176
id = 194
sprpriority = 6
postype = p1
pos = -20,0
bindtime = 1
supermove = 1
under = 0
;============================
[State 194, Aire]
type = Explod
trigger1 = time = 700
anim = 2217044
id = 22170
sprpriority = 999999
postype = p1
pos = 0,0
bindtime = 1
removetime = 570
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 194, Aire2]
type = Explod
trigger1 = time = 700
anim = 2217044
id = 22170
sprpriority = 9999999
postype = p1
pos = 130,0
bindtime = 1
removetime = 570
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 194, Aire3]
type = Explod
trigger1 = time = 700
anim = 2217044
id = 22170
sprpriority = 9999999
postype = p1
pos = 60,0
bindtime = 1
removetime = 570
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1020, 4]
type = EnvShake
trigger1 = time = 700 
time = 30
ampl = -34
freq = 95
phase = 95

[State 191, 3];
type = PlaySnd
trigger1 = animelem = 1
value = 30000,10
volume = 255

[State 1]
type = removeexplod
trigger1 = 1
ID = 221888

[State 1]
type = removeexplod
trigger1 = 1
ID = 22126

[State 1]
type = removeexplod
trigger1 = 1
ID = 8200

[State 0, AssertSpecial]
type =AssertSpecial
trigger1 =1
flag = nobardisplay
flag2 =  noFG
flag3 = noBG

[State 1000, 5]; Mizuchi
type = Explod
trigger1 = animelem = 1
anim = 7228
id = 7228
sprpriority = 1
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = Intro
flag3 = nomusic

[State 191, 4] 
type = ChangeState
;triggerall = Ishelper
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 = null;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

[Statedef 14111]
type = S
ctrl = 1
anim = 0
velset = 0,0

[State 1400] 
type = superpause 
trigger1 = time = 0 
time = 30
movetime = 30
anim = -1
darken = 0

[State 210, 1]
type = PlaySnd
trigger1 = time = 0 
value = 2562,7


[State 1000]
type = Explod
trigger1 = time = 0 
anim = 3499
sprpriority = 5
postype = p2
pos = 55,-70
bindtime = 1
supermove = 1
under = 0

[State 1400] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[State 1000] 
type = PlayerPush 
trigger1 = Time >= 0 
value = 0

[State 1400]
type = posadd
trigger1 = time = 0
x = p2dist x+45


;---------------------[終了]
[state a]
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)

;#############HYPERMONIC################

[State 191, 3]
type = PlaySnd
triggerall = palno = 12
trigger1 = animelem = 1
value = 40000,0
VOLUME = 600

[State 191, 3]
type = PlaySnd
triggerall = palno = 12
trigger1 = animelem = 4
value = 40000,1
VOLUME = 600

[State 191, 3]
type = PlaySnd
triggerall = palno = 12
trigger1 = animelem = 7
value = 40000,2
VOLUME = 600

[State 1000, 2]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, HA
projanim = 1061
projhitanim = 2110
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S222,0
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
p2stateno = 19000

[State 1000, 2]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 3
attr = S, HA
projanim = 1061
projhitanim = 2110
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S222,0
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
p2stateno = 19000

[State 1000, 2]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 5
attr = S, HA
projanim = 1061
projhitanim = 2110
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S222,0
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
p2stateno = 19000

[State 1000, 5]
type = Explod
triggerall = palno = 12
trigger1 = Time = 15
anim = 634834657
id = 2200
sprpriority = 9999999999999999
postype = back
pos = 0,0
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1
ontop = 5
trans = add

[State 112]
type = Playsnd
trigger1 = palno = 12 && time = 15
value = 2200,2
volume = 900

[State 1000, 5]
type = Explod
triggerall = palno = 12
trigger1 = Time = 15
anim = 634834653
id = 2200
sprpriority = 999999999999999999
postype = back
pos = 0,0
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1
ontop = 5
trans = add

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 1
value = 2000,2
[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 10
value = 2000,1
[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 40
value = 2000,2

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 15
value = 30000,0

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 20
value = 193,0

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 20
value = 11,0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 44441
projhitanim = -1
projid = 44441
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 175
postype = p1
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 8
attr = S, NA
projanim = 44441
projhitanim = -1
projid = 44441
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 175
postype = p2
offset = 10,20
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 702237
projhitanim = -1
projid = 702237
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 172
postype = p2
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 702237
projhitanim = -1
projid = 702237
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 172
postype = p1
offset = 30,-10
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 192
projhitanim = -1
projid = 192
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 247
postype = p1
offset = 50,-60
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 192
projhitanim = -1
projid = 192
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 247
postype = p2
offset = 50,-60
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 353222
projhitanim = -1
projid = 0
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 200
postype = p2
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 353222
projhitanim = -1
projid = 0
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 200
postype = p1
offset = 10,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 353222
projhitanim = -1
projid = 0
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 200
postype = p1
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1000, 2]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 5
attr = S, HA
projanim = 3002
projhitanim = 3008
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-76
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S310,0
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
p2stateno = 19000

[State 1000, 2]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 8
attr = S, HA
projanim = 3002
projhitanim = 3008
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S310,0
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
p2stateno = 19000

[State 1000, 2]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 3
attr = S, HA
projanim = 3002
projhitanim = 3008
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-126
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S310,0
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
p2stateno = 19000

[State 1000, 2]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, HA
projanim = 3002
projhitanim = 3008
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-146
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S310,0
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
p2stateno = 19000

[State 1]
type = null;Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p1
offset = 60,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = null;Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p1
offset = 60,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = null;Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p1
offset = 160,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p1
offset = 160,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = null;Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = null;Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 1
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 1
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = null;Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 6
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 6
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = null;Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 200,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 200,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

;############HYPERMONIC-END##############

[State 200]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 99991
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s7000;22109 + var(35)
sparkxy = 50, -89 
hitsound   = s300,0
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[State 200]
type = VelAdd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.1

[State 200]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 2

[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

;---------------------------------------------------------------------------
; 近距離立ち・弱・パンチ・の動作
[Statedef 205]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
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    

;#############HYPERMONIC################

[State 191, 3]
type = PlaySnd
triggerall = palno = 12
trigger1 = animelem = 1
value = 40000,2
VOLUME = 600

[State 191, 3]
type = PlaySnd
triggerall = palno = 12
trigger1 = animelem = 4
value = 40000,1
VOLUME = 600

[State 191, 3]
type = PlaySnd
triggerall = palno = 12
trigger1 = animelem = 7
value = 40000,2
VOLUME = 600

[State 1000, 2]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, HA
projanim = 1061
projhitanim = 2110
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S222,0
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
p2stateno = 19000

[State 1000, 2]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 3
attr = S, HA
projanim = 1061
projhitanim = 2110
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S222,0
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
p2stateno = 19000

[State 1000, 2]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 5
attr = S, HA
projanim = 1061
projhitanim = 2110
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S222,0
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
p2stateno = 19000

[State 1000, 5]
type = Explod
triggerall = palno = 12
trigger1 = Time = 15
anim = 634834657
id = 2200
sprpriority = 9999999999999999
postype = back
pos = 0,0
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1
ontop = 5
trans = add
[state 112]
type = Playsnd
trigger1 = palno = 12 && time = 15
value = 2200,2
volume = 900
[State 1000, 5]
type = Explod
triggerall = palno = 12
trigger1 = Time = 15
anim = 634834653
id = 2200
sprpriority = 999999999999999999
postype = back
pos = 0,0
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1
ontop = 5
trans = add

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 1
value = 2000,2
[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 10
value = 2000,1
[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 40
value = 2000,2

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 15
value = 30000,0

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 20
value = 193,0

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 20
value = 11,0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 44441
projhitanim = -1
projid = 44441
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 175
postype = p1
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 8
attr = S, NA
projanim = 44441
projhitanim = -1
projid = 44441
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 175
postype = p2
offset = 10,20
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 702237
projhitanim = -1
projid = 702237
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 172
postype = p2
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 702237
projhitanim = -1
projid = 702237
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 172
postype = p1
offset = 30,-10
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 192
projhitanim = -1
projid = 192
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 247
postype = p1
offset = 50,-60
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 192
projhitanim = -1
projid = 192
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 247
postype = p2
offset = 50,-60
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 353222
projhitanim = -1
projid = 0
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 200
postype = p2
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 353222
projhitanim = -1
projid = 0
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 200
postype = p1
offset = 10,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 353222
projhitanim = -1
projid = 0
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 200
postype = p1
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1000, 2]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 5
attr = S, HA
projanim = 3002
projhitanim = 3008
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-76
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S310,0
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
p2stateno = 19000

[State 1000, 2]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 8
attr = S, HA
projanim = 3002
projhitanim = 3008
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S310,0
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
p2stateno = 19000

[State 1000, 2]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 3
attr = S, HA
projanim = 3002
projhitanim = 3008
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-126
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S310,0
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
p2stateno = 19000

[State 1000, 2]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, HA
projanim = 3002
projhitanim = 3008
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-146
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S310,0
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
p2stateno = 19000

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p1
offset = 60,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = null;Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p1
offset = 60,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p1
offset = 160,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = null;Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p1
offset = 160,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = null;Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = null;Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 1
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 1
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = null;Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 6
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = null;Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 6
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 200,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = null;Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 200,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

;############HYPERMONIC-END##############              

[State 205]
type = VelAdd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.1

[State 205]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 205]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 99992
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s7000;22109 + var(35)
sparkxy = 40, -69
hitsound   = s300,0
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -6
air.velocity = -1.4,-3

[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

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

;#############HYPERMONIC################

[State 191, 3]
type = PlaySnd
triggerall = palno = 12
trigger1 = animelem = 1
value = 40000,0
VOLUME = 600

[State 191, 3]
type = PlaySnd
triggerall = palno = 12
trigger1 = animelem = 4
value = 40000,1
VOLUME = 600

[State 191, 3]
type = PlaySnd
triggerall = palno = 12
trigger1 = animelem = 7
value = 40000,2
VOLUME = 600

[State 1000, 2]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, HA
projanim = 1061
projhitanim = 2110
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S222,0
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
p2stateno = 19000

[State 1000, 2]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 3
attr = S, HA
projanim = 1061
projhitanim = 2110
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S222,0
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
p2stateno = 19000

[State 1000, 2]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 5
attr = S, HA
projanim = 1061
projhitanim = 2110
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S222,0
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
p2stateno = 19000

[State 1000, 5]
type = Explod
triggerall = palno = 12
trigger1 = Time = 15
anim = 634834657
id = 2200
sprpriority = 9999999999999999
postype = back
pos = 0,0
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1
ontop = 5
trans = add
[state 112]
type = Playsnd
trigger1 = palno = 12 && time = 15
value = 2200,2
volume = 900
[State 1000, 5]
type = Explod
triggerall = palno = 12
trigger1 = Time = 15
anim = 634834653
id = 2200
sprpriority = 999999999999999999
postype = back
pos = 0,0
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1
ontop = 5
trans = add

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 1
value = 2000,2
[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 10
value = 2000,1
[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 40
value = 2000,2

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 15
value = 30000,0

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 20
value = 193,0

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 20
value = 11,0

[State 1]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 44441
projhitanim = -1
projid = 44441
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 175
postype = p1
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 8
attr = S, NA
projanim = 44441
projhitanim = -1
projid = 44441
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 175
postype = p2
offset = 10,20
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 702237
projhitanim = -1
projid = 702237
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 172
postype = p2
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 702237
projhitanim = -1
projid = 702237
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 172
postype = p1
offset = 30,-10
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 192
projhitanim = -1
projid = 192
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 247
postype = p1
offset = 50,-60
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 192
projhitanim = -1
projid = 192
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 247
postype = p2
offset = 50,-60
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 353222
projhitanim = -1
projid = 0
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 200
postype = p2
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 353222
projhitanim = -1
projid = 0
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 200
postype = p1
offset = 10,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 353222
projhitanim = -1
projid = 0
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 200
postype = p1
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1000, 2]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 5
attr = S, HA
projanim = 3002
projhitanim = 3008
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-76
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S310,0
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
p2stateno = 19000

[State 1000, 2]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 8
attr = S, HA
projanim = 3002
projhitanim = 3008
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S310,0
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
p2stateno = 19000

[State 1000, 2]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 3
attr = S, HA
projanim = 3002
projhitanim = 3008
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-126
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S310,0
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
p2stateno = 19000

[State 1000, 2]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, HA
projanim = 3002
projhitanim = 3008
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-146
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S310,0
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
p2stateno = 19000

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p1
offset = 60,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = null;Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p1
offset = 60,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p1
offset = 160,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = null;Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p1
offset = 160,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = null;Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 1
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = null;Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 1
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 6
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = null;Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 6
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 200,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = null;Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 200,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

;############HYPERMONIC-END##############

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 22

[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 = 2562, 20

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 7
anim = 22066
id = 211
sprpriority = 5
postype = p1
pos = 60,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 210]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -6.4

[State 210]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 19

[State 210]
type = Projectile
trigger1 = AnimElem = 8
attr = S, NA
projanim = 99993
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.1 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,10
sparkno = s7003;22109 + var(35)
sparkxy = 40, -69
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3
envshake.time = 7
envshake.ampl = 7

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


;---------------------------------------------------------------------------
; 近距離立ち・強・パンチ・の動作
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 2

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 14


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

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2562, 20

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 22066
id = 211
sprpriority = 5
postype = p1
pos = 60,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 215]
type = Veladd
Trigger1 = projhit35600 = 1 && FrontEdgeDist <= 60 || projguarded35600 >= 1 && FrontEdgeDist <= 60
x = -6.4

[State 215]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 15

[State 215]
type = Projectile
trigger1 = AnimElem = 6
attr = S, NA
projanim = 99993
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.1 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,10
sparkno = s7003;22109 + var(35)
sparkxy = 40, -69
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3
envshake.time = 7
envshake.ampl = 7

