
[Statedef 3010];炎の玉
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 = 19810
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)

[State 1]
type = Explod
trigger1 = time = [17,30]
anim = 19825
sprpriority = 6
postype = p1
pos = 51,-103
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 0, helper]
type = helper
trigger1 = animelem = 7
id = 5000
stateno = 123690
name = "honoo"
helpertype = Player
postype = p1
pos = 51,-103
pausemovetime = 0
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = animelem = 7
id = 5001
stateno = 123690
name = "honoo"
helpertype = Player
postype = p1
pos = 51,-103
pausemovetime = 0
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = animelem = 7
id = 5002
stateno = 123690
name = "honoo"
postype = p1
helpertype = Player
pos = 51,-103
pausemovetime = 0
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = animelem = 7
id = 5003
stateno = 123690
name = "honoo"
postype = p1
pos = 51,-103
pausemovetime = 0
helpertype = Player
persistent = 0
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 7
value = 1400,0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 7
value = 4000, 1

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 7
value = 4000, 9

[State 200, 1]
type = velset
trigger1 = animelem = 7
x = -1

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

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

[Statedef 123690];火玉ヘルパー
type    = A
movetype= A
physics = S
sprpriority = 10
anim = 19807

[State 1]
type = Explod
trigger1 = 1
anim = 19825
sprpriority = 6
postype = p1
pos = 51,-103
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1]
type = Explod
trigger1 = gametime%7
anim = 19826
sprpriority = 7
postype = p1
pos = 0,0
facing = -1
ownpal = 1
scale = 0.6,0.6
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 200, 1]
type = AfterImagetime
trigger1 = 1
time = 0

[state 1728]	
type=playerpush	
trigger1=1
value=0
ignorehitpause=1

[State 200, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 200, 1]
type = velset
trigger1 = ishelper(5000)
x = 8
y = -9

[State 200, 1]
type = velset
trigger1 = ishelper(5001)
x = 8
y =-4

[State 200, 1]
type = velset
trigger1 = ishelper(5002)
x = 8
y = 4

[State 200, 1]
type = velset
trigger1 = ishelper(5003)
x = 8
y = 9

[State 1000,0]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[state 1]
type = AngleDraw
trigger1 = 1
scale = 0.7,0.7

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 2
time = 4
ampl = -30
freq = 95
phase = 95

[State 1000, 2]
type = Projectile
trigger1 = (gametime%10) = 1
attr = S, HA
projanim = 19818
projhitanim = -1
projid = 19818
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 1
postype = p1
velocity = 0
animtype  = diagup 
damage = 100
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,8
sparkno = -1
sparkxy = -15,-77
hitsound   = S4000,20
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4.5
air.velocity = -1,-1.5
fall = 1
fall.recover = 0
juggle = 15

[state 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 6009, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger3 = animtime = 0
trigger1 = !(screenpos x = [-130,400])
trigger2 = !(screenpos y = [-130,400])
trigger4 = FrontEdgeBodyDist < -10

;============================================================
;------------------------------------------------------------
;============================================================
[Statedef 3020];蒼ブーメラン
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 = 19811
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)

[state 0, helper]
type = helper
trigger1 = animelem = 14
id = 6000
stateno = 123691
name = "kurukuru"
postype = p1
pos = 51,-65
helpertype = Player
pausemovetime = 0
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = animelem = 19
id = 6001
stateno = 123691
name = "kurukuru"
helpertype = Player
postype = p1
pos = 45,-94
pausemovetime = 0
persistent = 0
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 2300 ,3

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 8 || animelem = 18
value = 4000, 23

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 14
value = 4000, 15

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 19
value = 4000, 15

[State 1000, 5];エフェクト
type = Explod
trigger1 = animelem = 8
anim = 19812
id = 19812
sprpriority = 6
postype = p1
scale = 0.6,0.6
pos = 30 , 0
bindtime = -1
supermove = 1
under = 0
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5];エフェクト
type = Explod
trigger1 = animelem = 8
anim = 19813
id = 19813
sprpriority = 6
postype = p1
scale = 0.6,0.6
pos = -30 , 0
bindtime = -1
supermove = 1
under = 0
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5];エフェクト
type = Explod
trigger1 = animelem = 8
anim = 19814
id = 19814
sprpriority = 6
scale = 0.7,0.7
postype = p1
pos = 0 ,-50
bindtime = -1
supermove = 1
under = 0
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5];エフェクト
type = Explod
trigger1 = animelem = 8
anim = 19815
id = 19815
sprpriority = 7
postype = p1
scale = 0.6,0.6
pos = -19 , -152
bindtime = -1
supermove = 1
under = 0
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5];エフェクト
type = Explod
trigger1 = animelem = 18 
anim = 19817
id = 19817
sprpriority = 7
postype = p1
pos = -32 , -113
bindtime = -1
supermove = 1
under = 0
pausemovetime = 99999999
supermovetime = 99999999

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 8 || animelem = 18
time = 4
ampl = -60
freq = 95
phase = 95

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

[Statedef 123691];ブーメラン
type    = A
movetype= A
physics = S
sprpriority = 10
anim = 19816

[State 200, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 200, 1]
type = AfterImagetime
trigger1 = 1
time = 0

[State 1000, 5]
type = velset
trigger1 = ishelper(6000)
trigger1 = time = 0
y = -3*((p2dist y - 0)/(abs(p2dist x - 0) + abs(p2dist y - 0) + 0.0000001))

[State 1000, 5]
type = velset
trigger1 = ishelper(6001)
trigger1 = time = 0
y = 3*((p2dist y - 0)/(abs(p2dist x - 0) + abs(p2dist y - 0) + 0.0000001))

