;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;超必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 大神
[Statedef 2000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -1000
anim = 2000
ctrl = 0

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

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


;---------------------[アニメーション変更]
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2001


;---------------------[パワーゲージ減少,MAX関係]
[state a];スパキャン時のゲージ減少
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1101
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 1201
trigger5 = prevstateno = 1702
trigger6 = prevstateno = 1150
trigger7 = prevstateno = 1250
value = -1000

[State -2, a];どこキャン時の点滅(失敗)
type = palfx
triggerall = gametime %2
triggerall = time <= 10
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1101
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 1201
trigger5 = prevstateno = 1702
trigger6 = prevstateno = 1150
trigger7 = prevstateno = 1250
time = 1
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1



;---------------------[スパキャン]
[state a];スパキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -128

[state a];スパキャンゲージ減少
type = poweradd
trigger1 = time = 0
trigger1 = var(11) = 1
value = -1000

[state a];スパキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = animelem = 8,<=0
value = SCA

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

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6000
sprpriority = -1
postype = p1
pos = 0,-102
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6001
sprpriority = 1
postype = p1
pos = 0,-102
bindtime = 1
supermove = 1
under = 0
ownpal = 1

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

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 25
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,0

;---------------------[効果音]
[State 2000, 6];フフフフフフフ
type = PlaySnd
trigger1 = Time = 0
trigger1 = var(5) = 0
value = 2000,0

[State 2000, 6];フッハッハッハッハ
type = PlaySnd
trigger1 = Time = 0
trigger1 = var(5) = 1
value = 2000,1

[State 2000, 6];ハアッハッハッハッハッハ
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(5) = 1
value = 2000,2

;---------------------[攻撃判定]
[State 800, 1]
type = HitDef
Trigger1 = p2stateno != [120,159]
Trigger1 = p2stateno != 40
trigger1 = p2statetype != A
attr = S, HT
damage = 0,0
hitflag = M
priority = 6, Miss
sparkno = -1
sprpriority = 5
p2facing = 1
p1stateno = 2005
p2stateno = 2010
p2facing = 1 
kill = 0


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

;---------------------------------------------------------------------------
; 大神ヒット
[Statedef 2005]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 2005
ctrl = 0

;---------------------[画面効果]
[State 3040, 7]
type = EnvColor
trigger1 = animelem = 27,<=0
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 18
trigger4 = animelem = 25
ignorehitpause = 1
time = 14
value = 255,255,255
under = 3

;---------------------[エフェクト]
[State 1000, 5]
type = Explod
trigger1 = animelem = 7
trigger2 = animelem = 8
anim = 22109 + var(35)
sprpriority = 7
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

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

[State 1000, 5]
type = Explod
trigger1 = animelem = 25
anim = 22109 + var(35)
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 1000, 5]
type = Explod
trigger1 = animelem = 8
anim = 2006
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14


;---------------------[効果音]
[State 2000, 6];刺す
type = PlaySnd
trigger1 = animelem = 7
value = 2000,4

[State 2000, 6];抜く
type = PlaySnd
trigger1 = animelem = 9
value = 240,0

[State 2000, 6];潰す
type = PlaySnd
trigger1 = animelem = 18
value = 2000,5

[State 2000, 6];飛べ
type = PlaySnd
trigger1 = animelem = 17
value = 2000,3

[State 2000, 6];飛べ
type = PlaySnd
trigger1 = animelem = 24
value = 2100,1

[State 2000, 6];飛べ
type = PlaySnd
trigger1 = time = 157
trigger2 = time = 159
value = 2100, 3


[State 2000, 6];飛べ
type = PlaySnd
trigger1 = time = 133
trigger2 = time = 143
trigger3 = time = 153
trigger4 = time = 163
trigger5 = time = 173
trigger6 = time = 183
trigger7 = time = 193
trigger8 = time = 203
value = 1, 3


[State 2000, 6];飛べ
type = PlaySnd
trigger1 = animelem = 25
value = 2300,3

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

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

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

[state a]
type = targetstate
trigger1 = animelem = 18
value = 2012

[state a]
type = targetstate
triggerall = time >= 157
triggerall = time <= 242
trigger1 = (Gametime%6) = 1
value = 2012

[state a]
type = targetstate
trigger1 = animelem = 25
value = 2014

[state a]
type = pause
trigger1 = animelem = 25
time = 14
movetime = 14

[State 1000, 5]
type = Explod
trigger1 = animelem = 22
anim = 22131
id = 22131
sprpriority = -2
postype = p1
pos = -0,5
bindtime = -1
removetime = 111
supermove = 1
under = 0
ownpal = 1
loop = 1

[State 1000, 5]
type = Explod
trigger1 = time = 157
;trigger2 = time = 178
trigger2 = time = 199
;trigger4 = time = 220
anim = 20051
sprpriority = 2
postype = p1
pos = -60, -115
bindtime = -1
supermove = 1
under = 0
scale = 0.5, 0.5
ownpal = 1

[State 1000, 5]
type = Explod
;trigger1 = time = 157
trigger1 = time = 178
;trigger3 = time = 199
trigger2 = time = 220
anim = 20051
sprpriority = 2
postype = p1
pos = -50, -65
bindtime = -1
supermove = 1
under = 0
scale = 0.5, 0.5
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 162
;trigger2 = time = 183
trigger2 = time = 204
;trigger4 = time = 225
anim = 20052
sprpriority = 2
postype = p1
pos = -30, -90
bindtime = -1
supermove = 1
under = 0
scale = 0.5, 0.5
ownpal = 1

[State 1000, 5]
type = Explod
;trigger1 = time = 162
trigger1 = time = 183
;trigger3 = time = 204
trigger2 = time = 225
anim = 20052
sprpriority = 2
postype = p1
pos = -20, -80
bindtime = -1
supermove = 1
under = 0
scale = 0.5, 0.5
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 167
;trigger2 = time = 188
trigger2 = time = 208
;trigger4 = time = 230
anim = 20051
sprpriority = 2
postype = p1
pos = -0, -45
bindtime = -1
supermove = 1
under = 0
scale = 0.5, 0.5
ownpal = 1

[State 1000, 5]
type = Explod
;trigger1 = time = 167
trigger1 = time = 188
;trigger3 = time = 208
trigger2 = time = 230
anim = 20051
sprpriority = 2
postype = p1
pos = 10, -95
bindtime = -1
supermove = 1
under = 0
scale = 0.5, 0.5
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 172
;trigger2 = time = 193
trigger2 = time = 214
;trigger4 = time = 235
anim = 20052
sprpriority = 2
postype = p1
pos = 30, -70
bindtime = -1
supermove = 1
under = 0
scale = 0.5, 0.5
ownpal = 1

[State 1000, 5]
type = Explod
;trigger1 = time = 172
trigger1 = time = 193
;trigger3 = time = 214
trigger2 = time = 235
anim = 20052
sprpriority = 2
postype = p1
pos = 40, -40
bindtime = -1
supermove = 1
under = 0
scale = 0.5, 0.5
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 177
;trigger2 = time = 198
trigger2 = time = 219
;trigger4 = time = 240
anim = 20051
sprpriority = 2
postype = p1
pos = 60, -55
bindtime = -1
supermove = 1
under = 0
scale = 0.5, 0.5
ownpal = 1

[State 1000, 5]
type = Explod
;trigger1 = time = 177
trigger1 = time = 198
;trigger3 = time = 219
trigger2 = time = 240
anim = 20051
sprpriority = 2
postype = p1
pos = 70, -78
bindtime = -1
supermove = 1
under = 0
scale = 0.5, 0.5
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 182
;trigger2 = time = 203
trigger2 = time = 224
;trigger4 = time = 245
anim = 20052
sprpriority = 2
postype = p1
pos = 90, -105
bindtime = -1
supermove = 1
under = 0
scale = 0.5, 0.5
ownpal = 1

[State 1000, 5]
type = Explod
;trigger1 = time = 182
trigger1 = time = 203
;trigger3 = time = 224
trigger2 = time = 245
anim = 20052
sprpriority = 2
postype = p1
pos = 100, -55
supermove = 1
under = 0
scale = 0.5, 0.5
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 187
;trigger2 = time = 208
trigger2 = time = 229
;trigger4 = time = 250
anim = 20051
sprpriority = 2
postype = p1
pos = 120, -40
bindtime = -1
supermove = 1
under = 0
scale = 0.5, 0.5
ownpal = 1

[State 1000, 5]
type = Explod
;trigger1 = time = 187
trigger1 = time = 208
;trigger3 = time = 229
trigger2 = time = 250
anim = 20051
sprpriority = 2
postype = p1
pos = 130, -110
supermove = 1
under = 0
scale = 0.5, 0.5
ownpal = 1

[state a]
type = hitadd
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 18
trigger4 = animelem = 25
value = 1

[state a]
type = hitadd
triggerall = time >= 157
triggerall = time <= 242
trigger1 = (Gametime%3) = 1
value = 1

[state a]
type = targetlifeadd
trigger1 = animelem = 7
value = Ceil(-0.06 * enemy,Const(data.life)) - 5
kill = 0

[state a]
type = targetlifeadd
trigger1 = animelem = 8
value = Ceil(-0.04 * enemy,Const(data.life)) - 5
kill = 0

[state a]
type = targetlifeadd
trigger1 = animelem = 18
value = Ceil(-0.05 * enemy,Const(data.life)) - 5
kill = 0

[state a]
type = targetlifeadd
triggerall = time >= 157
triggerall = time <= 242
trigger1 = (Gametime%3) = 1
value = Ceil(-0.0025 * enemy,Const(data.life)) - 5
kill = 0

[state a]
type = targetlifeadd
trigger1 = animelem = 25
value = Ceil(-0.20 * enemy,Const(data.life)) - 5

;---------------------[終了]
[state a]
type = changestate
triggerall = command = "混2"
triggerall = power >= 6000
trigger1 = time >= 263
value = 9220

[state a]
type = changestate
triggerall = command = "混"
triggerall = power >= 6000
trigger1 = time >= 263
value = 9220

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


;---------------------------------------------------------------------------
;投げられている相手1
[Statedef 2010]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

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


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


;---------------------------------------------------------------------------
;投げられている相手2
[Statedef 2011]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

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


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

;---------------------------------------------------------------------------
;投げられている相手3
[Statedef 2012]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

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


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

;---------------------------------------------------------------------------
;投げられている相手4
[Statedef 2013]
type    = A
movetype= H
physics = N
velset = -7,-7

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

[State 3020, 6]
type = Lifeadd
trigger1 = time = 0
trigger1 = life = 1
value = -1
absolute = 1

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

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

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

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

[State 821, 3] 
type = null;SelfState
trigger1 = time = 15
value = 5050 


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

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

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


;---------------------------------------------------------------------------
;投げられている相手4
[Statedef 2014]
type    = A
movetype= H
physics = N
velset = -9,-5

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

[State 3020, 6]
type = Lifeadd
trigger1 = time = 0
trigger1 = life = 1
value = -1
absolute = 1

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

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

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

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

[State 821, 3] 
type = null;SelfState
trigger1 = time = 15
value = 5050 


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

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

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


;---------------------------------------------------------------------------
; 混
[Statedef 2100]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -1000
anim = 2100
ctrl = 0

[state a]
type = changestate
triggerall = var(29) >= 1
trigger1 = 1
value = 2500

;---------------------[パワーゲージ減少,MAX関係]
[state a];スパキャン時のゲージ減少
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1101
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 1201
trigger5 = prevstateno = 1702
trigger6 = prevstateno = 1150
trigger7 = prevstateno = 1250
value = -1000

[State -2, a];どこキャン時の点滅(失敗)
type = palfx
triggerall = gametime %2
triggerall = time <= 10
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1101
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 1201
trigger5 = prevstateno = 1702
trigger6 = prevstateno = 1150
trigger7 = prevstateno = 1250
time = 1
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1


;---------------------[スパキャン]
[state a];スパキャンMAXゲージ減少
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -128

[state a];スパキャンゲージ減少
type = poweradd
trigger1 = time = 0
trigger1 = var(11) = 1
value = -1000

[state a];スパキャンコマンド判定初期化
type = varset
trigger1 = time = 1
v = 11
value = 0

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = 1;animelem = 7,<=0
value = SCA

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

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6000
sprpriority = -1
postype = p1
pos = -1,-118
bindtime = 1
supermove = 1
under = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6001
sprpriority = 1
postype = p1
pos = -1,-118
bindtime = 1
supermove = 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 = 25
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

;---------------------[効果音]
[State 2000, 6];さあ
type = PlaySnd
trigger1 = Time = 0
value = 2100,0

[State 2000, 6];無に還ろう
type = PlaySnd
trigger1 = animelem = 2
value = 2100,1

[State 2000, 6];無に還ろう
type = PlaySnd
trigger1 = animelem = 2
value = 2100,1

[State 2000, 6];はぁ
type = PlaySnd
trigger1 = animelem = 9
value = 2100,2

[State 2000, 6];効果音
type = PlaySnd
trigger1 = animelem = 7
value = 2100,3


;---------------------[画面効果]
[State 4000]
type = allpalfx
trigger1 = Time = 30
add = 0, 0, 0
sinadd = 255,255,255,200
time = 10
invertall = 0


[State 3040, 7]
type = EnvColor
trigger1 = animelem = 9,<=0
ignorehitpause = 1
time = 2
value = 0,0,0
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 135
ignorehitpause = 1
time = 15
value = 255,255,255
under = 0

;---------------------[攻撃判定]
;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 7;8
id = 2100
persistent = 0
name = "muni"
pos = -20,0
postype = P1
stateno = 2101
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Time = 75;8
id = 2100
persistent = 0
name = "muni"
pos = -20,0
postype = P1
stateno = 2101
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Time = 79;8
id = 2100
persistent = 0
name = "muni"
pos = -20,0
postype = P1
stateno = 2101
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 2]
type = Explod
trigger1 = animelem = 7
anim = 87651
id = 8765
sprpriority = -2
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

;---------------------[終了]
[state a]
type = changestate
triggerall = command = "混"
triggerall = power >= 5000
trigger1 = time >= 101
trigger1 = time < 141
value = 8050

[state a]
type = changestate
triggerall = command = "Lumi"
triggerall = power >= 3000
trigger1 = time >= 101
trigger1 = time < 141
value = 4450


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



; 無ヘルパー
[Statedef 2101]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 8,0
ctrl = 0
anim = 2101

;---------------------[変数指定]
[state a]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 2101
v = 14
value = 5

[state a]
type = varadd
trigger1 = movecontact = 1
v = 14
value = -1

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

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

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 2101

;---------------------[エフェクト]
[State 1000, 5];
type = Explod
trigger1 = movehit = 1
anim = 2110
id = 2110
sprpriority = 10
postype = p2
velset = 0,0
pos = 10,-70
bindtime = -1
supermove = 1
ignorehitpause = 1
facing = -1
under = 0

[State 1000, 5];
type = Explod
trigger1 = moveguarded = 1
anim = 1015
id = 2110
sprpriority = 10
postype = p2
velset = 0,0
pos = 10,-70
bindtime = 1
supermove = 1
ignorehitpause = 1
facing = -1
under = 0

;---------------------[速度指定]
[state a]
type = velset
trigger1 = movecontact = 1
trigger2 = p2Dist X <=0
x = 0

[state a]
type = velset
trigger1 = movecontact = 5
x = 8

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
trigger2 = movehit = 10
trigger3 = moveguarded = 8
attr = S, HP
animtype  = hard
damage    = 29 - var(14)*2,7
getpower = 0,0
guardflag = MA
numhits = 1
pausetime = 0,1
guard.pausetime = 0,1
sparkno = -1;s7002
sparkxy = -17,0
hitsound   = s190,2
guard.sparkno = -1;s7012
guardsound = s190,2
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -8,-6
air.velocity = -8,-6.5
fall = 1
air.fall = 1
fall.recover = 0
ID = 1200


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 120
trigger2 = var(14) <= 0


;---------------------------------------------------------------------------
; ？？？？？？・無に還ろう
[Statedef 2200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -1000
anim = 2201
ctrl = 0

[state a]
type = changestate
triggerall = var(29) >= 1
trigger1 = 1
value = 22002

[state a]
type = changestate
triggerall = p2name = "mechhisuiex"
trigger1 = 1
value = 9220

[state a]
type = poweradd
triggerall = p2name = "mechhisuiex"
trigger1 = 1
value = 1000

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

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


;---------------------[アニメーション変更]
[state a]
type = null;changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2201

;---------------------[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 = 32
movetime = 32
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6000
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6001
sprpriority = 1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 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

;---------------------[効果音]
[State 2000, 6];さあ
type = PlaySnd
trigger1 = Time = 0
value = 2100,0 ;2200,0
volume = 200

;---------------------[攻撃判定]
;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 2205


; ？？？？？？・無に還ろう・攻撃
[Statedef 2205]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2206
ctrl = 0

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

;---------------------[アニメーション変更]
[state a]
type = null;changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2206

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

;---------------------[エフェクト]
[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

;---------------------[効果音]
[State 2000, 6];無に還ろう
type = PlaySnd
trigger1 = Time = 10
value = 2100,1 ;2200,1

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


[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22100
id = 2200
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = time = 0
id = 2100
persistent = 0
name = "muni"
pos = 0,-240
postype = back
stateno = 2222
helpertype = normal
keyctrl = 0
ownpal = 1


;---------------------[終了]
[state a]
type = changestate
trigger1 = time = 100
value = 2210


; ？？？？？？・無に還ろう・終了
[Statedef 2210]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0

[State -2]
type = AssertSpecial
triggerall = prevstateno != 22052
trigger1 = 1
flag = nobardisplay

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

;---------------------[アニメーション変更]
[state a]
type = null;changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2211

;---------------------[エフェクト]
[State 3040, 7]
type = EnvColor
triggerall = prevstateno != 22052
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[state a]
type = removeexplod
triggerall = prevstateno != 22052
trigger1 = time = 0
is = 2220


[State 1000, 5]
type = Explod
triggerall = prevstateno != 22052
trigger1 = Time = 0
anim = 22101
id = 2201
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1


;---------------------[終了]
[State 3112, shin];ｽﾃﾈｭ
type = changestate
triggerall = command = "混2"
triggerall = power >= 5000
trigger1 = time >= 0
trigger1 = time < 20
value = 8050

[state a]
type = changestate
triggerall = command = "Lumi"
triggerall = power >= 3000
trigger1 = time >= 0
trigger1 = time < 20
value = 4450

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


; 無ヘルパー
[Statedef 2222]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2222

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

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

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 2101


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
triggerall = p2statetype = A
trigger1 = time = 0
trigger2 = movecontact = 5
trigger2 = hitcount <= 7
attr = S, HA
animtype  = hard
damage    = Ceil(0.05 * enemy,Const(data.life)) - 5,10
getpower = 0,0
hitflag = MAFD
guardflag = M
numhits = 1
pausetime = 1,0
guard.pausetime = 0,8
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = s-1,0;190,2
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
air.velocity = -5,-6.5
;fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 19000
;nochainid = 2200


[State 2];攻撃の指定
type = HitDef
triggerall = p2statetype != A
trigger1 = time = 0
trigger2 = movecontact = 5
trigger2 = hitcount <= 12
attr = S, HA
animtype  = hard
damage    = Ceil(0.032 * enemy,Const(data.life)) - 5,5
getpower = 0,0
hitflag = MAFD
guardflag = M
numhits = 1
pausetime = 2,0
guard.pausetime = 0,8
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = s-1,0;190,2
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
air.velocity = -5,-6.5
;fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 19000
;nochainid = 2200

[State 2];攻撃の指定
type = HitDef
trigger1 = time = 60
attr = S, HA
animtype  = diagup
damage    = Ceil(0.042 * enemy,Const(data.life)) - 5,10
getpower = 0,0
hitflag = MAFD
guardflag = M
numhits = 1
pausetime = 0,2
guard.pausetime = 0,8
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = s-1,0;190,2
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-10
air.velocity = -8,-8.5
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 19000
;id = 2200


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = hitcount >= 14
trigger2 = root,stateno != 2205


;---------------------------------------------------------------------------
; Holyja
[Statedef 22002]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2201
ctrl = 0


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

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


;---------------------[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 = 32
movetime = 32
anim = -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 = 10
anim = 6034
sprpriority = -1
postype = p1
pos = 1,-136
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 = 3
persistent = 0
ignorehitpause = 1
time = 30
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

;---------------------[効果音]
[State 2000, 6];さあ
type = PlaySnd
trigger1 = Time = 0
value = 2100,0 ;2200,0
volume = 200

;---------------------[攻撃判定]
;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 22052


; ？？？？？？・無に還ろう・攻撃
[Statedef 22052]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2206
ctrl = 0

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

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


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

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

;---------------------[エフェクト]
[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

;---------------------[効果音]
[State 2000, 6];無に還ろう
type = PlaySnd
trigger1 = Time = 10
value = 2100,1 ;2200,1


[State 2000, 6]
type = PlaySnd
trigger1 = Time = 20
value = 3,6
volume = 250
channel = 10

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

[State 2632]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95
;---------------------[ヘルパー呼び出し]

[State 1]
type = Projectile
trigger1 = time = [20,220]
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  = Ceil(0.009 * enemy,Const(data.life)) - 5,1
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 = 2635


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

[State 1]
type = AllPalfx
trigger1 = time = 210
sinadd = 255, 255, 255, 100
time = 40
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

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

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

[Statedef 2635]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 2635]
type = destroyself
trigger1 = ishelper

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

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

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

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

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

[State 2635] 
type = changestate
trigger1 = time >= 8
value = 2637

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

[Statedef 2637]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 2637]
type = destroyself
trigger1 = ishelper

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

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

[State 2637]
type = null;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

;---------------------------------------------------------------------------
; Darkja
[Statedef 2500]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2200
ctrl = 0

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

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

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

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

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 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 = 10
anim = 6034
sprpriority = -1
postype = p1
pos = 1,-136
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 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 = 19
value = 2,12

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

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

[State 23000]
type = PlaySnd
trigger1 = Time = 2
value = 2000, 0
volume = 150

[state 2300]
type = changestate
trigger1 = animtime = 0
value = 23000

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

[Statedef 23000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
ctrl = 0

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

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

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

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

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


[State 23000]
type = PlaySnd
trigger1 = Time = 20
value = 2000,1
volume = 150

[State 23000]
type = PlaySnd
trigger1 = Time = 80
value = 2000, 2
volume = 150

[State 23000]
type = PlaySnd
trigger1 = Time = 0
value = 3,7
volume = 250
channel = 9



[State 23000]
type = Explod
trigger1 = Time = 0
anim = 3060
id = 3060
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