[State 215, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 立ち・弱・キック
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 70
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

;#############HYPERMONIC################

[State 191, 3]
type = PlaySnd
triggerall = palno = 12
trigger1 = animelem = 1
value = 40000,4
VOLUME = 600

[State 191, 3]
type = PlaySnd
triggerall = palno = 12
trigger1 = animelem = 4
value = 40000,4
VOLUME = 600

[State 191, 3]
type = PlaySnd
triggerall = palno = 12
trigger1 = animelem = 7
value = 40000,3
VOLUME = 600

[State 1000, 2]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, HA
projanim = 1061
projhitanim = 2110
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S222,0
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
p2stateno = 19000

[State 1000, 2]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 3
attr = S, HA
projanim = 1061
projhitanim = 2110
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S222,0
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
p2stateno = 19000

[State 1000, 2]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 5
attr = S, HA
projanim = 1061
projhitanim = 2110
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S222,0
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
p2stateno = 19000

[State 1000, 5]
type = Explod
triggerall = palno = 12
trigger1 = Time = 15
anim = 634834657
id = 2200
sprpriority = 9999999999999999
postype = back
pos = 0,0
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1
ontop = 5
trans = add
[state 112]
type = Playsnd
trigger1 = palno = 12 && time = 15
value = 2200,2
volume = 900
[State 1000, 5]
type = Explod
triggerall = palno = 12
trigger1 = Time = 15
anim = 634834653
id = 2200
sprpriority = 999999999999999999
postype = back
pos = 0,0
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1
ontop = 5
trans = add

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 1
value = 2000,2
[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 10
value = 2000,1
[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 40
value = 2000,2

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 15
value = 30000,0

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 20
value = 193,0

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 20
value = 11,0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 44441
projhitanim = -1
projid = 44441
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 175
postype = p1
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 8
attr = S, NA
projanim = 44441
projhitanim = -1
projid = 44441
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 175
postype = p2
offset = 10,20
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 702237
projhitanim = -1
projid = 702237
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 172
postype = p2
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 702237
projhitanim = -1
projid = 702237
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 172
postype = p1
offset = 30,-10
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 192
projhitanim = -1
projid = 192
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 247
postype = p1
offset = 50,-60
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 192
projhitanim = -1
projid = 192
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 247
postype = p2
offset = 50,-60
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 353222
projhitanim = -1
projid = 0
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 200
postype = p2
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 353222
projhitanim = -1
projid = 0
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 200
postype = p1
offset = 10,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 353222
projhitanim = -1
projid = 0
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 200
postype = p1
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1000, 2]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 5
attr = S, HA
projanim = 3002
projhitanim = 3008
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-76
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S310,0
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
p2stateno = 19000

[State 1000, 2]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 8
attr = S, HA
projanim = 3002
projhitanim = 3008
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S310,0
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
p2stateno = 19000

[State 1000, 2]
type = null;Projectile
triggerall = palno = 12
trigger1 = Animelem = 3
attr = S, HA
projanim = 3002
projhitanim = 3008
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-126
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S310,0
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
p2stateno = 19000

[State 1000, 2]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, HA
projanim = 3002
projhitanim = 3008
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-146
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S310,0
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
p2stateno = 19000

[State 1]
type = null;Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p1
offset = 60,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p1
offset = 60,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = null;Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p1
offset = 160,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p1
offset = 160,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = null;Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = null;Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 1
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 1
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = null;Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 6
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 6
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = null;Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 200,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 200,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

;############HYPERMONIC-END##############


[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 = 1
ignorehitpause = 0
under = 0

[State 230]
type = veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5

[State 230]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 8

[State 230]
type = Projectile
trigger1 = AnimElem = 4
attr = S, NA
projanim = 99994
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.05 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,7
sparkno = s7000
sparkxy = 50, -85
hitsound   = s330,0
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3


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

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

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

; 立ち・弱・キック
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 70
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 = 1
ignorehitpause = 0
under = 0

[State 235]
type = veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5

[State 235]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 8

[State 235]
type = Projectile
trigger1 = AnimElem = 4
attr = S, NA
projanim = 99994
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.05 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,7
sparkno = s7000
sparkxy = 50, -85
hitsound   = s330,0
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3


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

[State 240, 4]
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= 60
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 240]
type = Explod
trigger1 = animelem = 4
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 3
;trigger1 = var(1) = 0
value = 210,var(6)

[State 240]
type = PlaySnd
trigger1 = animelem = 4
value = 2562, 11

[State 240]
type = Envcolor
trigger1 = projhit35600 >= 1
ignorehitpause = 1
value = 255, 0, 0
time = 1
under = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 240]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 240]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.4

[State 240]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 2

[State 240];patada grande
type = Projectile
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
attr = S, NA
projanim = 99994
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.035 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,1
sparkno = s7001
sparkxy = 50, -85
hitsound   = s2562,10
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -2.5,-4
air.velocity = -2.5,-4
fall = 1
fall.recover = 0
nochainID = 1200

[state 240]
type = posadd
trigger1 = animelem = 3
x = 4

[State 240]
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= 60
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 245]
type = Explod
trigger1 = animelem = 4
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

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

[State 245]
type = PlaySnd
trigger1 = animelem = 4
value = 2562, 11


[State 245]
type = Envcolor
trigger1 = projhit35600 >= 1
ignorehitpause = 1
value = 255, 0, 0
time = 1
under = 1
supermove = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 245]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 245]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.4

[State 245]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 2

[State 245]
type = Projectile
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
attr = S, NA
projanim = 99994
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.035 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,1
sparkno = s7001
sparkxy = 50, -85
hitsound   = s2562,10
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -2.5,-4
air.velocity = -2.5,-4
fall = 1
fall.recover = 0
nochainID = 1200

[state 245]
type = posadd
trigger1 = animelem = 3
x = 4

[State 245]
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 290]
type = varset
trigger1 = time=0
fv = 10
value = 0.098
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999



[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, 1

[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 a]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 70 || projguarded35600 >= 1 && FrontEdgeDist <= 70
x = -4.1

[State a]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 2

[State 1]
type = Projectile
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22149
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.13 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 80,80
givepower = 0,0
guardflag = H
hitflag = MA
pausetime = 2,0
sparkno = s7002;22109 + var(35)
sparkxy = 30, -85
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6,-6
air.velocity = -6,-6
envshake.time = 8
envshake.ampl = 8
fall = 1
fall.recover = 0
p2stateno = 10210

[State 290]
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, 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]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

[State 400]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 400]
type = Projectile
trigger1 = AnimElem = 2
attr = C, NA
projanim = 99995
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s7000;22109 + var(35)
sparkxy = 38, -25
hitsound   =s300,0
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[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]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.4

[State 410]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 7

[State 410]
type = Projectile
trigger1 = AnimElem = 6 || AnimElem = 7
attr = C, NA
projanim = 99996
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.05 * enemy,Const(data.life)) ,0
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s7001;22109 + var(35)
sparkxy = 60, -70
hitsound   = s310,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3,-4
air.velocity = -3,-4
fall = 1
fall.recover = 0

[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]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 90 || projguarded35600 >= 1 && FrontEdgeDist <= 90
x = -4.1

[State 430]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 430]
type = Projectile
trigger1 = AnimElem = 2
attr = C, NA
projanim = 99997
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = L
hitflag = MAF
pausetime = 2,0
sparkno = s7000;22109 + var(35)
sparkxy = 38, -15
hitsound   = s330,0
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[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]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.1

[State 440]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 10



[State 440]
type = Projectile
trigger1 = AnimElem = 8
attr = C, NA
projanim = 2214347
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage    = Ceil(0.1 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = L
hitflag = MAF
pausetime = 2,0
sparkno = s7001;22109 + var(35)
sparkxy = 88, -15
hitsound   = s340,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1

[State 440]
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]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

[State 600]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 600]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 99998
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s7000;22109 + var(35)
sparkxy = 30, -70
hitsound   =s300,0
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

;---------------------------------------------------------------------------
;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]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

[State 610]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 10

[State 610]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 99999
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype = Med
damage    = Ceil(0.08 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s7001;22109 + var(35)
sparkxy = 30, -70
hitsound   = s310,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
;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]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

[State 630]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 630]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 999910
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s7000;22109 + var(35)
sparkxy = 43, -20
hitsound   = s330,0
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -4
air.velocity = -2,-3


;---------------------------------------------------------------------------
;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]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

[State 640]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 10

[State 640]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 999911
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage    = Ceil(0.09 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
animtype = Med
pausetime = 2,0
sparkno = s7001;22109 + var(35)
sparkxy = 43, -40
hitsound   = s340,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
;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 0, VarRandom]
type = VarRandom
trigger1 =  time=0
v =6
range = 0,2

[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 = 1
ignorehitpause = 0
under = 0

[State a]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 70 || projguarded35600 >= 1 && FrontEdgeDist <= 70
x = -4.1

[State a]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 2

[State 1]
type = Projectile
trigger1 = AnimElem = 2
attr = S, NA
projanim = 22149
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.13 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 80,80
givepower = 0,0
guardflag = H
hitflag = MA
pausetime = 2,0
sparkno = s7002;22109 + var(35)
sparkxy = 30, -85
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6,-6
air.velocity = -6,-6
envshake.time = 8
envshake.ampl = 8
fall = 1
fall.recover = 0
p2stateno = 10210

;---------------------------------------------------------------------------
;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 700]
type = Trans
trigger1 = var(55) <= 0
trans = add1
alpha = 200,200

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

[State 700]
type = HitBy
trigger1 = 1
value = SCA,AT

[state 700]
type = playerpush
trigger1 = 1
value = 0

[state 700]
type = posset
trigger1 = time = 0
y = 0

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

[State 700]
type = velset
trigger1 = Time = 0
x = 0

[State 700]
type = velset
trigger1 = animelem = 2
x = 8

[State 700]
type = velset
trigger1 = animelem = 4
x = 0

[State 700]
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 700] 
type = turn 
triggerall = animelem = 4
trigger1 = p2dist x< 0 
value = 1

[State 700]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;緊急回避後ろ
[Statedef 701]
poweradd= 0
ctrl = 0
anim = 3031
sprpriority = 2
velset = 0,0


[State 701]
type = Trans
trigger1 = var(55) <= 0
trans = add1
alpha = 200,200

[state 701]
type = posset
trigger1 = time = 0
y = 0

[State 701]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP

[State 701]
type = HitBy
trigger1 = 1
value = SCA,AT

[state 701]
type = playerpush
trigger1 = 1
value = 0

[State 701]
type = PlaySnd
trigger1 = Time = 1
value = 700, 0

[State 701]
type = velset
trigger1 = animelem = 2
x = -9

[State 701]
type = velset
trigger1 = animelem = 5
x = 0

[State 701]
type = AfterImage
trigger1 = time = 0
time = 15
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 701]
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 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1








;---------------------------------------------------------------------------
;門客人(あらはばき)
[Statedef 800800800]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2


[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
;rigger1 = 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 = 2550, 0

[state a];
type = playsnd
trigger1 = AnimElem = 5
value = 2562,27

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 5;animelemtime(6) = 6
value = 2551, 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 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelemtime(6) = 6
anim = 2553
sprpriority = 2
postype = p1
pos = 70,4
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0


[State 1000, 5];ヒットエフェクト
type = Explod
trigger1 = animelem = 5
anim = 9346
sprpriority = 5
postype = p1
velset = 0,0
pos = 70,-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 = 70,0
bindtime = 1
removetime = 40
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];足元
type = null;Explod
trigger1 = animelem = 2
anim = 22114990
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,0
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 = 70,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];火柱
type = Explod
trigger1 = animelem = 6
anim = 22114
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];火柱
type = Explod
trigger1 = animelem = 6
anim = 22108
sprpriority = 4
postype = p1
velset = 0,0
pos = 70,-140
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];火柱
type = null;Explod
trigger1 = animelem = 6
anim = 2550
sprpriority = 2
postype = p1
velset = 0,0
pos = 70,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1


;:::相手

[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 42,0


[state a]
type = targetstate
trigger1 = animelemtime(6) = 6
value = 2416


[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelem = 5
value = Ceil(-0.23 * enemy,Const(data.life)) * var(39)
ignorehitpause = 1
absolute = 1


;---------------------[エフェクト]
[State 1020, 4]
type = EnvShake
trigger1 = animelem = 5
time = 30
ampl = 30
freq = 95
phase = 95

[State 3221, 0]
type = null;Pause
trigger1 = time >= 70
time = 2

;:::

[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, 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
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\




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

[Statedef 21805]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 100
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[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 235]
type = veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5

[State 235]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 8

[State 240]
type = Projectile
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
attr = S, NA
projanim = 22149
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.035 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,1
sparkno = s9345
sparkxy = 50, -85
hitsound   = s2562,15
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -2.5,-4
air.velocity = -2.5,-4
fall = 1
fall.recover = 0
nochainID = 1200

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

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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 跳ね返し
[Statedef 1300]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 150
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 2562, 20


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 22066
id = 211
sprpriority = 5
postype = p1
pos = 40,-85
bindtime = 1
supermove = 1
ignorehitpause = 1
under = 0
ownpal = 1

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 290, 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State a]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 70 || projguarded35600 >= 1 && FrontEdgeDist <= 70
x = -4.1

[State a]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 2

[State 1]
type = Projectile
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22149
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.13 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 80,80
givepower = 0,0
guardflag = H
hitflag = MA
pausetime = 2,0
sparkno = s7002;22109 + var(35)
sparkxy = 30, -85
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6,-6
air.velocity = -6,-6
envshake.time = 8
envshake.ampl = 8
fall = 1
fall.recover = 0
p2stateno = 10210


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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; バリア
[Statedef 1301]
type    = S
movetype= A
physics = S
juggle  = 20
poweradd= 150
ctrl = 0
velset = 0,0
anim = 2555
sprpriority = 2