[State 1000, 5]
type = velset
trigger1 = time
x = 10

[state 1]
type = AngleDraw
trigger1 = 1
scale = 0.7,0.7

[state 1]
type = Angleadd
trigger1 = 1
value = 200

[State 1020, 4]
type = EnvShake
trigger1 = projhit19818 = 1
time = 4
ampl = -30
freq = 95
phase = 95

[State 1000, 2]
type = Projectile
trigger1 = (gametime%4)
attr = S, HA
projanim = 19818
projhitanim = -1
projid = 19818
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 1
postype = p1
velocity = 0
animtype  = diagup 
damage = 100
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,8
sparkno = -1
sparkxy = -15,-77
hitsound   = S4000,20
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4.5
air.velocity = -1,-1.5
fall = 1
fall.recover = 0
juggle = 15

[state 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 6009, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger3 = time = 150
trigger1 = !(screenpos x = [-130,400])
trigger2 = !(screenpos y = [-130,400])
trigger4 = FrontEdgeBodyDist < -10

;============================================================
;------------------------------------------------------------
;============================================================
[Statedef 3030];拡散弾
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 = 19819
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)

[state 0, helper]
type = helper
trigger1 = animelem = 4
id = 7000
stateno = 123692
name = "kurukuru"
postype = p1
pos = -24 ,-95
pausemovetime = 0
helpertype = Player
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = animelem = 4
id = 7001
stateno = 123692
name = "kurukuru"
postype = p1
pos = 10 ,-98
helpertype = Player
pausemovetime = 0
persistent = 0
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 4000 ,2

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

[State 1000, 5];エフェクト
type = Explod
trigger1 = animelem = 2
anim = 19812
id = 19812
sprpriority = 6
postype = p1
scale = 0.6,0.6
pos = 30 , 0
bindtime = -1
supermove = 1
under = 0
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5];エフェクト
type = Explod
trigger1 = animelem = 2
anim = 19813
id = 19813
sprpriority = 6
postype = p1
scale = 0.6,0.6
pos = -30 , 0
bindtime = -1
supermove = 1
under = 0
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5];エフェクト
type = Explod
trigger1 = animelem = 2
anim = 19807
id = 19807
sprpriority = 6
scale = 0.7,0.7
postype = p1
pos = -24 ,-95
bindtime = -1
supermove = 1
under = 0
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5];エフェクト
type = Explod
trigger1 = animelem = 2
anim = 19807
id = 19807
sprpriority = 6
scale = 0.7,0.7
postype = p1
pos = 10 ,-98
bindtime = -1
supermove = 1
under = 0
pausemovetime = 99999999
supermovetime = 99999999

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 2
time = 4
ampl = -60
freq = 95
phase = 95

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

[Statedef 123692];拡散1
type    = A
movetype= A
physics = S
sprpriority = 10
anim = 19807

[State 200, 1]
type = AfterImagetime
trigger1 = 1
time = 0

[State 200, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1000, 5]
type = velset
trigger1 = ishelper(7000)
;trigger1 = time = 0
y = 4
x = 2.5

[State 1000, 5]
type = null;veladd
trigger1 = ishelper(7000)
y = -0.005

[State 1000, 5]
type = velset
trigger1 = ishelper(7001)
;trigger1 = time = 0
y = -4
x = 2.5

[State 1000, 5]
type = null;veladd
trigger1 = ishelper(7001)
y = 0.005

[State 1000,0]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[state 1]
type = AngleDraw
trigger1 = 1
scale = 0.7,0.7

[state 1]
type = Angleadd
trigger1 = 1
value = 200

[State 1020, 4]
type = EnvShake
trigger1 = projhit19818 = 1
time = 4
ampl = -30
freq = 95
phase = 95

[State 1000, 2]
type = Projectile
trigger1 = (gametime%4)
attr = S, HA
projanim = 19818
projhitanim = -1
projid = 19818
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 1
postype = p1
velocity = 0
animtype  = diagup 
damage = 100
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,8
sparkno = -1
sparkxy = -15,-77
hitsound   = S4000,20
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4.5
air.velocity = -1,-1.5
fall = 1
fall.recover = 0
juggle = 15

[state 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[state 0, helper]
type = helper
trigger1 = ishelper(7000)
trigger1 = time = 50
id = 8000
stateno = 123693
name = "kakusan2"
postype = p1
helpertype = Player
pos = 0,0
pausemovetime = 0
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = ishelper(7000)
trigger1 = time = 50
id = 8001
stateno = 123693
helpertype = Player
name = "kakusan2"
postype = p1
pos = 0,0
pausemovetime = 0
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = ishelper(7000)
trigger1 = time = 50
id = 8002
stateno = 123693
name = "kakusan2"
postype = p1
pos = 0,0
helpertype = Player
pausemovetime = 0
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = ishelper(7000)
trigger1 = time = 50
id = 8003
stateno = 123693
name = "kakusan2"
postype = p1
pos = 0,0
helpertype = Player
pausemovetime = 0
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = ishelper(7001)
trigger1 = time = 50
id = 9000
stateno = 123693
name = "kakusan2"
helpertype = Player
postype = p1
pos = 0,0
pausemovetime = 0
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = ishelper(7001)
trigger1 = time = 50
id = 9001
stateno = 123693
helpertype = Player
name = "kakusan2"
postype = p1
pos = 0,0
pausemovetime = 0
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = ishelper(7001)
trigger1 = time = 50
id = 9002
stateno = 123693
helpertype = Player
name = "kakusan2"
postype = p1
pos = 0,0
pausemovetime = 0
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = ishelper(7001)
trigger1 = time = 50
id = 9003
stateno = 123693
helpertype = Player
name = "kakusan2"
postype = p1
pos = 0,0
pausemovetime = 0
persistent = 0
ownpal = 1