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

[State 1]
type = Projectile
trigger1 = time = [20,220]
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  = 5 ,1
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 = 2635

[State 23000]
type = AttackDist
trigger1 = 1
value = 0


[State 1]
type = Explod
trigger1 = projhit22177 = 1
anim = IfElse((projguarded=1),22113,22109+var(35))
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1
trans = add

[State 1]
type = AllPalfx
trigger1 = time = 210
sinadd = -255, -255, -255, 100
time = 40
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999


[state 23000]
type = changestate
trigger1 = time >= 250
value = 23001

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

[Statedef 23001]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2210
ctrl = 0

[State 23001]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state a]
type = changestate
triggerall = command = "混"
triggerall = power >= 5000
trigger1 = time >= 0
trigger1 = time < 20
value = 8050

[state a]
type = changestate
triggerall = command = "Lumi"
triggerall = power >= 3000
trigger1 = time >= 0
trigger1 = time < 20
value = 4450

[state 23001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; ？？？？？？？・吸い寄せ
[Statedef 2300]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -1000
anim = 2300
ctrl = 0

;---------------------[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 = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6000
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6001
sprpriority = 1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

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

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

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 10
value = 2,12
;---------------------[効果音]
;---------------------[攻撃判定]
;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 2301



; ？？？？？？・吸い寄せ・攻撃
[Statedef 2301]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2301
ctrl = 0



;---------------------[エフェクト]
;---------------------[効果音]
[State 2000, 6];音楽
type = PlaySnd
trigger1 = Time = 0
value = 2300,0


;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = time = 0
id = 2320
persistent = 0
name = "kabe1"
pos = -10,0
postype = p2
stateno = 2320
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[変数指定]
[state a]
type = varset
trigger1 = time = 0
v = 19
value = 255

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

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

;---------------------[攻撃判定]
[State 800, 1]
type = HitDef
Trigger1 = p2stateno != 40
trigger1 = p2statetype != A
attr = S, HT
damage = 0,0
hitflag = M
priority = 6, Miss
sparkno = -1
sprpriority = 5
p2facing = 1
p1stateno = 2310
p2stateno = 2010
p2facing = 1 
kill = 0

;---------------------[防御の距離の変更]
[State 1000, 0]
type = AttackDist
trigger1 = time = 0
value = 0



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


; ？？？？？？・吸い寄せ・終了
[Statedef 2302]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2302
ctrl = 0

;---------------------[変数指定]
[state a]
type = null;varset
trigger1 = time = 0
v = 19
value = 255

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

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


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



;---------------------------------------------------------------------------
; 大神ヒット
[Statedef 2310]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 23102
ctrl = 0

[State a]
type = changeanim
triggerall = var(29) <= 1
trigger1 = time = 0
value = 2310

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

[state a]
type = varadd
triggerall = anim = 23102
trigger1 = var(19) <= 254
trigger1 = animelem = 32,>=0
v = 19
value = 5

[state a]
type = varadd
triggerall = anim != 23102
trigger1 = var(19) <= 254
trigger1 = animelem = 19,>=0
v = 19
value = 5

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

;---------------------[エフェクト]
[State 1020, 4]
type = EnvShake
triggerall = anim = 23102
trigger1 = animelem = 7
trigger2 = animelem = 20
trigger3 = animelem = 31 
time = 15
ampl = -12
freq = 95
phase = 95

[State 1020, 4]
type = EnvShake
triggerall = anim != 23102
trigger1 = animelem = 7
trigger2 = animelem = 18
time = 15
ampl = -12
freq = 95
phase = 95

[State 3040, 7]
type = EnvColor
triggerall = anim = 23102
trigger1 = animelem = 7
trigger2 = animelem = 20
trigger3 = animelem = 31
;persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
triggerall = anim != 23102
trigger1 = animelem = 7
trigger2 = animelem = 18
;persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

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

[State 1000, 5]
type = Explod
triggerall = anim = 23102
trigger1 = animelem = 20
anim = 22109 + var(35)
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 1000, 5]
type = Explod
triggerall = anim != 23102
trigger1 = animelem = 18
anim = 22109 + var(35)
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 1000, 5]
type = Explod
triggerall = anim = 23102
trigger1 = animelem = 8
anim = 20062
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 1000, 5]
type = Explod
triggerall = anim != 23102
trigger1 = animelem = 8
anim = 2311
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14



[State 1000, 5]
type = Explod
triggerall = anim = 23102
triggerall = Time >= 93
triggerall = time <= 138
trigger1 = (Gametime%9) = 1
anim = 20063
id = 20063
sprpriority = 8
postype = p1
pos = -18,-162
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 1000, 5]
type = Explod
triggerall = anim = 23102
trigger1 = animelem = 16
anim = 20065
id = 20065
sprpriority = 10
removetime = -1
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 1000, 5]
type = Explod
triggerall = anim = 23102
triggerall = Time >= 123
triggerall = time <= 160
trigger1 = (Gametime%9) = 1
anim = 20064
id = 20063
sprpriority = 8
postype = p1
pos = -18,-162
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 1000, 5]
type = Explod
triggerall = anim = 23102
triggerall = Time >= 120
triggerall = time <= 190
trigger1 = (Gametime%9) = 1
anim = 20066
id = 20063
sprpriority = 8
postype = p1
pos = -18,-162
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 1000, 5]
type = removeexplod
triggerall = anim = 23102
trigger1 = time = 210
id = 20065
;---------------------[効果音]
[State 2000, 6];はかないものだ
type = PlaySnd
triggerall = anim = 23102
trigger1 = animelem = 19 ;16
value = 2000,3 ;2300,1

[State 2000, 6]
type = PlaySnd
triggerall = anim != 23102
trigger1 = animelem = 18
value = 2000,3 ;2300,1

[State 2000, 6];はかないものだ
type = PlaySnd
triggerall = anim = 23102
triggerall = Time >= 93
triggerall = time <= 150
trigger1 = (Gametime%4) = 1
value = 1,2
volume = 250

[State 2000, 6]
type = PlaySnd
triggerall = anim != 23102
trigger1 = animelem = 7
value = 2300,2

[State 2000, 6]
type = PlaySnd
triggerall = anim != 23102
trigger1 = animelem = 18
value = 2300,3


[State 2000, 6]
type = PlaySnd
triggerall = anim = 23102
trigger1 = animelem = 7
trigger2 = animelem = 20
value = 2300,2

[State 2000, 6];潰す
type = PlaySnd
triggerall = anim = 23102
trigger1 = animelem = 24
value = 195,0

[State 2000, 6];潰す
type = PlaySnd
triggerall = anim = 23102
trigger1 = animelem = 31
value = 2300,3

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


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

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

[state a]
type = targetstate
triggerall = anim != 23102
trigger1 = animelem = 18
value = 2013

[state a]
type = targetstate
triggerall = anim = 23102
trigger1 = animelem = 20
value = 2012


[state a]
type = targetstate
triggerall = anim = 23102
trigger1 = animelem = 31
value = 2013

[State 2900]
type = helper
triggerall = anim = 23102
trigger1 = Animelem = 30
id = 2302
persistent = 0
name = "White Explosion"
pos = 0,-79
postype = P2
stateno = 2330
helpertype = normal
keyctrl = 0
ownpal = 1

[state a]
type = pause
triggerall = anim != 23102
trigger1 = animelem = 18
time = 14
movetime = 14


[state a]
type = targetlifeadd
trigger1 = animelem = 7
value = Ceil(-0.03 * enemy,Const(data.life)) - 5
kill = 0
absolute = 1

[state a]
type = targetlifeadd
trigger1 = animelem = 8
value = Ceil(-0.03 * enemy,Const(data.life)) - 5
kill = 0
absolute = 1

[state a]
type = targetlifeadd
triggerall = anim != 23102
trigger1 = animelem = 18
value = Ceil(-0.25 * enemy,Const(data.life)) - 5
absolute = 1

[state a]
type = targetlifeadd
triggerall = anim = 23102
trigger1 = animelem = 20
value = Ceil(-0.06 * enemy,Const(data.life)) - 5
kill = 0
absolute = 1

[state a]
type = targetlifeadd
triggerall = anim = 23102
trigger1 = animelem = 31
value = Ceil(-0.1 * enemy,Const(data.life)) - 5
absolute = 1

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


[Statedef 2330]
type = S
movetype = A
physics = N
anim = 23300
velset = 0,0
ctrl = 0
sprpriority = 3


[State 2900]
type = helper
trigger1 = Animelem = 6
persistent = 0
name = "hikari"
pos = 20,-30
postype = p1
stateno = 2335
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 8
persistent = 0
name = "hikari"
pos = -20,30
postype = p1
stateno = 2335
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 12
persistent = 0
name = "hikari"
pos = 10,-5
postype = p1
stateno = 2335
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 16
persistent = 0
name = "hikari"
pos = -40,-30
postype = p1
stateno = 2335
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 20
persistent = 0
name = "hikari"
pos = 40,30
postype = p1
stateno = 2335
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 23
persistent = 0
name = "hikari"
pos = 0,0
postype = p1
stateno = 2336
helpertype = normal
keyctrl = 0
ownpal = 1


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

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

[State 1000]
type = Explod
trigger1 = animelem = 3
anim = 23300
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 30,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 5
anim = 23300
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 7
anim = 23300
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = -10,-20
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 7
anim = 23300
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 40,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 7
anim = 23300
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,-40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

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


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

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

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

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



[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, HA
projanim = 11503
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.012 * enemy,Const(data.life)) * root,var(39),Ceil(0.007 * enemy,Const(data.life)) * root,var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = s22109 + root,var(35)
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 1,-2
air.velocity = 1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000;14200


[State 1000, 2]
type = Projectile
triggerall = p2life <= 0
trigger1 = AnimElem = 2
attr = S, HA
projanim = 11503
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.012 * enemy,Const(data.life)) * root,var(39),Ceil(0.007 * enemy,Const(data.life)) * root,var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = s22109 + root,var(35)
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 1,-2
air.velocity = 1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 33400

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



;光
[Statedef 2335]
type = S
movetype = A
physics = N
anim = 23300
velset = 0,0
ctrl = 0
sprpriority = 3


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

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

[State 1000]
type = Explod
trigger1 = animelem = 3
anim = 23300
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 30,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 5
anim = 23300
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0


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


[State 1020, 4]
type = EnvShake
trigger1 = AnimElem = 2 || AnimElem = 3 
time = 20
ampl = -20
freq = 95
phase = 95






[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, HA
projanim = 11503
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.012 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 50,50
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,6
sparkno = s22109 + root,var(35)
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 1,-4
air.velocity = 1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000;14200


[State 1000, 2]
type = Projectile
triggerall = p2life <= 0
trigger1 = AnimElem = 2
attr = S, HA
projanim = 11503
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.012 * enemy,Const(data.life)) * root,var(39),Ceil(0.007 * enemy,Const(data.life)) * root,var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = s22109 + root,var(35)
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 1,-4
air.velocity = 1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 33400

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



;光
[Statedef 2336]
type = S
movetype = A
physics = N
anim = 23300
velset = 0,0
ctrl = 0
sprpriority = 3


[State 2900]
type = helper
trigger1 = Animelem = 6
persistent = 0
name = "hikari"
pos = 40,-50
postype = P1
stateno = 2335
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 8
persistent = 0
name = "hikari"
pos = -40,50
postype = P1
stateno = 2335
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 12
persistent = 0
name = "hikari"
pos = 30,-25
postype = P1
stateno = 2335
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 16
persistent = 0
name = "hikari"
pos = -60,-60
postype = P1
stateno = 2335
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 20
persistent = 0
name = "hikari"
pos = 60,50
postype = P1
stateno = 2335
helpertype = normal
keyctrl = 0
ownpal = 1


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

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


[State 1000]
type = Explod
trigger1 = animelem = 3
anim = 23300
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 30,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 5
anim = 23300
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0


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


[State 1020, 4]
type = EnvShake
trigger1 = AnimElem = 2 || AnimElem = 3 
time = 20
ampl = -20
freq = 95
phase = 95






[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, HA
projanim = 11507
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.012 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 50,50
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,6
sparkno = s22109 + root,var(35)
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 1,-4
air.velocity = 1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000;14200

[State 1000, 2]
type = Projectile
triggerall = p2life <= 0
trigger1 = AnimElem = 2
attr = S, HA
projanim = 11507
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.012 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 50,50
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,6
sparkno = s22109 + root,var(35)
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 1,-4
air.velocity = 1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 33400

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 25
attr = S, HA
projanim = 11507
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.012 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 50,50
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,6
sparkno = s22109 + root,var(35)
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 8,-9
air.velocity = 8,-9
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 2013;14200

[State 1000, 2]
type = Projectile
triggerall = p2life <= 0
trigger1 = AnimElem = 25
attr = S, HA
projanim = 11507
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.012 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 50,50
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,6
sparkno = s22109 + root,var(35)
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 8,-9
air.velocity = 8,-9
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 33400

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



;壁ヘルパー
[Statedef 2320]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2320

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

;---------------------[追い越されたとき]
[state a]
type = posset
trigger1 = p2Dist X < 0
x = enemy,pos x

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


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



;---------------------[押し戻し判定]
[State 1000, 0]
type = PlayerPush
trigger1 = 1
value = 1

;---------------------[速度指定]
[State 1000, 0]
type = velset
trigger1 = 1
x = 5

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




;---------------------------------------------------------------------------
; ？？？？？？？？・オロチMAX超
[Statedef 2400]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -2000
anim = 2400
ctrl = 0

[state a]
type = changeanim
trigger1 = var(29) >= 1
trigger1 = time = 0
value = 2402
;---------------------[強弱判定]
[State a]
type = varset
trigger1 = time = 0
v = 11
value = 0

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

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

[State 3112, shin];ｽﾃﾈｭ
type = varset
triggerall = var(11) = 0
trigger1 = command = "FTorment"
trigger1 = power >= 4000
v = 11
value = 1

;---------------------[変数指定]
[state a]
type = varset
trigger1 = time = 0
v = 20
value = 0

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = animelem = 8,<=0
value = SCA

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

[State 1000, 5]
type = Explod
trigger1 = time = 24
anim = 6010
sprpriority = -1
postype = p1
pos = -31,-112
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 34
anim = 6011
sprpriority = 1
postype = p1
pos = -31,-112
bindtime = 1
supermove = 1
under = 0
ownpal = 1

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

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 24
value = 2,9

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 34
value = 2,12

[State 2000, 6]
type = PlaySnd
triggerall = anim = 2402
trigger1 = Time = 24
value = 2100,0

;---------------------[効果音]
[State 2000, 6]
type = PlaySnd
triggerall = anim != 2402
trigger1 = animelem = 7
value = 801,1

[State 2000, 6]
type = PlaySnd
triggerall = anim = 2402
trigger1 = animelem = 7
value = 2100,1

;---------------------[エフェクト]
[State 3040, 7]
type = EnvColor
trigger1 = time >= 27
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
triggerall = anim != 2402
trigger1 = animelem = 7
id = 2401
persistent = 0
name = "???"
pos = 100+var(5)*100,-93
postype = p1
stateno = 2401
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
triggerall = anim = 2402
trigger1 = animelem = 7
id = 2401
persistent = 0
name = "???"
pos = 100+var(5)*100,-93
postype = p1
stateno = 2411
helpertype = normal
keyctrl = 0
ownpal = 1

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

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


[Statedef 2411]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2199

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

[state a]
type = posset
trigger1 = time = 0
x = enemy,pos x 

[State 1015, 1]
type = veladd
triggerall= vel x< 5
trigger1 = root,command="holdfwd"
x = .8

[State 1015, 2]
type = veladd
triggerall= vel x> -5
trigger1 = root,command="holdback"
x = -.8

[State 1015, 3]
type = veladd
triggerall= vel y> -5
trigger1 = root,command="holdup"
y = -.8

[State 1015, 4]
type = veladd
triggerall = vel y< 5
trigger1 = root,command="holddown"
y = .8

[State 1015, 1]
type = veladd
triggerall= vel x< 5
trigger1 = p2dist x >= 0
x = .5

[State 1015, 2]
type = veladd
triggerall= vel x> -5
trigger1 = p2dist x<0
x = -.5

[State 1015, 3]
type = veladd
triggerall= vel y> -5
trigger1 = pos y > (enemynear,pos y+enemynear,const(size.mid.pos.y))-20
y = -.5

[State 1015, 4]
type = veladd
triggerall = vel y< 5
trigger1 = pos y < (enemynear,pos y+enemynear,const(size.mid.pos.y))-20
y = .5

[State 8055, 1]
type = VarRandom
trigger1 = 1
v = 51
range = -60,60

[State 8055, 1]
type = VarRandom
trigger1 = 1
v = 52
range = 60,-40

[State 8055, 1]
type = VarRandom
trigger1 = 1
v = 53
range = -60,60

[State 8055, 1]
type = VarRandom
trigger1 = 1
v = 54
range = 60,-40

[State 2000, 6];音楽
type = PlaySnd
trigger1 = (GameTime%20) = 1
value = 1,3
volume = 150

[State 2000, 6];音楽
type = PlaySnd
trigger1 = (GameTime%55) = 1
value = 2000,0
volume = 250


[State 1000, 2]
type = Projectile
trigger1 = (GameTime%10) = 1
attr = S, SA
projanim = 20051
projhitanim = 20051
projremovetime = 16
projid = 1050
projhits = 1
projpriority = 16
projsprpriority = 16
projedgebound = 220
postype = p1
offset = var(51),var(52)
velocity = 0
damage    = Ceil(0.002 * enemy,Const(data.life)),Ceil(0.0008 * enemy,Const(data.life))
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 0,0
hitsound = s2000,5
guardsound = s801,1
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
size.xscale = 0.6
size.yscale = 0.6
p2stateno = 19000

[State 1000, 2]
type = Projectile
trigger1 = (GameTime%5) = 1
attr = S, SA
projanim = 20052
projhitanim = 20052
projremovetime = 16
projid = 1050
projhits = 1
projpriority = 16
projsprpriority = 16
projedgebound = 220
postype = p1
offset = var(53),var(54)
velocity = 0
damage    = Ceil(0.002 * enemy,Const(data.life)),Ceil(0.0008 * enemy,Const(data.life))
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 0,0
hitsound = s2000,5
guardsound = s801,1
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 5,0
air.velocity = 4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
size.xscale = 0.6
size.yscale = 0.6
p2stateno = 19000



[State 2000, 6]
type = PlaySnd
trigger1 = time = 290
value = 801,1

[State 2000, 6];音楽
type = PlaySnd
trigger1 = time = 290
value = 2000, 1
volume = 150

[State 1010]
type = changestate
trigger1 = time = 100
value = 2401


[Statedef 2412]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 20051
ownpal = 1

;---------------------[無敵処理]

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


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



[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit = 1
anim = 22109 + root,var(35)
sprpriority = 5
postype = p2
pos = -10,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = MoveGuarded = 1
anim = 22113
sprpriority = 5
postype = p2
pos = -10,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = Ceil(0.002 * enemy,Const(data.life)),Ceil(0.0008 * enemy,Const(data.life))
guardflag = M
pausetime = 0,5
sparkno = -1
sparkxy = -15,-77
hitsound   = s2000,5
guard.sparkno = -1
guardsound = s801,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = 5
air.velocity = 4,-3
nochainID = 1200

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

[Statedef 2413]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 20052
ownpal = 1


;---------------------[無敵処理]

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


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




[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit = 1
anim = 22109 + root,var(35)
sprpriority = 5
postype = p2
pos = -10,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = MoveGuarded = 1
anim = 22113
sprpriority = 5
postype = p2
pos = -10,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = Ceil(0.002 * enemy,Const(data.life)),Ceil(0.0008 * enemy,Const(data.life))
guardflag = M
pausetime = 0,5
sparkno = -1
sparkxy = -15,-77
hitsound   = s2000,5
guard.sparkno = -1
guardsound = s801,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200



;---------------------[消滅]

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




; ？？？？？？？？・オロチMAX超・成功
[Statedef 2405]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= 0
anim = 2405
sprpriority = 35
ctrl = 0

[State 3112, shin];ｽﾃﾈｭ
type = changestate
trigger1 = var(11) = 1
value = 2700

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

;---------------------[効果音]
[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 11 ;9
value = 2000,3 ;2300,1

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







;鏡(?)ヘルパー
[Statedef 2401]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2401

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

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
attr = S, HP
animtype  = hard
damage    = 0,0
getpower = 0,0
hitflag = MA
guardflag = N
numhits = 1
pausetime = 0,6
guard.pausetime = 0,8
sparkno = s22109 + root,var(35)
sparkxy = 0,0
hitsound   = s240,0
guard.sparkno = s7012
guardsound = s190,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,0
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = 2410
p2stateno = 2415

[State 8055, 1]
type = VarRandom
trigger1 = 1
v = 51
range = -60,60

[State 8055, 1]
type = VarRandom
trigger1 = 1
v = 52
range = 60,-40

[State 8055, 1]
type = VarRandom
trigger1 = 1
v = 53
range = -60,60

[State 8055, 1]
type = VarRandom
trigger1 = 1
v = 54
range = 60,-40

[State 1000, 2]
type = Projectile
triggerall = root,anim = 2402
triggerall = time <= 34
trigger1 = (GameTime%10) = 1
attr = S, SA
projanim = 20051
projhitanim = 20051
projremovetime = 16
projid = 1050
projhits = 1
projpriority = 16
projsprpriority = 16
projedgebound = 220
postype = p1
offset = var(51),var(52)
velocity = 0
damage    = Ceil(0.002 * enemy,Const(data.life)),Ceil(0.0008 * enemy,Const(data.life))
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 0,0
hitsound = s2000,5
guardsound = s801,1
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
size.xscale = 0.6
size.yscale = 0.6
p2stateno = 19000

[State 1000, 2]
type = Projectile
triggerall = root,anim = 2402
triggerall = time <= 34
trigger1 = (GameTime%5) = 1
attr = S, SA
projanim = 20052
projhitanim = 20052
projremovetime = 16
projid = 1050
projhits = 1
projpriority = 16
projsprpriority = 16
projedgebound = 220
postype = p1
offset = var(53),var(54)
velocity = 0
damage    = Ceil(0.002 * enemy,Const(data.life)),Ceil(0.0008 * enemy,Const(data.life))
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 0,0
hitsound = s2000,5
guardsound = s801,1
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 5,0
air.velocity = 4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
size.xscale = 0.6
size.yscale = 0.6
p2stateno = 19000


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



;鏡(?)ヘルパー終了
[Statedef 2410]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
sprpriority = 15
ctrl = 0
anim = 2410

[State 801, 2]
type = Changestate
trigger1 = parent,stateno = 2700
value = 2710


;---------------------[変数指定]
[state a]
type = parentvarset
trigger1 = time = 0
v = 20
value = 1