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 3
value = 191, 0

[State a]
type = NotHitBy
triggerall = var(1) = 1
trigger1 = animelem = 12,<=6
value = SCA

[State a]
type = NotHitBy
triggerall = var(1) != 1
trigger1 = animelem = 9,<=6
value = SCA

[State 1700, 0]
type = ReversalDef
triggerall = var(1) = 1
trigger1 = animelem = 11,<=0
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
p2facing = 1
p2stateno = 13121

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 1300, 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 6
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = ProjHit45000 = 1
anim = 9347
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = ProjGuarded45000 = 1
anim = 22113
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999



[State 1000, 5]
type = Explod
trigger1 = animelem = 6
anim = 2554
sprpriority = 6
postype = p1
pos = 0,0
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
trans = add
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
triggerall = var(1) != 1
trigger1 = AnimElem = 6 || AnimElem = 7 || AnimElem = 8 || AnimElem = 9
attr = S, NA
projanim = 2557
projhitanim = -1
projid = 45000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,4
sparkno = -1;s2556
sparkxy = -15,-77
hitsound   = s190,2
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-(((var(1) = 1)*2.8)+2.8)
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[State 1000, 2]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 6 || AnimElem = 7 || AnimElem = 8 || AnimElem = 9
attr = S, NA
projanim = 2557
projhitanim = -1
projid = 45000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1;s2556
sparkxy = -15,-77
hitsound   = s190,2
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-(((var(1) = 1)*2.8)+2.8)
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[State 1]
type = targetlifeadd
trigger1 = projhit45000>=1&&var(1)=1
value = (Ceil(-0.005*enemy,Const(data.life)))*var(39)
ignorehitpause = 1
absolute = 1

[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

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 30


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

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







; 糺カウンター2
[Statedef 13100]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1310
sprpriority = 2


[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 30

[State 240, 1]
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





;---------------------[飛び道具]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 3
attr = S, HA
projanim = 1306
projhitanim = 1015
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 28,-73
velocity = 20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S1222,0;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
p2stateno = 13120

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 5
attr = S, HA
projanim = 1306
projhitanim = 1015
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 28,-73
velocity = 20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S1222,0;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
p2stateno = 13120

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 7
attr = S, HA
projanim = 1306
projhitanim = 1015
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 28,-73
velocity = 20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S1222,0;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
p2stateno = 13120

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 9
attr = S, HA
projanim = 1306
projhitanim = 1015
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 28,-73
velocity = 20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S1222,0;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
p2stateno = 13120

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 11
attr = S, HA
projanim = 1306
projhitanim = 1015
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 28,-73
velocity = 20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S1222,0;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
p2stateno = 13120

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 13
attr = S, HA
projanim = 1306
projhitanim = 1015
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 28,-73
velocity = 20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S1222,0;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
p2stateno = 13120

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 15
attr = S, HA
projanim = 1306
projhitanim = 1015
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 28,-73
velocity = 20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S1222,0;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
p2stateno = 13120

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 17
attr = S, HA
projanim = 1306
projhitanim = 1015
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 28,-73
velocity = 20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S1222,0;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
p2stateno = 13120

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 19
attr = S, HA
projanim = 1306
projhitanim = 1015
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 28,-73
velocity = 20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S1222,0;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
p2stateno = 13120

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 21
attr = S, HA
projanim = 1306
projhitanim = 1015
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 28,-73
velocity = 20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S1222,0;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
p2stateno = 13120

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



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

;#############HYPERMONIC################

[State 191, 3]
type = null;PlaySnd
triggerall = palno = 12
trigger1 = animelem = 1
value = 40000,3
VOLUME = 600

[State 191, 3]
type = PlaySnd
triggerall = palno = 12
trigger1 = animelem = 4
value = 40000,1
VOLUME = 600

[State 191, 3]
type = PlaySnd
triggerall = palno = 12
trigger1 = animelem = 7
value = 40000,4
VOLUME = 600



[State 1000, 5]
type = Explod
triggerall = palno = 12
trigger1 = Time = 15
anim = 634834657
id = 2200
sprpriority = 9999999999999999
postype = back
pos = 0,0
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1
ontop = 5
trans = add
[state 112]
type = Playsnd
trigger1 = palno = 12 && time = 15
value = 2200,2
volume = 900
[State 1000, 5]
type = Explod
triggerall = palno = 12
trigger1 = Time = 15
anim = 634834653
id = 2200
sprpriority = 999999999999999999
postype = back
pos = 0,0
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1
ontop = 5
trans = add

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 1
value = 2000,2
[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 10
value = 2000,1
[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 40
value = 2000,2

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 15
value = 30000,0

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 20
value = 193,0

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 20
value = 11,0


;############HYPERMONIC-END##############

[State a]
type = NotHitBy
trigger1 = var(1) = 1
value = SCA

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time = 0
trigger1 = command = "x"
trigger1 = prevstateno != 1450
v = 5
value = 0

[state a]
type = varset
triggerall = var(30) != 1
triggerall = time = 0
trigger1 = command = "a"
trigger1 = prevstateno != 1450
v = 5
value = 1

[state a]
type = varset
triggerall = var(30) != 1
triggerall = time = 0
trigger1 = command = "y"
trigger1 = prevstateno != 1450
v = 5
value = 2

[state a]
type = varset
triggerall = var(30) != 1
triggerall = time = 0
trigger1 = command = "b"
trigger1 = prevstateno != 1450
v = 5
value = 3

[state a]
type = varset
triggerall = var(30) != 1
triggerall = time = 0
trigger1 = command = "z"
trigger1 = prevstateno != 1450
v = 5
value = 4

[state a]
type = varset
triggerall = var(30) = 1
triggerall = time = 0
trigger1 = prevstateno != 1450
v = 5
value = 4

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "a"
v = 5
value = 1

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "y"
v = 5
value = 2

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "b"
v = 5
value = 3

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "z"
v = 5
value = 4

[State 1]
type = varrandom
triggerall = var(30) = 1
trigger1 = time != 0
range = 0,4
v = 5

[state a]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 1+((var(1)=1)*2)+(name="Phantom Mizuchi Elisir")*(((var(29)>=1)*5)+5)

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

[state a]
type = varset
trigger1 = prevstateno != 1450
v = 13
value = 0

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

[state a]
type = varset
trigger1 = time = 0
v = 7
value = 0

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = (command = "x")||(command = "a")||(command = "y")||(command = "b")||(command = "z")
v = 7
value = 1

[state a]
type = varset
triggerall = var(30) = 1
trigger1 = time != 0
v = 7
value = 1


[state a]
type = playsnd
trigger1 = animelem = 1
value = 2562,21

[State 1]
type = Projectile
;triggerall = root,var(1) != 1
trigger1 = Pos Y >= 0
trigger1 = AnimElem = 3
attr = S, NA
projanim = 99998766
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p2
offset = 40,0;0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s11,1;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
;triggerall = root,var(1) = 1
trigger1 = AnimElem = 3
trigger1 = Pos Y >= 0
attr = S, NA
projanim = 99998766
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p2
offset = 40,0;0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s11,1;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
;triggerall = root,var(1) != 1
trigger1 = AnimElem = 3
attr = S, NA
projanim = 99998766
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 70*var(5)+40,0;0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s11,1;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
;triggerall = root,var(1) = 1
trigger1 = AnimElem = 3
attr = S, NA
projanim = 99998766
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 70*var(5)+40,0;0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s11,1;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1000, 5];攻撃エフェクト;theeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeereeeeeeeeeeeeeeeeeee
type = Explod
trigger1 = animelem = 3
anim = 22154678;22102
id = 1415
sprpriority = 3
postype = p1
pos = 70*var(5)+40,0;0,0
bindtime = 1
;removetime = 5
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト;theeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeereeeeeeeeeeeeeeeeeee
type = Explod
trigger1 = Pos Y >= 0
trigger1 = animelem = 3
anim = 22154678;22102
id = 1415
sprpriority = 3
postype = p2
pos = 40,0;0,0
bindtime = 1
;removetime = 5
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 2900, 1];primer helper
type = null;helper
triggerall = name="Phantom Mizuchi Elisir"&&var(29) <= 1&&!ishelper
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
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem=2
value = S1400,Var(6)
volume = 255

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 3
time = 20
ampl = -18
freq = 95
phase = 95

;///////////////////////////////
[state a];
type = playsnd
trigger1 = animelem = 3
value = 11,1;2552,0

[state a];
type = playsnd
trigger1 = animelem = 3
value = 11,1;2562,27

[state a];
type = playsnd
trigger1 = animelem = 3
value = 11,1;2551,0
volume = 500
;///////////////////////////////

[state a]
type = changestate
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >=(17-((var(29) = 0)*12))+((var(30)=1)*(38-((var(29) = 0)*35))))
value = 1450

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

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

[state a]
type = posset
trigger1 = time = 0
trigger1 = root,var(5) = 4
x = enemy,pos x 

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

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

;---------------------[]
[state a];
type = playsnd
trigger1 = animelem = 12
value = 11,1;2552,0

[state a];
type = playsnd
trigger1 = animelem = 12
value = 11,1;2562,27

[state a];
type = playsnd
trigger1 = animelem = 12
value = 11,1;2551,0

[State 1000, 5]
type = null;Explod
trigger1 = animelem = 12
anim = 2551;1415
id = 1415
sprpriority = 3
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0


;---------------------[]
[State 1000, 5];攻撃エフェクト
type = null;Explod
trigger1 = animelem = 1
anim = 22114990
id = 22114990
sprpriority = 3
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0


;---------------------[]
[State 1000, 5];攻撃エフェクト;theeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeereeeeeeeeeeeeeeeeeee
type = Explod
trigger1 = animelem = 14
anim = 22154678;22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
;removetime = 5
supermove = 0
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = null;Explod
trigger1 = animelem = 12
anim = 22171
id = 1415
sprpriority = 3
postype = p1
pos = -2,0
bindtime = 1
;removetime = 5
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5];攻撃エフェクト
type = null;Explod
trigger1 = animelem = 1
anim = 22171
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
;removetime = 5
supermove = 0
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = null;Explod
trigger1 = animelem = 12
anim = 22108
sprpriority = 6
postype = p1
pos = 0,-100
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = null;Explod
trigger1 = animelem = 14
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,30
bindtime = 1
removetime = 15
supermove = 0
scale = 0.8,0.8
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = null;Explod
trigger1 = animelem = 14
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 20
supermove = 0
scale = 0.6,0.6
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = null;Explod
trigger1 = animelem = 14
anim = 22102
id = 1415
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
removetime = 25
supermove = 0
scale = 0.3,0.3
ignorehitpause = 1
under = 0



;---------------------[]
[State 1000, 5];攻撃エフェクト
type = null;Explod
trigger1 = animelem = 14
anim = 2553
sprpriority = 4
postype = p1
pos = -2,1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

;---------------------[]
[State 1020, 4]
type = EnvShake
trigger1 = animelem = 12
time = 20
ampl = -18
freq = 95
phase = 95


[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
invertall = 1


;---------------------[攻撃の指定]
[State 1]
type = Projectile
triggerall = root,var(1) != 1
trigger1 = AnimElem = 14
attr = S, NA
projanim = 99998766
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s11,1;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = AnimElem = 14
attr = S, NA
projanim = 99998766
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s11,1;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200


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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1050]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 150
velset = 0,0
anim = 1050
ctrl = 0

;#############HYPERMONIC################

[State 191, 3]
type = PlaySnd
triggerall = palno = 12
trigger1 = animelem = 1
value = 40000,2
VOLUME = 600

[State 191, 3]
type = PlaySnd
triggerall = palno = 12
trigger1 = animelem = 4
value = 40000,2
VOLUME = 600

[State 191, 3]
type = PlaySnd
triggerall = palno = 12
trigger1 = animelem = 7
value = 40000,0
VOLUME = 600



[State 1000, 5]
type = Explod
triggerall = palno = 12
trigger1 = Time = 15
anim = 634834657
id = 2200
sprpriority = 9999999999999999
postype = back
pos = 0,0
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1
ontop = 5
trans = add
[state 112]
type = Playsnd
trigger1 = palno = 12 && time = 15
value = 2200,2
volume = 900
[State 1000, 5]
type = Explod
triggerall = palno = 12
trigger1 = Time = 15
anim = 634834653
id = 2200
sprpriority = 999999999999999999
postype = back
pos = 0,0
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1
ontop = 5
trans = add

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 1
value = 2000,2
[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 10
value = 2000,1
[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 40
value = 2000,2

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 15
value = 30000,0

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 20
value = 193,0

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 20
value = 11,0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 44441
projhitanim = -1
projid = 44441
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 175
postype = p1
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 8
attr = S, NA
projanim = 44441
projhitanim = -1
projid = 44441
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 175
postype = p2
offset = 10,20
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 702237
projhitanim = -1
projid = 702237
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 172
postype = p2
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0



[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 353222
projhitanim = -1
projid = 0
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 200
postype = p2
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 353222
projhitanim = -1
projid = 0
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 200
postype = p1
offset = 10,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 353222
projhitanim = -1
projid = 0
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 200
postype = p1
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0



[State 1000, 2]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, HA
projanim = 3002
projhitanim = 3008
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-146
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S310,0
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
p2stateno = 19000

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p1
offset = 60,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p1
offset = 60,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200



[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 1
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 1
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200


[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 200,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

;############HYPERMONIC-END##############

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 17

[state a]
type = playsnd
trigger1 = animelem = 6
value = 1000,0

[state a]
type = playsnd
trigger1 = animelem = 7
value = 1050,0

[state a]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[State 1000, 5]
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

