;============================================================
; New Intro
;============================================================
[Statedef 1888]
type = S
ctrl = 0
anim = 1890
velset = 0,0

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nobardisplay

[State 2900, 1];
type = helper
trigger1 = time = 1
persistent = 0
name = "Tear"
pos = 0,-400
postype = P1
stateno = 1889
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1020, 4]
type = EnvShake
triggerall = animelemtime(10) >= 0
triggerall = animelemtime(10) <= 200
trigger1 = (GameTime%3) = 1
time = 5
ampl = -3
freq = 105
phase = 105

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 10
value = 2562, 25
volume = 100

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 10
value = 2562, 24
volume = 100

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 10
value = 2562, 17


[State 240, 1]
type = PlaySnd
trigger1 = animelem = 11
value = 191, 1

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 11
value = 9110, 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 11
value = 9110, 3

[State 1000, 5]
type = Explod
trigger1 = time = 143
anim = 3043
id = 3043
sprpriority = -2
postype = p1
pos = -20,10
ownpal = 1
bindtime = 1
removetime = -1
supermove = 0
ignorehitpause = 1
ontop = 0

[State 1000, 5]
type = Explod
trigger1 = time = 153
anim = 3043
id = 3043
sprpriority = 9
postype = p1
pos = 25,-20
ownpal = 1
bindtime = 1
removetime = -1
supermove = 0
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 163
anim = 3043
id = 3043
sprpriority = 9
postype = p1
pos = -62,15
ownpal = 1
bindtime = 1
removetime = -1
supermove = 0
ignorehitpause = 1
ontop = 0

[State 1000, 5]
type = Explod
trigger1 = time = 173
anim = 3043
id = 3043
sprpriority = -2
postype = p1
pos = -39,-10
ownpal = 1
bindtime = 1
removetime = -1
supermove = 0
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 183
anim = 3043
id = 3043
sprpriority = -3
postype = p1
pos = -60,-5
ownpal = 1
bindtime = 1
removetime = -1
supermove = 0
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 193
anim = 3043
id = 3043
sprpriority = 99
postype = p1
pos = 53,13
ownpal = 1
bindtime = 1
removetime = -1
supermove = 0
ignorehitpause = 1
ontop = 0

[State 1000, 5]
type = Explod
trigger1 = time = 203
anim = 3043
id = 3043
sprpriority = 99
postype = p1
pos = 62,-8
ownpal = 1
bindtime = 1
removetime = -1
supermove = 0
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 233
anim = 3043
id = 3043
sprpriority = 99
postype = p1
pos = 72,14
ownpal = 1
bindtime = 1
removetime = -1
supermove = 0
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 233
anim = 3043
id = 3043
sprpriority = 99
postype = p1
pos = -76,-14
ownpal = 1
bindtime = 1
removetime = -1
supermove = 0
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 253
anim = 3043
id = 3043
sprpriority = -1
postype = p1
pos = 92,-12
ownpal = 1
bindtime = 1
removetime = -1
supermove = 0
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 253
anim = 3043
id = 3043
sprpriority = -1
postype = p1
pos = -92,12
ownpal = 1
bindtime = 1
removetime = -1
supermove = 0
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 273
anim = 3043
id = 3043
sprpriority = -1
postype = p1
pos = 111,-16
ownpal = 1
bindtime = 1
removetime = -1
supermove = 0
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 293
anim = 3043
id = 3043
sprpriority = 99
postype = p1
pos = 151,12
ownpal = 1
bindtime = 1
removetime = -1
supermove = 0
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 313
anim = 3043
id = 3043
sprpriority = 99
postype = p1
pos = 182,7
ownpal = 1
bindtime = 1
removetime = -1
supermove = 0
ignorehitpause = 1


[State 1000, 5]
type = Explod
trigger1 = time = 333
anim = 3043
id = 3043
sprpriority = -1
postype = p1
pos = 201,-10
ownpal = 1
bindtime = 1
removetime = -1
supermove = 0
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 353
anim = 3043
id = 3043
sprpriority = -2
postype = p1
pos = 216,-23
ownpal = 1
bindtime = 1
removetime = -1
supermove = 0
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 210
anim = 3044
id = 3044
sprpriority = 99
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = -1
supermove = 0
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 220
anim = 3044
id = 3044
sprpriority = 99
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = -1
supermove = 0
ignorehitpause = 1

[State 900]
type = removeexplod
trigger1 = animelem = 2
id = 3043

[State 900]
type = removeexplod
trigger1 = animelem = 2
id = 3044

[state 11125]
type = varset
trigger1 = time = 0
v = 3
value = 0

[State 11125]
type = VarAdd
triggerall = time >= 210
trigger1 = (gametime%3) = 1
v = 3
value = 1

[State 11125]
type = ModifyExplod
trigger1 = Time >= 210
ID = 3044
scale = 0.2 + var(3)/15.0 ,1 + var(3)/15.0

[State 4000]
type = allpalfx
trigger1 = Time = 420
add = 0, 0, 0
sinadd = 255,255,255,500
time = 250
invertall = 0


[State 2900, 1];
type = helper
trigger1 = animelemtime(2) = 50
persistent = 0
name = "Beat"
pos = 0,0
postype = P1
stateno = 1891
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = animelemtime(2) = 150
persistent = 0
name = "Beat"
pos = 0,0
postype = P1
stateno = 1891
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = animelemtime(2) = 200
persistent = 0
name = "Beat"
pos = 0,0
postype = P1
stateno = 1891
helpertype = normal
keyctrl = 0
ownpal = 1