[State 1000, 5];エフェクト
type = Explod
trigger1 = time = 50
anim = 19815
id = 19815
sprpriority = 6
;scale = 0.7,0.7
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
pausemovetime = 99999999
supermovetime = 99999999

[State 6009, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger3 = time = 51
trigger1 = !(screenpos x = [-130,400])
trigger2 = !(screenpos y = [-130,400])
trigger4 = FrontEdgeBodyDist < -10

[Statedef 123693];拡散2
type    = A
movetype= A
physics = S
sprpriority = 10
anim = 19820

[State 200, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 200, 1]
type = AfterImagetime
trigger1 = 1
time = 0

[state 1,angleset]
type = Angleset
trigger1 = 1;vel x >=0 
value = atan(vel y/vel x)*(-100/pi)

[State 1000,0]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 1000, 5]
type = velset
trigger1 = ishelper(8000)
y = -12
x = 6

[State 1000, 5]
type = velset
trigger1 = ishelper(8001)
y = -12
x = 8

[State 1000, 5]
type = velset
trigger1 = ishelper(8002)
y = -12
x = 10

[State 1000, 5]
type = velset
trigger1 = ishelper(8003)
y = -12
x = 12

[State 1000, 5]
type = velset
trigger1 = ishelper(9000)
y = 12
x = 6

[State 1000, 5]
type = velset
trigger1 = ishelper(9001)
y = 12
x = 8

[State 1000, 5]
type = velset
trigger1 = ishelper(9002)
y = 12
x = 10

[State 1000, 5]
type = velset
trigger1 = ishelper(9003)
y = 12
x = 12

[State 6011, VelSet]
type = veladd
trigger1 = ishelper(9000)
trigger2 = ishelper(9001)
trigger3 = ishelper(9002)
trigger4 = ishelper(9003)
x = 0+(0.01*time)
y = 0.4*((p2dist y - 0)/(abs(p2dist x - 0) + abs(p2dist y + 20) + 0.0000001))

[State 6011, VelSet]
type = veladd
trigger1 = ishelper(8000)
trigger2 = ishelper(8001)
trigger3 = ishelper(8002)
trigger4 = ishelper(8003)
x = 0+(0.01*time)
y = -0.4*((p2dist y - 0)/(abs(p2dist x - 0) + abs(p2dist y + 20) + 0.0000001))

[state 1]
type = AngleDraw
trigger1 = 1
scale = 0.8,0.8

[State 1020, 4]
type = EnvShake
trigger1 = projhit19818 = 1
time = 4
ampl = -30
freq = 95
phase = 95

[State 1000, 2]
type = Projectile
trigger1 = (gametime%4)
attr = S, HA
projanim = 19818
projhitanim = -1
projid = 19818
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 1
postype = p1
velocity = 0
animtype  = diagup 
damage = 100
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,8
sparkno = -1
sparkxy = -15,-77
hitsound   = S4000,20
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4.5
air.velocity = -1,-1.5
fall = 1
fall.recover = 0
juggle = 15

[state 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 6009, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger3 = time = 150
trigger1 = !(screenpos x = [-130,400])
trigger2 = !(screenpos y = [-130,400])
trigger4 = FrontEdgeBodyDist < -10


;============================================================
;------------------------------------------------------------
;============================================================
[Statedef 3050];天地一変
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 = 19892
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)

[state 0, helper]
type = helper
trigger1 = animelem = 4
id = 10000
stateno = 123696
name = "kurukuru"
postype = p2
pos = 0,0
helpertype = Player
pausemovetime = 0
persistent = 0
ownpal = 1

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

[Statedef 123696];魔方陣
type    = A
movetype= A
physics = S
sprpriority = 10
anim = 31008

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 3999 ,43

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 3999 ,42

[State 200, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 200, 1]
type = AfterImagetime
trigger1 = 1
time = 0

[State 200, 1]
type = posset
trigger1 = 1
y=-200

[State 1000,0]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[state 1]
type = Angleset
trigger1 = 1
value = -90

[state 1]
type = AngleDraw
trigger1 = time
scale = 0.6,1.8

[state 1728]	
type = playerpush	
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1000, 2]
type = Projectile
trigger1 = time >= 80
trigger1 = gametime%5
attr = S, HA
projanim = 19818
projhitanim = -1
projid = 19818
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 1
postype = p1
velocity = 0
animtype  = diagup 
damage = 130
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,8
sparkno = -1
sparkxy = -15,-77
hitsound   = S4000,20
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4.5
air.velocity = -1,-1.5
fall = 1
fall.recover = 0
juggle = 15

[State 200, 1]
type = PlaySnd
trigger1 = time >= 80
trigger1 = gametime%5
value = 3999 ,45

[State 200, 1]
type = PlaySnd
trigger1 = time >= 80
trigger1 = gametime%5
value = 3999 ,46

[State 200, 1]
type = PlaySnd
trigger1 = time >= 80
trigger1 = gametime%5
value = 3999 ,47

[State 1020, 4]
type = EnvShake
trigger1 = time >= 80
trigger1 = gametime%5
time = 3
ampl = -20
freq = 95
phase = 95