[State 1000, 2]
type = Projectile
trigger1 = Animelem = 8 || Animelem = 9 || Animelem = 13|| Animelem = 15
attr = S, HA
projanim = 1061
projhitanim = 2110
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S222,0
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
p2stateno = 19000

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

[Statedef 1065]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 6,0
ctrl = 0
anim = 1065

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 1061
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animtime = 0
anim = 1063
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22129
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.5,0.5
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22129
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
scale = 0.8,0.8
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 10,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1


[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SA
projanim = 1062
projremovetime = 16
projid = 1050
projpriority = 16
projsprpriority = 16
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 100,100
offset = 0,0
velocity = 0
damage = Ceil(0.06 * enemy,Const(data.life)) * root,var(39),Ceil(0.015 * enemy,Const(data.life)) * root,var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = s7003
guard.sparkno = s22113
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
p2stateno = 19000

[State a]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22133
sprpriority = 10
postype = p1
pos = 20,0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999
;---------------------[消滅]
[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1150]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2


[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 25

[State 1000]
type = Explod
trigger1 = time = 20
anim = 22070
sprpriority = 10
postype = p1
velset = 0,0
pos = -15,-80
bindtime = -1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = time = 20
value = 2562, 22

[State 1400] 
type = superpause 
trigger1 = time = 20
time = 50
anim = -1
darken = 0

[State 7800, 3]
type = null;AllPalfx
trigger1 = time = 40
time = 40
add = 0,0,0
sinadd = 255,255,255,400
ignorehitpause = 1
persistent = 0
supermove = 1



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








;---------------------------------------------------------------------------
; ・・・　瞬間移動
[Statedef 1800]
type = A
ctrl = 0
anim = 1888
velset = 0,0

[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

;---------------------[強弱判定]
[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "a"
trigger1 = time = 0
v = 5
value = 1

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 2

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "b"
trigger1 = time = 0
v = 5
value = 3

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "z"
trigger1 = time = 0
v = 5
value = 4

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "c"
trigger1 = time = 0
v = 5
value = 5

[state a]
type = varset
triggerall = var(30) = 1
trigger1 = time = 0
v = 5
value = 5

;---------------------[効果音]

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

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 6758,4

;---------------------[エフェクト]

[State -3,]
type = Explod
;triggerall = anim = 0
;triggerall = time >= 15
;trigger1 = Pos Y >= 0
triggerall = palno = 12
trigger1 = time = 0
anim = 93247
sprpriority = 999
postype = p1
pos = 0,0;58,0
bindtime = 1


[State -3, Viento blanco]
type = Explod
;triggerall = anim = 0
;triggerall = time >= 15
trigger1 = Pos Y >= 0
trigger1 = time = 0
anim = 22170
sprpriority = 1
postype = p1
pos = 32,0;-58,0
bindtime = 1
facing = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

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

[State 1000, 5]
type = Explod
trigger1 = Pos Y >= 0
trigger1 = time = 0
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
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 = 1
anim = 1889
velset = 0,0

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

[State 2000, 6]
type = null;PlaySnd
trigger1 = time = 0
value = 2562,20

[State 1400] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

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

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

[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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 11500]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 50
ctrl = 0
velset = 0,0
anim = 11500
sprpriority = 2

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 10

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0



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

[Statedef 11502]
type = S
movetype = A
physics = N
anim = 22107
velset = 0,0
ctrl = 0
sprpriority = 2

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

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

[State 200, 1]
type = PlaySnd
trigger1 = (GameTime%20) = 1
value = 2562, 28
volume = -50


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -15,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.4,0.4
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 3
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1





[state 1013]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = Time >= 10
x = -1

[state 1013]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = Time >= 10
x = 1

[state 1013]
type = velset
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 10
y = -0.2

[state 1013]
type = velset
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 10
y = 0.2



[State 240, 4]
type = ChangeState
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 12503


[State 1010]
type = DestroySelf
trigger1 = time >= 300





;光
[Statedef 31503]
type = S
movetype = A
physics = N
anim = 11504
velset = 0,0
ctrl = 0
sprpriority = 3


;[State -2]
;type = AssertSpecial
;trigger1 = time >= 0
;flag = nobardisplay

;[State -2]
;type = AssertSpecial
;trigger1 = time >= 0
;flag = nomusic

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

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

[State 1000]
type = Explod
trigger1 = time = 0
anim = 11505
id = 11505
sprpriority = 2
postype = p1
velset = 0,0
pos = 4,-2
bindtime = -1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 2
anim = 11505
id = 11505
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 3
anim = 11504
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 30,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000]
type = Explod
trigger1 = animelem = 5
anim = 11504
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0


[State 1000]
type = Explod
trigger1 = animelem = 7
anim = 11504
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = -10,-20
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0


[State 1000]
type = Explod
trigger1 = animelem = 7
anim = 11504
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 40,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0


[State 1000]
type = Explod
trigger1 = animelem = 7
anim = 11504
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,-40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0


[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 2  || AnimElem = 5
value = 2550, 0


[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 3
value = 2562, 9

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 7
value = 2552, 0

[State 810, Grab Sound];
type = PlaySnd
trigger1 = time = 0
value = 2562, 8

[State 1020, 4]
type = EnvShake
trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 5 || AnimElem = 7
time = 25
ampl = -24
freq = 95
phase = 95



[State 1400] 
type = superpause 
trigger1 = time = 0 
time = 40
movetime = 0
anim = -1
darken = 0


[State 7800, 3]
type = AllPalfx
trigger1 = time = 0
time = 40
add = 0,0,0
sinadd = 255,255,255,400
ignorehitpause = 1
persistent = 0
supermove = 1



[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, HA
projanim = 11503
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.1 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 150,150
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,6
air.velocity = -6,-6
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 14200

[State 1010]
type = DestroySelf
trigger1 = AnimTime = 0

[Statedef 12503]
type = S
movetype = A
physics = N
anim = 22159
velset = 0,0
ctrl = 0
sprpriority = 3


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

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

[State 1000]
type = Explod
trigger1 = animelem = 6
anim = 22158
id = 22158
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 2
value = 2550, 0

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 3
value = 2552, 0
volume = -50

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 2
value = 2562, 33
volume = 220

[State 1020, 4]
type = EnvShake
trigger1 = AnimElem = 2
time = 8
ampl = -8
freq = 95
phase = 95

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22159
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.007 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000;14200

[State 1010]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;光
[Statedef 11508]
type = S
movetype = A
physics = N
anim = 22162;22160
velset = 0,0
ctrl = 0
sprpriority = 3

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

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

[State 1]
type = Explod
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22163;22161
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

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

[State 1000]
type = Explod
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 8
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 4
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 40,-40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 10
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 40,-40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 5
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 40,-40
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 6
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 20,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 12
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 7
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 20,40
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 8
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -40,-20
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 14
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -40,-20
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 9
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = -40,-20
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 10
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 10,-5
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 16
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 10,-5
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 11
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 10,-5
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 12
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 60,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 18
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 13
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 60,-60
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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


[State 1000]
type = Explod
trigger1 = animelem = 14
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 70,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 20
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 15
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 70,40
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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


[State 1000]
type = Explod
trigger1 = animelem = 16
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -50,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 22
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -50,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 17
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = -50,-30
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 18
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 30,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 24
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 30,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 19
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 30,0
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000



[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2550, 0

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
value = 2562, 9

[State 1020, 4]
type = EnvShake
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
time = 5
ampl = -5
freq = 95
phase = 95

[State 1010]
type = DestroySelf
trigger1 = AnimTime = 0



[Statedef 11509]
type = S
movetype = A
physics = N
anim = 22162;22160
velset = 0,0
ctrl = 0
sprpriority = 3


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

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

[State 1]
type = Explod
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22163
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

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

[State 1000]
type = Explod
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = -30,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 8
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = -30,0
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 4
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 50,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 10
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 50,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 5
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 50,-60
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 6
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -40,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 12
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -40,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 7
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = -40,30
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 8
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 20,60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 14
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 9
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 20,60
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 10
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 70,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 16
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 11
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 70,-30
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 12
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 18
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 13
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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


[State 1000]
type = Explod
trigger1 = animelem = 14
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,-80
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 20
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-80
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 15
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,-80
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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


[State 1000]
type = Explod
trigger1 = animelem = 16
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -70,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 22
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -70,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 17
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = -70,0
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 18
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 24
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 19
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,40
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
value = 2562, 9

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 3
value = 2562, 32

[State 1020, 4]
type = EnvShake
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
time = 6
ampl = -6
freq = 95
phase = 95

[State 1010]
type = DestroySelf
trigger1 = AnimTime = 0









; ？
[Statedef 11101]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 250
velset = 0,0
anim = 1050
ctrl = 0

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 17

[state a]
type = playsnd
trigger1 = animelem = 7
value = 1000,0

[state a];発射
type = playsnd
trigger1 = animelem = 7
value = 1050,0

[state a];発射
type = playsnd
trigger1 = animelem = 7
value = 2562,26
volume = 200

[state a]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[State 1000, 5]
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



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

[Statedef 11100]
type = S
movetype = A
physics = N
anim = 22106
velset = 0,0
ctrl = 0
sprpriority = 2

[State 11100]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 11100]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 11100]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 11100]
type = PlaySnd
trigger1 = (GameTime%1) = 1
value = 1000,0


[State 11100]
type = PlaySnd
trigger1 = (GameTime%25) = 1
value = 2562, 29
volume = -100

[state 11100]
type = velset
trigger1 = p2bodydist X< 0 && Time >= 20
x = -(3.5+((root,var(29)>=1)*2.0))

[state 1]
type = velset
trigger1 = p2bodydist X > 0 && Time >= 20
x = (3.5+((root,var(29)>=1)*2.0))

[state 11100]
type = velset
trigger1 = p2bodydist Y < 50 && Time >= 20
y = -(1+((root,var(29)>=1)*2.0))

[state 11100]
type = velset
trigger1 = p2bodydist Y > 50 && Time >= 20
y = (1+((root,var(29)>=1)*2.0))

[State 11100]
type = ReversalDef
trigger1 = root,name="Phantom Mizuchi Elisir"
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
p2stateno = 13121

[State 11100];projectil true
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 11205
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8

[state 11100]
type = posset
trigger1 = !ishelper
y = 0

[state 11100]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 11100]
type = ChangeState
triggerall = root,var(1) = 1 && ishelper
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 11125

[State 11100]
type = ChangeState
triggerall = root,var(1) != 1 && ishelper
trigger1 = Movecontact = 1
value = 11125

[State 11100]
type = ChangeState
trigger1 = time >= ((root,var(1) = 1)*30)+30 && ishelper
value = 11125

;光
[Statedef 11122]
type = S
movetype = A
physics = N
anim = 22106
velset = 0,0
ctrl = 0
sprpriority = 2


[State 11100]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 11100]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 11100]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 11100]
type = PlaySnd
trigger1 = (GameTime%25) = 1
value = 2562, 29
volume = -100

[state 11122]
type = velset
trigger1 = p2bodydist X< 0 && Time >= 20
x = -(3.5+((root,name="Phantom Mizuchi Elisir"&&root,var(29)>=1)*2.0))

[state 11122]
type = velset
trigger1 = p2bodydist X > 0 && Time >= 20
x = (3.5+((root,name="Phantom Mizuchi Elisir"&&root,var(29)>=1)*2.0))

[state 11122]
type = velset
trigger1 = p2bodydist Y < 50 && Time >= 20
y = -(1+((root,name="Phantom Mizuchi Elisir"&&root,var(29)>=1)*2.0))

[state 11122]
type = velset
trigger1 = p2bodydist Y > 50 && Time >= 20
y = (1+((root,name="Phantom Mizuchi Elisir"&&root,var(29)>=1)*2.0))

[State 11122]
type = ReversalDef
trigger1 = root,name="Phantom Mizuchi Elisir"
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
p2stateno = 13121

[State 11100]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 11205
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8

[state 11100]
type = posset
trigger1 = !ishelper
y = 0

[state 11100]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 11100]
type = ChangeState
triggerall = root,var(1) = 1 && ishelper
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 11125

[State 11100]
type = ChangeState
triggerall = root,var(1) != 1 && ishelper
trigger1 = Movecontact = 1
value = 11125

[State 11100]
type = ChangeState
trigger1 = time >= ((root,var(1) = 1)*30)+30 && ishelper
value = 11125

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 11600]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 50
ctrl = 0
velset = 0,0
anim = 11500
sprpriority = 2

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 10

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0


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

[Statedef 11599]
type = S
movetype = A
physics = N
anim = 22107
velset = 0,0
ctrl = 0
sprpriority = 2

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

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

[State 200, 1]
type = PlaySnd
trigger1 = (GameTime%20) = 1
value = 2562, 28
volume = -50


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -15,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.4,0.4
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 3
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1

[state 1013]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = Time >= 10
x = -1

[state 1013]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = Time >= 10
x = 1

[state 1013]
type = velset
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 10
y = -0.2

[state 1013]
type = velset
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 10
y = 0.2


[State 1010]
type = DestroySelf
trigger1 = time >= 300

[Statedef 11131]
type = S
movetype = A
physics = N
anim = 22127
velset = -2,10
ctrl = 0
sprpriority = 2

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

[State 1]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

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

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%10) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -20,-20
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%15) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -30,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%20) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -45,20
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = veladd
trigger1 = time>=10&&p2bodydist X< 0&&Vel X >= -6
x = -0.6

[State 1]
type = veladd
trigger1 = time>=10&&p2bodydist X > 0&&Vel X <= 6
x = 0.6

[State 1]
type = veladd
trigger1 = 1
y = -0.5

[State 1]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 22128
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8



[State 1]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = p2dist x = [-40,40]
trigger1 = p2dist y = [-60,60]
attr = S, NA
projanim = 22179
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.0025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s9347;22109 + root,var(35)
sparkxy = 0,0
hitsound   = s2556,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-4
air.velocity = -2,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000
persistent = 0