[State 2900, 1];
type = helper
trigger1 = animelemtime(2) = 225
persistent = 0
name = "Beat"
pos = 0,0
postype = P1
stateno = 1891
helpertype = normal
keyctrl = 0
ownpal = 1



[State 2900, 1];
type = helper
trigger1 = animelemtime(2) = 250
persistent = 0
name = "Beat"
pos = 0,0
postype = P1
stateno = 1891
helpertype = normal
keyctrl = 0
ownpal = 1


[State a]
type = playsnd
trigger1 = animelemtime(2) = 50
value = 2,19

[State a]
type = playsnd
trigger1 = animelemtime(2) = 40
value = 3,4

[State a]
type = playsnd
trigger1 = animelemtime(2) = 150
value = 9110,2

[State a]
type = playsnd
trigger1 = animelemtime(2) = 150
value = 9110,3

[State a]
type = playsnd
trigger1 = animelemtime(2) = 210
value = 9800, 0

[State 3040, 7]
type = EnvColor
triggerall = animelemtime(2) >= 40
triggerall = animelemtime(11) <= 0
trigger1 = (gametime%6) = 1
persistent = 1
ignorehitpause = 1
time = 1
value = 255,255,255
ontop = 1

[State a]
type = PalFX
triggerall = animelemtime(2) >= 40
triggerall = animelemtime(10) <= 0
trigger1 = (gametime%5) = 1
time = 2
add = 255,255,255
ignorehitpause = 1

[State 1000, 5]
type = Explod
triggerall = animelemtime(2) >= 40
triggerall = animelemtime(2) <= 300
trigger1 = (gametime%7) = 1
anim = 1893
sprpriority = 2
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause = 1

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = animelemtime(10) >= 0
triggerall = animelemtime(10) <= 200
trigger1 = (gametime%6) = 1
anim = 2553
id = 3350
sprpriority = -2
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 2

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelemtime(10) = 0
anim = 15602
sprpriority = 9
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 200
supermove = 0
ignorehitpause = 1

[State 1000, 5]
type = Explod
triggerall = animelemtime(10) >= 0
triggerall = animelemtime(10) <= 200
trigger1 = (gametime%20) = 1
anim = 10008
sprpriority = 2
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause = 1
facing = 1

[State 1000, 5]
type = Explod
triggerall = animelemtime(10) >= 0
triggerall = animelemtime(10) <= 200
trigger1 = (gametime%20) = 1
anim = 10008
sprpriority = 2
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause = 1
facing = -1

[State 1000, 5]
type = Explod
triggerall = animelemtime(10) >= 0
triggerall = animelemtime(10) <= 200
trigger1 = (gametime%6) = 1
anim = 33111
id = 3350
sprpriority = -2
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 2

[State 1]
type = varrandom
trigger1 = 1
range = -60,60
v = 51



[State 22076]
type = Explod
triggerall = animelemtime(10) >= 0
triggerall = animelemtime(10) <= 200
trigger1 = (GameTime%2) = 1
anim = 22133
sprpriority = 10
postype = p1
pos = var(51),0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -2 + (random%5), -8
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 1000, 5]
type = Explod
trigger1 = animelem = 11
anim = 2553
id = 3350
sprpriority = -2
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 2

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 11
anim = 15602
sprpriority = 9
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 11
anim = 10008
sprpriority = 2
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause = 1
facing = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 11
anim = 10008
sprpriority = 2
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause = 1
facing = -1

[State 1000, 5]
type = Explod
trigger1 = animelem = 11
anim = 33111
id = 3350
sprpriority = -2
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 2

[State 1]
type = varrandom
trigger1 = 1
range = -55,55
v = 52

[State 1]
type = varrandom
trigger1 = 1
range = 0,-60
v = 53

[State a]
type = Explod
triggerall = animelemtime(2) >= 110
trigger1 = (GameTime%3) = 1
anim = 22133
sprpriority = 10
postype = p1
pos = var(52),var(53)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 0,-4
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelemtime(11) = 0
anim = 33111
id = 211
sprpriority = 0
postype = p1
pos = 0,0
bindtime = -1
removetime = 4
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelemtime(11) = 4
anim = 33111
id = 211
sprpriority = 0
postype = p1
pos = 0,0
bindtime = -1
removetime = 4
supermove = 0
scale = 0.8,0.8
under = 0
ownpal = 1


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelemtime(11) = 8
anim = 33111
id = 211
sprpriority = 0
postype = p1
pos = 0,0
bindtime = -1
removetime = 4
supermove = 0
;ignorehitpause = 1
scale = 0.3,0.3
under = 0
ownpal = 1

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 11
time = 30
ampl = -34
freq = 95
phase = 95

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

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

;--------------------------------------
; New Intro : Tear1
[Statedef 1889]
type = S
ctrl = 0
anim = 22107
velset = 0,7

[State 191, 3]
type = PlaySnd
trigger1 = time = 1
value =  3, 16

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

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

[State 1000, 5]
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
vel = 0,-3
under = 0
ownpal = 1

[State 1000, 5]
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
vel = 0,-3
under = 0
ownpal = 1

[State 1000, 5]
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
vel = 0,-3
under = 0
ownpal = 1

[State 1000, 5]
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
vel = 0,-3
under = 0
ownpal = 1

[State 240, 4]
type = ChangeState
trigger1 = time = 55
value = 1890


;-----------------------------------------
; New Intro : Tear2
[Statedef 1890]
type = S
ctrl = 0
anim = 1891
velset = -0.3,0


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

[State 50]
type = posadd
trigger1 = time = 0
x = 8

[State 240, 4]
type = destroyself
trigger1 = animtime = 0


;-------------------------------------
; New Intro : Beat
[Statedef 1891]
type = S
ctrl = 0
anim = 1892
velset = 0,0