[State 1000, 5];エフェクト
type = Explod
trigger1 = time >= 80
trigger1 = gametime%5
anim = 19903
id = 19903
sprpriority = 6
postype = p1
pos = var(53),var(52)
bindtime = -1
supermove = 1
scale = 0.7,0.7
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5];エフェクト
type = Explod
trigger1 = time >= 80
trigger1 = gametime%5
anim = 19902
id = 19902
sprpriority = 6
postype = p1
pos = var(53),var(52)
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = varrandom
trigger1 = 1
range = 0,350
v = 52

[State 1]
type = varrandom
trigger1 = 1
range = -100,100
v = 53

[State 1]
type = Explod
trigger1 = 1
anim = 19825
sprpriority = 6
postype = p1
pos = 0,100
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, 5];エフェクト
type = Explod
trigger1 = time = 0
anim = 19893
id = 19893
sprpriority = 3
postype = p1
pos = 0,200
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 80
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5];エフェクト
type = Explod
trigger1 = time = 0
anim = 19891
id = 19891
sprpriority = 4
postype = p1
pos = 0,100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 79
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5];エフェクト
type = Explod
trigger1 = time = 0
anim = 19894
id = 19894
sprpriority = 6
postype = p1
pos = 0,100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

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

[State 1000, 0]
Type = AssertSpecial
Trigger1 = time >=80
Flag = Invisible

[state 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 6009, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger3 = time = 110
trigger1 = !(screenpos x = [-130,400])
trigger2 = !(screenpos y = [-130,400])
trigger4 = FrontEdgeBodyDist < -10
;============================================================
;------------------------------------------------------------
;============================================================
[Statedef 3060];それは残像だ
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 = 19835
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)

[State 169994]
type = NotHitBy
trigger1= time >= 20
value = SCA

[State ReversalDef]
type = ReversalDef
;trigger1 = !IsHelper
trigger1= time >= 20
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,160
hitsound = S2000,0
p1stateno = 123697
ignorehitpause = 1

[State 1020, 4]
type = EnvShake
trigger1 = 1
time = 4
ampl = -3
freq = 95
phase = 95

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

[Statedef 123697];イテキマース
type    = A
movetype= A
physics = S
sprpriority = 10
anim = 19838

[state 0, helper]
type = helper
trigger1 = time = 0
id = 10001
stateno = 123698
helpertype = Player
name = "migawari"
postype = p1
pos = 0,0
pausemovetime = 0
persistent = 0
ownpal = 1

[State 1000,0]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 1*(time*2),256

[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 12324 ,2

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 290 ,0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2000 ,5

[State 1000, 2]
type = Projectile
trigger1 = animelem = 2
attr = S, HA
projanim = 19839
projhitanim = -1
projid = 19839
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 1
postype = p1
velocity = 0
animtype  = diagup 
damage = 1
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,8
sparkno = -1
sparkxy = -15,-77
hitsound   = S225,1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4.5
air.velocity = -1,-1.5
fall = 1
fall.recover = 0
juggle = 15

[State 1000, 5];エフェクト
type = Explod
trigger1 = animelem = 2
anim = 211
id = 211
sprpriority = 4
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5]
type = velset
trigger1 = time = 0
x = 15

[State 1020, 4]
type = null;EnvShake
trigger1 = time = 200
time = 4
ampl = -100
freq = 95
phase = 95

[state 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

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

[State 200, 1]
type = turn
trigger1 = time = 0

[state 1728]	
type=playerpush	
trigger1=1
value=0
ignorehitpause=1

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

[Statedef 123698];残像
type    = A
movetype= A
physics = S
sprpriority = 10
anim = 19837

[state 1728]	
type=playerpush	
trigger1=1
value=0
ignorehitpause=1

[State 200, 1]
type = AfterImagetime
trigger1 = 1
time = 0

[State 200, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1000,0]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-(time*1.4),256

;身代わり
[State 1]
type = varrandom
trigger1 = 1
range = 10,-100
v = 40

[State 1]
type = varrandom
trigger1 = 1
range = -10,20
v = 41

[State 1000, 5];エフェクト
type = Explod
trigger1 = (gametime%15) = 1
anim = 19841
id = 19841
sprpriority = 11
postype = p1
pos = var(41),var(40)
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 200, 1]
type = PlaySnd
trigger1 = (gametime%15) = 1
value = 3999 ,28

[State 1000, 5];エフェクト
type = null;Explod
trigger1 = time = 149
anim = 3104
id = 3104
sprpriority = 11
postype = p1
pos = 0,-75
bindtime = -1
supermove = 1
under = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

;身代わり

[State 1020, 4]
type = null;EnvShake
trigger1 = time = 149
time = 4
ampl = -100
freq = 95
phase = 95

[state 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

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

[State 6009, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger3 = time = 150
trigger1 = !(screenpos x = [-130,400])
trigger2 = !(screenpos y = [-130,400])
trigger4 = FrontEdgeBodyDist < -10

;------------------------------------------
;==========================================-
;--------------------------------------------

[Statedef 3070];炎魂
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 = 19898
poweradd = 100 ;このステートを使った時のパワー増加量(0で変化無し)

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

[state 1728]	
type=playerpush	
trigger1=1
value=0
ignorehitpause=1

[state 0, helper]
type = helper
trigger1 = animelem = 3
id = 120
stateno = 19899
name = "honoo"
postype = p1
pos = 51,-103
pausemovetime = 0
helpertype = Player
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = animelem = 3
id = 121
stateno = 19899
name = "honoo"
postype = p1
pos = 51,-103
pausemovetime = 0
helpertype = Player
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = animelem = 3
id = 120
stateno = 19899
name = "honoo"
postype = p1
pos = -51,-103
pausemovetime = 0
helpertype = Player
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = animelem = 3
id = 121
stateno = 19899
name = "honoo"
postype = p1
pos = -51,-103
pausemovetime = 0
helpertype = Player
persistent = 0
ownpal = 1
[State 200, 7]
type = ChangeState
triggerall = time >= 15
trigger1 = animtime = 0
trigger2 = !(screenpos y = [-130,400])
value = 0
ctrl = 1