;---------------------[効果音]
[State 2000, 6]
type = PlaySnd
trigger1 = animtime = 0
value = 2300,3

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

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

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

[State 1020, 4];画面シェイク
type = EnvShake
trigger1 = animtime = 0
time = 25
ampl = -12
freq = 95
phase = 95

;---------------------[相手制御]
[State 801, 2]
type = TargetBind
trigger1 = time = 0
pos = 0,0

[State 801, 2]
type = Targetstate
trigger1 = animtime = 0
value = 2416

[State 801, 2]
type = Targetlifeadd
trigger1 = animtime = 0
value = Ceil(-0.45 * enemy,Const(data.life)) - 1
ignorehitpause = 1
absolute = 1


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


;---------------------------------------------------------------------------
;投げられている相手
[Statedef 2415]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 20

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

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

;---------------------------------------------------------------------------
;投げられている相手2
[Statedef 2416]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

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

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

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

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

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

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


;---------------------------------------------------------------------------
; Hammer of Raijin
[Statedef 2700]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -4000
anim = 24051
sprpriority = 35
ctrl = 0


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

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 60
movetime = 60
anim = -1


[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6030
sprpriority = 34
postype = p1
pos = 50,-90
bindtime = -1
supermove = 1
ownpal = 1


[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 6031
sprpriority = 36
postype = p1
pos = 50,-90
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 6034
sprpriority = 34
postype = p1
pos = 50,-90
bindtime = -1
supermove = 1
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 = 36
postype = p1
pos = 50,-90
bindtime = 1
supermove = 1
ownpal = 1


[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 = 1
value = 3000,3

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 60
value = 2000,1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 60
value = 3,15

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 176
value = 3,13
volume = 250
channel = 9

[State 1]
type = AllPalfx
trigger1 = time = 60
sinadd = -255, -255, -255, 200
time = 100
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = AllPalfx
trigger1 = time = 920
sinadd = 255, 255, 255, 200
time = 100
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5]
type = Explod
trigger1 = time = 104
anim = 27000
sprpriority = -1
postype = back
pos = 0,0
bindtime = -1
supermove = 1
ontop = 1
ownpal = 1
;---------------------[エフェクト]

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


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

;-------------------------------------------------------
; Hammer of Raijin Helper
[Statedef 2710]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
sprpriority = 15
ctrl = 0
anim = 24101


[State 8055, 1]
type = RemoveExplod
trigger1 = time = 0
id = 2411

[State 9122, 1]
type = velset
trigger1 = time = 1
y = -4

[State 9122, 1]
type = velset
trigger1 = time = 104
y = 0

[State 8055, 1]
type = VarRandom
trigger1 = 1
v = 51
range = -42,42

[State 8055, 1]
type = VarRandom
trigger1 = 1
v = 52
range = 42,-42

[State 2000, 6]
type = PlaySnd
triggerall = time > 1
triggerall = time < 60
trigger1 = gametime%7 = 1
value = 3,14


[State 1000, 5]
type = Explod
triggerall = time > 1
triggerall = time < 104
trigger1 = gametime%3 = 1
anim = 11342
sprpriority = 26
postype = p1
pos = var(51),var(52)
bindtime = -1
supermove = 1
ontop = 0
scale = 1.6,1.6
random = 240,160
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
ownpal = 1
;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

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

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 24111
sprpriority = 25
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

;---------------------[相手制御]
[State 801, 2]
type = TargetBind
trigger1 = 1
pos = 0,0

[State 801, 2]
type = Targetstate
trigger1 = time = 0
value = 2715

[State 801, 2]
type = Targetstate
trigger1 = animtime = 0
value = 2716

[State 801, 2]
type = hitadd
triggerall = time >= 640
trigger1 = (gametime%3) = 1
value = 1

[State 801, 2]
type = hitadd
triggerall = time >= 700
trigger1 = (gametime%3) = 1
value = 5

[State 801, 2]
type = Targetlifeadd
trigger1 = animtime = 0
value = Ceil(-0.15 * enemy,Const(data.life)) - 1
ignorehitpause = 1
absolute = 1


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

;----------------------------------------------------------------------------
; Hammer of Raijin Target
[Statedef 2715]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 20

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

[State 801, 2]
type = lifeadd
triggerall = time >= 640
trigger1 = (gametime%3) = 1
value = -6
ignorehitpause = 1
absolute = 1

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

;---------------------------------------------------------------------------
; Hammer of Raijin Target 2
[Statedef 2716]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

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

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

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


[state a]
type = posset
trigger1 = animelem = 1
x = 0

[state a]
type = velset
trigger1 = animelem = 1
y = -25

[State 821, 1] 
type = VelAdd
Trigger1 = 1
y = 0.6


[State 821, 3] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -100
absolute = 1

[State 1020, 4]
type = EnvShake
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
time = 10
ampl = -5
freq = 95
phase = 95

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


;---------------------------------------------------------------------------
; max3
[Statedef 2999]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -6000
anim = 22061
ctrl = 0

[state a]
type = changestate
triggerall = var(29) >= 1
trigger1 = 1
value = 34300

[State 10000, sombras] 
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

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

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

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 6034
sprpriority = -1
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 || 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 = 50
value = 0,0,0
under = 2

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

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

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

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

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

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


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

;---------------------[効果音]
;[State 2000, 6]
;type = PlaySnd
;trigger1 = Time = 0
;value = 193,0

;---------------------[攻撃判定]
;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 22050


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

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

[State 1700, 0]
type = ReversalDef
trigger1 = 1
attr = S, HP
reversal.attr = SCA, NA, SA, HA, NT,ST,HT
hitflag = M-
priority = 4, Miss
pausetime = 0,0
sparkno = -1;S7012
hitsound = -1;S121,0
p2facing = 1
;p1stateno = 1310
p2stateno = 13121


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

;---------------------[変数指定]
[state a]
type = varset
trigger1 = time = 0
v = 19
value = 255

[state a]
type = varadd
trigger1 = var(19) >= 128
;trigger1 = 
v = 19
value = -40;-3

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

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


;---------------------[効果音]
;[State 2000, 6]
;type = PlaySnd
;trigger1 = Time = 70
;value = 193,1

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


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

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


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

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


[State 1020, 4]
type = EnvShake
trigger1 = Time = 30 || Time = 60 || Time = 74 || Time = 88 || Time = 96 || Time = 112 || Time = 120 || time = 126 || Time = 130 || Time = 140 || Time = 155 || Time = 170 || Time = 180 || Time = 202   
;trigger1 = (GameTime%3) = 1
time = 10
ampl = -20
freq = 95
phase = 95


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





;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = time = 30
id = 2100
persistent = 0
name = "muni"
pos = 0,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1


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


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

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

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

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

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

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

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

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


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



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

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

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

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

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

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

;---------------------[終了]
[state a]
type = changestate
trigger1 = time = 230
value = 22100


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

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

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


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


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

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

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

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


[State 3040, 7]
type = EnvColor
trigger1 = stateno != 22050
ignorehitpause = 1
value = 0,0,0
time = 0
under = 2



;---------------------[エフェクト]

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

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


; 無ヘルパー
[Statedef 22220]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3322



;---------------------[飛び道具]
[State 1000, 2]
type = Projectile
trigger1 = animelem = 1
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.06 * enemy,Const(data.life)),Ceil(0.01 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 49000


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


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


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
;trigger2 = movecontact = 3
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = Ceil(0.06 * enemy,Const(data.life)),Ceil(0.01 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1;s2559,2 s1150,0
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
nochainid = 2200
yaccel = .7
p2stateno = 49000




;---------------------[消滅]

[State 1010]
type = DestroySelf
trigger1 = MoveGuarded = 1

[state a]
type = destroyself
;trigger1 = hitcount >= 1
trigger1 = time >= 15
trigger2 = root,stateno != 22050


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




; 無ヘルパー
[Statedef 22221]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3322



;---------------------[飛び道具]
[State 1000, 2]
type = Projectile
trigger1 = animelem = 1
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 99999999,Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-6
air.velocity = -1,-6
fall = 1
fall.recover = 0
p2stateno = 49000


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



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


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
;trigger2 = movecontact = 3
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 99999999,Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1;s2559,2 s1150,0
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 2,-6.5
air.velocity = 2,-6.5
fall = 1
fall.recover = 0
nochainid = 2200
yaccel = .7
p2stateno = 49000




;---------------------[消滅]

[State 1010]
type = DestroySelf
trigger1 = MoveGuarded = 1

[state a]
type = destroyself
;trigger1 = hitcount >= 1
trigger1 = time >= 15
trigger2 = root,stateno != 22050


; 無ヘルパー
[Statedef 22229]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3322


;---------------------[飛び道具]
[State 1000, 2]
type = Projectile
trigger1 = animelem = 1
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 99999999,Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-6
air.velocity = -1,-6
fall = 1
fall.recover = 0
p2stateno = 49000


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


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


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
;trigger2 = movecontact = 3
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 99999999,Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1;s2559,2 s1150,0
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0.1,-6
air.velocity = 0.1,-6
fall = 1
fall.recover = 0
nochainid = 2200
yaccel = .6
p2stateno = 49000


;---------------------[消滅]

[State 1010]
type = DestroySelf
trigger1 = MoveGuarded = 1

[state a]
type = destroyself
;trigger1 = hitcount >= 1
trigger1 = time >= 15
trigger2 = root,stateno != 22050











;パワーアップ
[Statedef 3250]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= -4000
sprpriority = 1
anim = 3451
ctrl = 0

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

[State 9000, 1]
type = PalFX
triggerall = time >= 51
trigger1 = GameTime % 2
time = 1
add = 2,8,15
color = 0
invertall = 1

[State 23001]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg


[State 1020, 4]
type = EnvShake
triggerall = animelemtime(2) >= 0
trigger1 = (gametime%4) = 1
time = 30
ampl = -8
freq = 95
phase = 95

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

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 3455
sprpriority = -1
postype = p1
pos = 1,-115
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6034
sprpriority = -1
postype = p1
pos = 1,-115
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6030
sprpriority = -1
postype = p1
pos = 1,-115
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6031
sprpriority = 4
postype = p1
pos = 1,-115
bindtime = 1
supermove = 1
ownpal = 1

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

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

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

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


[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 2
value = 2,20
volume = 250

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


;---------------------[変数指定]
[state a]
type = varset
trigger1 = time = 0
v = 29
value = 1350

;---------------------[ex]
[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 33994
id = 3045
scale = 1.5,0.4
sprpriority = -1
postype = p1
pos = 0,0
ownpal = 1
bindtime = -1
removetime = -1
supermove = 0
under = 1
ignorehitpause = 1


[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 3454
id = 3045
scale = 0.6,1.3
sprpriority = -1
postype = p1
pos = 120,-10
ownpal = 1
bindtime = -1
removetime = -1
supermove = 0
under = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 3454
id = 3045
scale = 0.6,1.3
sprpriority = -1
postype = p1
pos = -120,-10
ownpal = 1
bindtime = -1
removetime = -1
supermove = 0
under = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 3454
id = 3045
scale = 0.6,1.3
sprpriority = -1
postype = p1
pos = 0,-50
ownpal = 1
bindtime = -1
removetime = -1
supermove = 0
under = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 3454
id = 3045
scale = 0.6,1.3
sprpriority = -1
postype = p1
pos = 55,50
ownpal = 1
bindtime = -1
removetime = -1
supermove = 0
ontop = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 3454
id = 3045
scale = 0.6,1.3
sprpriority = -1
postype = p1
pos = -55,50
ownpal = 1
bindtime = -1
removetime = -1
supermove = 0
ontop = 1
ignorehitpause = 1


[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 3454
id = 3045
scale = 0.4,1.3
sprpriority = -1
postype = p1
pos = 120,-10
ownpal = 1
bindtime = -1
removetime = -1
supermove = 0
ontop = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 3454
id = 3045
scale = 0.4,1.3
sprpriority = -1
postype = p1
pos = -120,-10
ownpal = 1
bindtime = -1
removetime = -1
supermove = 0
ontop = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 3454
id = 3045
scale = 0.4,1.3
sprpriority = -1
postype = p1
pos = 0,-50
ownpal = 1
bindtime = -1
removetime = -1
supermove = 0
under = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 3454
id = 3045
scale = 0.4,1.3
sprpriority = -1
postype = p1
pos = 55,50
ownpal = 1
bindtime = -1
removetime = -1
supermove = 0
ontop = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 3454
id = 3045
scale = 0.4,1.3
sprpriority = -1
postype = p1
pos = -55,50
ownpal = 1
bindtime = -1
removetime = -1
supermove = 0
ontop = 1
ignorehitpause = 1

[State 1]
type = varrandom
trigger1 = 1
range = -85,85
v = 52

[State 1]
type = varrandom
trigger1 = 1
range = 20,-70
v = 53

[State a]
type = Explod
triggerall = animelemtime(2) >= 0
triggerall = time <= 480
trigger1 = (GameTime%3) = 1
anim = 3041
sprpriority = 10
postype = p1
pos = var(52),var(53)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 0,-6
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------[pr]

[State 1000, 2]
type = Projectile
triggerall = animelemtime(2) >= 0
triggerall = time <= 480
trigger1 = (GameTime%3) = 1
attr = S, HA
projanim = 3453
projhitanim = -1
projid = 22079
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 120,-10
velocity = 0
animtype  = diagup
damage    = 1,Ceil(0.001 * enemy,Const(data.life))
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 = -3,-9.5
air.velocity = -3,-9.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[State 1000, 2]
type = Projectile
triggerall = animelemtime(2) >= 0
triggerall = time <= 480
trigger1 = (GameTime%3) = 1
attr = S, HA
projanim = 3453
projhitanim = -1
projid = 22079
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,-50
velocity = 0
animtype  = diagup
damage    = 1,Ceil(0.001 * enemy,Const(data.life))
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 = -3,-9.5
air.velocity = -3,-9.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[State 1000, 2]
type = Projectile
triggerall = animelemtime(2) >= 0
triggerall = time <= 480
trigger1 = (GameTime%3) = 1
attr = S, HA
projanim = 3453
projhitanim = -1
projid = 22079
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = -120,-10
velocity = 0
animtype  = diagup
damage    = 1,Ceil(0.001 * enemy,Const(data.life))
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 = -3,-9.5
air.velocity = -3,-9.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[State 1000, 2]
type = Projectile
triggerall = animelemtime(2) >= 0
triggerall = time <= 480
trigger1 = (GameTime%3) = 1
attr = S, HA
projanim = 3453
projhitanim = -1
projid = 22079
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 55,50
velocity = 0
animtype  = diagup
damage    = 1,Ceil(0.001 * enemy,Const(data.life))
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 = -3,-9.5
air.velocity = -3,-9.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[State 1000, 2]
type = Projectile
triggerall = animelemtime(2) >= 0
triggerall = time <= 480
trigger1 = (GameTime%3) = 1
attr = S, HA
projanim = 3453
projhitanim = -1
projid = 22079
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = -55,50
velocity = 0
animtype  = diagup
damage    = 1,Ceil(0.001 * enemy,Const(data.life))
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 = -3,-9.5
air.velocity = -3,-9.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

;---------------------[終了]


[State 1]
type = AllPalfx
trigger1 = time = 470
sinadd = 255, 255, 255, 200
time = 100
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 3040, 7]
type = EnvColor
trigger1 = time = 515
persistent = 0
ignorehitpause = 1
time = 15
value = 255,255,255
ontop = 2

[State 900]
type = removeexplod
trigger1 = time = 520
id = 3045


[state a] 
type = changestate
trigger1 = time =  550
value = 3251







[Statedef 3251]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2210
ctrl = 0



[State 23001]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg


[state 23001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1









;---------------------------------------------------------------------------
; max2.5
[Statedef 22075]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -3000
anim = 22075
ctrl = 0


[state a]
type = changestate
triggerall = (p2name = "Ayu Tukimiya" || p2name = "n-ri_ssj9")
trigger1 = 1
value = 33075

[state a]
type = poweradd
triggerall = (p2name = "Ayu Tukimiya" || p2name = "n-ri_ssj9")
trigger1 = 1
value = 3000
;---------------------[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 = 42
movetime = 42
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 3455
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6020
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6021
sprpriority = 1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

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

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

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2,9

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

[State 3100, 1]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= nobardisplay

;---------------------[攻撃判定]
;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 22076






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

[State 3100, 1]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= noFG
flag3= nobardisplay

[State 1020, 4]
type = EnvShake
triggerall = var(29) <= 1
trigger1 = (GameTime%3) = 1
time = 5
ampl = -3
freq = 95
phase = 95


[State 1020, 4]
type = EnvShake
triggerall = var(29) >= 1
trigger1 = (GameTime%3) = 1
time = 25
ampl = -24
freq = 95
phase = 95
;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = 1
value = SCA



[State 240, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2550, 0


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



[State 240, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 25
volume = 150

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 17
volume = 150


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 1
anim = 22080
id = 211
sprpriority = 5
postype = p1
pos = 40,-85
bindtime = -1
removetime = 150
supermove = 0
;ignorehitpause = 1
under = 0
ownpal = 1


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 1
anim = 22090
id = 211
sprpriority = 99
postype = p1
pos = 30,-85
bindtime = -1
removetime = 150
supermove = 0
;ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 22081
sprpriority = 0
postype = p1
pos = 25,0
vel = 0,0
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1

;---------------------[ヘルパー呼び出し]

[State 2900, 1];
type = helper
trigger1 = animelem = 1
id = 2100
persistent = 0
name = "muni"
pos = 15,-85
postype = P1
stateno = 22078
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1]
type = varrandom
trigger1 = 1
range = -40,-130
v = 51



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

[State 1]
type = varrandom
trigger1 = 1
range = -40,-130
v = 52


[State 22076]
type = Explod
triggerall = var(29) >= 1
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 11504
id = 11504
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 12,-2 + (random%5)
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 2]
type = Projectile
triggerall = var(29) >= 1
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
attr = S, SA
projanim = 22920
projpriority = 999999999
projsprpriority = 999999999
projid = 22079
hitflag = MAFD
postype = p1
offset = 0,var(52)
velocity = 12,-2 + (random%5)
damage = 5,1
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = s22109 + var(35)
guard.sparkno = S22113
sparkxy = 20,0
hitsound = 1;S190,2
guardsound = -1;S121,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
p2stateno = 9000

;---------------------[終了]
[State 3112, shin];ｽﾃﾈｭ
type = changestate
triggerall = command = "オロチMAX15"
triggerall = power >= 4000
trigger1 = time >= 130
trigger1 = time < 150
value = 33074

[state a]
type = changestate
trigger1 = time = 150
value = 22077


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


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = time = 0
anim = 22090
id = 211
sprpriority = 0
postype = p1
pos = 30,-85
bindtime = -1
;removetime = 1
supermove = 0
;ignorehitpause = 1
scale = 0.8,0.8
under = 0
ownpal = 1


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = time = 3
anim = 22090
id = 211
sprpriority = 0
postype = p1
pos = 30,-85
bindtime = -1
;removetime = 1
supermove = 0
;ignorehitpause = 1
scale = 0.3,0.3
under = 0
ownpal = 1

[State 1021, 1]
type = removeexplod
trigger1 = time = 0
id = 11504

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






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

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

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

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

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

[State 240, 1]
type = PlaySnd
triggerall = root,var(29) >= 1
trigger1 = animelem = 1
value = 2550, 0
volume = 200

[State 240, 1]
type = PlaySnd
triggerall = root,var(29) >= 1
trigger1 = animelem = 1
value = 2552, 0
volume = 200

[State 240, 1]
type = PlaySnd
triggerall = root,var(29) >= 1
triggerall = time >= 0
trigger1 = (GameTime%15) = 1
value = 2562, 9
volume = 200



;---------------------[飛び道具]
[State 1000, 2]
type = Projectile
triggerall = time <= 140
trigger1 = (GameTime%3) = 1
attr = S, HA
projanim = 22079
projhitanim = -1
projid = 22079
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.011 * enemy,Const(data.life)) - 5,Ceil(0.0035 * enemy,Const(data.life))
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 = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000



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





;---------------------------------------------------------------------------
; ？？？？？？・無に還ろう
[Statedef 2900]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -2000
anim = 2200
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 = 32
movetime = 32
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6010
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6011
sprpriority = 1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

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

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2,9

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 2100,0
volume = 255

;---------------------[効果音]

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 10
value = 9800,0
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 11
value = 2100,3
volume = 255

;---------------------[攻撃判定]
;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 2905


; ？？？？？？・無に還ろう・攻撃
[Statedef 2905]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
sprpriority = 9999999
ctrl = 0


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

[state a]
type = reversaldef
trigger1 = 1
reversal.attr = SCA,AA,AT
pausetime = 0,0
sparkno = -1
sparkxy = -1
hitsound = -1
numhits = 0

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

;---------------------[エフェクト]
[State 3040, 7]
type = null;EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

;---------------------[効果音]


[State 2000, 6];音楽
type = PlaySnd
trigger1 = Time = 34 ;50
value = 2100,1 ;2000,1
volume = 255

[State 2000, 6];音楽
type = PlaySnd
trigger1 = Time = 100 ;90
value = 2000,2
volume = 150

[State 2000, 6];音楽
type = PlaySnd
trigger1 = Time = 160
value = 9991,0 ;4000,7
volume = 180

[State 2000, 6];音楽
type = PlaySnd
trigger1 = Time = 163 ;50
value = 2562,26 ;2000,1
volume = 150

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 3012
id = 3012
sprpriority = 9999999
postype = back
pos = 0,0
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 5
anim = 3095
id = 3095
sprpriority = 9999999
postype = back
pos = 0,0
bindtime = -1
removetime = -1
supermove = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 3091
id = 3091
sprpriority = 9999999
postype = back
pos = 0,0
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = time = 0
id = 2333
persistent = 0
name = "muni"
pos = 0,-240
postype = back
stateno = 2333
helpertype = normal
keyctrl = 0
ownpal = 1


;---------------------[終了]
[state a]
type = changestate
trigger1 = time = 220
value = 2910


; ？？？？？？・無に還ろう・終了
[Statedef 2910]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2210
ctrl = 0
sprpriority = 9999999

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


;---------------------[エフェクト]
[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

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


[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 3013
id = 3013
sprpriority = 9999999
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 3092
id = 3092
sprpriority = 9999999
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

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

; 無ヘルパー
[Statedef 2333]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2333

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

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

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 2199

[State 22121,1]
type = TargetLifeAdd
trigger1 = movehit = 1
value = Ceil(-0.0015 * enemy,Const(data.life)) - 1
ignorehitpause = 1
absolute = 1