[State a]
type = playsnd
trigger1 = time = 0
value = 2,18
volume = 250

[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 = 0

[state a]
type = destroyself
trigger1 = Time >= 20

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

[State 50]
type = posadd
trigger1 = time = 0
x = 8

[State 240, 4]
type = destroyself
trigger1 = animtime = 0





;===============================================================
; 2nd Master Hyper : Empty World
;===============================================================
[Statedef 34300]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 33999
ctrl = 0



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

;---------------------[超必殺技演出]
[State 1]
type = NotHitBy 
trigger1 = 1
value =  SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 75
movetime = 75
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 6034
sprpriority = 0
postype = p1
pos = 1,-136
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6030
sprpriority = -1
postype = p1
pos = 1,-136
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 6031
sprpriority = 1
postype = p1
pos = 1,-136
bindtime = -1
supermove = 1
under = 0
ownpal = 1


[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6066
sprpriority = -1
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0 || time = 5 || time = 10 || time = 15 || time = 20 || time = 25 || time = 30
anim = 6035
sprpriority = 1
postype = p1
pos = 1,-136
bindtime = 1
supermove = 1
under = 0
ownpal = 1

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

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

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2,8


[State 2000, 6]
type = PlaySnd
trigger1 = Time = 10
value = 2,12

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 9110,3

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 3,11
volume = 250

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 43
value = 3,10
volume = 250



[State 1000, 5]
type = Explod
trigger1 = time = 76
anim = 1931
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1



[State 2000, 6]
type = PlaySnd
trigger1 = time = 76
value = 2562,20

[State 4000]
type = allpalfx
trigger1 = Time = 43
add = 0, 0, 0
sinadd = 255,255,255,200
time = 100
invertall = 0

;---------------------[攻撃判定]
;---------------------[終了]

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = facing = -1
x = 40
y = -20

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = facing = 1
x = -40
y = -20

[state a]
type = changestate
trigger1 = animtime = 0
value = 34310


;---------------------------------------------------------------
; 2nd Master Hyper : Empty World (Middle)
;---------------------------------------------------------------
[Statedef 34310]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 33997
sprpriority = 2
ontop = 1
ctrl = 0

[State 3350]
type = screenbound
trigger1 = 1
value = 0
ignorehitpause = 1

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

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

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 251
movetime = 251
anim = -1




[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6068
sprpriority = 120
postype = back
pos = 0,0
bindtime = -1
supermove = 1
ontop = 0
removetime = 290
ownpal = 1



[State 1000, 5]
type = Explod
trigger1 = time = 24
anim = 1932
sprpriority = 131
postype = p1
pos = 0,-75
vel = 0,0
ontop = 0
bindtime = -1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 33997
sprpriority = 141
ontop = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
supermove = 1

[State 3040, 7]
type = EnvColor
trigger1 = animelemtime(14) = 15
ignorehitpause = 1
time = 20
value = 255,255,255
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelemtime(14) = 15
anim = 33996
ontop = 0
sprpriority = 143
postype = p1
pos = -10,-5
bindtime = -1
supermove = 1
;trans = add
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelemtime(14) = 15
anim = 33995
ontop = 0
sprpriority = 144
postype = p1
pos = 10,5
bindtime = -1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 130
anim = 6034
sprpriority = 142
postype = p1
pos = -60,-120
ontop = 0
bindtime = -1
supermove = 1
ownpal = 1


[State 1000, 5]
type = Explod
trigger1 = time = 130 || time = 135 || time = 140 || time = 145 || time = 150 || time = 155 || time = 160
anim = 6035
sprpriority = 148
postype = p1
pos = -60,-120
ontop = 0
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 130
anim = 6030
sprpriority = 142
postype = p1
pos = -60,-120
ontop = 0
bindtime = -1
supermove = 1
ownpal = 1


[State 1000, 5]
type = Explod
trigger1 = time = 140 
anim = 6031
sprpriority = 148
postype = p1
pos = -60,-120
ontop = 0
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 110
anim = 6034
sprpriority = 142
postype = p1
pos = -20,-100
bindtime = -1
ontop = 0
supermove = 1
ownpal = 1


[State 1000, 5]
type = Explod
trigger1 = time = 110 || time = 115 || time = 120 || time = 125 || time = 130 || time = 135 || time = 140
anim = 6035
sprpriority = 148
postype = p1
pos = -20,-100
ontop = 0
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 110
anim = 6030
sprpriority = 142
postype = p1
pos = -20,-100
bindtime = -1
ontop = 0
supermove = 1
ownpal = 1


[State 1000, 5]
type = Explod
trigger1 = time = 120
anim = 6031
sprpriority = 148
postype = p1
pos = -20,-100
ontop = 0
bindtime = 1
supermove = 1
ownpal = 1

[State 2000, 6]
type = PlaySnd
triggerall = time <= 240
trigger1 = (gameTime%40) = 1
value = 3,12

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 110
value = 2562,2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 110
value = 2,8

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 120
value = 2,12

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 130
value = 2562,2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 130
value = 2,8

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 140
value = 2,12

[State 2000, 6]
type = PlaySnd
trigger1 = time = 110
value = 2200,0

[State 2000, 6]
type = PlaySnd
trigger1 = time = 160
value = 2200,1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 130
value = 2100,0

[State 2000, 6]
type = PlaySnd
trigger1 = time = 180
value = 2100,1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 165
value = 3,8
volume = 250
channel = 9

[state 2637]
type = velset
trigger1 = time = 170
x = -20

[State 2632]
type = EnvShake
triggerall = time >= 180
triggerall = time <= 240
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 2632]
type = EnvShake
triggerall = time >= 250
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 85
phase = 85