[Statedef 19899];へるっぱ
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 = 19899

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

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

[state 1728]	
type=playerpush	
trigger1=1
value=0
ignorehitpause=1

[State 1]
type = PlaySnd
trigger1 = (GameTime%25) = 1
value = 3999, 28

[state 1]
type = veladd
trigger1 = ((ishelper(120))&&(stateno = (19899)))
trigger1 = Time <= 20
x = 0.5

[state 1]
type = veladd
trigger1 = ((ishelper(120))&&(stateno = (19899)))
trigger1 = Time <= 20
y = 0.6

[state 1]
type = veladd
trigger1 = ((ishelper(121))&&(stateno = (19899)))
trigger1 = Time <= 20
x = 0.5

[state 1]
type = veladd
trigger1 = ((ishelper(121))&&(stateno = (19899)))
trigger1 = Time <= 20
y = -0.6

;
[state 1]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = Time >= 20
x = -9

[state 1]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = Time >= 20
x = 9

[state 1]
type = velset
trigger1 = p2bodydist Y < 70
trigger1 = Time >= 20
y = -9

[state 1]
type = velset
trigger1 = p2bodydist Y > 70
trigger1 = Time >= 20
y = 9

[State 200, 1]
type = AfterImagetime
trigger1 = 1
time = 0

[State 1]
type = ChangeState
trigger1 = P2DIst X = [-70,70]
trigger1 = P2DIst Y = [-80,80]
value = 19900

[State 11502]
type = DestroySelf
trigger1 = !(screenpos y = [-130,400])
trigger2 = time = 180

[Statedef 19900];へるっぱ
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 = 3104

[State 200, 1]
type = AfterImagetime
trigger1 = 1
time = 0

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

[state 1728]	
type=playerpush	
trigger1=1
value=0
ignorehitpause=1

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

[State 1]
type = PlaySnd
trigger1 = time = 1
value = 4000, 36

[state 1]
type = velset
trigger1 = 1
y = 0
x= 0

[State 1000, 2]
type = Projectile
trigger1 = animelem = 1 || animelem = 5 || animelem = 10
attr = S, HA
projanim = 3105
projhitanim = -1
projid = 3070
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 1
postype = p1
velocity = 0
animtype  = medium
damage = 60
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 = 4,-4
air.velocity = 3,-4
juggle = 15

[State 11502]
type = DestroySelf
trigger1 = !(screenpos y = [-130,400])
trigger2 = animtime = 0
;---------------------------------------------
;=============================================
;---------------------------------------------
[Statedef 3080];3連
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 = 19848
poweradd = 100 ;このステートを使った時のパワー増加量(0で変化無し)

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

[State 200]
type = Pause
trigger1 = projhit3070 = 1 || projguarded3070 = 1
time = 5

[State 1000, 2]
type = Projectile
trigger1 = animelem = 7 || animelem = 12 || animelem = 17
attr = S, HA
projanim = 19850
projhitanim = -1
projid = 3070
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 1
postype = p1
velocity = 0
animtype  = medium
damage = 150
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,50
sparkno = -1
sparkxy = -15,-77
hitsound   = 4000,36
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 4,0
air.velocity = 3,0
juggle = 15

[State 1000, 2]
type = Projectile
trigger1 = animelem = 17
attr = S, HA
projanim = 19850
projhitanim = -1
projid = 3070
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 1
postype = p1
velocity = 0
animtype  = medium
damage = 150
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,50
sparkno = -1
sparkxy = -15,-77
hitsound   = 4000,36
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 8,-10
air.velocity = 8,-12
juggle = 15
fall= 1

[State 1000, 5]
type = Explod
trigger1 = ProjGuarded3070 = 1
anim = 7010
sprpriority = 5
postype = p2
pos = 5,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 200, 5]
type = PlaySnd
trigger1 = ProjGuarded3070 = 1
value = 120,0

[State 200, 5]
type = PlaySnd
trigger1 = animelem = 7 || animelem = 12 || animelem = 17
value = 3999,27

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 19801
sprpriority = 5
postype = p1
pos = 51,0
scale = 0.5,0.5
bindtime = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 12
anim = 19802
sprpriority = 5
postype = p1
pos = 20,-55
scale = 0.5,0.5
bindtime = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 17
anim = 19832
sprpriority = 5
postype = p1
pos = -25,0
scale = 0.7,0.7
bindtime = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 17
anim = 19849
sprpriority = 5
postype = p1
pos = 25,-64
scale = 0.5,0.5
bindtime = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 17
anim = 19801
sprpriority = 5
postype = p1
pos = 51,0
scale = 0.5,0.5
bindtime = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5]
type = velset
trigger1 =  animelem = 17
x = 0

[State 1000, 5]
type = Explod
trigger1 = ProjHit3070 = 1
anim = 7006
sprpriority = 5
postype = p2
pos = 0,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 52, 2]
type = velset
trigger1 = animelem = 7 || animelem = 12
x = 4

[State 200, 1]
type = PlaySnd
trigger1 = ProjHit3070 = 1
value = 4000,36

[State 200, 7]
type = ChangeState
triggerall = time >= 15
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 光を降らす神オロチからコピペ
;---------------------------------------------------------------------------