[state 1]
type = posset
trigger1 = !ishelper
y = 0

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

[State 1]
type = DestroySelf
trigger1 = Movecontact = 1
trigger2 = projcontact = 1

[State 1]
type = DestroySelf
trigger1 = time >= 70
trigger2 = root,stateno = 2200 || root,stateno = 2999 || root,stateno = 22075 || root,stateno = 3250


;光2
[Statedef 11130]
type = S
movetype = A
physics = N
anim = 22127
velset = -2,-10
ctrl = 0
sprpriority = 2

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

[State 1]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

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

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%10) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -20,-20
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%15) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -30,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%20) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -45,20
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = veladd
trigger1 = time >= 10&&p2bodydist X< 0&&Vel X >= -6
x = -0.6

[State 1]
type = veladd
trigger1 = time >= 10&&p2bodydist X > 0&&Vel X <= 6
x = 0.6

[State 1]
type = veladd
trigger1 = 1
y = 0.5

[State 1]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 22128
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8

[State 1]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = p2dist x = [-40,40]
trigger1 = p2dist y = [-60,60]
attr = S, NA
projanim = 22179
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.0025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s9347
sparkxy = 0,0
hitsound   = s2556,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-4
air.velocity = -2,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000
persistent = 0

[state 1]
type = posset
trigger1 = !ishelper
y = 0

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

[State 1]
type = DestroySelf
trigger1 = Movecontact = 1
trigger2 = projcontact = 1

[State 1]
type = DestroySelf
trigger1 = time >= 70
trigger2 = root,stateno = 2200 || root,stateno = 2999 || root,stateno = 22075 || root,stateno = 3250

;投げられている相手
[Statedef 14200]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 1]
type = AssertSpecial
trigger1 = time <= 25
flag = invisible

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 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 = 0
y = -60

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

[State 821, 3] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -100
absolute = 1

[State 1020, 4]
type = EnvShake
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
time = 10
ampl = -5
freq = 95
phase = 95

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




;---------------------------------------------------------------------------
;バニシングラッシュ
[Statedef 22115]
type = S
movetype = A
physics = N
anim = 22115
ctrl = 0
juggle = 7
poweradd= 100
velset = 0,0
sprpriority = 2

[state a]
type = varset
trigger1 = name="Phantom Mizuchi Elisir"&& time = 0 
v = 5
value = ifelse(var(30)!=1,(command="b"),(random%2))

[state a]
type = varset
trigger1 = name="Phantom Mizuchi Elisir" && time = 0 
fv = 21
value = 0

[State 194, Aire]
type = Explod
trigger1 = animelem = 3
anim = 22170
id = 22170
sprpriority = 10
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 194, Aire2]
type = Explod
trigger1 = animelem = 3
anim = 22170
id = 22170
sprpriority = 10
postype = p1
pos = 130,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 194, Aire3]
type = Explod
trigger1 = animelem = 3
anim = 22170
id = 22170
sprpriority = 10
postype = p1
pos = 60,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 5
value = s2562, 30

[State 440, 2]
type = null;PlaySnd
trigger1 = animelem = 1
value = s2562, 31

[State 10000, sombras];azulado
type = null;Afterimage
trigger1 = TIME = 0
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  -1
length  = 13
TimeGap = 1
FrameGap = 1
removetime = 5

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 22117
;id = 1251
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 22067
id = 22117
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 22117


;ダッシュ
[Statedef 22117]
type = S
movetype = A
physics = N
anim = 22120
ctrl = 0
juggle = 7
velset = 80,0
sprpriority = 2

[state a]
type = varadd
trigger1 = name="Phantom Mizuchi Elisir"&& time = 0 
fv = 21
value = 1

[State a]
type = NotHitBy
trigger1 = var(1) = 1
value = SCA

[State 1]
type = removeexplod
trigger1 = time = 0
ID = 22117

[State 1000, 5]
type = null;Explod
trigger1 = time = 0
anim = 22119
;id = 1251
sprpriority = 1
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State a]
type = Pause
trigger1 = projhit35901 = 1 || projguarded35901 = 1
time = 2

[State 1]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 22151999
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 52
numhits = 1
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,1
sparkno = -1;s22109 + var(35)
sparkxy = -7, -85
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-8
air.velocity = -0.5,-8
yaccel = .5
envshake.time = 7
envshake.ampl = 7
fall = 1
fall.recover = 0
p2stateno = 19000

[State 1]
type = Projectile
triggerall = var(1) != 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 22151999
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 52
numhits = 1
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,1
sparkno = -1;s22109 + var(35)
sparkxy = -7, -85
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-8
air.velocity = -0.5,-8
yaccel = .5
envshake.time = 7
envshake.ampl = 7
fall = 1
fall.recover = 0
p2stateno = 19000

[State 1]
type = Projectile
;trigger1 = AnimElem = 1
trigger1 = time = [1,100]
attr = A, HA
projanim = 22152
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1
postype = p2
offset = 0,0
velocity = 0
animtype  = hard
damage    = 10,4
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 7,0
sparkno = s7002
sparkxy = -5, -80
hitsound   = s225,1;2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = 0,-4
air.velocity = 0,-4
envshake.time = 7
envshake.ampl = 7
yaccel = 0.4
fall = 1
fall.recover = 0
p2stateno = 19000

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

[State a]
type = null;Helper
triggerall = name="Phantom Mizuchi Elisir"&&var(29) <= 1&&!ishelper
trigger1 = projcontact35901 = 1
trigger1 = NumHelper(22121) = 0 || name="Phantom Mizuchi Elisir"&&var(5)=1
id = 22121
name = "lash"
sprpriority = 2
pos = 0,0
postype = p2
stateno = 22121
juggle = 8
;helpertype = normal
keyctrl = 0 
ownpal = 1
PauseMoveTime = 9999999

[State 1] 
type = turn 
trigger1 = fvar(21)<=4+((var(29)>=1)*4)&&animTime=0&&p2dist x<0&&var(5)=1
value = 1

[State 1]
type = ChangeState
trigger1 = animTime = 0
value = ifelse((var(5)=1&&fvar(21)<=5+((var(29)>=1)*4)),22117,22116)
;終了

[Statedef 22116]
type = S
movetype = A
physics = N
anim = 22116
ctrl = 0
juggle = 8
velset = 0,0
sprpriority = 2

[State a]
type = NotHitBy
trigger1 = var(1) = 1
value = SCA

[State 440, 2]
type = null;PlaySnd
trigger1 = animelem = 1
value = s1500, 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 22118
;id = 1251
sprpriority = 1
postype = p1
pos = -9,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 22121]
type    = S
movetype= A
sprpriority = 4
physics = S
velset = 0,0
juggle = 8
anim = 22121
ctrl = 0

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

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

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

[State 1]
type = Projectile
trigger1 = AnimElem = 1 || AnimElem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimElem = 6
attr = A, HA
projanim = 22152
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1
postype = p2
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil((0.005-((root,var(5)=1)*0.002))*enemy,Const(data.life))*root,var(39),Ceil(0.002*enemy,Const(data.life))*root,var(39)
getpower = 10+((root,var(5)=1)*10),10+((root,var(5)=1)*10)
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 7,0
sparkno = s7002;22109 + root,var(35)
sparkxy = -5, -80
hitsound   = s225,1;2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = 0,-4+((root,var(5)=1)*2)
air.velocity = 0,-4+((root,var(5)=1)*2)
envshake.time = 7
envshake.ampl = 7
yaccel = 0.4+((root,var(5)=1)*0.2)
fall = 1
fall.recover = 0
p2stateno = 19000

[State 2]
type = destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------
; ハイパーアーマー
[Statedef 10051]
type    = S
movetype= A
physics = S
anim = 1

[State -1]
type = lifeadd
trigger1 = var(29) <= 1
trigger1 = life >= 200
trigger1 = time = 0
value = -35
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29) <= 1
trigger1 = life <= 200
trigger1 = time = 0
value = -3
absolute = 1

[State -1]
type = poweradd
trigger1 = var(29) <= 1
trigger1 = time = 0
value = 100

[State -1]
type = poweradd
trigger1 = var(29) >= 1
trigger1 = time = 0
value = 300

[State 10051, 1]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 10051, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 10051, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 10051, 4]
type = ChangeState
trigger1 = Time >= 2;GetHitVar(hittime)
value = 0
ctrl = 1

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

[Statedef 18000]
type = S
movetype= A
physics = S
ctrl = 0
anim = 1888
velset = 0,0

[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2562,20

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

[state a]
type = posset
trigger1 = animtime = 0
x = enemy,pos x

;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 18050



[Statedef 18050]
type = S
ctrl = 0
anim = 1889
velset = 0,0

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 15

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2562,20

[State 1400] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

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

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


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

[state a]
type = posadd
trigger1 = time = 0
x = 25

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





; HITA_RECOV 
[Statedef 38853]
type    = A
movetype= A
physics = N


[State -1]
type = lifeadd
trigger1 = var(29) <= 1
trigger1 = life >= 200
trigger1 = time = 0
value = -35
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29) <= 1
trigger1 = life <= 200
trigger1 = time = 0
value = -3
absolute = 1

[State -1]
type = poweradd
trigger1 = var(29) <= 1
trigger1 = time = 0
value = 100


[State 5040, 1]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040, 3]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 5040, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMPLAND

;---------------------------------------------------------------------------
; Jump Up
[Statedef 38852]
type    = A
movetype= A
physics = A

[State -1]
type = lifeadd
trigger1 = var(29) <= 1
trigger1 = life >= 200
trigger1 = time = 0
value = -35
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29) <= 1
trigger1 = life <= 200
trigger1 = time = 0
value = -3
absolute = 1

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 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
triggerall = palno !=12
trigger1 = roundno = 1
value = 190

[State 5900, 3] ;Intro for round 1
type = ChangeState
triggerall = palno = 12
trigger1 = roundno = 1
value = 193

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

;---------------------------------------------------------------------------
; 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 -1];
type = null;palfx
trigger1 = var(29) <= 1
triggerall=palno=12
time = 1
add = 1,0,1;100,0,100
color = 1
ignorehitpause = 1

[State -1]
type = null;palfx
trigger1 <= palno =1
time = 1
;add = 1,0,1;100,0,100
;color = 1
;ignorehitpause = 1

[State a]
type = null;Afterimage
triggerall = palno = 12
trigger1 = roundstate != 0
trigger1 = time = 1
trans = add
PalContrast = 250, 250, 250
PalBright = 0,0,0
paladd=0,0,0
time    =  -1
length  = 20
TimeGap = 3;1
FrameGap = 1

[state a]
type = varset
trigger1 = palno = 12 && time = 1
v = 30
value =1

[State -2]
type = varset
trigger1 = name = "Phantom Mizuchi Elisir"
fv = 18
value = (projcontact(320000)>=1)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -2]
type = null;Trans
trigger1 = 1
trans = addalpha
alpha = 10000,10000

state -2]
type = Trans
triggerall = palno = 12
triggerall = stateno != 3500
triggerall = stateno != 22137
triggerall = alive && roundstate = 2
trigger1 = var(12) = 1
;trigger1 = Time % 3 = 0
time = 1
add = 100 + var(20),100 + var(20),100 + var(20)
;sinadd = -60,-60,60,5
ignorehitpause = 1
trans = addalpha
alpha = 10000,10000

[state -2,]
type = Trans
triggerall = palno = 12
triggerall = stateno != 3500
triggerall = stateno != 22137
triggerall = alive && roundstate = 2
trigger1 = var(12) = 2
;trigger1 = Time % 3 = 0
time = 1
add = -40 + var(20),-40 + var(20),40 + var(20)
;sinadd = -60,-60,60,5
ignorehitpause = 1
trans = addalpha
alpha = 10000,10000

[state -2, ]
type = Trans
triggerall = palno = 12
triggerall = stateno != 3500
triggerall = stateno != 22137
triggerall = alive && roundstate = 2
trigger1 = stateno != 1052 && var(12) = 0
;trigger1 = Time % 45
time = 1
add = var(20),var(20),var(20)
;add = 150, 145, -226
;sinadd = -75, 15, -75,45
;mul = 255, 255, 255
;color = 0
trans = addalpha
alpha = 10000,10000

[state -2];pHANTOM
type = varset
trigger1 = var(20) <= 0
var(23) = ifelse(var(23) = 0, 1, 0)

[state -2];pHANTOM
type = varset
trigger1 = var(20) <= -200
var(22) = 10

[state -2];pHANTOM
type = varset
trigger1 = var(20) >= 150 
var(22) = -10

[state -2];pHANTOM
type = varadd
trigger1 = 1;gametime % 50
var(20) = var(22)

;===============================
[state -2]
type = null;varset
;triggerall = palno = 12
triggerall = alive = 1
triggerall = enemy,name != "Hyper Mizuchi"
;triggerall = enemy,name != "EvilOrochi"
;triggerall = enemy,name != "AlmaOrochi"
;triggerall = enemy,name != "IGNIZ"
;triggerall = enemy,name != "God_Iori"
;triggerall = enemy,name != "Mizuchi"
trigger1 = time = 0
v = 29
value = 1600

[state -2]
type = null;varset
;triggerall = palno = 12
triggerall = alive = 1
triggerall = enemy,name != "Hyper Mizuchi"
;triggerall = enemy,name != "EvilOrochi"
;triggerall = enemy,name != "AlmaOrochi"
;triggerall = enemy,name != "IGNIZ"
;triggerall = enemy,name != "God_Iori"
;triggerall = enemy,name != "Mizuchi"
trigger1 = time = 0
v = 29
value = 99999999999999999999999999999999999999999999999999999

[state -2]
type = varset
triggerall = alive = 1
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = stateno = 0
trigger1 = var(59) != [0,1]
var(59) = 0
ignorehitpause = 1