[State 2000, 6]
type = PlaySnd
trigger1 = animelemtime(14) = 15
value = 2100,3


[State 2000, 6]
type = PlaySnd
trigger1 = time = 24
value = 2562,20

[State 3040, 7]
type = EnvColor
triggerall = time >= 180
triggerall = time <= 240
trigger1 = (GameTime%6) = 1
ignorehitpause = 1
time = 3
value = 255,255,255
under = 0

[State 3040, 7]
type = EnvColor
trigger1 = time = 160
ignorehitpause = 1
time = 12
value = 255,255,255
under = 0


[State 4000]
type = allpalfx
trigger1 = Time = 210
add = 0, 0, 0
sinadd = -255,-255,-255,100
time = 50
invertall = 0

[State 1000, 5]
type = Explod
trigger1 = time = 170
anim = 33994
sprpriority = 156
postype = p1
pos = 50,-90
bindtime = -1
supermove = 1
scale = 0.5, 1.1
removetime = 120
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 170
anim = 34004
sprpriority = 157
postype = p1
pos = 80,-90
bindtime = -1
supermove = 1
scale = 2, 2
ontop = 0
removetime = 90
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 170
anim = 34002
sprpriority = 158
postype = p1
pos = 40,-90
bindtime = -1
supermove = 1
ontop = 0
removetime = 90
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 170
anim = 34003
sprpriority = 158
postype = p1
pos = 110,-80
bindtime = -1
supermove = 1
scale = 7, 1.5
ontop = 0
removetime = 90
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 170
anim = 34003
sprpriority = 158
postype = p1
pos = 220,-80
bindtime = -1
supermove = 1
scale = 7, 1.5
ontop = 0
removetime = 90
ownpal = 1



[state a]
type = posset
trigger1 = time = 245
trigger1 = facing = -1
x = 40
y = -20

[state 2637]
type = velset
trigger1 = time = 245
x = 0

[state a]
type = posset
trigger1 = time = 245
trigger1 = facing = 1
x = -40
y = -20

[State 1000, 5]
type = Explod
trigger1 = time = 240
anim = 6869
sprpriority = 999
postype = back
scale = 1.05,1.05
pos = -5,-5
bindtime = -1
supermove = 1
ontop = 1
ownpal = 1



[State 1]
type = Projectile
trigger1 = time >= 250
trigger1 = time <= 700
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22172
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 99999999,Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
kill = 0
p2stateno = 2635

[State 1]
type = Projectile
trigger1 = time >= 250
trigger1 = time <= 700
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22172
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 99999999,Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
kill = 0
fall.recover = 0
p2stateno = 2635

[State 1]
type = Projectile
triggerall = time >= 700
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22172
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 99999999,Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 34343

[State 1]
type = Projectile
trigger1 = time >= 250
trigger1 = time <= 650
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22172
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 99999999,Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
kill = 0
p2stateno = 2635

[state a]
type = posset
trigger1 = animtime = 0
x = 0
y = 0


[State 4000]
type = allpalfx
trigger1 = Time = 660
add = 0, 0, 0
sinadd = 255,255,255,300
time = 150
invertall = 0


;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 34325

;---------------------------------------------------------------
; 2nd Master Hyper : Empty World (End)
;---------------------------------------------------------------
[Statedef 34325]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22062
ctrl = 0


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

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

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


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


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



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



;---------------------------------------------------------------
; 2nd Master Hyper : Empty World (Target)
;---------------------------------------------------------------
[Statedef 34343]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 2635]
type = destroyself
trigger1 = ishelper

[State 2635]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.007 * Const(data.life)))

[State 2635]
type = powerset
trigger1 = time = 0
ignorehitpause = 1
value = power - (Ceil(0.005 * Const(data.power)))

[State 2635]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2635]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 2635]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 2635] 
type = changestate
trigger1 = !alive
value = 33400

[State 2635] 
type = changestate
trigger1 = time >= 8
value = 34330

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

[Statedef 34330]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 2637]
type = destroyself
trigger1 = ishelper

[State 2637]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.035 * Const(data.life)))

[State 2637]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 2635] 
type = changestate
trigger1 = !alive
value = 33400

[State 2637]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2637]
type = PlayerPush
trigger1 = 1
value = -1

[State 2637]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2637]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2637]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 2637]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 2637]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 2637]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100






[Statedef 2345]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
sprpriority = 150
anim = 2345
ownpal = 1

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

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

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

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

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

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

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

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

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


;======================================================================
;////////////////////////////////////////////////////////////////////////////////////
;---------------------------------------------------------------------------
; Silver Missile
[Statedef 2125]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2125
ctrl = 0
sprpriority = 9999999

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



;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6000
sprpriority = -1
postype = p1
pos = 1,-89
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6001
sprpriority = 1
postype = p1
pos = 1,-89
bindtime = 1
supermove = 1
ontop = 1
ownpal = 1

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

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2,14

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 10
value = 2,12

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 2
value = 2000,1
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = time = 140
value = 192,1
volume = 255

[State 2900, 1];
type = helper
trigger1 = animelem = 2
id = 2126
persistent = 0
name = "Shine"
pos = 0,-85
postype = P1
stateno = 2126
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 80
anim = 22125
sprpriority = 0
postype = p1
pos = -10,0
removetime = 130
bindtime = -1
scale = 1.5,1.2
supermove = 1
under = 1
ownpal = 1

;---------------------[効果音]
[State 1]
type = AllPalfx
trigger1 = time = 65
sinadd = 255, 255, 255, 60
time = 30
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 3040, 7]
type = EnvColor
trigger1 = time = 75
persistent = 0
ignorehitpause = 1
time = 10
value = 255,255,255
ontop = 2