[Statedef 2999]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -4000
anim = 19856
ctrl = 0

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

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

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

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

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

[State a]
type = helper
trigger1 = time = 0
id = 119866
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 119866
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 1]
type = Explod
trigger1 = AnimElemTime(12) >= 2
anim = 19825
sprpriority = 6
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 19855
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 19853
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 19852
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

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

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2100,0

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 2200,2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 8
value = 4000,27

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 4000,29

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

;---------------------------------------------------------------------------
; 攻撃神オロチからコピペ
;---------------------------------------------------------------------------

[Statedef 22050]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 19824
ctrl = 0

[State 1000, 2]
type = Projectile
trigger1 = time >= 20
attr = S, HA
projanim = 19867
projhitanim = -1
projid = 19867
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 1
postype = p1
velocity = 0
animtype  = diagup 
damage = -999999999999999999999999999999999999999999999999999
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4.5
air.velocity = -1,-1.5
fall.damage = -9999999999999999999999999999999999999999999
fall = 1
fall.recover = 0
P2stateno = 5110
p2getp1state=0

[state a]
type = SelfState
triggerall = name="nyozuchi"
triggerall = !ishelper
trigger1 = hitpausetime > 1
value = 50
ignorehitpause = 1

[State ]
type = Reversaldef
trigger1 = var(43) != 0
reversal.attr = SCA,AA,AT,AP,NA,HA,SA
pausetime = 0,2
hitsound = -1
p2stateno = var(43)
p2getp1state = 0
ignorehitpause = 1

[State ReversalDef]
type = ReversalDef
triggerall = name="nyozuchi"
triggerall = !ishelper
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,10
hitsound = -1
p2stateno = 345349
ignorehitpause = 1

[State TargetHelper];被弾してー(OTH用)
type = Helper
triggerall = numhelper(13000) = 0
triggerall = name ="nyozuchi"
trigger1 = !IsHelper
trigger1 = enemy,alive=1
helpertype = Player
name = "oth"
id = 13000
pos = 0,0 
postype = P1
stateno = 13000
keyctrl = 0
ownpal = 1
ignorehitpause = 1
Superpausetime = 99999
pausemovetime = 99999

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

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

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

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

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

[state 2205]
type = targetdrop
triggerall = numtarget > 0
trigger1 = numtarget > 6
trigger2 = numtarget
trigger2 = target,stateno != 345349
trigger2 = !target,ishelper
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 19909
id = 19909
sprpriority = 99999
postype = back
scale = 1,1
pos = 0,0
bindtime = -1
under = 99
trans = add
ontop = 1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 19910
id = 19910
sprpriority = 99999
postype = back
scale = 1,1
pos = 320,0
bindtime = -1
ontop = 1
under = 99
trans = add
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 20005
id = 20005
sprpriority = 999
postype = back
scale = 1,1
pos = 0,0
bindtime = -1
under = 99
trans = add
ownpal = 1
removetime = 198
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5]
type = Explod
trigger1 = Time = 198
anim = 19822
id = 20002
sprpriority = 9999999
postype = back
scale = 1,1
pos = 0,0
bindtime = -1
ontop = 1
under = 99
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5]
type = Explod
trigger1 = Time = 198
anim = 20003
id = 20003
sprpriority = 999999999
removetime = 234
postype = back
scale = 1,1
pos = 0,0
bindtime = -1
ontop = 1
under = 99
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5]
type = Explod
trigger1 = Time = 198
anim = 20004
id = 20004
sprpriority = 999999999
postype = back
scale = 1,1
pos = 0,0
removetime = 234
bindtime = -1
ontop = 1
under = 99
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 3999,48

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 3999,49

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 198
value = 4000,38

[State 1020, 4]
type = EnvShake
trigger1 = time >= 198
trigger1 = (GameTime%3) = 1
time = 3
ampl = -7
freq = 95
phase = 95

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

[State 2000, 2]
type = SuperPause
trigger1 = time >= 432
time = 1
movetime = 1
anim = -1

[state a]
type = changestate
trigger1 = time >= 432
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;超必演出ヘルパ神オロチからコピペ
;---------------------------------------------------------------------------

[Statedef 22101]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 19854
ownpal = 1

[State 200, 1]
type = AfterImagetime
trigger1 = 1
time = 0

[State 200, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

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

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

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

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

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

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

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

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

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

;---------------------------------------------------------------------------
; 光を降らす神オロチからコピペ
;---------------------------------------------------------------------------

[Statedef 3999]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -4000
anim = 19856
ctrl = 0

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

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

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

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

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

[State a]
type = helper
trigger1 = time = 0
id = 119866
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 119866
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 1]
type = Explod
trigger1 = AnimElemTime(12) >= 2
anim = 19825
sprpriority = 6
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 19855
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 19853
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 19852
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

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

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

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 3999,31

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 3999,33

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 3999,30

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 3003,3

[state a]
type = changestate
trigger1 = animtime = 0
value = 23050

;---------------------------------------------------------------------------
; 攻撃神オロチからコピペ
;---------------------------------------------------------------------------

[Statedef 23050]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 19824
ctrl = 0

[State 1000, 2]
type = null;Projectile
trigger1 = (gametime%20)
attr = S, HA
projanim = 19867
projhitanim = -1
projid = 19867
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 1
postype = p1
velocity = 0
animtype  = diagup 
damage = -999999999999999999999999999999999999999999999999999
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4.5
air.velocity = -1,-1.5
fall.damage = -9999999999999999999999999999999999999999999
fall = 1
fall.recover = 0
juggle = 15
P2stateno = 2003