[state -2]
type = varset
triggerall = alive = 1
triggerall = roundstate = 2
trigger1 = !ishelper
var(59) = 1
ignorehitpause = 1

[State -2]
type = LifeSet
triggerall = name="Phantom Mizuchi Elisir"
triggerall = life < 1234
triggerall = alive
triggerall = p2life>=enemy,lifemax*0.9
trigger1 = roundstate != 2
trigger1 = enemy,alive = 1
value = lifemax

[state -2]
type = lifeset
triggerall = name="Phantom Mizuchi Elisir"
triggerall = life = 0
trigger1 = 1
value = life > 300;lifemax
ignorehitpause = 1
;===================================
[State -2]
type = VarSet
triggerall = !ishelper
trigger1 = 1
trigger1 = projcontacttime(0) = 1
var(43) = 0
ignorehitpause = 1

[State -2]
type = LifeAdd
triggerall = !ishelper
triggerall = 1
trigger1 = 1
value = var(41)
ignorehitpause = 1

[state -1]
type = lifeset
triggerall = !ishelper
trigger1 = 1
trigger1 = roundstate > 2
trigger1 = (life/lifemax) <= (enemy,life/enemy,lifemax)
value = ((enemy,life/enemy,lifemax)*1000)+1
ignorehitpause = 1
;==============================
[state -2];pHANTOM MX
type = PalFX
triggerall = alive && roundstate = 2
trigger1 = var(12) = 1
;trigger1 = Time % 3 = 0
time = 1
add = 100 + var(20),100 + var(20),100 + var(20)
;sinadd = -60,-60,60,5
ignorehitpause = 1

[state -2,];pHANTOM N
type = PalFX
triggerall = alive && roundstate = 2
trigger1 = var(12) = 2
;trigger1 = Time % 3 = 0
time = 1
add = -40 + var(20),-40 + var(20),40 + var(20)
;sinadd = -60,-60,60,5
ignorehitpause = 1

[state -2, ];pHANTOM N
type = PalFX
triggerall = alive && roundstate = 2
trigger1 = stateno != 1052 && var(12) = 0
;trigger1 = Time % 45
time = 1
add = var(20),var(20),var(20)
;add = 150, 145, -226
;sinadd = -75, 15, -75,45
;mul = 255, 255, 255
;color = 0

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

[state -2, a];左向き設定
type = varset
triggerall = !ishelper
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 -1]
type = varset
trigger1 =palno=12&&roundstate>=3&&(drawgame||lose||win)
fv = 29
value = (!win)
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State -2]; INVENCIBLE O NORMAL
type=lifeadd
triggerall = palno = 12
trigger1=life >=200
trigger1=time=0
value=-99;99   ;Cambia El Valor Para Que Cambie El Comportamiento De La Vida Del Char.
absolute=1

[state -2]
type = varset
trigger1 = palno = 12 && (drawgame||lose||win)
v = 29
value = 1600

[state -2]
type = varset
trigger1 = palno = 12 && RoundState = 2 && life <= 0 && alive
v = 29
value = 1600

[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 = 1

[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

[state -2, a]
type = varadd
triggerall = !ishelper
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

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;特殊
;//////////////////////////////////////////////////////////////////////////

[State 1]
type = varrandom
trigger1 = 1
range = -55,55
v = 50

[State 1]
type = varrandom
trigger1 = 1
range = 0,-60
v = 51

[State -1]
type = varrandom
trigger1 = 1
range = -110,110
v = 43


[State -1]
type = varrandom
trigger1 = 1
range = 0,-170
v = 44

[State -2]
type = varset
trigger1 = name = "Phantom Mizuchi Elisir"&&stateno!=77771
fv = 15
value = 0
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -2]
type = varset
trigger1 = name = "Phantom Mizuchi Elisir"&&stateno!=77771
fv = 17
value = 0
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -1]
type = varrandom
trigger1 = 1
range = 40,-200
v = 31

[State -1]
type = lifeadd
trigger1 = time >= 1
value = 10


[State a]
type = Explod
trigger1= palno = 12
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%8) = 1
anim = 22133
sprpriority = 10
postype = p1
pos = var(50),var(51)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 0,-3
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1]
type = null;Explod
trigger1!= palno = 12
triggerall = anim = 0
trigger1 = time = 15
;trigger1 = (GameTime%15) = 1
anim = 22138
id = 22138
sprpriority = 0
postype = p1
pos = -38,-32
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
removetime = -1

[State -1]
type = null;Explod
trigger1!= palno = 12
triggerall = anim = 0
trigger1 = time = 15
;trigger1 = (GameTime%15) = 1
anim = 22139
id = 22138
sprpriority = -1
postype = p1
pos = -38,-32
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
removetime = -1

[State 3020, 1]
type = RemoveExplod
trigger1 = anim != 0 || stateno = 10051
ID = 22138

[State -1]
type = null;Explod
trigger1!= palno = 12
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%2) = 1
anim = 22130
sprpriority = 0
postype = p1
pos = -5,-90
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
type = Explod
trigger1= palno = 12
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%20) = 1
anim = 22123
id = 22123
sprpriority = 99
postype = p1
pos = 0,-85
bindtime = -1 
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
type = Explod
trigger1= palno = 12
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%35) = 1
anim = 22123
id = 22123
sprpriority = 99
postype = p1
pos = 20,-60
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
type = Explod
trigger1= palno = 12
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%30) = 1
anim = 22123
id = 22123
sprpriority = 99
postype = p1
pos = -20,-40
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
type = Explod
trigger1= palno = 12
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%40) = 1
anim = 22122
id = 22123
sprpriority = 99
postype = p1
pos = -10,-10
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
type = Explod
trigger1= palno = 12
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%46) = 1
anim = 22122
id = 22123
sprpriority = 99
postype = p1
pos = -10,-10
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
type = Explod
trigger1= palno = 12
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%49) = 1
anim = 22122
id = 22123
sprpriority = 99
postype = p1
pos = 0,-30
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
type = Explod
trigger1= palno = 12
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%46) = 1
anim = 22124
id = 22123
sprpriority = 99
postype = p1
pos = 10,-10
bindtime = -1 
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
type = Explod
trigger1= palno = 12
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%38) = 1
anim = 22124
id = 22123
sprpriority = 99
postype = p1
pos = 10,-10
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
type = Explod
trigger1= palno = 12
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%42) = 1
anim = 22124
id = 22123
sprpriority = 99
postype = p1
pos = 0,-30
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


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

[State -1]
type = helper
triggerall = palno = 12
triggerall = name="Phantom Mizuchi Elisir"&&var(29) <= 1
triggerall= enemy,name != "AxAyAzSSS"
triggerall= enemy,name != "<> ( O) <>[080719]"
triggerall= enemy,name != "D-Morrigan"
triggerall= enemy,name != "D-Athena"
triggerall= enemy,name != "G Mizuchi"
triggerall= enemy,name != "ONI-MIKO-REIMU"
triggerall= enemy,name != "G Mizuka"
triggerall= enemy,name != "G Igniz"
triggerall= enemy,name != "Senna Kyodo"
triggerall= enemy,name != "G MUKAI"
triggerall= enemy,name != "S-Tomy"
triggerall= enemy,name != "Hyper IGNIZ"
triggerall= enemy,name != "Mizuchi"
triggerall= enemy,name != "ChaOni"
trigger1 = numhelper(288887) = 0
id = 288887
persistent = 0
name = "Caie22"
pos = 0,0
postype = P1
stateno = 288888
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1]
type = helper
triggerall = palno = 12
triggerall = name="Phantom Mizuchi Elisir"&&var(29) <= 1
triggerall= enemy,name != "Phantom Mizuchi Elisir"
trigger1 = numhelper(288887) = 0
id = 288887
persistent = 0
name = "Caie22"
pos = 0,0
postype = P1
stateno = 313102
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1]
type = NotHitBy 
triggerall = !ishelper
triggerall = palno = 12
triggerall = alive = 1
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,AA

[State -1];burbuja
type = null;Projectile
;triggerall = statetype != C
triggerall = MoveType != H
triggerall = stateno != [190,192]
triggerall = stateno != 22050
triggerall = stateno != [170,171]
triggerall = stateno != [2301,22136]
triggerall = stateno != [22165,22172]
triggerall = stateno != [2222,22167]
triggerall = stateno != [2210099,221009991]
triggerall = alive = 1
triggerall = time >= 1
trigger1 = (GameTime%2) = 1
attr = S, SA
projanim = 5118
projhitanim = -1
projid = 5118
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 15,7
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 1,9;2,8
sparkno = s7993;s22122
sparkxy = 50,-50
;hitsound   = -1
hitsound   = s199,1
;guard.sparkno = -1;s7011
guard.sparkno = s7993
guardsound = 50,-50
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity=-1,-1
fall=1
air.fall=1
p2stateno = 19000

[State 1]
type = null;Projectile
;triggerall = statetype != C
triggerall = MoveType != H
triggerall = stateno != [190,192]
triggerall = stateno != 22050
triggerall = stateno != [170,171]
triggerall = stateno != [2301,22136]
triggerall = stateno != [22165,22172]
triggerall = stateno != [2222,22167]
triggerall = stateno != [2210099,221009991] 
triggerall = alive = 1; triggerall = anim = 0
triggerall = time >= 1
trigger1 = (GameTime%2) = 1
attr = S, NA
projanim = 5118
projhitanim = -1
projid = 5118
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = ((random<=15)*(random%150))+(random<=(3+(var(1)*5)))*21474836,(random<=25)*(random%250)
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -1,-1
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 19000;2635

[State 1]
type = null;Projectile
;triggerall = statetype != C
triggerall = MoveType != H
triggerall = stateno != [190,192]
triggerall = stateno != 22050
triggerall = stateno != [170,171]
triggerall = stateno != [2301,22136]
triggerall = stateno != [22165,22172]
triggerall = stateno != [2222,22167]
triggerall = stateno != [2210099,221009991] 
triggerall = alive = 1; triggerall = anim = 0
triggerall = time >= 1
trigger1 = (GameTime%2) = 1
attr = S, NA
projanim = 5118
projhitanim = -1
projid = 5118
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 21474836
getpower = 0,0
givepower = 0;0-((palno = 12)*9999999999)
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -1,-1
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 19000;2635
;---------------------
[State -1]
type = null;Projectile
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%2) = 1
attr = S, SA
projanim = 3459
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 1
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 15,7
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = 50,-50
;hitsound   = -1
hitsound   = s2562,29
;guard.sparkno = -1;s7011
guard.sparkno = -1
guardsound = 50,-50
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1
;---------------------

[State -2] 
type = null;varset 
triggerall = !ishelper
trigger1 = var(29) = 1
var(39) = 2

[State -2] ;通常
type = varset 
triggerall = !ishelper
trigger1 = var(29) <= 1
var(39) = 1


;パワーアップカウント
[state a]
type = varadd
triggerall = !ishelper
trigger1 = 1
v = 29
value = -1


[State -2]
Type = VarSet
triggerall = !ishelper
trigger1 = RoundState = 2
var(35) = 0
IgnoreHitPause = 1

[State -2]
Type = VarSet
triggerall = !ishelper
trigger1 = RoundState = 2
trigger1 = Random <= 300
var(35) = 1
IgnoreHitPause = 1

[State -2]
Type = VarSet
triggerall = !ishelper
trigger1 = RoundState = 2
trigger1 = Random <= 300
var(35) = 2
IgnoreHitPause = 1

[State -2]
Type = VarSet
triggerall = !ishelper
trigger1 = RoundState = 2
trigger1 = Random <= 300
var(35) = 3
IgnoreHitPause = 1

[State -1]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
var(21) = 1

[State -1]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
var(22) = 1

[State -1]
type = varset
triggerall = !ishelper
trigger1 = var(21) <= 1
var(22) = 3

[State -1]
type = varset
triggerall = !ishelper
trigger1 = var(21) >= 150
var(22) = 2

[State -1]
type = varadd
triggerall = !ishelper
trigger1 = 1
trigger1 = var(22) = 3
var(21) = 5

[State -1]
type = varadd
triggerall = !ishelper
trigger1 = 1
trigger1 = var(22) = 2
var(21) = -5




[State -1]
type = null;Explod
triggerall = alive = 1
triggerall = statetype != C
triggerall = MoveType != H
triggerall = stateno != [190,192]
triggerall = stateno != 22050
triggerall = stateno != 2601
triggerall = stateno != [170,171]
triggerall = stateno != [2210099,221009991]
trigger1 = (GameTime%30) = 1
anim = 8200
id = 8200
sprpriority = 1
postype = p1
pos = 0,-50
bindtime = -1
supermove = 1
under = 1
ownpal = 1

[State a] ;azulado
type = Afterimage
triggerall = palno != 12
triggerall = stateno != [190,192]
trigger1 = roundstate != 0
trigger1 = TIME = 0
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  -1
length  = 13
TimeGap = 1
FrameGap = 1

[State a]
type = EnvColor
trigger1 = projhit1050 = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 1

[State 1000, 9]
type = Envcolor
trigger1 = projHit22079 = 1
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 5
supermove = 1

[State 1000, 5]
type = null;Explod
trigger1 = Projhit3459 = 1
anim = 9346
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
supermove = 0
ignorehitpause =0
under = 0
ownpal = 1

;---------------------
[State 1000, 5]
type = Explod
trigger1 = ProjHit20000 = 1
anim = 9346
sprpriority = 100
postype = p2
pos = 0,-60
bindtime = -1
supermove = 1
ignorehitpause =0
under = 0
ownpal = 1

;---------------------
[State 1000, 5]
type = Explod
trigger1 = ProjHit22079 = 1
anim = 9346
sprpriority = 100
postype = p2
pos = 0,-60
bindtime = -1
supermove = 1
ignorehitpause =0
under = 0
ownpal = 1