[State 2900, 1];
type = helper
trigger1 = time = 80
persistent = 0
name = "Highlight"
pos = 0,0
postype = P1
stateno = 2127
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 3
size.yscale = 1.4
;---------------------[攻撃判定]
;---------------------[終了]
[state a]
type = changestate
trigger1 = time >= 210
value = 4252



[Statedef 2126]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,-2
ctrl = 0
anim = 11205

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


[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22127
id = 2126
sprpriority = 0
postype = p1
pos = 0,0
removetime = 135
bindtime = -1
supermove = 1
under = 0
ownpal = 1


[State 1000, 5]
type = Explod
triggerall = time >= 50
triggerall = time <= 140
trigger1 = (GameTime%20) = 1
anim = 22136
id = 2128
sprpriority = 12
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1


[State 2000, 6]
type = PlaySnd
trigger1 = time = 50
value = 4,0
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = time = 50
value = 4,1
volume = 255

[state 11125]
type = varset
trigger1 = time = 0
v = 3
value = 0

[State 11125]
type = ModifyExplod
trigger1 = Time >= 50
trigger1 = Time < 80
ID = 2128
scale = 2, 2

[State 11125]
type = VarAdd
triggerall = time >= 80
trigger1 = (gametime%2) = 1
v = 3
value = 5

[State 11125]
type = ModifyExplod
trigger1 = Time >= 80
ID = 2128
scale = 1.8 + var(3)/15.0 ,1.8 + var(3)/15.0

[state 2637]
type = velset
trigger1 = time >= 50
y = 0


[State 1]
type = AllPalfx
trigger1 = time = 130
sinadd = 255, 255, 255, 160
time = 80
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5]
type = removeExplod
trigger1 = Time >= 160
id = 2128

[State 1000, 5]
type = Explod
trigger1 = Time = 60
anim = 1893
sprpriority = 0
postype = p1
pos = 0,0
scale = 1.7,1.7
bindtime = -1
supermove = 1
ontop = 1
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 75
trigger2 = time = 95
trigger3 = time = 115
persistent = 1
name = "Splashlight"
pos = 0,0
postype = P1
stateno = 2345
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 80
trigger2 = Time = 100
trigger3 = Time = 120
anim = 2128
sprpriority = 0
postype = p1
pos = 0,0
scale = 1.7,1.7
bindtime = -1
supermove = 1
ontop = 1
ownpal = 1

[State 1]
type = Explod
triggerall = Time >= 80
trigger1 = (GameTime%2) = 1
anim = 3041
sprpriority = 6
postype = p1
pos = 0,0
random = 100,100
removetime = 35
vel = -10 + (random%80),-10 + (random%80)
ownpal = 1
bindtime = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

;---------------------[攻撃の指定]
[State 1000, 2]
type = Projectile
triggerall = time >= 80
trigger1 = (GameTime%3) = 1
attr = S, HA
projanim = 2126
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.022 * enemy,Const(data.life)) - 5,5
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = -1;s2562,26
guard.sparkno = -1
guardsound = -1;s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8,0
air.velocity = -8,-13
fall = 1
fall.recover = 0
p2stateno = 19200

[State 1000, 2]
type = Projectile
trigger1 = time = 81
attr = S, HA
projanim = 2126
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.022 * enemy,Const(data.life)) - 5,5
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = -1;s2562,26
guard.sparkno = -1
guardsound = -1;s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8,-13
air.velocity = -8,-13
fall = 1
fall.recover = 0
p2stateno = 9000

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time >= 140

[Statedef 2127]
type = S
ctrl = 0
anim = 11205

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

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 2127
sprpriority = 0
postype = p1
pos = 0,0
removetime = 125
bindtime = -1
scale = 3,1.4
supermove = 1
under = 1
ownpal = 1

[state a]
type = posset
trigger1 = 1
x = enemy,pos x 

[state a]
type = destroyself
trigger1 = time >= 130


;======================================================
; Thunder Storm Impact
;======================================================
[Statedef 32101]
type    = S
physics = S
movetype= A
anim = 23101
ctrl = 0
velset = 0,0
poweradd = -2000

[State 4001]
type = EnvColor
trigger1 = time = 0
value = 0,0,0 ;255,255,255
time = 100
under = 2 ;1

[State 4001, 1]
type = Width
trigger1 = time < 188
edge = 60,0

[State 2000, 2]
type = SuperPause
trigger1 = time = 18
time = 30
anim = -1

[State 4001, 1]
type = EnvColor
trigger1 = time = 20
value = 0,0,0
time = 100
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 7
persistent = 1
time = 40
value = 255,255,255
ontop = 1


[State 1020, 4]
type = EnvShake
triggerall = time >= 20
trigger1 = (GameTime%3) = 1
time = 5
ampl = -3
freq = 95
phase = 95

[State 4001, 1]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= noFG
flag3= nobardisplay

[State 4001, 2.2]
type = Explod
trigger1 = Time = 0
anim = 810
id = 810
pos = 70,0
postype = p1
supermove = 1
bindtime = 30
removetime = -1
ontop = 1
ownpal = 1

[State 4001, 3.2]
type = RemoveExplod
trigger1 = Time = 20
ID = 810

[State 4001, 2.2]
type = Explod
trigger1 = Time = 20
anim = 811
pos = 70,0
postype = p1
supermove = 1
bindtime = 30
ontop = 1
ownpal = 1

[State 4001, 2.2]
type = Explod
trigger1 = Time = 18
anim = 6010
pos = 25,-148
postype = p1
supermove = 1
bindtime = 30
under = 0
ownpal = 1