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 2
trigger2 = hitcount <= 76
attr = S, HA
animtype  = hard
damage    = 5
getpower = 0,0
guardflag = 
hitflag = MAFD
numhits = 1
pausetime = 2,5
guard.pausetime = 2,5
sparkno = s2110 ;s7002
sparkxy = 0,floor(enemy,pos y)+180 ;-2,floor(enemy,pos y)+180
hitsound   = s9800,0  ;s4000,6
guard.sparkno = s1015 ;s7012
guardsound = s9800,1 ;s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 9000

[State 2900, 1];
type = helper
trigger1 = movehit = 1
id = 4000
persistent = 1
name = "da1"
pos = 0,0
postype = p2
stateno = 4000
helpertype = normal
keyctrl = 1
ownpal = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = hitcount >= 77
trigger2 = root,stateno != 2205



[Statedef 3100]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3017
ownpal = 1


;---------------------[無敵処理]

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


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

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

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
triggerall = p2statetype != A
triggerall = p2stateno  != 40
trigger1 = p2movetype = A
attr = S, HP
animtype  = hard
damage    = 0,5
getpower = 0,0
guardflag = 
hitflag = MAF
numhits = 0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 4001

[State 2];攻撃の指定
type = HitDef
triggerall = p2statetype = A
triggerall = p2stateno  != 40
trigger1 = p2movetype = A
attr = S, HP
animtype  = hard
damage    = 0,0
getpower = 0,0
guardflag = 
hitflag = MAF
numhits = 0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 4002

[State 2];攻撃の指定
type = HitDef
triggerall = p2stateno  = 40
trigger1 = p2movetype = A
attr = S, HA
animtype  = hard
damage    = 0,5
getpower = 0,0
guardflag = 
hitflag = MAF
numhits = 0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 4002



;---------------------[消滅]
[state a]
type = destroyself
trigger1 = movehit = 1

[state a]
type = destroyself
trigger1 = time >= 10

[Statedef 4000]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3018
ownpal = 1


;---------------------[無敵処理]

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


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

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

;---------------------------------------------------------------------------
; 
[Statedef 4001]
type = S
physics = S
sprpriority = 0


[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

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

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

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

[State 10051, 4]
type = SelfState
trigger1 = Time >= GetHitVar(hittime)
value = 0
ctrl = 1


[Statedef 4002]
type    = A
physics = A

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 10051, 4]
type = SelfState
trigger1 = Time >= 0
value = 50
ctrl = 1



; 無ヘルパー
[Statedef 2199]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 8,0
ctrl = 0
anim = 2199

;---------------------[変数指定]
[state a]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 2199
v = 14
value = 8

[state a]
type = varadd
trigger1 = movecontact = 1
v = 14
value = -1

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

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

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 2101

;---------------------[エフェクト]
[State 1000, 5];
type = Explod
trigger1 = movehit = 1
anim = 2110
id = 2110
sprpriority = 10
postype = p2
velset = 0,0
pos = 10,-70
bindtime = -1
supermove = 1
ignorehitpause = 1
facing = -1
under = 0

[State 1000, 5];
type = Explod
trigger1 = moveguarded = 1
anim = 1015
id = 2110
sprpriority = 10
postype = p2
velset = 0,0
pos = 10,-70
bindtime = 1
supermove = 1
ignorehitpause = 1
facing = -1
under = 0

;---------------------[速度指定]
[state a]
type = velset
trigger1 = movecontact = 1
trigger2 = p2Dist X <=0
x = 0

[state a]
type = velset
trigger1 = movecontact = 5
x = 8

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
trigger2 = movehit = 10
trigger3 = moveguarded = 8
attr = S, HP
animtype  = hard
damage    = Ceil(0.05 * enemy,Const(data.life)),15
getpower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 0,6
guard.pausetime = 0,8
sparkno = -1;s7002
sparkxy = -17,0
hitsound   = s190,2
guard.sparkno = -1;s7012
guardsound = s190,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-6
air.velocity = -8,-6.5
fall = 1
air.fall = 1
fall.recover = 0
ID = 1200


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 100
trigger2 = var(14) <= 0



;////////////////////////////////////////////////////////////////////////////////////
;---------------------------------------------------------------------------
; Silver Missile
[Statedef 4250]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -1000
anim = 2201
ctrl = 0
sprpriority = 9999999

[state a]
type = changestate
triggerall = var(29) >= 1
trigger1 = 1
value = 2125

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


[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22131
id = 22131
sprpriority = -2
postype = p1
pos = 10,5
bindtime = -1
removetime = -1
supermove = 1
under = -2
ownpal = 1
loop = 1

;---------------------[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 = 32
movetime = 32
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6000
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6001
sprpriority = 1
postype = p1
pos = 1,-129
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 = Time = 1
value = 190,0
volume = 255

;---------------------[効果音]


;---------------------[攻撃判定]
;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 4251


; ？？？？？？・無に還ろう・攻撃
[Statedef 4251]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2206
sprpriority = 9999999
ctrl = 0


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

[state a]
type = reversaldef
trigger1 = 1
reversal.attr = SCA,AA,AT
pausetime = 0,0
sparkno = -1
sparkxy = -1
hitsound = -1
numhits = 0

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

;---------------------[エフェクト]
[State 3040, 7]
type = null;EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

;---------------------[効果音]


[State 2000, 6];音楽
type = PlaySnd
trigger1 = Time = 50 ;50
value = 2000,0 ;2000,1
volume = 150


[State 2000, 6];音楽
type = null;PlaySnd
trigger1 = (GameTime%20) = 1
value = 1,3
volume = 150

[State 2000, 6];音楽
type = PlaySnd
trigger1 = (GameTime%60) = 1
value = 2000,0 ;2000,1
volume = 250


;---------------------[ヘルパー呼び出し

[State 2900,1 ]
type = Helper
trigger1 = (time = [0,180]) && (Timemod = 6,0)
helpertype = normal
name = "Lumi"
ID = 4250
pos = 0,-90
size.yscale = 0.4
size.xscale = 0.4
stateno = 14100
ownpal = 1

;---------------------[終了]
[state a]
type = changestate
trigger1 = time = 180
value = 4252


; ？？？？？？・無に還ろう・終了
[Statedef 4252]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0
sprpriority = 9999999

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


;---------------------[エフェクト]
[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

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

;---------------------[終了]
[state a]
type = changestate
triggerall = command = "混2"
triggerall = power >= 5000
trigger1 = time >= 0
trigger1 = time < 20
value = 8050

[state a]
type = changestate
triggerall = command = "混"
triggerall = power >= 5000
trigger1 = time >= 0
trigger1 = time < 20
value = 8050

[state a]
type = changestate
triggerall = command = "Lumi"
triggerall = power >= 3000
trigger1 = time >= 0
trigger1 = time < 20
value = 4450

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




;--------------------------------------------[lprojectile]
[Statedef 14100]
type = A
movetype = A
physics = N
anim = 14100
velset = 0,0;-2,-10
ctrl = 0
sprpriority = 2



[State 1010];音楽
type = PlaySnd
trigger1 = Time = 5
value = 9110,1 ;2000,1
volume = 100

[State 1010]
type = AfterImage
trigger1 = time = 1
time = -1
length = 15
trans = add1
framegap = 1
timegap = 1
palbright = 0,0,0
palcontrast = 150,150,150;225,225,225
palpostbright = 100,100,100
paladd = 0,0,0
palmul = 1,1,1


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

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

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


[State 1000, 5];攻撃エフェクト
type = null;Explod
triggerall = time >= 0
trigger1 = (GameTime%10) = 1
anim = 14100
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
bindtime = 0
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 8220, 1]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist X< 0
trigger1 = Vel X >= -32
x = -1.9

[State 8220, 2]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist X >= 0
trigger1 = Vel X <= 32
x = 1.9

[State 8220, 3]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist y< 30
trigger1 = Vel y >= -32
y = -1.8

[State 8220, 4]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist y >= 30
trigger1 = Vel y <= 32
y = 1.7

[State 1001]
type = velset
trigger1 = !time && !prevstateno
x = -2.5-(random/400.0)
y = -10+(random/50.0)

[State 1001]
type = null;veladd
trigger1 = vel y>-10 && numenemy
trigger1 = pos y>(enemynear,pos y+enemynear,const(size.mid.pos.y))
y = -.25

[State 3110]
type = null;veladd
trigger1 = vel x<10 && p2dist x>0
x = .25

[State 3110]
type = null;veladd
trigger1 = vel y<10 && numenemy
trigger1 = pos y<(enemynear,pos y+enemynear,const(size.mid.pos.y))
y= .25

[State 3110]
type = null;veladd
trigger1 = vel x>-10 && p2dist x<0
x = -.25




;---------------------[飛び道具]
[State 1000, 2]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 22128
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8


[State 1010]
type = HitDef
trigger1 = time >= 0
attr = A, SA
animtype  = Hard
damage    = Ceil(0.005 * enemy,Const(data.life)) * root,var(39),Ceil(0.003 * enemy,Const(data.life)) * root,var(39)
hitflag = MAFD
getpower = 0,0
givepower = 0,0
guardflag = M
pausetime = 2,5
priority = 999999
sparkno = s1910 ;s22109 + root,var(35)
guard.sparkno = s1910 ;s22113
sparkxy = 0,0
hitsound = s2550,0 ;s2000,5
guardsound = s2550,0 ;S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -3,-8
air.velocity = -3,-8
fall = 1
fall.recover = 0
envshake.time=16
envshake.freq=100
envshake.ampl=6
p2stateno = 9000




[State 1010]
type = Playsnd
trigger1 = MoveGuarded = 1
value = 2552,0


[State 1010]
type = Playsnd
trigger1 = MoveHit = 1
value = 2552,0

[State 1010]
type = EnvColor
trigger1 = MoveHit = 1
value = 255,255,255
time = 1
under = 2 ;1

[State 1010]
type = DestroySelf
trigger1 = Movehit = 1

[State 1010]
type = DestroySelf
trigger1 = MoveGuarded = 1

[State 1010]
type = DestroySelf
triggerall = p2name != "naruto-kun"
triggerall = p2name != "sasuke-kun"
trigger1 = time >= 230



;////////////////////////////////////////////////////////////
; Forbiden Torment (attempt)
[Statedef 33100]
type    = S
physics = S
movetype= A
anim = 33100
poweradd = 0
ctrl = 0
juggle = 0;15
velset = 0,0
;facep2 = 1


[State -2]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, AA, AT, AP
hitflag = M-
priority = 6, Miss
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
p2facing = 1
p1stateno = 33101
p2stateno = 33120

[State 4000, 2]
type = Hitdef
triggerall = var(29) <= 1
triggerall = time = 0
trigger1 = p2stateno != 150 && 152 && 154
attr = S, HT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 2
p2facing = 1
p1stateno = 33101
p2stateno = 33120
guard.dist = 0
fall = 1
fall.recover = 0

[State 4000, 2]
type = Hitdef
triggerall = var(29) >= 1
triggerall = time = 0
trigger1 = p2stateno != 150 && 152 && 154
attr = S, HT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 2
p2facing = 1
p1stateno = 32101
p2stateno = 32120
guard.dist = 0
fall = 1
fall.recover = 0

[State 3000, 3]
type = null ;ChangeState
trigger1 = P2bodydist x < 25
Trigger1 = AnimTime = 0
value = 200

[State 3000, 5]
type = null ;ChangeState
trigger1 = P2bodydist x >= 25
Trigger1 = AnimTime = 0
value = 221

[State 3000, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;-----------------------------------------------
; Forbiden Torment (Hit)
[Statedef 33101]
type    = S
physics = S
movetype= A
anim = 33101
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 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 = 60,0
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 = 60,0
postype = p1
supermove = 1
bindtime = 30
ontop = 1
ownpal = 1

[State 4001, 2.2];Kof 2000 superspark(Edit)
type = Explod
trigger1 = Time = 18
anim = 6010
pos = 25,-148
postype = p1
supermove = 1
bindtime = 30
under = 0
ownpal = 1

[State 4001, 2.2];Kof 2000 superspark(Edit)
type = Explod
trigger1 = Time = 18
anim = 6011
pos = 25,-148
postype = p1
supermove = 1
bindtime = 30
ontop = 1
ownpal = 1

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

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

[State 4001, 2.3];chime snd
type = playsnd
trigger1 = Time = 18
value = 2100,0
volume = 250

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 3010
anim = 33111;3010
pos = 60,0;120,-200
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 3010
anim = 33112;3010
pos = 60,0 ;120,-200
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 3010
anim = 2553
pos = 60,0
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 3010
anim = 22067
pos = 40,0
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
scale = 1.2,1.2
ownpal = 1

[State 4001, 3.2]
type = RemoveExplod
trigger1 = animelem = 65;66
ID = 3010


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 66
anim = 22108
id = 1415
sprpriority = 10
postype = p1
pos = 63,-120
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 66
anim = 10007
id = 1415
sprpriority = 10
postype = p1
pos = 57,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 66
anim = 10006
id = 1415
sprpriority = 10
postype = p1
pos = 73,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 66
anim = 1189
id = 1415
sprpriority = 10
postype = p1
pos = 68,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 66
anim = 10003
id = 1415
sprpriority = 10
postype = p1
pos = 63,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 66
anim = 33111
id = 1415
sprpriority = 10
postype = p1
pos = 63,0
bindtime = 1
supermove = 0
removetime = 24
ignorehitpause = 1
under = 0
ownpal = 1


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 66
anim = 33112
id = 1415
sprpriority = 10
postype = p1
pos = 63,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 66
anim = 10005
id = 1415
sprpriority = 10
postype = p1
pos = 63,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 66
anim = 10002
id = 1415
sprpriority = 10
postype = p1
pos = 63,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 66
anim = 2551
id = 1415
sprpriority = 10
postype = p1
pos = 63,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 66
anim = 8989
id = 1415
sprpriority = 10
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
scale = 0.8,1.5
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 66
anim = 8990
id = 1415
sprpriority = 10
postype = p1
pos = 40,0
scale = 1.8,1.8
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 4001, 3.3]
type = Null;Explod
trigger1 = animelem = 66
anim = 1001
pos = 95,1
postype = p1
bindtime = 1
sprpriority = 4
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 = 47, -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
pos = 48,-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
pos = 48,-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
pos = 47,-164

[State 4001, 5.7]
type = null;TargetBind
trigger1 = time >= 200;153
trigger1 = time <= 201;154
pos = 21,-165

[State 4001, 5.8]
type = null;TargetBind
trigger1 = time >= 202;155
trigger1 = time <= 204;157
pos = 24,-166

[State 4001, 5.9]
type = null;TargetBind
trigger1 = time = 205;158
pos = 92,-134

[State 4001, 5.9]
type = null;TargetBind
trigger1 = animelem = 68
pos = 92,-800

[State 4001, 5.9]
type = TargetState
triggerall = p2life >= 0
trigger1 = animelem = 68
value = 14200

[State 4001, 5.9]
type = TargetState
triggerall = p2life <= 0
trigger1 = animelem = 68
value = 33400

[State 4001, 5.9]
type = Playsnd
triggerall = p2life <= 0
trigger1 = animelem = 68
value = 2550,0
volume = 200

[State 4001, 6.1]
type = Playsnd
trigger1 = Time = 0
value = 1100,10
volume = 200

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

[State 4001, 6.2]
type = Playsnd
trigger1 = animelem = 7
value = 2100, 1
volume = 250

[State 4001, 6.3]
type = Playsnd
trigger1 = animelem = 7
value = 2550, 0
volume = 150

[State 4001, 6.3]
type = Playsnd
trigger1 = animelem = 7
value = 2562, 25
volume = 250

[State 4001, 6.3]
type = Playsnd
trigger1 = animelem = 7
value = 2562,24
volume = 250

[State 4001, 6.3]
type = Playsnd
trigger1 = animelem = 7
value = 2562,17
volume = 250

[State 4001, 6.4]
type = Playsnd
trigger1 = animelem = 67
value = 2000, 2
volume = 200

[State 4001, 6.3]
type = null ;Playsnd
trigger1 = animelem = 7
trigger2 = animelem = 10
trigger3 = animelem = 13
trigger4 = animelem = 16
trigger5 = animelem = 19
trigger6 = animelem = 22
trigger7 = animelem = 25
trigger8 = animelem = 28
trigger9 = animelem = 31
trigger10 = animelem = 34
trigger11 = animelem = 37
trigger12 = animelem = 40
trigger13 = animelem = 43
trigger14 = animelem = 46
trigger15 = animelem = 49
trigger16 = animelem = 52
trigger17 = animelem = 55
trigger18 = animelem = 58
trigger19 = animelem = 61
;trigger20 = animelem = 64
value = 2556, 0
volume = 80

[State 4001, 6.4]
type = Playsnd
trigger1 = animelem = 65
value = 2551, 0
volume = 200

[State 4001, 6.4]
type = Playsnd
trigger1 = animelem = 65
value = 9110,0
volume = 200

[State 4001, 6.4]
type = Playsnd
trigger1 = animelem = 65
value = 9110,1
volume = 200

[State 4001, 6.5]
type = HitAdd
trigger1 = time = 34
trigger2 = time = 37
trigger3 = time = 40
trigger4 = time = 43
trigger5 = time = 46
trigger6 = time = 49
trigger7 = time = 52
trigger8 = time = 55
trigger9 = time = 58
trigger10 = time = 61
trigger11 = time = 64
trigger12 = time = 67
trigger13 = time = 70
trigger14 = time = 73
trigger15 = time = 76
trigger16 = time = 79
trigger17 = time = 82
trigger18 = time = 85
trigger19 = time = 88
trigger20 = time = 91
trigger21 = time = 94
trigger22 = time = 97
trigger23 = time = 100
trigger24 = time = 103
trigger25 = time = 106
trigger26 = time = 109
trigger27 = time = 112
trigger28 = time = 115
trigger29 = time = 118
trigger30 = time = 121
trigger31 = time = 124
trigger32 = time = 127
trigger33 = time = 130
trigger34 = time = 133
trigger35 = time = 136
trigger36 = time = 139
trigger37 = time = 142
trigger38 = time = 145
trigger39 = time = 148
trigger40 = time = 155
trigger41 = time = 162
value = 1

[State 4001, 7];Damage
type = TargetLifeadd
trigger1 = animelem = 7
trigger2 = animelem = 10
trigger3 = animelem = 13
trigger4 = animelem = 16
trigger5 = animelem = 19
trigger6 = animelem = 22
trigger7 = animelem = 25
trigger8 = animelem = 28
trigger9 = animelem = 31
trigger10 = animelem = 34
trigger11 = animelem = 37
trigger12 = animelem = 40
trigger13 = animelem = 43
trigger14 = animelem = 46
trigger15 = animelem = 49
trigger16 = animelem = 52
trigger17 = animelem = 55
trigger18 = animelem = 58
trigger19 = animelem = 61
trigger20 = animelem = 64
trigger21 = animelem = 65
value = Ceil(-0.01 * enemy,Const(data.life));(floor(-25*fvar(12)))-25
absolute = 1
kill = 0

[State 4001, 7.1];Damage2
type = TargetLifeadd
triggerall = p2name != "n-ri_ssj9"
trigger1 = animelem = 66
value = Ceil(-0.04 * enemy,Const(data.life));-300
absolute = 1

[State 4001, 7.1];Damage2
type = TargetLifeadd
triggerall = p2name = "n-ri_ssj9"
trigger1 = animelem = 66
value = Ceil(-1 * enemy,Const(data.life))
absolute = 1

[State 4001, 5.9]
type = TargetState
triggerall = p2name = "n-ri_ssj9"
trigger1 = animelem = 68
value = 33400

[state a]
type = changestate
triggerall = command = "オロチMAX"
triggerall = power >= 2000
trigger1 = animelem = 68,>=0
value = 7125

[state a]
type = changestate
triggerall = command = "FTorment"
triggerall = power >= 7000
trigger1 = animelem = 68,>=0
value = 20000

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

;----------------------------------------------
; Forbiden Torment (Target)
[Statedef 33120]
type    = S
physics = N
movetype= H
ctrl = 0
velset = 0,0

[State 4020, 1]
type = Changeanim2
trigger1 = time = 0
value = 33120

[State 4020, 2.1]
type = Velset
trigger1 = time = 206;159
y = -6
x = -8

[State 4020, 2.2];gravity
type = Veladd
trigger1 = time >= 206;159
y = .52

[State 4020, 2.3];slow down
type = VelMul
trigger1 = time >= 206;159
x = .96

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

[State 4020, 3]
type = Statetypeset
trigger1 = time = 206;159
value = A

[State 4020, 4];short flash
type = Envcolor
trigger1 = animelem = 7, = 1
trigger2 = animelem = 10, = 1
trigger3 = animelem = 13, = 1
trigger4 = animelem = 16, = 1
trigger5 = animelem = 19, = 1
trigger6 = animelem = 22, = 1
trigger7 = animelem = 25, = 1
trigger8 = animelem = 28, = 1
trigger9 = animelem = 31, = 1
trigger10 = animelem = 34, = 1
trigger11 = animelem = 37, = 1
trigger12 = animelem = 40, = 1
trigger13 = animelem = 43, = 1
trigger14 = animelem = 46, = 1
trigger15 = animelem = 49, = 1
trigger16 = animelem = 52, = 1
trigger17 = animelem = 55, = 1
trigger18 = animelem = 58, = 1
trigger19 = animelem = 61, = 1
trigger20 = animelem = 64, = 1
trigger21 = animelem = 66, = 1
value = 248,248,248
time = 1
under = 1

[State 4020, 4];short flash
type = Envcolor
trigger1 = animelem = 8, = 1
trigger2 = animelem = 11, = 1
trigger3 = animelem = 14, = 1
trigger4 = animelem = 17, = 1
trigger5 = animelem = 20, = 1
trigger6 = animelem = 23, = 1
trigger7 = animelem = 26, = 1
trigger8 = animelem = 29, = 1
trigger9 = animelem = 32, = 1
trigger10 = animelem = 35, = 1
trigger11 = animelem = 38, = 1
trigger12 = animelem = 41, = 1
trigger13 = animelem = 44, = 1
trigger14 = animelem = 47, = 1
trigger15 = animelem = 50, = 1
trigger16 = animelem = 53, = 1
trigger17 = animelem = 56, = 1
trigger18 = animelem = 59, = 1
trigger19 = animelem = 62, = 1
trigger20 = animelem = 65, = 1
trigger21 = animelem = 66, = 1
value = 255,0,0
time = 1
under = 2