;---------------------
[State 1000, 5]
type = Explod
trigger1 = ProjGuarded22079 = 1
anim = 22113
sprpriority = 100
postype = p2
pos = 0,-60
bindtime = -1
supermove = 0
ignorehitpause =0
under = 0
ownpal = 1

;---------------------
[State -1]
type = null;Projectile
trigger1 = stateno = 0;[120,151]
trigger1 = (GameTime%2) = 1
attr = S, SA
projanim = 3459
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1
p2stateno = 9000

[State -1];colores feos
type = null;palfx
trigger1 = var(29) >= 1
time = 1
add = 0,150,150
color = 1
ignorehitpause = 1


[State -1];
type = null;palfx
trigger1 = var(29) <= 1
triggerall=palno=12
time = 1
add = 1,0,1;100,0,100
color = 1
ignorehitpause = 1

[State -2]
Type = VarSet
triggerall = !ishelper
triggerall = var(29) >= 1
Trigger1   = Life >= 0
sysvar(3) = 1
IgnoreHitPause = 1

[State -2]
Type = LifeSet
triggerall = !ishelper
triggerall = var(29) >= 1
Trigger1 = sysvar(3) = 1
Value = 1000 + (GetHitVar(Damage))
IgnoreHitPause = 1

[State -2]
type = attackMulSet
trigger1 = var(29) >= 1
value = 2.0
ignorehitpause = 1

[State -2]
type = attackMulSet
trigger1 = var(29) <= 1
value = 1
ignorehitpause = 1

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

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

[State 1]
type = NotHitBy 
triggerall = !ishelper
triggerall = palno = 12
trigger1 = roundstate != 2
value = SCA,AA,AP,AT

[State 1301, 0]
type = HitOverride
triggerall = !ishelper
triggerall = palno = 12
triggerall = life != 0
triggerall = statetype != A
triggerall = stateno != 1300
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 10051
ignorehitpause = 1

[State 1301, 0]
type = HitOverride
triggerall = !ishelper
triggerall = palno = 12
triggerall = life != 0
triggerall = var(29) <= 1
triggerall = statetype = A
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 38853
ignorehitpause = 1

[State 1301, 0]
type = HitOverride
triggerall = !ishelper
triggerall = palno = 12
triggerall = life != 0
triggerall = var(29) <= 1
triggerall = stateno = 40
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 38852
ignorehitpause = 1

[State 1301, 0]
type = HitOverride
triggerall = !ishelper
triggerall = palno = 12
triggerall = life != 0
triggerall = var(29) >= 1
triggerall = stateno = 40
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 18000
ignorehitpause = 1

[State 1301, 0]
type = HitOverride
triggerall = !ishelper
triggerall = palno = 12
triggerall = life != 0
triggerall = var(29) >= 1
triggerall = statetype = A
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 18000
ignorehitpause = 1

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;勝利時のサウンドストップ
;//////////////////////////////////////////////////////////////////////////

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;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


;---------------------------------------------------------------------------
; 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]

[State 189, 1]
type = NotHitBy
triggerall = alive
triggerall = palno = 12
;trigger1 = time = [10,150]
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NP,SP,HP,AA
time = 1

[State 189, 1]
type = NotHitBy
triggerall = palno = 12
triggerall = alive
trigger1 = time = [150,10]
;trigger1 = Time >= 0
value = SCA,NA,SA,HA,NP,SP,HP,AA
time = 1

;statedef -2
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 107 
trigger3 = stateno = 103 
value = 40, 0

[State -3]
type = Explod
triggerall = alive
triggerall= palno = 12
triggerall = enemy,name != "Phantom Mizuchi Elisir"
trigger1 = AnimElem = 1 || AnimElem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5
trigger2 = AnimElem = 6 || AnimElem = 7 || AnimElem = 8 || AnimElem = 9 || AnimElem = 10
anim = 4587
ID = 4587
pos = 0,-70
postype = p2
random = 50,100
sprpriority = 5
bindtime = 1

[State -3];disco bajo
type = Explod
triggerall = anim = 0
triggerall = time >= 1
triggerall = palno != 12
trigger1 = (GameTime%10) = 1
anim = 773035
facing = 1
vfacing = 1
;bindtime = 1
removetime = -2
scale = 1,.25
sprpriority = -2
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3];disco bajo
type = Explod
triggerall = anim = 0
triggerall = time >= 1
triggerall = palno = 12
trigger1 = (GameTime%10) = 1
anim = 773035
facing = 1
vfacing = 1
;bindtime = 1
removetime = -2
scale = 1,.25
sprpriority = -2
bindtime = -1
under = 0
ownpal = 1
trans = S
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3];ONDA
type = NULL;Explod
triggerall = anim = 0
triggerall = time >= 1
trigger1 = (GameTime%20) = 1
anim = 8464
sprpriority = 0
postype = p1
pos = 0,10
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3];discos
type = Explod
triggerall= palno != 12
triggerall = anim = 0
triggerall = time >= 1
trigger1 = (GameTime%20) = 1
anim = 1243
sprpriority = -9
postype = p1
pos = 10,0
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
type = null;Explod
triggerall = palno = 12
trigger1 = 1
anim = 10090
pos = 4,-65
bindtime = -1
scale = 0.4,0.4
sprpriority = -20
ignorehitpause = 1
;ownpal = 1

[State -2]
type = null;Explod
triggerall = palno = 12
trigger1 = 1
anim = 10091
pos = 4,-65
bindtime = -1
scale = 0.8,0.8
ontop = 1
ignorehitpause = 1
;ownpal = 1

[State -3]
type = Explod
triggerall = palno != 12
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%5) = 1
anim = 221266
sprpriority = -3
postype = p1
pos = -5,-90
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3]
type = null;Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%20) = 1
anim = 221888
sprpriority = -5
postype = p1
pos = -5,-90
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3, Viento blanco]
type = null;Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%80) = 1
anim = 22170
sprpriority = 1
postype = p1
pos = 32,0;58,0
facing = -1
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3, Viento blanco]
type = null;Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%80) = 15
anim = 22170
sprpriority = 1
postype = p1
pos = -32,0;-58,0
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -3]
type = null;Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%5) = 1
anim = 7564432
sprpriority = 4
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = .5,.5

[State -1]
type = null;Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%5) = 1
anim = 7564433
sprpriority = -4
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = .5,.5

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

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

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

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


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

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


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

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

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

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




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

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

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


[State -3, 5]
type = velset
triggerall = !ishelper
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
triggerall = !ishelper
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(16) = 1
y = 3

; 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










;ワイヤーダメージ
[Statedef 10210];相手
type    = A
movetype= H
physics = N
velset = 0,0;-13,-.5

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

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

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

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

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

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

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

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

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

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

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

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

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











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


[State 4000, PalFX]
type = null;hitfallset
trigger1 = time = 0
trigger1 = pos y <= 0
value = 0

[State 4000, PalFX]
type = statetypeset
trigger1 = time = 0
trigger1 = pos y = 0
value = S

[State 4000, PalFX]
type = null;statetypeset
trigger1 = time = 0
trigger1 = pos y < 0
value = A

[State 4000, PalFX]
type = null;posset
;trigger1 = time = 0
trigger1 = pos y >= 0
y = 0

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

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

[State 106, 3]
type = changestate
trigger1 = time = 1
value = 10380






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

[state 1]
type = destroyself
trigger1 = ishelper

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

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

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

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

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

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

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

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



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

[state a]
type = destroyself
trigger1 = ishelper

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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





; Getting hit (lightning version)
[Statedef 19000]
type    = S
movetype= H
physics = N
velset = 0,0


[state a]
type = destroyself
trigger1 = ishelper

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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
























; 痺れ2
[Statedef 49000]
type    = S
movetype= H
physics = N
velset = 0,0

[state a]
type = destroyself
trigger1 = ishelper

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="Phantom Mizuchi Elisir";&&enemynear,palno=12
flag = invisible

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="Phantom Mizuchi Elisir";&&enemynear,palno=12
flag = invisible

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


; HIT_BOUNCE (hit ground)
[Statedef 15100]
type    = L
movetype= H
physics = N

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

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

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

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

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

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

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

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


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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; ？・飛び道具
[Statedef 1350];primero
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 150
velset = 0,0
anim = 1050
ctrl = 0

;#############HYPERMONIC################

[State 1000, 2]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, HA
projanim = 1061
projhitanim = 2110
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S222,0
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
p2stateno = 19000

[State 1000, 2]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 3
attr = S, HA
projanim = 1061
projhitanim = 2110
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S222,0
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
p2stateno = 19000

[State 1000, 2]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 5
attr = S, HA
projanim = 1061
projhitanim = 2110
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S222,0
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
p2stateno = 19000

[State 1000, 5]
type = Explod
triggerall = palno = 12
trigger1 = Time = 15
anim = 634834657
id = 2200
sprpriority = 9999999999999999
postype = back
pos = 0,0
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1
ontop = 5
trans = add
[state 112]
type = Playsnd
trigger1 = palno = 12 && time = 15
value = 2200,2
volume = 900
[State 1000, 5]
type = Explod
triggerall = palno = 12
trigger1 = Time = 15
anim = 634834653
id = 2200
sprpriority = 999999999999999999
postype = back
pos = 0,0
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1
ontop = 5
trans = add

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 1
value = 2000,2
[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 10
value = 2000,1
[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 40
value = 2000,2

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 15
value = 30000,0

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 20
value = 193,0

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 20
value = 11,0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 44441
projhitanim = -1
projid = 44441
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 175
postype = p1
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0



[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 353222
projhitanim = -1
projid = 0
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 200
postype = p2
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 353222
projhitanim = -1
projid = 0
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 200
postype = p1
offset = 10,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0



[State 1000, 2]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, HA
projanim = 3002
projhitanim = 3008
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-146
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S310,0
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
p2stateno = 19000

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p1
offset = 60,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200


[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200


[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 6
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 6
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p2
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200


;############HYPERMONIC-END##############

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 17

[state a];発射
type = playsnd
trigger1 = animelem = 1
value = 290,1

[state a];発射
type = playsnd
trigger1 = animelem = 7
value = 4000,4

[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

[state 1000]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[state 1000]
type = velset
trigger1 = animelem = 7
x = -2

[state 1000]
type = veladd
trigger1 = vel x <= 0
x = 0.3

[state 1000]
type = velset
trigger1 = vel x >= 0
x = 0

[State 1000, 2]
type = Projectile
trigger1 = Animelem = 7 || Animelem = 10 || Animelem = 13 || Animelem = 16 || Animelem = 19 || Animelem = 22
attr = S, HA
projanim = 3002
projhitanim = 3008
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-46
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S310,0
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
p2stateno = 19000

[State 1000, 2]
type = Projectile
trigger1 = Animelem = 7 || Animelem = 10 || Animelem = 13 || Animelem = 16 || Animelem = 19 || Animelem = 22
attr = S, HA
projanim = 3002
projhitanim = 3008
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-76
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S310,0
guardsound = S310,0
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
p2stateno = 19000

[State 1000, 2]
type = Projectile
trigger1 = Animelem = 7 || Animelem = 10 || Animelem = 13 || Animelem = 16 || Animelem = 19 || Animelem = 22
attr = S, HA
projanim = 3002
projhitanim = 3008
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S310,0
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
p2stateno = 19000

[State 1000, 2]
type = Projectile
trigger1 = Animelem = 7 || Animelem = 10 || Animelem = 13 || Animelem = 16 || Animelem = 19 || Animelem = 22
attr = S, HA
projanim = 3002
projhitanim = 3008
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-126
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S310,0
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
p2stateno = 19000

[State 1000, 2]
type = Projectile
trigger1 = Animelem = 7 || Animelem = 10 || Animelem = 13 || Animelem = 16 || Animelem = 19 || Animelem = 22
attr = S, HA
projanim = 3002
projhitanim = 3008
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-146
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S310,0
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
p2stateno = 19000

;////////////////////////////////////////////////////////////

[State 1000, 2]
type = Projectile
trigger1 = Animelem = 20 || Animelem = 25 || Animelem = 43 || Animelem = 46 || Animelem = 19 || Animelem = 22
attr = S, HA
projanim = 3002
projhitanim = 3008
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-46
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S310,0
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
p2stateno = 19000

[State 1000, 2]
type = Projectile
trigger1 = Animelem = 20 || Animelem = 25 || Animelem = 43 || Animelem = 46 || Animelem = 19 || Animelem = 22
attr = S, HA
projanim = 3002
projhitanim = 3008
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-76
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S310,0
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
p2stateno = 19000

[State 1000, 2]
type = Projectile
trigger1 = Animelem = 20 || Animelem = 25 || Animelem = 43 || Animelem = 46 || Animelem = 19 || Animelem = 22
attr = S, HA
projanim = 3002
projhitanim = 3008
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S310,0
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
p2stateno = 19000

[State 1000, 2]
type = Projectile
trigger1 = Animelem = 20 || Animelem = 25 || Animelem = 43 || Animelem = 46 || Animelem = 19 || Animelem = 22
attr = S, HA
projanim = 3002
projhitanim = 3008
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-126
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S310,0
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
p2stateno = 19000

[State 1000, 2]
type = Projectile
trigger1 = Animelem = 20 || Animelem = 25 || Animelem = 43 || Animelem = 46 || Animelem = 19 || Animelem = 22
attr = S, HA
projanim = 3002
projhitanim = 3008
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-146
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S310,0
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
p2stateno = 19000


[state 1000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 190001]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 5040
sprpriority = 1
ctrl = 0

[State 190001]
type = NotHitBy
trigger1 = 1
value = SCA

[state 190001]
type = velset
trigger1 = time = 0
x = -3.5
y = -5

[state 190001]
type = veladd
trigger1 = time >= 0
y = 0.45

[state 190001]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 190002
ctrl = 0