[State 4001, 2.2]
type = Explod
trigger1 = Time = 18
anim = 6011
pos = 25,-148
postype = p1
supermove = 1
bindtime = 30
ontop = 1
ownpal = 1

[State 4001, 2.3]
type = playsnd
trigger1 = Time = 18
value = 2,9
volume = -80

[State 4001, 2.3]
type = playsnd
trigger1 = Time = 18
value = 2,12
volume = -80

[State 4001, 2.3]
type = playsnd
trigger1 = time = 0
value = 2000, 2
volume = 250

[State 4001, 2.3]
type = playsnd
trigger1 = animelem = 6
value = 4,3
volume = 250

[State 4001, 2.3]
type = playsnd
trigger1 = time = 34
value = 9800,0
volume = 40

[State 1]
type = varrandom
trigger1 = 1
range = 120, -120
v = 51

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 3010
anim = 22067
pos = 50,0
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
scale = 1.2,1.2
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%9) = 1
anim = 23103
ID = 23110
pos = 90,10
postype = p1
bindtime = 1
sprpriority = 10
scale = 1.1,1.1
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%9) = 1
anim = 23103
ID = 23110
pos = 70,10
postype = p1
bindtime = 1
facing = -1
sprpriority = 10
scale = 1.1,1.1
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%9) = 1
anim = 23103
ID = 23110
pos = 150,5
postype = p1
bindtime = 1
sprpriority = 10
scale = 1.1,1.1
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%9) = 1
anim = 23103
ID = 23110
pos = 10,5
postype = p1
bindtime = 1
facing = -1
sprpriority = 10
scale = 1.1,1.1
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 110
trigger1 = (gametime%9) = 1
anim = 23103
ID = 23110
pos = 190,0
postype = p1
bindtime = 1
sprpriority = 10
scale = 1.1,1.1
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 110
trigger1 = (gametime%9) = 1
anim = 23103
ID = 23110
pos = -30,0
postype = p1
bindtime = 1
facing = -1
sprpriority = 10
scale = 1.1,1.1
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%5) = 1
ID = 3010
anim = 23105
pos = var(51) + 75,10
postype = p1
bindtime = 1
removetime = 20
sprpriority = 8
scale = 1.2,1.2
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%5) = 1
ID = 3010
anim = 23106
pos = var(51) + 75,10
postype = p1
bindtime = 1
removetime = 20
sprpriority = 8
scale = 1.2,1.2
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 3010
anim = 23104
pos = 74,0
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
scale = 1.2,1.6
ownpal = 1


[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 23110
anim = 23110
pos = 85,0
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1

[state 11125]
type = varset
trigger1 = time = 0
v = 3
value = 0


[State 11125]
type = VarAdd
triggerall = time >= 34
trigger1 = (gametime%4) = 1
v = 3
value = 1

[State 11125]
type = ModifyExplod
trigger1 = time >= 34
ID = 23110
scale = 0.6 + var(3)/18.0 ,0.8 + var(3)/18.0

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%9) = 1
anim = 23108
ID = 3010
pos = 95,5
postype = p1
bindtime = 1
sprpriority = 10
scale = 1.1,1.1
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%9) = 1
anim = 23108
ID = 3010
pos = 65,5
postype = p1
bindtime = 1
facing = -1
sprpriority = 10
scale = 1.1,1.1
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%13) = 1
anim = 23109
ID = 3010
pos = 155,0
postype = p1
bindtime = 1
vel = 1,0
sprpriority = 10
scale = 1.3,1.3
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%13) = 1
anim = 23109
ID = 3010
pos = 15,0
postype = p1
vel = -1,0
bindtime = 1
facing = -1
sprpriority = 10
scale = 1.3,1.3
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 85
trigger1 = (gametime%18) = 1
anim = 23109
ID = 3010
pos = 205,-2
postype = p1
bindtime = 1
vel = 2,0
sprpriority = 10
scale = 1.4,1.4
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 85
trigger1 = (gametime%18) = 1
anim = 23109
ID = 3010
pos = -35,-2
postype = p1
bindtime = 1
vel = -2,0
facing = -1
sprpriority = 10
scale = 1.4,1.4
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 110
trigger1 = (gametime%25) = 1
anim = 23109
ID = 3010
pos = 235,-5
postype = p1
bindtime = 1
vel = 3,0
sprpriority = 10
scale = 1.5,1.5
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 110
trigger1 = (gametime%25) = 1
anim = 23109
ID = 3010
pos = -65,-5
postype = p1
bindtime = 1
vel = -3,0
facing = -1
sprpriority = 10
scale = 1.5,1.5
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 145
trigger1 = (gametime%29) = 1
anim = 23109
ID = 3010
pos = 265,-8
postype = p1
bindtime = 1
vel = 3.5,0
sprpriority = 10
scale = 1.6,1.6
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 145
trigger1 = (gametime%29) = 1
anim = 23109
ID = 3010
pos = -95,-8
postype = p1
bindtime = 1
vel = -3.5,0
facing = -1
sprpriority = 10
scale = 1.6,1.6
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 3010
anim = 22114
pos = 90,0
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 3010
anim = 23107
pos = 90,20
postype = p1
bindtime = 1
removetime = -1
sprpriority = 8
scale = 1,1.6
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 3010
anim = 23107
pos = 50,20
postype = p1
bindtime = 1
removetime = -1
sprpriority = 8
facing = -1
scale = 1,1.6
ownpal = 1





[State 4001, 4.1]
type = sprpriority
trigger1 = 1
value = 2

[State 4001, 5.1]
type = TargetBind
trigger1 = time >= 0
trigger1 = time <= 9
pos = 65,0