[State 4020, 6];shaking effect
type = Envshake
trigger1 = animelem = 7
trigger2 = animelem = 10
trigger3 = animelem = 13
trigger4 = animelem = 16
trigger5 = animelem = 19
trigger6 = animelem = 22
trigger7 = animelem = 25
trigger8 = animelem = 28
trigger9 = animelem = 31
trigger10 = animelem = 34
trigger11 = animelem = 37
trigger12 = animelem = 40
trigger13 = animelem = 43
trigger14 = animelem = 46
trigger15 = animelem = 49
trigger16 = animelem = 52
trigger17 = animelem = 55
trigger18 = animelem = 58
trigger19 = animelem = 61
trigger20 = animelem = 64
time = 5
freq = 85 ;80
phase = 95
ampl = 20 ;7

[State 4020, 6]
type = EnvShake
trigger1 = animelem = 65
time = 30
ampl = 30
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];adjust the camera
type = ScreenBound
trigger1 = time < 206;159
value = 1

[State 4020, 10]
type = Width
trigger1 = time < 206;159
value = -30,-30

[State 4020, 11]
type = selfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = time >= 208;161
value = 5100




;/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
; Path of Lords (start)
[Statedef 8050]
type = S
movetype = A
physics = S
anim = 24000
poweradd = -5000
velset = 0
ctrl = 0

[State 3500, 9]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= noFG
flag3= nobardisplay

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

[State 8050, 3]
type = SuperPause
trigger1 = Time = 5
time = 29
movetime = 10
anim = -1

[State 3040, 7]
type = EnvColor
trigger1 = time = 5
persistent = 0
ignorehitpause = 1
time = 30
value = 0,0,0
under = 2

[State 8050, 4]
type = VarSet
trigger1 = Time = 0
var(3) = 0

[State 8050, 5]
type = Explod
trigger1 = Time = 4
anim = 6034
sprpriority = -2
postype = p1
pos = 8,-79
bindtime = -1
supermove = 1
ownpal = 1

[State 8050, 5]
type = Explod
trigger1 = Time = 4
anim = 6030
sprpriority = -1
postype = p1
pos = 8,-79
bindtime = -1
under = 0
supermove = 1

[State 8050, 5]
type = Explod
trigger1 = Time = 14
anim = 6031
sprpriority = 2
postype = p1
pos = 8,-79
bindtime = -1
supermove = 1

[State 8050, 6]
type = Explod
trigger1 = Time = 4 || time = 14 || time = 24 
anim = 6035
sprpriority = 4
postype = p1
pos = 8,-79
bindtime = -1
supermove = 1
ownpal = 1


[State 8050, 7]
type = PlaySnd
trigger1 = Time = 3
value = 2562,2

[State 8050, 7]
type = PlaySnd
trigger1 = Time = 4
value = 2,8

[State 8050, 7]
type = PlaySnd
trigger1 = Time = 14
value = 2,12

[State 8050, 8]
type = PlaySnd
trigger1 = Time = 4
value = 3000,3

[State 8050, 8]
type = PlaySnd
trigger1 = Time = 4
value = 2000,0
volume = 200

[State 8050, 9]
type = PosAdd
trigger1 = AnimElem = 4
x = 8

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

[State 8050, 14]
type = ChangeState
trigger1 = AnimTime = 0
value = 8055


;-------------------------------------------------------
; Path of Lords (slide)
[Statedef 8055]
type = S
movetype = A
physics = S
anim = 2199

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

[State 8055, 1]
type = VarRandom
trigger1 = 1
v = 7
range = 0,3

[State 3500, 9]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= noFG
flag3= nobardisplay

[State 8055, 1]
type = VarAdd
trigger1 = Time = 0
var(3) = 1

[State 8055, 2]
type = VelSet
trigger1 = Time > 0
x = 20

[State 8055, 3]
type = PlayerPush
trigger1 = 1
value = 0


[State a];ヘルパ
type = Helper
trigger1 = movecontact = 1
name = "lash"
sprpriority = 2
pos = 0,0
postype = p2
stateno = 22121
juggle = 8
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 8050, 7]
type = PlaySnd
trigger1 = Time = 0
value = 2562,30
volume = 250


[State 8050, 7]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Time = 0
value = 1400,var(7)
volume = 250

[State 8055, 9]
type = Helper
trigger1 = (time = [0,23]) && (Timemod = 5,0)
ID = 8000
pos = -30,0
postype = p1
stateno = 11988
name = "hasira"
helpertype = normal
keyctrl = 0
ownpal = 1


[State 8050, 5]
type = Explod
trigger1 = Time = 0
anim = 24001
id = 24001
sprpriority = 999999
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
ownpal = 1

[State 8050, 5]
type = removeExplod
trigger1 = Time = 28
trigger1 = Var(3) < 8
id = 24001

[State 8050, 5]
type = removeExplod
trigger1 = Time = 24
trigger1 = Var(3) = 8
id = 24001

[State 8055, 16]
type = ChangeState
trigger1 = Time = 28
trigger1 = Var(3) < 8
value = 8060

[State 8055, 17]
type = ChangeState
trigger1 = Time = 28
trigger1 = Var(3) = 8
value = 8061


;---------------------------------------------------
; Path of Lords (turn)
[Statedef 8060]
type = S
movetype = A
physics = S
anim = 24003

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

[State 8050, 5]
type = Explod
trigger1 = Time = 0
anim = 24002
id = 24001
sprpriority = 999999
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
ownpal = 1

[State 3500, 9]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= noFG
flag3= nobardisplay

[State 8060, 2]
type = Turn
trigger1 = AnimElem = 4

[State 8050, 5]
type = removeExplod
trigger1 = AnimTime = 0
id = 24001

[State 8060, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 8055


;---------------------------------------------
; Path of Lords (slide2)
[Statedef 8056]
type = S
movetype = A
physics = S
anim = -1

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

[State 8050, 7]
type = PlaySnd
trigger1 = Time = 0
value = 2562,30
volume = 250

[State 3500, 9]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= noFG
flag3= nobardisplay

[State 8055, 2]
type = VelSet
trigger1 = Time > 0
x = 7

[State 8055, 3]
type = PlayerPush
trigger1 = 1
value = 0


[State a];ヘルパ
type = Helper
trigger1 = movecontact = 1
name = "lash"
sprpriority = 2
pos = 0,0
postype = p2
stateno = 22121
juggle = 8
helpertype = normal
keyctrl = 0 
ownpal = 1


[State 8050, 5]
type = Explod
trigger1 = time = 0
anim = 24001
id = 24001
sprpriority = 999999
postype = p1
bindtime = -1
pos = 0,0
supermove = 1
ownpal = 1

[State 8050, 5]
type = removeExplod
trigger1 = Time = 23
id = 24001

[State 8055, 17]
type = ChangeState
trigger1 = Time = 23
value = 8065


;-------------------------------------------------------
; Path of Lords (turn2)
[Statedef 8061]
type = S
movetype = A
physics = S
anim = 24003

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

[State 8050, 7]
type = PlaySnd
trigger1 = Time = 0
value = 2100,2
volume = 250

[State 8050, 7]
type = PlaySnd
trigger1 = Time = 0
value = 2100,2
volume = 250 

[State 8050, 5]
type = Explod
trigger1 = Time = 0
anim = 24002
id = 24001
sprpriority = 999999
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
ownpal = 1

[State 3500, 9]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= noFG
flag3= nobardisplay

[State 8060, 2]
type = Turn
trigger1 = AnimElem = 4

[State 8050, 5]
type = removeExplod
trigger1 = AnimTime = 0
id = 24001

[State 8060, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 8056


;---------------------------------------------------------
; Path of Lords (break loose)
[Statedef 8065]
type = S
movetype = A
physics = N
anim = 24004
ctrl = 0
juggle = 8
velset = 0,0
sprpriority = 99

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

[State 3500, 9]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= noFG
flag3= nobardisplay

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 22118
;id = 1251
sprpriority = 1
postype = p1
pos = -9,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 8055, 9]
type = Helper
trigger1 = Time = 0
pos = 0,0
postype = back
stateno = 8070
name = "hasira nest"
helpertype = normal
keyctrl = 0
ownpal = 1


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


[State 8050, 3]
type = SuperPause
trigger1 = Time = 95
time = 29
movetime = 10
anim = -1

[State 3040, 7]
type = EnvColor
trigger1 = time = 95
persistent = 0
ignorehitpause = 1
time = 30
value = 0,0,0
under = 2

[State 8050, 5]
type = Explod
trigger1 = Time = 77
anim = 3455
sprpriority = -2
postype = p1
pos = 8,-129
bindtime = -1
supermove = 1
ownpal = 1

[State 8050, 6]
type = Explod
trigger1 = Time = 79
anim = 6001
sprpriority = 100
postype = p1
pos = 8,-129
bindtime = -1
ownpal = 1
supermove = 1


[State 8050, 6]
type = Explod
trigger1 = Time = 79
anim = 6000
sprpriority = 2
postype = p1
pos = 8,-129
bindtime = -1
ownpal = 1
supermove = 1


[State 8050, 7]
type = PlaySnd
trigger1 = Time = 78
value = 2562,2
volume = 200

[State 8050, 8]
type = PlaySnd
trigger1 = Time = 79
value = 2,14

[State 8050, 8]
type = PlaySnd
trigger1 = Time = 79
value = 2,12

[State 8050, 8]
type = PlaySnd
trigger1 = Time = 79
value = 2000,2
volume = 200

[State 8050, 8]
type = PlaySnd
trigger1 = animelem = 26
value = 2,17
volume = 250
channel = 9

[State 8055, 9]
type = Helper
trigger1 = animelem = 26
pos = -10,-120
postype = p1
stateno = 22988
name = "Light"
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale=1.5
size.yscale=1.5

[State 1000, 5]
type = Explod
triggerall = time >= 106
triggerall = time <= 300
trigger1 = (GameTime%5) = 1
anim = 3034
sprpriority = 98
postype = p1
facing = -1
pos = -27,0
vel = 0,0
bindtime = -1
supermove = 0
ownpal = 1

[State 1000, 5]
type = Explod
triggerall = time >= 106
triggerall = time <= 300
trigger1 = (GameTime%5) = 1
anim = 3034
sprpriority = 98
postype = p1
pos = 27,0
vel = 0,0
bindtime = -1
supermove = 0
ownpal = 1

[State -1]
type = Explod
triggerall = time >= 106
triggerall = time <= 300
trigger1 = (GameTime%5) = 1
anim = 22125
sprpriority = 100
postype = p1
pos = 0,0
bindtime = -1
ownpal = 1
supermove = 1

[State -1]
type = Explod
triggerall = time >= 106
triggerall = time <= 300
trigger1 = (GameTime%5) = 1
anim = 22063
sprpriority = 97
postype = p1
pos = 0,0
bindtime = -1
ownpal = 1
supermove = 1

[State 8050, 6]
type = Explod
triggerall = time >= 268
triggerall = time <= 300
trigger1 = (GameTime%3) = 1
anim = 3331
id = 3311
sprpriority = 100
postype = p1
pos = 0,-125
scale = 2.5,2.5
ownpal = 1
bindtime = -1
supermove = 1



[State 3419]
type = Pause
trigger1 = time = [268,290]
time = 3

[State 3040, 7]
type = EnvColor
trigger1 = time = [268,300]
time = 30
value = 0,0,0
under = 2

[State 4000]
type = allpalfx
trigger1 = Time = 280
add = 0, 0, 0
sinadd = 255,255,255,200
time = 100
invertall = 0

[State 200]
type = playsnd
trigger1 = time = 270
value = 9110, 1
volume = 255

[State 200]
type = playsnd
trigger1 = time = 280
value = 2552, 0
volume = 255

[State 200]
type = playsnd
trigger1 = time = 275
value = 9110, 2
volume = 255

[State 200]
type = playsnd
trigger1 = time = 285
value = 2562, 25
volume = 255

[State 200]
type = playsnd
trigger1 = time = 275
value = 9110, 0
volume = 255

[State 200]
type = playsnd
trigger1 = time = 285
value = 2552, 0
volume = 255

[State 200]
type = playsnd
trigger1 = time = 285
value = 2550, 0
volume = 255

[State 200]
type = playsnd
trigger1 = time = 285
value = 2562, 9
volume = 255

[State 200]
type = playsnd
trigger1 = time = 280
value = 9110, 3
volume = 255

[State 200]
type = playsnd
trigger1 = time = 280
value = 9110, 0
volume = 255

[State 3202, 4]
type = Projectile
trigger1 = time = 290
attr = S, HA
projanim = 24010
projpriority = 9999999
projhits = 1
animtype  = hard
damage    = Ceil(0.12 * enemy,Const(data.life)),Ceil(0.01 * enemy,Const(data.life))
getpower = 61,61
guardflag = 
hitflag = MAFD
numhits = 1
pausetime = 2,4
sparkno = s22109
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .5
p2stateno = 14200
           
[State 901]
type = EnvShake
triggerall = time >= 270
triggerall = time <= 280
trigger1 = (Gametime%3) = 1
time = 150
freq = 160
ampl = -9

[State 200]
type = playsnd
trigger1 = time = 300
value = 2552, 0
volume = 255

[State 1000, 3]
type = ChangeState
trigger1 = Time = 300
value = 8066
ctrl = 0



;--------------------------------------------------------------------
; Path of Lords (End)
[Statedef 8066]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2210
ctrl = 0
sprpriority = 9999999



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


; Path of Lords (nest of hasira)
[Statedef 8070]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2199

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


[State 1]
type = Velset
trigger1 = time = 0
x = 12

[State 1]
type = Velset
trigger1 = time = 26
x = -12

[State 8055, 1]
type = VarRandom
trigger1 = 1
v = 17
range = 0,450

[State 8055, 9]
type = Helper
trigger1 = (time = [0,52]) && (Timemod = 6,0)
ID = 8000
pos = 0,0;var(17),0
postype = p1
stateno = 11988
name = "hasira"
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1010]
type = DestroySelf
trigger1 = time >= 52





;-------------------------------------------------
; Path of Lords (Pillar of Doom)
[Statedef 11988]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 11950

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

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

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 11950

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

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

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

[state a];
type = playsnd
trigger1 = animelem = 1
value = 190,1




;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 1
anim = 2551;1415
id = 1415
sprpriority = 3
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

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

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

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 1
anim = 10008
sprpriority = 6
postype = p1
pos = -40,10
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

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

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

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 3
anim = 22102
id = 1415
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
removetime = 25
supermove = 0
scale = 0.3,0.3
ignorehitpause = 1
under = 0



;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 3
anim = 2553
sprpriority = 4
postype = p1
pos = -2,1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0


;---------------------[]
[State 1020, 4]
type = EnvShake
trigger1 = animelem = 1
time = 20
ampl = -18
freq = 95
phase = 95


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


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
triggerall = root,stateno != 15500
trigger1 = movecontact = 0
attr = S, HA
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.001 * enemy,Const(data.life)) * root,var(39)
getpower = 61,61
guardflag = H
hitflag = MAFD
numhits = 1
pausetime = 2,4
sparkno = s22109 + root,var(35)
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-4
air.velocity = -0.5,-4
fall = 1
air.fall = 1
fall.recover = 0
;id = 1200+root,var(5)
;nochainID = 1200+root,var(5)
yaccel = .5
;p2stateno = 14200

[State 2];攻撃の指定
type = HitDef
triggerall = root,stateno = 15500
trigger1 = movecontact = 0
attr = S, HA
animtype  = hard
damage    = Ceil(0.01 * enemy,Const(data.life)) * root,var(39),Ceil(0.005 * enemy,Const(data.life)) * root,var(39)
getpower = 61,61
guardflag = H
hitflag = MAFD
numhits = 1
pausetime = 2,4
sparkno = s22109 + root,var(35)
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-4
air.velocity = -0.5,-4
fall = 1
air.fall = 1
fall.recover = 0
;id = 1200+root,var(5)
;nochainID = 1200+root,var(5)
yaccel = .5
;p2stateno = 14200

[State 2];攻撃の指定
type = HitDef
triggerall = p2name = "Broly 'le cauchemar' super saiyen nv3"
trigger1 = movecontact = 0
attr = S, HA
animtype  = hard
damage    = Ceil(0.2 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 61,61
guardflag = H
hitflag = MAFD
numhits = 1
pausetime = 2,4
sparkno = s22109 + root,var(35)
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)
yaccel = .5
p2stateno = 14200

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





;--------------------------------------------------------------------
; Path of Lords (Shiny Light)
[Statedef 22988]
type = S
movetype = A
physics = N
anim = 24006
velset = 0,0
ctrl = 0
sprpriority = -2

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

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

[State -2]
type = varrandom
trigger1 = 1
range = -110,110
v = 51

[State -2]
type = varrandom
trigger1 = 1
range = 100,-80
v = 52

[State 2216]
type = Explod
trigger1 = Time = 0
anim = 3038
id = 3038
sprpriority = 100
postype = p1
pos = 0,0
scale = 1.5,1.5
bindtime = -1
removetime = 185
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3039
id = 3039
sprpriority = 100
postype = p1
scale = 1.5,1.5
pos = var(51),var(52)
bindtime = -1
removetime = 12
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3040
id = 3040
sprpriority = 100
postype = p1
scale = 1.5,1.5
pos = var(51),-20+var(52)
bindtime = -1
removetime = 7
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = (GameTime%2) = 1
anim = 3041
id = 3041
sprpriority = 100
postype = p1
scale = 1.5,1.5
pos = var(51),-20+var(52)
bindtime = -1
removetime = 22
supermove = 1
under = 0
ownpal = 1



;---------------------[飛び道具]
[State 1000, 2]
type = Projectile
trigger1 = animelem = 1
attr = S, HA
projanim = 24008
projhitanim = -1
projhits = 1
projpriority = 999999999
projsprpriority = -2
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.014 * enemy,Const(data.life)) - 5,Ceil(0.0035 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,4
sparkno = -1;s22109 + root,var(35)
sparkxy =  enemy,pos x + 40,enemy,pos y + 5
hitsound   = s4000,6
guard.sparkno = -1; s22113
guardsound = s121,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[State 2]
type = HitDef
trigger1 = movecontact = 0
attr = S, HA
animtype  = hard
damage    = Ceil(0.01 * enemy,Const(data.life)) * root,var(39),Ceil(0.005 * enemy,Const(data.life)) * root,var(39)
getpower = 61,61
guardflag = H
hitflag = MAFD
numhits = 1
pausetime = 2,4
sparkno = -1;s22109 + root,var(35)
sparkxy = -7,-40
hitsound   = s4000,6
guard.sparkno = -1;s22113
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-8
air.velocity = -0.5,-8
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .5

[State 1000, 2]
type = Projectile
triggerall = time >= 18
triggerall = time <= 180
trigger1 = (GameTime%2) = 0
attr = S, HA
projanim = 24009
projhitanim = -1
projid = 24009
projhits = 1
projpriority = 999999999
projsprpriority = -2
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.010 * enemy,Const(data.life)) - 5,Ceil(0.0035 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,4
sparkno = -1;s22109 + root,var(35)
sparkxy =  enemy,pos x + 40,enemy,pos y + 5
hitsound   = -1;s4000,6
guard.sparkno = -1;s22113
guardsound = -1;s2562,19
ground.type = low
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[State 1000, 2]
type = Projectile
triggerall = time >= 18
triggerall = time <= 180
trigger1 = (GameTime%7) = 0
attr = S, HA
projanim = 24009
projhitanim = -1
projid = 20009
projhits = 1
projpriority = 999999999
projsprpriority = -2
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.004 * enemy,Const(data.life)) - 5,Ceil(0.0025 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,4
sparkno = -1;s22109 + root,var(35)
sparkxy =  enemy,pos x + 40,enemy,pos y + 20
hitsound   = -1;s4000,6
guard.sparkno = -1;s22113
guardsound = -1;s121,0
ground.type = low
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000


[State 1044]
type = EnvShake
triggerall = time <= 185
trigger1 = (GameTime%3) = 1
ampl = -15
time = 10
phase = 10
freq = 50


[State 240, 1]
type = Explod
trigger1 = Time = 0
anim = 3042
pos = 0,0
scale = 1.5,1.5
postype = p1
removetime = 185
bindtime = 1
sprpriority = 9



[State 1010]
type = DestroySelf
trigger1 = time >= 185



;///////////////////////////////////////////////////////////////////////////////////////////
; Journey to The Space
[Statedef 33074]
type    = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1

[State 4001, 3.2]
type = RemoveExplod
trigger1 = Time = 0
ID = 211

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

[State 3100, 1]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= noFG
flag3= nobardisplay

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 105,0

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

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 33075

[Statedef 33075]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -4000
anim = 32000
ctrl = 0


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

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

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

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 42
movetime = 42
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 3455
sprpriority = -1
postype = p1
pos = -10,-149
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6034
sprpriority = -1
postype = p1
pos = -10,-149
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6030
sprpriority = -1
postype = p1
pos = -10,-149
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 6031
sprpriority = 1
postype = p1
pos = -10,-149
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 = -10,-149
bindtime = 1
supermove = 1
under = 0
ownpal = 1


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

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

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

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

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

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
trigger2 = Time = 1
value = 2000,0
volume = 250

[State 3100, 1]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= nobardisplay

;---------------------[攻撃判定]
;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 33076






; 攻撃
[Statedef 33076]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 32001
ctrl = 0

[State 3100, 1]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= noFG
flag3= nobardisplay

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

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



[State 240, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2, 0
volume = 250

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2, 1
volume = 250

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 1
value = 2000,1
volume = 250

[State 2000, 6]
type = PlaySnd
trigger1 = time = 60
trigger2 = time = 60
value = 2000,2
volume = 250

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 25
volume = 150

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 17
volume = 150


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 1
anim = 22080
id = 211
sprpriority = 5
postype = p1
pos = 70,-65
bindtime = -1
removetime = 150
supermove = 0
;ignorehitpause = 1
scale = 1.5, 1.5
under = 0
ownpal = 1


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 1
anim = 22090
id = 211
sprpriority = 99
postype = p1
pos = 60,-65
bindtime = -1
removetime = 150
supermove = 0
;ignorehitpause = 1
scale = 1.5, 1.5
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 22081
sprpriority = 0
postype = p1
pos = 25,0
vel = 0,0
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1

;---------------------[ヘルパー呼び出し]

[State 2900, 1];
type = helper
trigger1 = animelem = 1
id = 33000
persistent = 0
name = "muni"
pos = 45,-65
postype = P1
stateno = 33078
helpertype = normal
size.xscale=1.2
size.yscale=1.2
keyctrl = 0
ownpal = 1

[State 1]
type = varrandom
trigger1 = 1
range = 30,-160
v = 51

[State 22076]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22133
sprpriority = 10
postype = p1
pos = 10,var(51)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 14,-2 + (random%5)
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------[終了]
[state a]
type = changestate
trigger1 = time = 150
value = 33077