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

[Statedef 190002]
type    = S
movetype= I
physics = S

[State 190002]
type = ChangeAnim
trigger1 = time = 0
value = 11

[State 190002]
type = NotHitBy
trigger1 = 1
value = SCA

[state 190002]
type = playsnd
trigger1 = time = 0
value = 40,0

[state 190002]
type = posset
trigger1 = 1
y = 0

[state 190002]
type = changestate
trigger1 = time>=5
value = 190003

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

[Statedef 190003]
type    = S
movetype= I
physics = S

[State 190003]
type = ChangeAnim
trigger1 = time = 0
value = 12

[State 190003]
type = NotHitBy
trigger1 = 1
value = SCA

[state 190002]
type = posset
trigger1 = 1
y = 0

[State 190003]
type = ChangeState
trigger1 = animtime=0
value = 190010

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

[Statedef 190010]
type    = S
movetype= I
physics = S

[state 190010]
type = posset
trigger1 = 1
y = 0

[State 190010] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[State 190010]
type = ChangeAnim
trigger1 = time = 0
value = 0

[State 190010]
type = NotHitBy
trigger1 = 1
value = SCA

[State 190010]
type = ChangeState
trigger1 = ifelse(ishelper,(enemy,stateno=[170,190])||time>=600,time>=10)
value = ifelse(ishelper,180-((!win)*10),0)
ctrl = (!ishelper)
;=====================


; 飛び道具ヘルパー
[Statedef 1068]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1071

[State 2200, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA,HA


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




;---------------------[無敵処理]
;---------------------[エフェクト]
[State a];攻撃エフェクト
type = Explod
trigger1 = time = 0
;trigger1 = stateno = 1066
anim = 3010
;id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
;persistent = 0
ignorehitpause = 1
removetime = 180
under = 0
ownpal = 1


;[state a]
;type = posadd
;trigger1 = time >= 0
;x = 1

[state a]
type = posadd
trigger1 = time >= 5
x = 1

[state a]
type = posadd
trigger1 = time >= 10
x = 1

[state a]
type = posadd
trigger1 = time >= 15
x = 1

[state a]
type = posadd
trigger1 = time >= 20
x = 1

[state a]
type = posadd
trigger1 = time >= 25
x = 1

[state a]
type = posadd
trigger1 = time >= 30
x = 1

;---------------------[消滅]
[state a]
type = destroyself
;trigger1 = FrontEdgeDist <= -100
trigger1 = time = 180

; 飛び道具ヘルパー
[Statedef 1067]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1263

[State 2200, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

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

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

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




;---------------------[無敵処理]
;---------------------[エフェクト]
[State a];攻撃エフェクト
type = Explod
trigger1 = time = 0
;trigger1 = stateno = 1067
anim = 1261
;id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
;persistent = 0
ignorehitpause = 1
removetime = 180
under = 0
ownpal = 1

;[state a]
;type = posadd
;trigger1 = time >= 0
;y = -1

[state a]
type = posadd
trigger1 = time >= 5
x = 1
y = -1

[state a]
type = posadd
trigger1 = time >= 10
x = 1
y = -1

[state a]
type = posadd
trigger1 = time >= 15
x = 1
y = -1

[state a]
type = posadd
trigger1 = time >= 20
x = 1
y = -1

[state a]
type = posadd
trigger1 = time >= 25
x = 1
y = -1

[state a]
type = posadd
trigger1 = time >= 30
y = -1
;---------------------[消滅]
[state a]
type = destroyself
;trigger1 = FrontEdgeDist <= -100
trigger1 = time = 180

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;？？
[Statedef 22170]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 50
ctrl = 0
velset = 0,0
anim = 11500
sprpriority = 2

;#############HYPERMONIC################

[State 191, 3]
type = PlaySnd
triggerall = palno = 12
trigger1 = animelem = 1
value = 40000,4
VOLUME = 600

[State 191, 3]
type = PlaySnd
triggerall = palno = 12
trigger1 = animelem = 4
value = 40000,4
VOLUME = 600

[State 191, 3]
type = PlaySnd
triggerall = palno = 12
trigger1 = animelem = 7
value = 40000,3
VOLUME = 600

[State 1000, 2]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, HA
projanim = 1061
projhitanim = 2110
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5;20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S222,0
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
p2stateno = 19000


[State 1000, 5]
type = Explod
triggerall = palno = 12
trigger1 = Time = 15
anim = 634834657
id = 2200
sprpriority = 9999999999999999
postype = back
pos = 0,0
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1
ontop = 5
trans = add
[state 112]
type = Playsnd
trigger1 = palno = 12 && time = 15
value = 2200,2
volume = 900
[State 1000, 5]
type = Explod
triggerall = palno = 12
trigger1 = Time = 15
anim = 634834653
id = 2200
sprpriority = 999999999999999999
postype = back
pos = 0,0
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1
ontop = 5
trans = add

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 1
value = 2000,2
[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 10
value = 2000,1
[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 40
value = 2000,2

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 15
value = 30000,0

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 20
value = 193,0

[State 1]
type = PlaySnd
triggerall = palno = 12
trigger1 = Time = 20
value = 11,0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 44441
projhitanim = -1
projid = 44441
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 175
postype = p1
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 8
attr = S, NA
projanim = 44441
projhitanim = -1
projid = 44441
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 175
postype = p2
offset = 10,20
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 702237
projhitanim = -1
projid = 702237
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 172
postype = p2
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0

[State 1]
type = Projectile
triggerall = palno = 12
trigger1 = Animelem = 1
attr = S, NA
projanim = 702237
projhitanim = -1
projid = 702237
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 172
postype = p1
offset = 30,-10
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
kill = 0



[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) = 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p1
offset = 60,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = palno = 12
triggerall = root,var(1) != 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22114
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 30
postype = p1
offset = 160,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200



;############HYPERMONIC-END##############

[State 1300, 0]
type = NotHitBy 
trigger1 = 1
value = SCA

[state a];
type = playsnd
trigger1 = animelem = 3
value = 1500,0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 1]
type = Projectile
triggerall = root,var(1) != 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 99998766
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 60,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 99998766
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 60,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 22114;2551;1415
id = 1415
sprpriority = 3
postype = p1
pos = 60,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 2900]
type = null;helper
triggerall = name="Phantom Mizuchi Elisir"&&var(29) <= 1&&!ishelper
trigger1 = time = 4
id = 11500
persistent = 0
name = "guangzhu"
pos = 60,0
postype = P1
stateno = 22171
;helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = Projectile
triggerall = root,var(1) != 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 99998766
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 120,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 99998766
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 120,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 22114;2551;1415
id = 1415
sprpriority = 3
postype = p1
pos = 120,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 2900]
type = null;helper
triggerall = name="Phantom Mizuchi Elisir"&&var(29) <= 1&&!ishelper
trigger1 = time = 4
id = 11500
persistent = 0
name = "guangzhu"
pos = 120,0
postype = P1
stateno = 22171
;helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = Projectile
triggerall = root,var(1) != 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 99998766
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 180,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 99998766
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 180,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 22114;2551;1415
id = 1415
sprpriority = 3
postype = p1
pos = 180,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 2900]
type = null;helper
triggerall = name="Phantom Mizuchi Elisir"&&var(29) <= 1&&!ishelper
trigger1 = time = 4
id = 11500
persistent = 0
name = "guangzhu"
pos = 180,0
postype = P1
stateno = 22171
;helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999
[State 1]
type = Projectile
triggerall = root,var(1) != 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 99998766
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 240,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 99998766
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 240,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 22114;2551;1415
id = 1415
sprpriority = 3
postype = p1
pos = 240,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 2900]
type = null;helper
triggerall = name="Phantom Mizuchi Elisir"&&var(29) <= 1&&!ishelper
trigger1 = time = 4
id = 11500
persistent = 0
name = "guangzhu"
pos = 240,0
postype = P1
stateno = 22171
;helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = Projectile
triggerall = root,var(1) != 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 99998766
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 300,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = AnimElem = 4
attr = S, NA
projanim = 99998766
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 300,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 22114;2551;1415
id = 1415
sprpriority = 3
postype = p1
pos = 300,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 2900]
type = null;helper
triggerall = name="Phantom Mizuchi Elisir"&&var(29) <= 1&&!ishelper
trigger1 = time = 4
id = 11500
persistent = 0
name = "guangzhu"
pos = 300,0
postype = P1
stateno = 22171
;helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 3
time = 20
ampl = -18
freq = 95
phase = 95

[state a];
type = playsnd
trigger1 = animelem = 3
value = 190,2;2551,0

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


[Statedef 22171]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22134


;---------------------[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,AA,AP,AT
stateno = 1411

;---------------------[]
[state a];
type = null;playsnd
trigger1 = animelem = 3
value = 190,1

[state a];
type = null;playsnd
trigger1 = animelem = 3
value = 2562,27

[state a];
type = playsnd
trigger1 = animelem = 3
value = 190,2;2551,0




;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 3
anim = 22114;2551;1415
id = 1415
sprpriority = 3
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = null;Explod
trigger1 = animelem = 5
anim = 22114;22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 5
supermove = 0
ignorehitpause = 1
under = 0


;---------------------[]
[State 1000, 5];攻撃エフェクト
type = null;Explod
trigger1 = animelem = 3
anim = 22108
sprpriority = 6
postype = p1
pos = 0,-100
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = null;Explod
trigger1 = animelem = 5
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,30
bindtime = 1
removetime = 15
supermove = 0
scale = 0.8,0.8
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = null;Explod
trigger1 = animelem = 5
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 20
supermove = 0
scale = 0.6,0.6
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = null;Explod
trigger1 = animelem = 5
anim = 22102
id = 1415
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
removetime = 25
supermove = 0
scale = 0.3,0.3
ignorehitpause = 1
under = 0



;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 5
anim = 2553
sprpriority = 4
postype = p1
pos = -2,1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

;---------------------[]
[State 1020, 4]
type = EnvShake
trigger1 = animelem = 3
time = 20
ampl = -18
freq = 95
phase = 95


[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
invertall = 1


;---------------------[攻撃の指定]
[State 1]
type = Projectile
triggerall = root,var(1) != 1
trigger1 = AnimElem = 5
attr = S, NA
projanim = 99998766
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = AnimElem = 5
attr = S, NA
projanim = 99998766
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s7002;22109 + var(35)
sparkxy = -7, -70
hitsound   = s240,0;225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

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




;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; ？・飛び道具
[Statedef 22180]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 150
velset = 0,0
anim = 1050
ctrl = 0


[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 17

[state a];発射
type = playsnd
trigger1 = animelem = 6
value = 1000,0

[state a];発射
type = playsnd
trigger1 = animelem = 7
value = 1050,0

[state a]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[State 1000, 5]
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


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

[Statedef 189]
type = S
ctrl = 0
velset = 0,0,0

[State 189, 0]
type = AssertSpecial
trigger1 = time = [0,730]            ;ﾑﾓｳ､450ｸ�ﾊｱｼ茣ｻｽ睫�ｻﾘｺﾏ(ﾔﾚﾕ筝ﾎﾊｱｼ菎�ｷﾅWINPOSE)
flag = roundnotover      
     

[State 189, playsnd]
type = null;PlaySnd
trigger1 = time = 0                  ;ﾕ篋�ｵｱﾈｻﾊﾇｷﾅ"winpose"ｳ�ﾏﾖﾊｱｵﾄﾉ�ﾒ�｣ｬ9000｣ｬ0ﾇｰﾃ貍ﾓFｱ�ﾊｾﾉ�ﾒ�ﾔﾚcommand.sndﾀ�
value = 4000,5
volume = 255

[State 189, 8]; Box (up)
type = Explod
trigger1 = time = 0 && MatchOver
anim = 8650
ID = 8650
pos = 0,40
postype = left
sprpriority = 99990
ownpal = 1
removetime = 999999
scale = 2,1

[State 189, 9]; Box (down)
type = Explod
trigger1 = time = 0 && MatchOver
anim = 8651
ID = 8651
pos = 0,160
postype = left
sprpriority = 99990
ownpal = 1
removetime = 999999
scale = 2,1

[State 181, 10]; Face
type = null;Explod
trigger1 = time = 0 && MatchOver
anim = 10000
ID = 8652
pos = 0,200
postype = left
sprpriority = 99993
ownpal = 1
removetime = 999999
scale = .5,.5
bindtime = -1


[State 181, 11]; Box behind face
type = Explod
trigger1 = time = 0 && MatchOver
anim = 8653
ID = 8653
pos = -10,70
postype = left
sprpriority = 99991
ownpal = 1
removetime = 999999
scale = 2,.8
trans = addalpha
alpha = 256, 135

[State 189, 12]; Winner Text
type = Explod
trigger1 = time = 0 && MatchOver
anim = 8654
ID = 8654
pos = 195,73
postype = left
sprpriority = 99992
ownpal = 1
removetime = 999999
scale = .5,.5

[State 181, 13]; Box in font of face
type = Explod
trigger1 = time = 0 && MatchOver
anim = 8656
ID = 8656
pos = -5,177
postype = left
sprpriority = 99994
ownpal = 1
removetime = 999999
scale = 2,.8
trans = addalpha
alpha = 256, 135

[State 181, 14]; Kof XI Logo
type = Explod
trigger1 = time = 0 && MatchOver
anim = 8655
ID = 8655
pos = 180,101
postype = left
sprpriority = 99995
ownpal = 1
removetime = 999999
scale = .45,.45

[State 181, 15]; Winquotes
type = Explod
trigger1 = time = 0 && MatchOver
anim = 10010
ID = 8660
pos = -3,173
postype = left
sprpriority = 99999
ownpal = 0
ontop = 1
removetime = 999999
scale = .5,.5


[State 189, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