[State 4001, 5.2]
type = TargetBind
trigger1 = time >= 10
trigger1 = time <= 14
pos = 63, -108 ;53,-98

[State 4001, 5.3]
type = TargetBind
trigger1 = time >= 15
trigger1 = time <= 32
pos = 67, -167  ;37,-137


[State 4001, 5.4]
type = TargetBind
trigger1 = time = 33
trigger2 = time = 39
trigger3 = time = 45
trigger4 = time = 51
trigger5 = time = 57
trigger6 = time = 63
trigger7 = time = 69
trigger8 = time = 75
trigger9 = time = 81
trigger10 = time = 87
trigger11 = time = 93
trigger12 = time = 99
trigger13 = time = 105
trigger14 = time = 111
trigger15 = time = 117
trigger16 = time = 123
trigger17 = time = 129
trigger18 = time = 135
trigger19 = time = 141
trigger20 = time = 147
trigger19 = time = 153
trigger20 = time = 158
pos = 68,-164

[State 4001, 5.5]
type = TargetBind
trigger1 = time >= 34
trigger1 = time <= 35
trigger2 = time >= 40
trigger2 = time <= 41
trigger3 = time >= 46
trigger3 = time <= 47
trigger4 = time >= 52
trigger4 = time <= 53
trigger5 = time >= 58
trigger5 = time <= 59
trigger6 = time >= 64
trigger6 = time <= 65
trigger7 = time >= 70
trigger7 = time <= 71
trigger8 = time >= 76
trigger8 = time <= 77
trigger9 = time >= 82
trigger9 = time <= 83
trigger10 = time >= 88
trigger10 = time <= 89
trigger11 = time >= 94
trigger11 = time <= 95
trigger12 = time >= 100
trigger12 = time <= 101
trigger13 = time >= 106
trigger13 = time <= 107
trigger14 = time >= 112
trigger14 = time <= 113
trigger15 = time >= 118
trigger15 = time <= 119
trigger16 = time >= 124
trigger16 = time <= 125
trigger17 = time >= 130
trigger17 = time <= 131
trigger18 = time >= 136
trigger18 = time <= 137
trigger19 = time >= 142
trigger19 = time <= 143
trigger20 = time >= 148
trigger20 = time <= 149
trigger21 = time >= 153
trigger21 = time <= 154
trigger22 = time >= 158
trigger22 = time <= 159
pos = 68,-163

[State 4001, 5.6]
type = TargetBind
trigger1 = time >= 36
trigger1 = time <= 38
trigger2 = time >= 42
trigger2 = time <= 44
trigger3 = time >= 48
trigger3 = time <= 50
trigger4 = time >= 54
trigger4 = time <= 56
trigger5 = time >= 60
trigger5 = time <= 62
trigger6 = time >= 66
trigger6 = time <= 68
trigger7 = time >= 72
trigger7 = time <= 74
trigger8 = time >= 78
trigger8 = time <= 80
trigger9 = time >= 84
trigger9 = time <= 86
trigger10 = time >= 90
trigger10 = time <= 92
trigger11 = time >= 96
trigger11 = time <= 98
trigger12 = time >= 102
trigger12 = time <= 104
trigger13 = time >= 108
trigger13 = time <= 110
trigger14 = time >= 114
trigger14 = time <= 116
trigger15 = time >= 120
trigger15 = time <= 122
trigger16 = time >= 126
trigger16 = time <= 128
trigger17 = time >= 132
trigger17 = time <= 134
trigger18 = time >= 138
trigger18 = time <= 140
trigger19 = time >= 144
trigger19 = time <= 146
trigger20 = time >= 150
trigger20 = time <= 152
trigger21 = time >= 156
trigger21 = time <= 158
trigger22 = time >= 162
trigger22 = time <= 164
pos = 68,-164





[State 4001, 6.1]
type = Playsnd
trigger1 = Time = 0
value = 2300, 0
volume = 200



[State 4001, 6.5]
type = HitAdd
triggerall = time >= 34
trigger1 = (gametime%2) = 1
value = 1

[State 4001, 7];Damage
type = TargetLifeadd
triggerall = time >= 34
trigger1 = (gametime%2) = 1
value = Ceil(-0.004 * enemy,Const(data.life));(floor(-25*fvar(12)))-25
absolute = 1
kill = 0


[State 1]
type = AllPalfx
trigger1 = time = 220
sinadd = 255, 255, 255, 160
time = 80
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 3040, 7]
type = EnvColor
trigger1 = time = 240
persistent = 1
ignorehitpause = 1
time = 40
value = 255,255,255
ontop = 2

[State 4001, 8]
type = ChangeState
trigger1 = time >= 270
value = 32105

;----------------------------------------------
; Thunder Storm Impact 
[Statedef 32105]
type    = S
physics = S
movetype= A
anim = 32102
ctrl = 0
velset = 0,0

[State 1]
type = varrandom
trigger1 = 1
range = 30, -30
v = 51

[State 4001, 3.1]
type = Explod
triggerall = time <= 30
trigger1 = (gametime%2) = 1
ID = 3010
anim = 23105
pos = var(51) + 75,10
postype = p1
bindtime = 1
removetime = 5
sprpriority = 8
scale = 1.2,1.2
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time <= 30
trigger1 = (gametime%2) = 1
ID = 3010
anim = 23106
pos = var(51) + 75,10
postype = p1
bindtime = 1
removetime = 5
sprpriority = 8
scale = 1.2,1.2
ownpal = 1

[State 4001, 3.2]
type = RemoveExplod
trigger1 = time = 0
ID = 3010

[State 4001, 3.2]
type = RemoveExplod
trigger1 = time = 0
ID = 23110


[State 4001, 1]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= noFG
flag3= nobardisplay