; 終了
[Statedef 33077]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 32002
ctrl = 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = time = 0
anim = 22090
id = 211
sprpriority = 0
postype = p1
pos = 60,-65
bindtime = -1
scale = 1.2, 1.2
;removetime = 1
supermove = 0
;ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = time = 3
anim = 22090
id = 211
sprpriority = 0
postype = p1
pos = 60,-65
bindtime = -1
;removetime = 1
supermove = 0
;ignorehitpause = 1
under = 0
ownpal = 1


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = time = 6
anim = 22090
id = 211
sprpriority = 0
postype = p1
pos = 60,-65
bindtime = -1
;removetime = 1
supermove = 0
;ignorehitpause = 1
scale = 0.3,0.3
under = 0
ownpal = 1


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






[Statedef 33078]
type = S
movetype = A
physics = N
anim = 32003 ;22074
velset = 0,0
ctrl = 0
sprpriority = 99

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

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

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2, 1
volume = 100

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

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 32004
id = 32003
sprpriority = 99
postype = p1
pos = 135,0
bindtime = -1
removetime = 140
supermove = 0
;ignorehitpause = 1
scale = 1.5 , 1.5
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 32004
id = 32003
sprpriority = 99
postype = p1
pos = 90,0
bindtime = -1
removetime = 140
supermove = 0
;ignorehitpause = 1
scale = 1 , 1
under = 0
ownpal = 1
;---------------------[飛び道具]
[State 1000, 2]
type = Projectile
triggerall = (p2name != "Ayu Tukimiya" || p2name = "n-ri_ssj9")
triggerall = time <= 130
trigger1 = (GameTime%3) = 1
attr = S, HA
projanim = 33079
projhitanim = -1
projid = 22079
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = enemy,life*enemy,life,0 ;Ceil(0.018 * enemy,Const(data.life)) - 5,Ceil(0.0035 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = ;M
hitflag = MAF
pausetime = 0,4
sparkno = -1
sparkxy = -15,-77
hitsound   = -1;s2562,26
guard.sparkno = -1
guardsound = -1;s120,0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2 ;-6,-6.5
air.velocity = -1,-2 ;-6,-6.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[State 1000, 2]
type = Projectile
triggerall = p2life > 0
triggerall = time > 130
triggerall = time <= 140
trigger1 = (GameTime%3) = 1
attr = S, HA
projanim = 33079
projhitanim = -1
projid = 22079
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = enemy,life*enemy,life,0
getpower = 0,0
givepower = 0,0
guardflag = ;M
hitflag = MAF
pausetime = 0,4
sparkno = -1
sparkxy = -15,-77
hitsound   = -1;s2562,26
guard.sparkno = -1
guardsound = -1;s120,0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-1 ;-6,-6.5
air.velocity = -1,-2 ;-6,-6.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[State 1000, 2]
type = Projectile
triggerall = p2life = 0
triggerall = time > 130
triggerall = time <= 140
trigger1 = (GameTime%3) = 1
attr = S, HA
projanim = 33079
projhitanim = -1
projid = 22079
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = enemy,life*enemy,life,0
getpower = 0,0
givepower = 0,0
guardflag = ;M
hitflag = MAF
pausetime = 0,4
sparkno = -1
sparkxy = -15,-77
hitsound   = -1;s2562,26
guard.sparkno = -1
guardsound = -1;s120,0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2 ;-6,-6.5
air.velocity = -1,-2 ;-6,-6.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 33400


[State 1000, 2]
type = Projectile
triggerall = (p2name = "Ayu Tukimiya" || p2name = "n-ri_ssj9")
triggerall = time <= 140
trigger1 = (GameTime%3) = 1
attr = S, HA
projanim = 33079
projhitanim = -1
projid = 22079
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = enemy,life*enemy,life,0
getpower = 0,0
givepower = 0,0
guardflag = ;M
hitflag = MAF
pausetime = 0,4
sparkno = -1
sparkxy = -15,-77
hitsound   = -1;s2562,26
guard.sparkno = -1
guardsound = -1;s120,0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2 ;-6,-6.5
air.velocity = -1,-2 ;-6,-6.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 33400

[State 200]
type = playsnd
trigger1 = p2stateno = 33400
value = 2562, 25
volume = 255

[State 200]
type = playsnd
trigger1 = p2stateno = 33400
value = 2552, 0
volume = 255

[State 200]
type = playsnd
trigger1 = p2stateno = 33400
value = 2550, 0
volume = 255

[State 200]
type = playsnd
trigger1 = p2stateno = 33400
value = 2562, 9
volume = 255

[State 3040, 7]
type = EnvColor
trigger1 = p2stateno = 33400
time = 20
value = 255,255,255
under = 0

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

;------------------------------------------------------------------------------
; Perish
[Statedef 33400]
type = S
movetype = H
SprPriority = 4
velset = 0
ctrl = 0


[state 7550,anim]
type = velset
trigger1 = time = 0
x = 0
y = 0

[state 7550,anim]
type = changeanim
trigger1 = time = 0
value = 5010

[state 7550,life]
type = posset
trigger1 = time = 0
y = 9999

[state 7550,life]
type = lifeadd
trigger1 = time = 1
value = -9999999

[state 7550,some]
type = SprPriority
trigger1 = time >= 1
value = -5

[state 7550,some]
type = changeanim
trigger1 = NumExplod(7500) = 0
trigger1 = time = 10
value = 5050

[State 7550, 2]
type = SelfState
trigger1 = life = 0
trigger2 = time = 1
value = 5150

[state 7550,some]
type = selfstate
trigger1 = time = 12
value = 50



;///////////////////////////////////////////////////////////////////////////////////////////
; Omni Dark Pillar
[Statedef 15500]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -2000
ctrl = 0
anim = 15000
sprpriority = 2


[State 3100, 1]
type = AssertSpecial
trigger1 = 1
flag= noBG

[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 = 32
movetime = 32
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6010
sprpriority = -1
postype = p1
pos = 10,-110
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6011
sprpriority = 3
postype = p1
pos = 10,-110
bindtime = 1
supermove = 1
ownpal = 1


[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2,9

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

[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 = 179
value = 0,0,0
under = 2
;---------------------[Sound]
[state a]
type = playsnd
trigger1 = animelem = 2
value = 2000,2

;---------------------[効果音]
[state a];
type = playsnd
triggerall = var(29) >= 1
trigger1 = animelem = 1
value = 1,2
volume = 250

[state a];
type = playsnd
triggerall = var(29) >= 1
trigger1 = animelem = 1
value = 1,1
volume = 250

[state a];
type = playsnd
triggerall = var(29) <= 1
trigger1 = animelem = 1
value = 2300,0
volume = 250

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
triggerall = var(29) >= 1
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "hasira"
pos = 0,0
postype = P1
stateno = 15501
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
triggerall = var(29) <= 1
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "hasira"
pos = 0,0
postype = P1
stateno = 15601
helpertype = normal
keyctrl = 0
ownpal = 1

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

;--------------------------
; Omni Dark Pillar (Pillar Caster)
; 火柱
[Statedef 15501]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1410


;---------------------[位置設定]
[state a]
type = posset
trigger1 = time = 0
x = enemy,pos x 

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time <=20
trigger1 = (gametime%6) = 1
anim = 2553
id = 3350
sprpriority = -2
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 2
;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

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

;---------------------[Pillar]
[State 1017, 10]
type = ChangeState
trigger1 = time = 27
value = 15502
ctrl = 0

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


;--------------------------------
; Omni Dark Pillar (Dark Pillar)
[Statedef 15502]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 15500
velset = 0,0

[State 3725, Position]
type = PosAdd
trigger1 = time = 0
x = 0

[State 3725, 1]
type = SprPriority
trigger1 = Time = 0
value = -5

[State -2 , 1]
type = Helper
trigger1 = time = 0
trigger2 = time = 13
trigger3 = time = 44
helpertype = normal
name = "hasira"
id = 11988
postype = p1
pos = 0,0
stateno = 11988
sprpriority = 5
keyctrl = 0
ownpal = 0

[State -2 , 1]
type = Helper
trigger1 = time = 10
trigger2 = time = 27
trigger3 = time = 54
trigger4 = time = 130
helpertype = normal
name = "hasira"
id = 11988
postype = p1
pos = 10,0;0,0
stateno = 11988
sprpriority = 5
keyctrl = 0
ownpal = 0

[State -2 , 1]
type = Helper
trigger1 = time = 20
trigger2 = time = 55
trigger3 = time = 84
trigger4 = time = 114
helpertype = normal
name = "hasira"
id = 11988
postype = p1
pos = -10,0;0,0
stateno = 11988
sprpriority = 5
keyctrl = 0
ownpal = 0

[State -2 , 1]
type = Helper
trigger1 = time = 30
trigger2 = time = 77
trigger3 = time = 90
helpertype = normal
name = "hasira"
id = 11988
postype = p1
pos = -45,0;0,0
stateno = 11988
sprpriority = 5
keyctrl = 0
ownpal = 0

[State -2 , 1]
type = Helper
trigger1 = time = 40
trigger2 = time = 68
trigger3 = time = 80
trigger4 = time = 116
helpertype = normal
name = "hasira"
id = 11988
postype = p1
pos = 45,0;0,0
stateno = 11988
sprpriority = 5
keyctrl = 0
ownpal = 0

[State -2 , 1]
type = Helper
trigger1 = time = 50
trigger2 = time = 95
trigger3 = time = 100
helpertype = normal
name = "hasira"
id = 11950
postype = p1
pos = 55,0;0,0
stateno = 11950
sprpriority = -2
keyctrl = 0
ownpal = 0

[State -2 , 1]
type = Helper
trigger1 = time = 36
trigger2 = time = 60
helpertype = normal
name = "hasira"
id = 11950
postype = p1
pos = -55,0;0,0
stateno = 11950
sprpriority = -2
keyctrl = 0
ownpal = 0

[State -2 , 1]
type = Helper
trigger1 = time = 70
trigger2 = time = 88
trigger3 = time = 110
helpertype = normal
name = "hasira"
id = 11950
postype = p1
pos = 0,0;0,0
stateno = 11950
sprpriority = -2
keyctrl = 0
ownpal = 0

[State -2 , 1]
type = Helper
trigger1 = time = 140
helpertype = normal
name = "hasira"
id = 15550
postype = p1
pos = 0,0;0,0
stateno = 15550
sprpriority = 5
keyctrl = 0
ownpal = 1

[State 3725, 2]
type = VelSet
trigger1 = time >= 0
x = 0

[State 3725, 3]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------
; Omni Dark Pillar (Last Pillar)
; 火柱
[Statedef 15550]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 11950

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

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

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 11950

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

[state a];
type = playsnd
trigger1 = AnimElem = 1
value = 9110, 0

[state a];
type = playsnd
trigger1 = AnimElem = 1
value = 9110, 1

[state a];
type = playsnd
trigger1 = AnimElem = 1
value = 9110, 3

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 1
anim = 2553
id = 1415
sprpriority = -2
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 2
scale = 1.3, 1.3

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 1
anim = 22108
id = 1415
sprpriority = 10
postype = p1
pos = 0,-120
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 1
anim = 10007
id = 1415
sprpriority = 10
postype = p1
pos = 15,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 1
anim = 10006
id = 1415
sprpriority = 10
postype = p1
pos = -15,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 1
anim = 10003
id = 1415
sprpriority = 10
postype = p1
pos = 0,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 1
anim = 10005
id = 1415
sprpriority = 10
postype = p1
pos = 0,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 1
anim = 10004
id = 1415
sprpriority = 10
postype = p1
pos = 0,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 1
anim = 10002
id = 1415
sprpriority = 10
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0


;---------------------[]
[State 1020, 4]
type = EnvShake
trigger1 = animelem = 1
time = 20
ampl = -18
freq = 95
phase = 95


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


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = movecontact = 0
attr = S, HA
animtype  = hard
damage    = Ceil(0.08 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 61,61
guardflag = 
hitflag = MAFD
numhits = 1
pausetime = 2,4
sparkno = s22109 + root,var(35)
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)
yaccel = .5
p2stateno = 14200


[State 2];攻撃の指定
type = HitDef
triggerall = p2name = "Broly 'le cauchemar' super saiyen nv3"
trigger1 = movecontact = 0
attr = S, HA
animtype  = hard
damage    = Ceil(0.5 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 61,61
guardflag = 
hitflag = MAFD
numhits = 1
pausetime = 2,4
sparkno = s22109 + root,var(35)
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)
yaccel = .5
p2stateno = 14200

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

;////////////////////////////////////////////
; Pilar of Blast
[Statedef 15601]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1410



;---------------------[位置設定]
[state a]
type = posset
trigger1 = time = 0
x = enemy,pos x 

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time <=20
trigger1 = (gametime%6) = 1
anim = 2553
id = 3350
sprpriority = -2
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 2
;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

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

;---------------------[Pillar]
[State 1017, 10]
type = ChangeState
trigger1 = time = 27
value = 15602
ctrl = 0


[Statedef 15602]
type = S
movetype = A
physics = N
anim = 15602
velset = 0,0
ctrl = 0
sprpriority = 99

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

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

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

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

[State 240, 1]
type = PlaySnd
trigger1 = time = 0
value = 2562, 25
volume = 100

[State 240, 1]
type = PlaySnd
trigger1 = time = 0
value = 2562, 24
volume = 100

[State 240, 1]
type = PlaySnd
trigger1 = time = 0
value = 2562, 17

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

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

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

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

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



[State 22076]
type = Explod
triggerall = time >= 0
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

;---------------------[飛び道具]
[State 1000, 2]
type = Projectile
triggerall = time <= 140
trigger1 = (GameTime%3) = 1
attr = S, HA
projanim = 15601
projhitanim = -1
projid = 22079
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.011 * enemy,Const(data.life)) - 5,Ceil(0.0035 * enemy,Const(data.life))
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 = -0,-18.5
air.velocity = -0,-18.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000


[State 1010]
type = Changestate
trigger1 = time >= 150
value = 15603

[Statedef 15603]
type = S
movetype = A
physics = N
anim = 15500
velset = 0,0
ctrl = 0
sprpriority = 99

[State 1]
type = varrandom
trigger1 = 1
range = -55,55
v = 51

[State 1]
type = varrandom
trigger1 = 1
range = 0,-60
v = 52

[State a]
type = Explod
trigger1 = (GameTime%3) = 1
anim = 22133
sprpriority = 10
postype = p1
pos = var(51),var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 0,-3
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = time = 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 = time = 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 = time = 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 1010]
type = destroyself
trigger1 = time >= 20


;///////////////////////////////////////////////////////////////////////////////////////
; Thunder God
[Statedef 4450]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= -3000
sprpriority = 1
anim = 3525
ctrl = 0


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


[state a]
type = removeexplod
trigger1 = time = 0
id = 22131
;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = animelem = 11,<=0
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 50
movetime = 50
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 6021
sprpriority = 2
postype = p1
pos = 1,-115
bindtime = -1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6020
sprpriority = -1
postype = p1
pos = 1,-115
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 11341
sprpriority = 2
postype = p1
pos = 0,-90
bindtime = -1
supermove = 1
under = 0
scale = 1.2, 2
ownpal = 1

[State 1000, 5]
type = Explod
triggerall = time >= 32
trigger1 = (gametime%5) = 1
anim = 11342
sprpriority = 2
postype = p1
pos = 0,-90
bindtime = -1
supermove = 1
under = 0
ownpal = 1



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

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

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2,9

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


[State 2000, 6];音楽
type = null;PlaySnd
triggerall = time >= 80
trigger1 = (GameTime%20) = 1
value = 1,3
volume = 150



[State 1000, 5]
type = null;Explod
trigger1 = animelem = 57
anim = 22131
id = 22131
sprpriority = -2
postype = p1
pos = 10,5
bindtime = -1
removetime = 180
supermove = 1
under = 0
ownpal = 1
loop = 1
;---------------------[helper]
[State 8055, 9]
type = Helper
trigger1 = time = 58
ID = 4460
pos = 0,-240
postype = back
stateno = 4451
name = "Thunder"
bindtime = -1
helpertype = normal
keyctrl = 0
size.xscale = 1.5
size.yscale = 1.5
ownpal = 1

[State 8055, 9]
type = Helper
trigger1 = time = 85
ID = 4460
pos = 0,-240
postype = back
stateno = 4452
name = "Thunder"
bindtime = -1
helpertype = normal
keyctrl = 0
size.xscale = 1.5
size.yscale = 1.5
ownpal = 1



[State 8055, 9]
type = Helper
trigger1 = time = 103
ID = 4460
pos = 0,-240
postype = back
stateno = 4454
name = "Thunder"
bindtime = -1
helpertype = normal
keyctrl = 0
ownpal = 1



[State 8055, 9]
type = Helper
trigger1 = time = 150
ID = 4460
pos = 0,-240
postype = back
stateno = 4455
name = "Thunder God"
bindtime = -1
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[Explod]

[State 1000, 5]
type = Explod
trigger1 = time = 58
anim = 11200
sprpriority = 5
postype = back
pos = -65,0
bindtime = -1
supermove = 1
under = 0
scale = 1.5, 1.5
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 85
anim = 11202
sprpriority = 5
postype = back
pos = 0,-0
bindtime = -1
supermove = 1
under = 0
scale = 1.5, 1.5
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 103
anim = 11204
sprpriority = 5
postype = back
pos = 0,-0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 150
anim = 3091
sprpriority = -2
id = 3091
postype = back
pos = 10,-0
bindtime = -1
supermove = 1
removetime = -1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 150
anim = 3095
sprpriority = -2
id = 3091
postype = back
pos = 15,-0
bindtime = -1
supermove = 1
removetime = -1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 150
anim = 3311
sprpriority = -2
postype = back
pos = 0,-0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 150
anim = 3312
sprpriority = -2
postype = back
id = 3091
pos = -0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 150
anim = 3313
sprpriority = -2
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 150
anim = 3314
sprpriority = -2
postype = back
pos = 0,-0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 71
trigger2 = time = 93
trigger3 = time = 102
trigger4 = time = 111
trigger5 = time = 120
anim = 11201
sprpriority = 5
postype = back
pos = 0,-0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 71
trigger2 = time = 93
trigger3 = time = 102
trigger4 = time = 111
trigger5 = time = 120
anim = 11342
sprpriority = 5
postype = back
pos = 160,100
scale = 5, 5
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
triggerall = time >= 150
trigger1 = (Gametime%5) = 1
anim = 11342
sprpriority = 5
postype = back
pos = 170,100
scale = 5, 5
bindtime = -1
supermove = 1
under = 0
ownpal = 1

;---------------------[finisher]
[state a] 
type = removeExplod
trigger1 = time = 362
id = 3091

[State 200]
type = playsnd
trigger1 = time = 362
value = 2562,26
volume = 255

[State 200]
type = playsnd
trigger1 = time = 362
value = 2,5
volume = 255

[State 1000, 5]
type = Explod
trigger1 = time = 362
anim = 3092
sprpriority = -2
postype = back
pos = 0,-0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 4000]
type = allpalfx
trigger1 = time = 362
add = 0, 0, 0
sinadd = 255,255,255,200
time = 30
invertall = 0

[State 210]
type = EnvColor
trigger1 = time = 370
time = 10
value = 255, 255, 255

[State 210]
type = Envshake
trigger1 = time = 370
time = 20
ampl = -18
freq = 95
phase = 95

[State 200]
type = playsnd
trigger1 = time = 370
value = 2,3
volume = 255

[State 200]
type = playsnd
trigger1 = time = 370
value = 9110, 2
volume = 255

[State 200]
type = playsnd
trigger1 = time = 370
value = 9110, 0
volume = 255

[State 200]
type = playsnd
trigger1 = time = 370
value = 9110, 3
volume = 255

[State 3202, 4]
type = Projectile
trigger1 = time = 370
attr = S, HA
projanim = 24010
projpriority = 9999999
projhits = 1
animtype  = hard
damage    = Ceil(0.12 * enemy,Const(data.life)),Ceil(0.01 * enemy,Const(data.life))
getpower = 61,61
guardflag = 
hitflag = MAFD
numhits = 1
pausetime = 2,4
sparkno = s22109
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .5
p2stateno = 14200
           
;--------------------------[end]

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




;-----------------------------
; Thunder God (thunder1)
[Statedef 4451]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3333
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
time = 3
value = 255,255,255


[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 9800, 0

;---------------------[無敵処理]

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


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




[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit = 1
anim = 22109
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = MoveGuarded = 1
anim = 7011
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 15,5
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s2556,0
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

;---------------------[消滅]

[State 1000, 5];攻撃エフェクト
type = null;Explod
trigger1 = AnimTime = 0
anim = 11201
sprpriority = 5
postype = p1
pos = 0,30
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[state a]
type = destroyself
trigger1 = Animelem = 4

;-----------------------------
; Thunder God (thunder2)
[Statedef 4452]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3333
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
trigger2 = animelem = 3
time = 3
value = 255,255,255


[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = animelem = 3
value = 9800, 0

;---------------------[無敵処理]

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


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




[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit = 1
anim = 22109
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = MoveGuarded = 1
anim = 7011
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = animelem = 3
attr = S, NA
animtype  = hard
damage    = 15,5
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s2556,0
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

;---------------------[消滅]

[State 1000, 5];攻撃エフェクト
type = null;Explod
trigger1 = animelem = 2
trigger2 = AnimTime = 0
anim = 11201
sprpriority = 5
postype = p1
pos = 0,30
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[state a]
type = destroyself
trigger1 = Animelem = 4

;-----------------------------
; Thunder God (thunder3)
[Statedef 4454]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3333
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
trigger2 = AnimElem = 3
time = 3
value = 255,255,255


[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
value = 9800, 0

;---------------------[無敵処理]

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


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




[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit = 1
anim = 22109
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = MoveGuarded = 1
anim = 7011
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 3
attr = S, NA
animtype  = hard
damage    = 15,5
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s2556,0
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

;---------------------[消滅]

[State 1000, 5];攻撃エフェクト
type = null;Explod
trigger1 = animelem = 2
trigger2 = AnimTime = 0
anim = 11201
sprpriority = 5
postype = p1
pos = 0,30
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[state a]
type = destroyself
trigger1 = Animelem = 4


;------------------------
; Thunder God (Thunder God)
[Statedef 4455]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3333

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

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
time = 6
value = 255,255,255

[state 3222]
type = playsnd
trigger1 = time = 0
value = 9800,0
volume = 250

[state 3222]
type = playsnd
trigger1 = time = 0
value = 2562, 26
volume = 250

[state 3222]
type = playsnd
trigger1 = time = 0
value = 2100, 3
volume = 250


[state 3222]
type = playsnd
triggerall = time >= 5
trigger1 = (Gametime%15) = 1
value = 9800, 0
volume = 250