[State -2]
type = TargetLifeAdd
triggerall = numtarget
trigger1 = !IsHelper
trigger1=name="nyorochi"
trigger1 = 1
value = -99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
kill = 1
ignorehitpause = 1

[State ReversState]
type = TargetState
triggerall = name="nyozuchi"
triggerall = !ishelper
trigger1 = NumTarget
trigger1 = GameTime%9=6
trigger1 = p2stateno != 20055
value = 20055
ignorehitpause = 1

[State 1000, 0]
Type = AssertSpecial
Trigger1 = 1
Flag = TimerFreeze
SuperMoveTime = -1
PauseMoveTime = -1

[state -3];シュレッダー
type = helper
triggerall = !ishelper
trigger1 = numhelper(4090) <=8
helpertype = player
stateno = 4090
name = "die"
id = 4090
pos = 0,0
postype = p2
ownpal = 1
keyctrl = 0
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State ReversalDef]
type = ReversalDef
triggerall = name="nyozuchi"
triggerall = !ishelper
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,15
hitsound = -1
p2stateno = 1000044
ignorehitpause = 1

[State TargetHelper];被弾してー(OTH用)
type = Helper
triggerall = numhelper(13000) = 0
triggerall = name ="nyozuchi"
trigger1 = !IsHelper
trigger1 = enemy,alive=1
helpertype = Player
name = "oth"
id = 13000
pos = 0,0 
postype = P1
stateno = 13000
keyctrl = 0
ownpal = 1
ignorehitpause = 1
Superpausetime = 99999
pausemovetime = 99999

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

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

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

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

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

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

[state 2205]
type = targetdrop
triggerall = numtarget > 0
trigger1 = numtarget > 6
trigger2 = numtarget
trigger2 = target,stateno != 1000044 && target,stateno != 1000043 && 20055
trigger2 = !target,ishelper
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 19877
id = 19877
sprpriority = 99999
postype = back
;scale = 1.0,1.0714285714285714285714285714286
pos = 0,0
bindtime = -1
under = 99
ownpal = 1
removetime = 270
pausemovetime = 99999999
supermovetime = 99999999

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 3999,32

[State 1020, 4]
type = EnvShake
trigger1 = (GameTime%3) = 1
time = 10
ampl = -10
freq = 95
phase = 95

[State 2000, 2]
type = SuperPause
trigger1 = time >= 270
time = 1
movetime = 1
anim = -1

[state a]
type = changestate
trigger1 = time >= 270
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 光を降らす神オロチからコピペ
;---------------------------------------------------------------------------

[Statedef 4999]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -1000
anim = 19888
ctrl = 0

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

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

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

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

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

[State a]
type = helper
trigger1 = time = 0
id = 119866
persistent = 1
name = "wakka"
helpertype = Player
pos = 1,-129
postype = P1
stateno = 119866
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 1]
type = Explod
trigger1 = AnimElemTime(12) >= 2
anim = 19825
sprpriority = 6
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 19855
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 19853
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 19852
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

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

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2100,0

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 2200,2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 8
value = 4000,27

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 4000,29

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 3999,39

;---------------------[エフェクト]
[State 1000, 5]
type = Explod
trigger1 = animelem = 14
anim = 19817
id = 2201
sprpriority = 0
postype = p1
pos = -5,-79
bindtime = 1
supermove = 0
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 14
anim = 3058
id = 2201
sprpriority = 0
postype = p1
pos = -5,-79
bindtime = 1
supermove = 0
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Explod
trigger1 = 1
anim = 19825
sprpriority = 6
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[state a]
type = changestate
trigger1 = animtime = 0
value = 24050

;---------------------------------------------------------------------------
; 攻撃神オロチからコピペ
;---------------------------------------------------------------------------

[Statedef 24050]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 19884
ctrl = 0

[State ReversState]
type = TargetState
triggerall = name="nyorochi"
triggerall = !ishelper
trigger1 = NumTarget
trigger1 = enemy,alive = 0
value = 5150
ignorehitpause = 1

[State 1000, 2]
type = Projectile
trigger1 = 1
attr = SCA, NT, ST, HT , AA , AT ,AP ,SP ,SA , ST
projanim = 2002
projhitanim = -1
projid = 19867
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 1
postype = p2
velocity = 0
animtype  = diagup 
damage = 999999999999999999999999999999999999999999999999999,999999999999999999999999
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4.5
air.velocity = -1,-1.5
fall.damage = 9999999999999999999999999999999999999999999
fall = 1
fall.recover = 0
juggle = 15
P2stateno = 5110;115;223111
p2getp1state=0