[State 4001, 5.9]
type = TargetState
triggerall = p2life >= 0
trigger1 = time = 0
value = 14200

[State 4001, 5.9]
type = TargetState
triggerall = p2life <= 0
trigger1 = time = 0
value = 33400

[State 4001, 7.1];Damage2
type = TargetLifeadd
triggerall = p2name != "n-ri_ssj9"
trigger1 = time = 0
value = Ceil(-0.04 * enemy,Const(data.life))
absolute = 1

[State 4001, 7.1];Damage2
type = TargetLifeadd
triggerall = p2name = "n-ri_ssj9"
trigger1 = time = 0
value = Ceil(-1 * enemy,Const(data.life))
absolute = 1

[State 4001, 5.9]
type = TargetState
triggerall = p2name = "n-ri_ssj9"
trigger1 = time = 0
value = 33400

[state a]
type = changestate
triggerall = command = "オロチMAX"
triggerall = power >= 2000
trigger1 = 1
value = 7125

[state a]
type = changestate
triggerall = command = "FTorment"
triggerall = power >= 7000
trigger1 = 1
value = 20000

[State 4001, 8]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;----------------------------------------------
; Thunder Storm Impact (Target)
[Statedef 32120]
type    = S
physics = N
movetype= H
ctrl = 0
velset = 0,0

[State 4020, 1]
type = Changeanim2
trigger1 = time = 0
value = 23120


[State 9000, 1]
type = PalFX
triggerall = time >= 34
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1


[State 4020, 4]
type = Envcolor
triggerall = time >= 34
trigger1 = (gametime%2) = 1
value = 248,248,248
time = 1
under = 1

[State 4020, 4]
type = Envcolor
triggerall = time >= 34
trigger1 = (gametime%5) = 1
value = 255,0,0
time = 1
under = 2

[State 4020, 6]
type = Envshake
triggerall = time >= 34
trigger1 = (gametime%2) = 1
time = 25
ampl = -24
freq = 95
phase = 95



[State 4020, 7]
type = sprpriority
trigger1 = 1
value = 1

[State 4020, 8]
type = Nothitby
trigger1 = 1
value = SCA

[State 4020, 9]
type = ScreenBound
trigger1 = time < 270
value = 1





[Statedef 77]
ctrl = 0

[State 77]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 77]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 77]
type = bindtoroot
trigger1 = 1
pos = -1+(random%2), ceil(.3125*(gametime%32))-1+(random%2)
facing = 1
ignorehitpause = 1

[State 77]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256-8*(gametime%32), 8*(gametime%32)
ignorehitpause = 1

[State 77]
type = Angledraw
trigger1 = 1
scale = 1+0.009*(gametime%32), 1+0.009*(gametime%32)

[State 77]
type = Changeanim
trigger1 = 1
value = root,anim
elem = root,animelemno(-1)

[State 77]
type = Assertspecial
trigger1 = root,movetype = H
trigger2 = lose
flag = invisible

[State 77]
type = sprpriority
trigger1 = 1
value = 2

[State 77]
type = destroyself
trigger1 = root,alive = 0

[Statedef 29065]
type    = A
movetype= I
physics = N
anim = 29065
ownpal = 1
sprpriority = -1
pausemovetime = 9999999999
supermovetime = 9999999999
ignorehitpause = 1

[State hogo3]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1234
ignorehitpause = 1

[State 1000]
type = AngleDraw
trigger1 = 1
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State 1000, 0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State 1000]
type = AngleAdd
trigger1 = 1
value = 3
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = 10,-75
IgnoreHitPause = 1
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State -1, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

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


[State 30400]
type = Destroyself
trigger1 = root,stateno!=0
trigger1 = root,stateno!=5900

[Statedef 29066]
type    = A
movetype= I
physics = N
anim = 29066
ownpal = 1
sprpriority = -1
pausemovetime = 9999999999
supermovetime = 9999999999
ignorehitpause = 1

[State hogo3]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1234
ignorehitpause = 1

[State 1000]
type = AngleDraw
trigger1 = 1
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State 1000, 0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State 1000]
type = AngleAdd
trigger1 = 1
value = 3
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = 0,-90
IgnoreHitPause = 1
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State -1, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

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


[State 30400]
type = Destroyself
trigger1 = root,stateno!=0
trigger1 = root,stateno!=5900

[Statedef 29055]
type    = A
movetype= I
physics = N
anim = 29055
ownpal = 1
sprpriority = -1
pausemovetime = 9999999999
supermovetime = 9999999999
ignorehitpause = 1

[State hogo3]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1234
ignorehitpause = 1

[State 1000]
type = AngleDraw
trigger1 = 1
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State 1000, 0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State 1000]
type = AngleAdd
trigger1 = 1
value = 3
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = 10,-75
IgnoreHitPause = 1
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State -1, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

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


[State 30400]
type = Destroyself
trigger1 = root,stateno!=0
trigger1 = root,stateno!=5900

[Statedef 29044]
type    = A
movetype= I
physics = N
anim = 29044
ownpal = 1
sprpriority = -1
pausemovetime = 9999999999
supermovetime = 9999999999
ignorehitpause = 1

[State hogo3]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1234
ignorehitpause = 1

[State 1000]
type = AngleDraw
trigger1 = 1
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State 1000, 0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State 1000]
type = AngleAdd
trigger1 = 1
value = 3
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = 10,-75
IgnoreHitPause = 1
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State -1, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

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


[State 30400]
type = Destroyself
trigger1 = root,stateno!=0
trigger1 = root,stateno!=5900