[state 3222]
type = playsnd
triggerall = time >= 5
trigger1 = (Gametime%5) = 1
value = 2, 5
volume = 200

[state 3222]
type = playsnd
triggerall = time >= 5
trigger1 = (Gametime%10) = 1
value = 2, 4
volume = 200

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 2101

[State 22121,1]
type = TargetLifeAdd
trigger1 = movehit = 1
value = Ceil(-0.0015 * enemy,Const(data.life)) - 1
ignorehitpause = 1
absolute = 1

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 2
trigger2 = hitcount <= 51
attr = S, HA
animtype  = hard
damage    = Ceil(0.0005 * enemy,Const(data.life)) - 5,1
getpower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 3,5
guard.pausetime = 3,5
sparkno = s22109 + root,var(35)
sparkxy = 0,floor(enemy,pos y)+180
hitsound   = -1  ;s4000,6
guard.sparkno = s22113
guardsound = s120,0 ;s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-8
air.velocity = -1,-8
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 9000



;---------------------[消滅]
[state a]
type = destroyself
trigger1 = hitcount >= 52
trigger2 = root,stateno != 4450


;==========================================================
; Soul Destroy
[Statedef 7125]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -2000
anim = 7125
sprpriority = 4
ctrl = 0


[State 100, 1]
type = Changeanim
triggerall = prevstateno = 801
trigger1 = time = 0
value = 71252

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = animelem = 9,<=0
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 6
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 6
anim = 6010
sprpriority = -1
postype = p1
pos = 11,-112
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 16
anim = 6011
sprpriority = 7
postype = p1
pos = 11,-112
bindtime = 1
supermove = 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 = 6
value = 2,9

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 16
value = 2,12
;---------------------[効果音]
[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 5
value = 801,1

[State 2000,7]
type = Explod
trigger1 = animelem = 4
anim = 7127
id = 7121
postype = p1
pos = 70, -100
sprpriority = 2
bindtime = -1
ownpal = 1

;---------------------[エフェクト]
[State 3040, 7]
type = EnvColor
trigger1 = time >= 27
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2

;---------------------[ヘルパー呼び出し]
[State 210, 2]
type = HitDef
trigger1 = animelem = 6
attr = S, NA
animtype  = hard
damage    = 15,5
getpower = 100,100
guardflag =
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s240,0
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p1stateno = 7126
p2stateno = 7150
kill = 0

;---------------------[終了]
[State 2000,7]
type = removeExplod
trigger1  = movehit = 1
trigger2 = animtime = 0
ID = 7121

[State 2000,7]
type = Explod
trigger1 = animtime = 0
anim = 2110
postype = p1
pos = 70, -100
sprpriority = 2
ownpal = 1

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


;---------------------------------
; Soul Destroy Begin
[Statedef 7126]
type    = S
movetype= A
physics = N
anim = 7126
juggle  = 8
sprpriority = 4

[State 2000,7]
type = removeExplod
trigger1 = animelem = 1
id = 7121

[State 2000,7]
type = Explod
trigger1 = animelem = 1
anim = 7128
sprpriority = 2
postype = p1
pos = 70, -100
bindtime = -1
ownpal = 1

;---------------------[超必殺技演出]
[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = animelem = 6,<=0
value = SCA

[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 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 59,-42

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



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

[state a] 
type = changestate
trigger1 = animtime = 0
value = 2005
ctrl = 1

;---------------------------------------------------------------------------
; Soul Destroy Hit
[Statedef 7150]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

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

[state a]
type = velset
trigger1 = time = 50
x = 2
y = 3

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

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


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



;===========================================================
; Explosive Possesion
[Statedef 9220]
type = S
movetype = A
physics = N
anim = 9220
ctrl = 0
juggle = 7
poweradd= -6000
velset = 0,0
sprpriority = 2

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

[State 3500, 9]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= noFG
flag3= nobardisplay

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 50
movetime = 50
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 6034
sprpriority = 1
postype = p1
pos = -10,-115
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6030
sprpriority = -1
postype = p1
pos = -10,-115
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6031
sprpriority = 3
postype = p1
pos = -10,-115
bindtime = 1
supermove = 1
ownpal = 1


[State 1000, 5]
type = Explod
trigger1 = Time = 10 || time = 15 || time = 20 || time = 25
anim = 6035
sprpriority = 1
postype = p1
pos = -10,-115
bindtime = 1
supermove = 1
under = 0
ownpal = 1

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

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

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


[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 2562,1

[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 = 1
value = 3000,3

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 5
value = s2, 6
volume = 200

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 1
value = s192, 0

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

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 22117
;id = 1251
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 22067
id = 22117
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1


[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 9221


;--------------------------------------------
; Explosive Possesion
[Statedef 9221]
type = S
movetype = A
physics = N
anim = 22120
ctrl = 0
juggle = 7
velset = 80,0
sprpriority = 2

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

[State 3500, 9]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= noFG
flag3= nobardisplay

[State 1]
type = removeexplod
trigger1 = time = 0
ID = 22117


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = hard
damage    = Ceil(0.012 * enemy,Const(data.life)) * var(39),Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 61,61
guardflag = H
hitflag = MAFD
numhits = 1
pausetime = 2,4
sparkno = s1910
sparkxy = -7,-40
hitsound   = s2550,0
guard.sparkno = s22113
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-8
air.velocity = -0.5,-8
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .5
p2stateno = 9223



[State 1000, 5]
type = Explod
trigger1 = movecontact = 1
anim = 9223
id = 9220
sprpriority = 0
postype = back
scale = 1.3, 1.3
pos = 0,-10
vel = 0,0
removetime = -1
bindtime = -1
supermove = 0
ontop = 1
ownpal = 1

[State 1000, 3]
type = ChangeState
trigger1 = movecontact = 1
value = 9222


[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 22116

;--------------------------------------------
; Explosive Possesion (Execution)
[Statedef 9222]
type=A
physics=N
movetype=A
anim = 9221
ctrl=0
velset=0,0
sprpriority=1


[State 4001, throw]
type = targetstate
trigger1 = 1
value = 9223

[State 4001, throw]
type = changestate
trigger1 = !numtarget
value = 51
ctrl = 1


[State 4001, loop]
type = changeanim
trigger1 = hitcount < 458
trigger1 = animelemtime(32) >= 0 && animelemtime(33) < 0
value = 9221
elem = 2+(random%30)

[State 4001, loop]
type = changeanim
triggerall = animelemtime(33)<0
trigger1 = hitcount >= 458
trigger2 = numtarget
trigger2 = target,ishelper && hitcount >= 229
value = 9221
elem = 33

[State 4001, nothitby]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 4001, black]
type = envcolor
trigger1 = animelemtime(1) >=0
time=4
value = 0,0,0

[State 4001, assert]
type = assertspecial
trigger1= animelemtime(1)>=0
flag = nobardisplay
flag2 = noBG
flag3 = noFG

[State 4001, bind]
type = targetbind
trigger1 = 1
pos = 45,0

[State 4001, hitadd]
type = hitadd
trigger1 = animelem=1 || animelem = 2 || animelem = 3 || animelem = 4 || animelem =5 || animelem = 6 || animelem = 7 || animelem = 8
trigger2= animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14
trigger3= animelem = 15 || animelem = 16 || animelem = 17 || animelem = 18 || animelem = 19 || animelem=20 || animelem=21 || animelem = 22 || animelem = 23 || animelem = 24
trigger4= animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28 || animelem = 29 || animelem = 30 || animelem=31 || animelem=32 || animelem=33
trigger5 = time = 3 || time = 6 || time = 9 || time = 12 || time = 15 || time = 18
value = 2+(random%10)

[State 4001, hitdamage]
type=targetlifeadd
trigger1 = animelem=1 || animelem = 2 || animelem = 3 || animelem = 4 || animelem =5 || animelem = 6 || animelem = 7 || animelem = 8
trigger2= animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14
trigger3= animelem = 15 || animelem = 16 || animelem = 17 || animelem = 18 || animelem = 19 || animelem=20 || animelem=21 || animelem = 22 || animelem = 23 || animelem = 24
trigger4= animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28 || animelem = 29 || animelem = 30 || animelem=31 || animelem=32 || animelem=33
trigger5 = time = 3 || time = 6 || time = 9 || time = 12 || time = 15 || time = 18
value= -9999
kill=0
absolute=1

[state 3222]
type = playsnd
trigger1 = animelem=1 || animelem = 2 || animelem = 3 || animelem = 4 || animelem = 8
trigger2= animelem = 11 || animelem = 12
trigger3= animelem = 15 || animelem = 16 || animelem=20 ||  animelem = 22 || animelem = 24
trigger4 = animelem = 28 || animelem = 29 || animelem = 30 || animelem=31
trigger5 = time = 3 || time = 6 || time = 9 || time = 12 || time = 15 || time = 18
value = 2550, 0
volume = 250
freqmul = .75 + (random/2000.0)
volume = -128

[state 3222]
type = playsnd
trigger1 = animelem =5 || animelem = 6 || animelem = 7 
trigger2= animelem = 9 || animelem = 10 ||  animelem = 13 || animelem = 14
trigger3= animelem = 17 || animelem = 18 || animelem = 19 || animelem=21 || animelem = 23
trigger4= animelem = 25 || animelem = 26 || animelem = 27 || animelem=32 || animelem=33
value = 2552, 0
volume = 250
freqmul = .75 + (random/2000.0)
volume = -128

[state 3222]
type = null;playsnd
triggerall = time >= 5
trigger1 = (Gametime%15) = 1
value = 2562, 9
volume = 200
freqmul = .75 + (random/2000.0)
volume = -128

[state 3222]
type = null;playsnd
triggerall = time >= 5
trigger1 = (Gametime%20) = 1
value = 2552, 0
volume = 200
freqmul = .75 + (random/2000.0)
volume = -128

[State 4001, sparks]
type = explod
trigger1 = animelem=1 || animelem = 2 || animelem = 3 || animelem = 4 || animelem =5 || animelem = 6 || animelem = 7 || animelem = 8
trigger2= animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14
trigger3= animelem = 15 || animelem = 16 || animelem = 17 || animelem = 18 || animelem = 19 || animelem=20 || animelem=21 || animelem = 22 || animelem = 23 || animelem = 24
trigger4= animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28 || animelem = 29 || animelem = 30 || animelem=31 || animelem=32 || animelem=33
trigger5 = time = 3 || time = 6 || time = 9 || time = 12 || time = 15 || time = 18
sprpriority = 2
anim = 1910
ontop = 1
postype = left
pos = 160,120
random = 240,160
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
ownpal = 1
pausemovetime = -1
supermovetime = -1

[State 4001, sparks]
type = explod
trigger1 = animelem=1 || animelem = 2 || animelem = 3 || animelem = 4 || animelem =5 || animelem = 6 || animelem = 7 || animelem = 8
trigger2= animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14
trigger3= animelem = 15 || animelem = 16 || animelem = 17 || animelem = 18 || animelem = 19 || animelem=20 || animelem=21 || animelem = 22 || animelem = 23 || animelem = 24
trigger4= animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28 || animelem = 29 || animelem = 30 || animelem=31 || animelem=32 || animelem=33
trigger5 = time = 3 || time = 6 || time = 9 || time = 12 || time = 15 || time = 18
sprpriority = 2
anim = 1910
ontop = 1
postype = p1
pos = 0,-64
random = 80,80
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
ownpal = 1
pausemovetime = -1
supermovetime = -1

[State 4001, shake]
type=envshake
trigger1 = animelem=1 || animelem = 2 || animelem = 3 || animelem = 4 || animelem =5 || animelem = 6 || animelem = 7 || animelem = 8
trigger2= animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14
trigger3= animelem = 15 || animelem = 16 || animelem = 17 || animelem = 18 || animelem = 19 || animelem=20 || animelem=21 || animelem = 22 || animelem = 23 || animelem = 24
trigger4= animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28 || animelem = 29 || animelem = 30 || animelem=31 || animelem=32 || animelem=33
trigger5 = time = 3 || time = 6 || time = 9 || time = 12 || time = 15 || time = 18
time = 2
freq = 90
ampl = -3

[State 4001, vel]
type = velset
trigger1 = animelem = 1
x = 24

[State 4001, vel]
type = velset
trigger1 = animelemtime(2) > 0
trigger1 = !(gametime%20) && random < 500
x = -20+(random/25.0)
y = -20+(random/25.0)

[State 4001, vel]
type = velmul
trigger1 = vel x > 0 && frontedgebodydist <= 0
trigger2 = vel x < 0 && backedgebodydist <= 0
x = -1

[State 4001, vel]
type = velmul
trigger1 = vel y > 0 && pos y >= 0
trigger2 = vel y < 0 && screenpos y <= 0
y = -1

[State 4001, vel]
type = posset
trigger1 = animelemtime(2) >= 0 && pos y > 0
y = 0

[State 4001, hitdamage]
type=targetlifeadd
trigger1 = !animtime
value= Ceil(-1 * enemy,Const(data.life))
absolute=1

[State 4001, end]
type = changestate
trigger1 = !animtime
value = 9224


;----------------------------------------------
; Explosive Possesion (End Session)
[Statedef 9224]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 9224
hitdefpersist = 1
ctrl = 0
sprpriority = 1

[State 9224, 1]
type = modifyexplod
trigger1 = time = 0
id = 9220
ontop = 0
under = 0

[State 200]
type = playsnd
trigger1 = time = 6
value = 2000,2
volume = 255

[State 3014, 1] 
type = VelAdd
trigger1 = time <= 4
y = .30

[State 3014, 2] 
type = VelAdd
trigger1 = time >= 4
y = .60

[State 3014, 3] 
type = VelSet
trigger1 = AnimElem = 1
x = -5
y = -12

;---------------------[サウンド]

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 9,<=0
ignorehitpause = 1
time = 2
value = 0,0,0
under = 2

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


[State 3419]
type = Pause
trigger1 = time = [0,160]
time = 3

[State 2900]
type = helper
trigger1 = Animelem = 1
id = 2302
persistent = 0
name = "White Explosion"
pos = 0, -70
postype = p2
stateno = 9226
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1.5
size.yscale = 1.5




[State 4001, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 210]
type = EnvColor
trigger1 = animelem = 1
time = 10
value = 255, 255, 255

[State 200]
type = playsnd
trigger1 = animelem = 1
value = 2,3
volume = 255

[State 200]
type = playsnd
trigger1 = animelem = 1
value = 9110, 2
volume = 255

[State 200]
type = playsnd
trigger1 = animelem = 1
value = 9110, 0
volume = 255

[State 200]
type = playsnd
trigger1 = animelem = 1
value = 9110, 3
volume = 255


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


[state a]
type = targetstate
trigger1 = animelem = 1
value = 9229 ;2416


[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelem = 1
value = -212984 ;Ceil(-0.15 * enemy,Const(data.life)) * var(39)
ignorehitpause = 1
absolute = 1


;---------------------[エフェクト]
[State 1020, 4]
type = EnvShake
trigger1 = animelem = 1
time = 30
ampl = 30
freq = 95
phase = 95

[State 3014, 6] 
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 9225

;---------------------------------
; Explosive Possesion (Land)
[Statedef 9225]
type    = S
movetype= I
physics = S
anim = 9225
sprpriority = 2
velset = 0,0

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

[State 3015, 1] 
type = PlaySnd
trigger1 = Time = 1
value = 40, 0

[State 3015, 2] 
type = PosSet
trigger1 = Time = 0
y = 0

[State 3015, 3] 
type = CtrlSet
trigger1 = AnimElem = 1, -1
value = 1

[State 1000, 5]
type = removeExplod
trigger1 = Animtime = 0
id = 9220

[State 3015, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;--------------------------------------------
; Explosive Possesion (Target)
[Statedef 9223]
type = A
physics = N
movetype = H
velset = 0,0
ctrl = 0

[State 9223, 1]
type = changeanim2
trigger1 = !time
value = 9222

[State 9223, 2]
type = nothitby
trigger1 = 1
time = 1
value = SCA

[State 9223, 3]
type = selfstate
trigger1 = time >= 60
value = 5030

;-------------------------------------------------
; Explosive Possesion (Last Explosion)
[Statedef 9226]
type = S
movetype = A
physics = N
anim = 23300
velset = 0,0
ctrl = 0
sprpriority = 3


[State 2900]
type = helper
trigger1 = Animelem = 6
persistent = 0
name = "hikari"
pos = 20,-30
postype = p1
stateno = 9227
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1.5
size.yscale = 1.5

[State 2900]
type = helper
trigger1 = Animelem = 8
persistent = 0
name = "hikari"
pos = -20,30
postype = p1
stateno = 9227
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1.5
size.yscale = 1.5

[State 2900]
type = helper
trigger1 = Animelem = 12
persistent = 0
name = "hikari"
pos = 10,-5
postype = p1
stateno = 9227
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1.5
size.yscale = 1.5

[State 2900]
type = helper
trigger1 = Animelem = 16
persistent = 0
name = "hikari"
pos = -40,-30
postype = p1
stateno = 9227
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1.5
size.yscale = 1.5

[State 2900]
type = helper
trigger1 = Animelem = 20
persistent = 0
name = "hikari"
pos = 40,30
postype = p1
stateno = 9227
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1.5
size.yscale = 1.5

[State 2900]
type = helper
trigger1 = Animelem = 23
persistent = 0
name = "hikari"
pos = 0,0
postype = p1
stateno = 9228
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1.5
size.yscale = 1.5


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

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

[State 1000]
type = Explod
trigger1 = animelem = 3
anim = 23300
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 30,-30
bindtime = -1
supermove = 0
scale = 1.5,1.5
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 5
anim = 23300
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
scale = 1.5,1.5
pos = -30,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 7
anim = 23300
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = -10,-20
scale = 1.5,1.5
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 7
anim = 23300
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
scale = 1.5,1.5
pos = 40,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 7
anim = 23300
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,-40
scale = 1.5,1.5
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

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


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

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


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



[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
attr = S, HA
projanim = 11503
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 999999999
getpower = 50,50
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,4
sparkno = -1 ;s22109 + root,var(35)
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 2,-4
air.velocity = 2,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000;14200


[State 1000, 2]
type = Projectile
triggerall = p2life <= 0
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
attr = S, HA
projanim = 11503
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 999999999
getpower = 50,50
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,4
sparkno = -1 ;s22109 + root,var(35)
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 2,-4
air.velocity = 2,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 33400 ;14200

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



;光
[Statedef 9227]
type = S
movetype = A
physics = N
anim = 23300
velset = 0,0
ctrl = 0
sprpriority = 3


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

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

[State 1000]
type = Explod
trigger1 = animelem = 3
anim = 23300
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 30,-30
scale = 1.5,1.5
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 5
anim = 23300
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,30
scale = 1.5, 1.5
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0


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

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



[State 1020, 4]
type = EnvShake
trigger1 = AnimElem = 2 || AnimElem = 3 
time = 20
ampl = -20
freq = 95
phase = 95






[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
attr = S, HA
projanim = 11503
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 999999999
getpower = 50,50
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,6
sparkno = -1 ;s22109 + root,var(35)
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 2,-8
air.velocity = 2,-8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000;14200


[State 1000, 2]
type = Projectile
triggerall = p2life <= 0
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
attr = S, HA
projanim = 11503
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 999999999
getpower = 50,50
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,6
sparkno = -1 ;s22109 + root,var(35)
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 2,-8
air.velocity = 2,-8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 33400 ;14200

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



;光
[Statedef 9228]
type = S
movetype = A
physics = N
anim = 23300
velset = 0,0
ctrl = 0
sprpriority = 3


[State 2900]
type = helper
trigger1 = Animelem = 6
persistent = 0
name = "hikari"
pos = 40,-50
postype = P1
stateno = 9227
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1.5
size.yscale = 1.5

[State 2900]
type = helper
trigger1 = Animelem = 8
persistent = 0
name = "hikari"
pos = -40,50
postype = P1
stateno = 9227
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1.5
size.yscale = 1.5

[State 2900]
type = helper
trigger1 = Animelem = 12
persistent = 0
name = "hikari"
pos = 30,-25
postype = P1
stateno = 9227
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1.5
size.yscale = 1.5

[State 2900]
type = helper
trigger1 = Animelem = 16
persistent = 0
name = "hikari"
pos = -60,-60
postype = P1
stateno = 9227
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1.5
size.yscale = 1.5

[State 2900]
type = helper
trigger1 = Animelem = 20
persistent = 0
name = "hikari"
pos = 60,50
postype = P1
stateno = 9227
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1.5
size.yscale = 1.5


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

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


[State 1000]
type = Explod
trigger1 = animelem = 3
anim = 23300
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 30,-30
scale = 1.5,1.5
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 5
anim = 23300
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,30
scale = 1.5,1.5
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0


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


[State 1020, 4]
type = EnvShake
trigger1 = AnimElem = 2 || AnimElem = 3 
time = 20
ampl = -20
freq = 95
phase = 95






[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
attr = S, HA
projanim = 11503
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 999999999
getpower = 50,50
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,6
sparkno = -1 ;s22109 + root,var(35)
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 4,-8
air.velocity = 4,-8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000;14200


[State 1000, 2]
type = Projectile
triggerall = p2life <= 0
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
attr = S, HA
projanim = 11503
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 999999999
getpower = 50,50
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,6
sparkno = -1 ;s22109 + root,var(35)
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 4,-8
air.velocity = 4,-8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 33400;14200

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


;---------------------------------------------------------------------------
; Explosive Possesion (Last Hit)
[Statedef 9229]
type    = A
movetype= H
physics = N
velset = -7,-7


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

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

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

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

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

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



;================================================================================
; Judgement of 8-Headed Serpent (Begin Session)
[Statedef 20000]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd = -7000
ctrl = 0
velset = 0,0,0
anim = 22910

[State 4001, assert]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG

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

[State 1000, 5]
type = Explod
trigger1 = time = 20
anim = 6034
sprpriority = -1
postype = p1
pos = 23,-155
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 20
anim = 6030
sprpriority = -1
postype = p1
pos = 23,-155
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 30
anim = 6031
sprpriority = 1
postype = p1
pos = 23,-155
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 10 || time = 15 || time = 20 || time = 25 || time = 30 || time = 35 || time = 40
anim = 6035
sprpriority = 1
postype = p1
pos = 23,-155
bindtime = 1
supermove = 1
under = 0
ownpal = 1

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

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 12
value = 2562,2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 12
value = 2562,1