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

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

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

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 3999,38

;
[State 193]
type = Explod
trigger1 = time = [550,782]
anim = 20000
sprpriority = ifelse(random>=450,100,-1)
postype = back
pos = ifelse(random>=450,-1,1),300
;random = 60,60
vel = ifelse(random>=450,-4+(random%6),4+(random%6)),-6+(random%6)
facing = ifelse(random>=450,1,-1)
scale = 1,1
under = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
trigger1 = time = [550,782]
anim = 20000
sprpriority = ifelse(random>=450,100,-1)
postype = back
pos = ifelse(random>=450,-75,75),300
;random = 60,60
vel = ifelse(random>=450,-4+(random%6),4+(random%6)),-6+(random%6)
facing = ifelse(random>=450,1,-1)
scale = 1,1
under = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
trigger1 = time = [550,782]
anim = 20000
sprpriority = ifelse(random>=450,100,-1)
postype = back
pos = ifelse(random>=450,-150,150),300
;random = 60,60
vel = ifelse(random>=450,-4+(random%6),4+(random%6)),-6+(random%6)
facing = ifelse(random>=450,1,-1)
scale = 1,1
under = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
trigger1 = time = [550,782]
anim = 20000
sprpriority = ifelse(random>=450,100,-1)
postype = back
pos = ifelse(random>=450,-225,225),300
;random = 60,60
vel = ifelse(random>=450,-4+(random%6),4+(random%6)),-6+(random%6)
facing = ifelse(random>=450,1,-1)
scale = 1,1
under = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
trigger1 = time = [550,782]
anim = 20000
sprpriority = ifelse(random>=450,100,-1)
postype = back
pos = ifelse(random>=450,-300,300),300
;random = 60,60
vel = ifelse(random>=450,-4+(random%6),4+(random%6)),-6+(random%6)
facing = ifelse(random>=450,1,-1)
scale = 1,1
under = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 19885
id = 19885
sprpriority = 9999999
postype = left
scale = 1.0,1.4
pos = 0,0
bindtime = -1
ownpal = 1
trans = add
under = 99
Ontop = 1
SuperMove = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 550
anim = 19887
id = 19887
sprpriority = 9999999999
postype = back
pos = 0,0
bindtime = -1
scale = 1.0,1.0714285714285714285714285714286
under = 0
ownpal = 1
trans = add
pausemovetime = 99999999
supermovetime = 99999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 572 || time = 608 || time = 620 || time = 632 || time = 640 || time = 662 || time = 678 || time = 702 || time = 714
value = 3999,35

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 742
value = 3999,34

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 782
value = 3999,37

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 384 || time = 395 || time = 420
value = 2991,1

[State 1000, 5]
type = Explod
trigger1 = Time = 782
anim = 19886
id = 19886
sprpriority = 9999999999
postype = back
pos = 0,0
scale = 1.0,1.0714285714285714285714285714286
bindtime = -1
under = 0
ownpal = 1
trans = add
pausemovetime = 99999999
supermovetime = 99999999

[State 193]
type = Explod
trigger1 = time = [782,860]
anim = 20000
sprpriority = ifelse(random>=450,100,-1)
postype = back
pos = ifelse(random>=450,-1,1),-50
;random = 60,60
vel = ifelse(random>=450,-4+(random%6),4+(random%6)),12+(random%6)
facing = ifelse(random>=450,1,-1)
scale = 1,1
under = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
trigger1 = time = [782,860]
anim = 20000
sprpriority = ifelse(random>=450,100,-1)
postype = back
pos = ifelse(random>=450,-75,75),-50
;random = 60,60
vel = ifelse(random>=450,-4+(random%6),4+(random%6)),12+(random%6)
facing = ifelse(random>=450,1,-1)
scale = 1,1
under = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
trigger1 = time = [782,860]
anim = 20000
sprpriority = ifelse(random>=450,100,-1)
postype = back
pos = ifelse(random>=450,-150,150),-50
;random = 60,60
vel = ifelse(random>=450,-4+(random%6),4+(random%6)),12+(random%6)
facing = ifelse(random>=450,1,-1)
scale = 1,1
under = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
trigger1 = time = [782,860]
anim = 20000
sprpriority = ifelse(random>=450,100,-1)
postype = back
pos = ifelse(random>=450,-225,225),-50
;random = 60,60
vel = ifelse(random>=450,-4+(random%6),4+(random%6)),12+(random%6)
facing = ifelse(random>=450,1,-1)
scale = 1,1
under = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
trigger1 = time = [782,860]
anim = 20000
sprpriority = ifelse(random>=450,100,-1)
postype = back
pos = ifelse(random>=450,-300,300),-50
;random = 60,60
vel = ifelse(random>=450,-4+(random%6),4+(random%6)),12+(random%6)
facing = ifelse(random>=450,1,-1)
scale = 1,1
under = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 1020, 4]
type = EnvShake
trigger1 = Time = 572 || time = 608 || time = 620 || time = 632 || time = 640 || time = 662 || time = 678 || time = 702 || time = 714
time = 10
ampl = -15
freq = 95
phase = 95

[State 1020, 4]
type = EnvShake
trigger1 = Time = 782
trigger1 = (gametime%5) = 1
time = 4
ampl = -15
freq = 95
phase = 95

[State 2000, 2]
type = SuperPause
trigger1 = time >= 918
time = 1
movetime = 1
anim = -1

[State TargetHelper];被弾してー(OTH用)
type = Helper
triggerall = numhelper(13000) = 0
triggerall = name ="nyozuchi"
trigger1 = !IsHelper
trigger1 = enemy,alive=1
helpertype = Player
name = "oth"
id = 13000
pos = 0,0 
postype = P1
stateno = 13000
keyctrl = 0
ownpal = 1
ignorehitpause = 1
Superpausetime = 99999
pausemovetime = 99999

[state a]
type = changestate
trigger1 = time >= 918
value = 25050

;---------------------------------------------------------------------------
; 攻撃神オロチからコピペ
;---------------------------------------------------------------------------

[Statedef 25050]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 19889
ctrl = 0

;---------------------[エフェクト]
[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 19817
id = 2201
sprpriority = 0
postype = p1
pos = -5,-79
bindtime = 1
supermove = 0
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 3058
id = 2201
sprpriority = 0
postype = p1
pos = -5,-79
bindtime = 1
supermove = 0
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Explod
trigger1 = 1
anim = 19825
sprpriority = 6
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

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