[State 2000, 6]
type = PlaySnd
trigger1 = Time = 20
value = 2,8

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 30
value = 2,12

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 11
value = 3000,3

[State 205, 1]
type = HitDef
trigger1 = AnimElem = 7
p2facing = 1
id = 91220
attr = S, NT
animtype  = Heavy
damage    = 10, 5
guardflag = HA
pausetime = 10,15
sparkno = s22109 + var(35)
guard.sparkno = s22113
sparkxy = -10,-70
hitsound   = s240,0
guardsound = S120,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 15
ground.velocity = -2
air.velocity = -2, 5
snap = 30,-40, 0
kill = 0
p1stateno = 20001
p2stateno = 20002

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 8,<=0
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 205, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Judgement of 8-Headed Serpent (Begin Session2)
[Statedef 20001]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 22911

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 7,<=0
ignorehitpause = 1
time = 4
value = 0,0,0
under = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA

[State 4001, assert]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG


[State 205, 1]
type = HitDef
trigger1 = AnimElem = 7
chainid = 91220
attr = S, ST+
animtype  = Heavy
damage    = 90
guardflag = HA
pausetime = 0,0
sparkxy = -500,-500
hitsound   = s240,0
guardsound = S120,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 15
ground.velocity = 4,-2.5
air.velocity = 4,-2.5
fall.recover = 0
kill = 0
p2stateno = 20003


[State 3005, 5.2]
type = TargetBind
trigger1 = Time = 0
pos = 22, -107
time = 3


[State 3005, 5.2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 29, -88
time = 2


[State 3005, 5.2]
type = TargetBind
trigger1 = AnimElem = 3
pos = 34, -65
time = 2


[State 3005, 5.2]
type = TargetBind
trigger1 = AnimElem = 4
pos = 42, 20
time = 2

[State 3005, 5.2]
type = TargetBind
trigger1 = AnimElem = 5
pos = 73, 10
time = 2


[State -2, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 225,0

[State 186, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 192, 0

[State 1210]
type = explod
trigger1 = animelem = 4
anim = 22063
postype = p1
pos = 70, 0
sprpriority = -2
ownpal = 1

[State 205, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 20004
ctrl = 1

;-------------------------------------------------
; Judgement of 8-Headed Serpent (Begin Session Target)
[Statedef 20002]
type    = A
movetype= H t
physics = N


[State 325, 0]
type = velset
trigger1 = time = 0
x = 0
y = 0


[State 2530, 0]
type = SprPriority
trigger1 = Time = 0
value = 2

[State 2530, 1]
type = ChangeAnim2
Trigger1 = time = 0
value = 20002

[State 2530, 1]
type = velset
trigger1 = Pos Y >= 0
trigger1 = time > 10
x = 4

[State 1000, 2]
type = envshake
trigger1 = Pos Y >= 0
trigger1 = time > 10
time = 10
ampl = 10

[State 2530, 1]
type = Changestate
trigger1 = Pos Y >= 0
trigger1 = time > 10
value = 20003

;-------------------------------------------------
; Judgement of 8-Headed Serpent (Begin Session Target2)
[Statedef 20003]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 814, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 20004

[State 814, 1]
type = Velset
Trigger1 = animelem = 3
x = -1
y = -9

[State 814, 1]
type = VelAdd
Trigger1 = animelem = 3, >= 0
y = .4

[State 814, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;-------------------------------------------------
; Judgement of 8-Headed Serpent (Second Session)
[Statedef 20004]
type     = S
movetype = A
physics  = S
juggle   = 7
velset   = 0,0
anim = 22912
ctrl     = 0
sprpriority = 2

[State 810, 1]
type = Width
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(110) <= 0
edge = 35,0

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 110,<=0
ignorehitpause = 1
time = 6
value = 0,0,0
under = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = -1

[State 4001, assert]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG

[State 1200, 1]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 18
trigger3 = AnimElem = 25
trigger4 = AnimElem = 29
trigger5 = AnimElem = 38
trigger6 = AnimElem = 48
trigger7 = AnimElem = 54
trigger8 = AnimElem = 58
trigger9 = AnimElem = 62
trigger10 = AnimElem = 71
trigger11 = AnimElem = 84
trigger12 = AnimElem = 101
trigger13 = AnimElem = 105
trigger14 = AnimElem = 109
value = s3,0

[State 1200, 1]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 18
trigger3 = AnimElem = 25
trigger4 = AnimElem = 29
trigger5 = AnimElem = 38
trigger6 = AnimElem = 48
trigger7 = AnimElem = 54
trigger8 = AnimElem = 58
trigger9 = AnimElem = 62
trigger10 = AnimElem = 71
trigger11 = AnimElem = 84
trigger12 = AnimElem = 89
trigger13 = AnimElem = 96
trigger14 = AnimElem = 101
trigger15 = AnimElem = 105
trigger16 = AnimElem = 109
value = s221,0


[state a]
type = playsnd
trigger1 = animelem = 24
trigger2 = animelem = 28
trigger3 = animelem = 56
trigger4 = animelem = 60
value = s3,1
volume = 200

[state a]
type = posset
trigger1 = animelem = 24
trigger2 = animelem = 28
trigger3 = animelem = 56
trigger4 = animelem = 60
x = enemy,pos x

[state a]
type = posadd
trigger1 = animelem = 25
trigger2 = animelem = 57
x = 60

[state a]
type = posadd
trigger1 = animelem = 29
trigger2 = animelem = 61
x = 50

[State 1000, 5]
type = Explod
trigger1 = animelem = 23
trigger2 = animelem = 27
trigger3 = animelem = 55
trigger4 = animelem = 59
anim = 22067
id = 22117
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 23
trigger2 = animelem = 27
trigger3 = animelem = 55
trigger4 = animelem = 59
anim = 22117
sprpriority = 5
postype = p1
pos = 0,0
supermove = 1
under = 0
ownpal = 1

[State 1400]
type = turn
trigger1 = animelem = 25
trigger1 = p2dist x< 0
trigger2 = animelem = 29
trigger2 = p2dist x< 0
trigger3 = animelem = 57
trigger3 = p2dist x< 0
trigger4 = animelem = 61
trigger4 = p2dist x< 0
value = 1

[State 1200, 2]
type = PlaySnd
trigger1 = AnimElem = 7
value = s192, 1
volume =200

[State 1200, 2]
type = PlaySnd
trigger1 = movehit = 1
value = s2300, 3

[State 1000, 5]
type = null;Velset
trigger1 = AnimElemtime(25) >= 0 && AnimElemtime(27) <= 0
x = 9

[State 1000, 9]
type = Posadd
trigger1 = AnimElem = 2
x = 14

[State 1000, 10]
type = Posadd
trigger1 = AnimElem = 25
x = 15

[State 1000, 11]
type = Posadd
trigger1 = AnimElem = 54
x = 15

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(54) >= 0 && AnimElemtime(56) <= 0
x = 9

[State 1000, ]
type = null;Velset
trigger1 = AnimElemtime(58) >= 0 && AnimElemtime(60) <= 0
x = 9

[State 1000, ]
type = null;Velset
trigger1 = AnimElemtime(62) >= 0 && AnimElemtime(64) <= 0
x = 9

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(101) >= 0 && AnimElemtime(103) <= 0
x = 5

[State 1000, 12]
type = Velset
trigger1 = AnimElem = 27
trigger2 = AnimElem = 56
trigger3 = AnimElem = 60
trigger4 = AnimElem = 64
x = 0

[State a] 
type = Afterimage
trigger1 = time = 0
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  170
length  = 18
TimeGap = 1
FrameGap = 2



[State 700, 1]
type = Explod
trigger1 = AnimElem = 8
anim = 3232
postype = P1
pos = 80, -90
sprpriority = 10
ownpal = 1
bindtime = -1
removeongethit = 1


[State 700, 2]
type = Explod
trigger1 = AnimElem = 18
anim = 3232
postype = P1
pos = 80, -90
sprpriority = 10
ownpal = 1
bindtime = -1
removeongethit = 1

[State 700, 2]
type = Explod
trigger1 = AnimElem = 25
anim = 3236
postype = P1
pos = 0, -30
sprpriority = -10
ownpal = 1
bindtime = -1
removeongethit = 1

[State 700, 2]
type = Explod
trigger1 = AnimElem = 29
anim = 3233
postype = P1
pos = 0,0
sprpriority = 10
ownpal = 1
bindtime = -1
removeongethit = 1

[State 700, 2]
type = Explod
trigger1 = AnimElem = 38
anim = 3232
postype = P1
pos = 80, -90
sprpriority = 10
ownpal = 1
bindtime = -1
removeongethit = 1

[State 700, 2]
type = Explod
trigger1 = AnimElem = 48
anim = 3232
postype = P1
pos = 80, -90
sprpriority = 10
ownpal = 1
bindtime = -1
removeongethit = 1

[State 700, 2]
type = Explod
trigger1 = AnimElem = 54
anim = 3236
postype = P1
pos = 0, -30
sprpriority = -10
ownpal = 1
bindtime = -1
removeongethit = 1

[State 700, 2]
type = Explod
trigger1 = AnimElem = 58
anim = 3236
postype = P1
pos = 0, -30
sprpriority = 10
ownpal = 1
bindtime = -1
removeongethit = 1

[State 700, 2]
type = Explod
trigger1 = AnimElem = 62
anim = 3233
postype = P1
pos = 0,0
sprpriority = 10
ownpal = 1
bindtime = -1
removeongethit = 1

[State 700, 2]
type = Explod
trigger1 = AnimElem = 71
anim = 3232
postype = P1
pos = 80, -90
sprpriority = 10
ownpal = 1
bindtime = -1
removeongethit = 1

[State 700, 2]
type = Explod
trigger1 = AnimElem = 84
anim = 3232
postype = P1
pos = 80, -90
sprpriority = -10
ownpal = 1
bindtime = -1
removeongethit = 1

[State 700, 2]
type = null;Explod
trigger1 = AnimElem = 89
anim = 3236
postype = P1
pos = 0, -30
sprpriority = 10
ownpal = 1
bindtime = -1
removeongethit = 1

[State 700, 2]
type = null;Explod
trigger1 = AnimElem = 96
anim = 3232
postype = P1
pos = 80, -90
sprpriority = 10
ownpal = 1
bindtime = -1
removeongethit = 1

[State 700, 2]
type = Explod
trigger1 = AnimElem = 101
anim = 3236
postype = P1
pos = 0, -30
sprpriority = 10
ownpal = 1
bindtime = -1
removeongethit = 1

[State 700, 2]
type = Explod
trigger1 = AnimElem = 105
anim = 3233
postype = P1
pos = 0,0
sprpriority = 10
ownpal = 1
bindtime = -1
removeongethit = 1

[State 700, 2]
type = Explod
trigger1 = AnimElem = 109
anim = 3234
postype = P1
pos = 80,30
sprpriority = 10
ownpal = 1
bindtime = -1
removeongethit = 1

[state 11, 1]
type = targetbind
trigger1 = animelem = 10
trigger2 = animelem = 20
trigger3 = animelem = 40
trigger4 = animelem = 50
trigger5 = animelem = 73
trigger6 = animelem = 86
pos = 60, 0

[State 12, 1]
type = TargetVelSet
trigger1 = animelem = 20
trigger2 = animelem = 50
trigger3 = animelem = 56
trigger4 = animelem = 60
trigger5 = animelem = 64
x = -8

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 9
trigger2 = AnimElem = 19
trigger3 = animelem = 39
trigger4 = AnimElem = 49
attr = S, HA
damage = 30, 3
getpower = 0
guardflag = H
hitflag = MAF
animtype = Hard
priority = 3, Hit
pausetime = 3, 6
sparkno = s22109 + var(35)
guard.sparkno = s22113
sparkxy = -25, -70
hitsound = s2300, 2
guardsound = s120,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.velocity = -2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 4
envshake.freq = 85
p2stateno = 20007

[State 200, 2]
type = HitDef
trigger1 = animelem = 26
trigger2 = AnimElem = 30
trigger3 = animelem = 55
trigger4 = AnimElem = 59
trigger5 = animelem = 63
attr = S, HA
damage = 20, 2
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 4, 7
sparkno = s22109 + var(35)
guard.sparkno = s22113
sparkxy = -25, -70
hitsound = s2300, 2
guardsound = s120,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -.2, -1
air.type = High
air.velocity = -.2,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 4
envshake.freq = 85
kill = 0
p2stateno = 9000

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 72
trigger2 = animelem = 85
attr = S, HA
damage = 20, 2
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 4, 7
sparkno = s22109 + var(35)
guard.sparkno = s22113
sparkxy = -25, -70
hitsound = s2300, 2
guardsound = s120,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3
air.type = High
air.velocity = -3,-3
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 4
envshake.freq = 85
kill = 0
p2stateno = 20007

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 90
trigger2 = animelem = 97
attr = S, HA
damage = 20, 2
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 4, 7
sparkno = s22109 + var(35)
guard.sparkno = s22113
sparkxy = -25, -70
hitsound = s225, 1
guardsound = s120,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -.3,-3.2
air.type = High
air.velocity = -.3,-3.2
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 4
envshake.freq = 85
kill = 0
p2stateno = 9000

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 102
trigger2 = animelem = 106
attr = S, HA
damage = 20, 2
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 4, 7
sparkno = s22109 + var(35)
guard.sparkno = s22113
sparkxy = -25, -70
hitsound = s2300, 2
guardsound = s120,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -.3,-2
air.type = High
air.velocity = -.3,-2
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 4
envshake.freq = 85
kill = 0
p2stateno = 9000

[State 200, 2]
type = HitDef
trigger1 = animelem = 110
attr = S, HA
damage = 20, 2
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 4, 7
sparkno = s22109 + var(35)
guard.sparkno = s22113
sparkxy = -25, -70
hitsound = s2300, 2
guardsound = s120,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -.3
air.type = High
air.velocity = -.3,-2
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 4
envshake.freq = 85
kill = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 110
anim = 22067
id = 22117
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 110
anim = 22117
sprpriority = 5
postype = p1
pos = 0,0
supermove = 1
under = 0
ownpal = 1

[State 1000, 2]
type = PlaySnd
trigger1 = animtime = 0
value = S3, 1
volume = 200



[State 1000, a]
type = ChangeState
trigger1 = animtime = 0
value = 20005

;-------------------------------------------------
; Judgement of 8-Headed Serpent (Second Session2)
[Statedef 20005]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
sprpriority = 2
anim = 22913

[state a]
type = posset
;triggerall = prevstateno != 20005
trigger1 = animelem = 1
x = enemy,pos x

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

[state a]
type = posadd
triggerall = prevstateno != 20005
trigger1 = animelem = 1
x = 180

[state a]
type = posadd
triggerall = prevstateno = 20005
trigger1 = animelem = 1
x = 60

[State 1000, 2]
type = PlaySnd
trigger1 = animtime = 0
value = S3, 1
volume = 200

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 11,<=0
ignorehitpause = 1
time = 4
value = 0,0,0
under = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = -1

[State 4001, assert]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG


[State 1000, 2]
type = PlaySnd
triggerall = prevstateno != 20005
trigger1 = AnimElem = 1
value = s2000, 0
volume = 200

[State -2]
type = varset
triggerall = prevstateno != 20005
trigger1 = time = 0
var(11) = 0

[State -2]
type = varadd
trigger1 = time = 0
var(11) = 1


[State 810, 1]
type = Width
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(11) <= 0
edge = 25,0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 9
value = s3, 0

[State 1000, 3]
type = PlaySnd
triggerall = AnimElemtime(1) >= 0 && AnimElemtime(11) <= 0
trigger1 = movehit = 1
value = s2300,3

[State a] 
type = Afterimage
trigger1 = time = 0
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  50
length  = 18
TimeGap = 1
FrameGap = 2

[State 700, 1]
type = Explod
trigger1 = AnimElem = 3
anim = 3233
postype = P1
pos = 0, -20
sprpriority = -3
ownpal = 1
bindtime = -1
removeongethit = 1

[State 700, 1]
type = Explod
trigger1 = AnimElem = 8
anim = 3236
postype = P1
pos = 0, -20
sprpriority = 10
ownpal = 1
bindtime = -1
removeongethit = 1


[State 200, 2]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
attr = S, HA
damage = 10, 3
getpower = 0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 1, 6
sparkno =  s22109 + var(35)
guard.sparkno = s22113
sparkxy = -25, -70
hitsound = s2300, 2
guardsound = s120,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.velocity = -0,-0
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 5
envshake.freq = 85
kill = 0
p2stateno = 9000

[State 1000, 5]
type = Explod
trigger1 = animelem = 11
anim = 22067
id = 22117
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 11
anim = 22117
sprpriority = 5
postype = p1
pos = 0,0
supermove = 1
under = 0
ownpal = 1

[State 3000, 1]
type = ChangeState
triggerall = var(11) <= 8
trigger1 = Animtime = 0
value = 20005

[State 3000, 2]
type = ChangeState
triggerall = var(11) >= 8
trigger1 = Animtime = 0
value = 20006

;-------------------------------------------------
; Judgement of 8-Headed Serpent (Second Session3)
[Statedef 20006]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
sprpriority = 2
anim = 22919

[state a]
type = playsnd
trigger1 = animelem = 1
trigger2 = animelem = 7
value = s3,1
volume = 200

[state a]
type = posset
trigger1 = animelem = 1
trigger2 = animelem = 7
x = enemy,pos x

[state a]
type = posadd
trigger1 = animelem = 1
x = 40

[state a]
type = posadd
trigger1 = animelem = 7
x = 50

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

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 11,<=0
ignorehitpause = 1
time = 4
value = 0,0,0
under = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = -1

[State 4001, assert]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG


[State 1000, 2]
type = PlaySnd
triggerall = prevstateno != 20006
trigger1 = AnimElem = 1
value = s2000, 2
volume = 200

[State -2]
type = varset
triggerall = prevstateno != 20006
trigger1 = time = 0
var(11) = 0

[State -2]
type = varadd
trigger1 = time = 0
var(11) = 1


[State 810, 1]
type = Width
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(11) <= 0
edge = 25,0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 9
value = s3, 0

[State 1000, 3]
type = PlaySnd
triggerall = AnimElemtime(1) >= 0 && AnimElemtime(11) <= 0
trigger1 = movehit = 1
value = s2300,3

[State a]
type = Afterimage
trigger1 = time = 0
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  50
length  = 18
TimeGap = 1
FrameGap = 2

[State 1000, 5]
type = Explod
trigger1 = animelem = 6
trigger2 = animelem = 11
anim = 22067
id = 22117
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 6
trigger2 = animelem = 11
anim = 22117
sprpriority = 5
postype = p1
pos = 0,0
supermove = 1
under = 0
ownpal = 1

[State 700, 1]
type = Explod
trigger1 = AnimElem = 3
anim = 3233
postype = P1
pos = 0, -20
sprpriority = -3
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1

[State 700, 1]
type = Explod
trigger1 = AnimElem = 8
anim = 3236
postype = P1
pos = 0, -20
sprpriority = 10
ownpal = 1
bindtime = -1
ignohitpause = 0
removeongethit = 1


[State 200, 2]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
attr = S, HA
damage = 10, 3
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 1, 6
sparkno =  s22109 + var(35)
guard.sparkno = s22113
sparkxy = -25, -70
hitsound = s2300, 2
guardsound = s120,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0
air.velocity = -0,-0
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 5
envshake.freq = 85
kill = 0
p2stateno = 9000

[State 3000, 1]
type = ChangeState
triggerall = var(11) <= 14
trigger1 = Animtime = 0
value = 20006

[State 3000, 2]
type = ChangeState
triggerall = var(11) >= 14
trigger1 = Animtime = 0
value = 20008

;-------------------------------------------------
; Judgement of 8-Headed Serpent (Second Session Target)
[Statedef 20007]
type    = S
physics = N
movetype= H
ctrl = 0
velset = 0,0

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

[State 921, 1]
type = VelSet
trigger1 = time <= 12
x = -3
y = 0

[State 820, 1]
type = changeanim2
trigger1 = time = 0
value = 20007

[State 3020, 6]
type = SelfState
trigger1 = AnimTime = 0
value = 0 + 50 * (pos y != 0)
ctrl = 1

;-------------------------------------------------
; Judgement of 8-Headed Serpent (Third Session)
[Statedef 20008]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 70
ctrl = 0
velset = 0,0
anim = 22914
sprpriority = 2

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 25,<=0
ignorehitpause = 1
time = 6
value = 0,0,0
under = 2


[State 4001, assert]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG


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

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = -1

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


[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = s3, 0

[State 1000, 9]
type = Envcolor
triggerall = MoveHit
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
ignorehitpause = 1
value = 255, 0, 0
time = 1
under = 1
supermove = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1

[State 1700, 0]
type = ReversalDef
trigger1 = 1
attr = S, HA
reversal.attr = SCA, NA, SA, HA, NT,ST,HT
hitflag = M-
priority = 4, Miss
pausetime = 0,0
sparkno = -1;S7012
hitsound = -1;S121,0
numhits = 0
p2facing = 1

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = hard
damage    = Ceil(0.08 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
guardflag = M
hitflag = MAF
pausetime = 2,6
sparkno = s22109 + var(35)
sparkxy = -15,-85
hitsound   = s2300, 2
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-7
air.velocity = -3,-6
fall = 1
kill = 0
p2stateno = 9000
fall.recover = 0
nochainID = 1200


[State 240, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
hitflag = MAF
guardflag = MA
pausetime = 2,6
sparkno = s22109 + var(35)
sparkxy = -15,-106
hitsound   = s2300, 2
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-6
air.velocity = -2,-6
fall = 1
p2stateno = 9000
fall.recover = 0
kill = 0
nochainID = 1200



[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
hitflag = MAF
guardflag = MA
pausetime = 2,6
sparkno = s22109 + var(35)
sparkxy = -15,-106
hitsound   = s2300, 2
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -.5,-12
air.velocity = -.5,-12
fall = 1
p2stateno = 9000
fall.recover = 0
kill = 0
nochainID = 1200

[State 51, 1]
type = PlaySnd
trigger1 = animelem = 12
value = S9800, 0
volume = 200

[State 51, 2]
type = PlaySnd
trigger1 = animelem = 12
value = S1400, 1
volume = 200

[State 51, 2]
type = PlaySnd
trigger1 = animelem = 13
value = S2562, 17
volume = 200

[State 51, 11]
type = PlaySnd
trigger1 = animelem = 18
value = S1500, 0
volume = 200

[State 51, 1]
type = PlaySnd
trigger1 = animelem = 18
trigger2 = animelem = 21
value = S9800, 0
volume = 200

[State 51, 11]
type = PlaySnd
trigger1 = animelem = 18
trigger2 = animelem = 21
value = S2, 4
volume = 200

[State 51, 11]
type = PlaySnd
trigger1 = animelem = 18
trigger2 = animelem = 22
value = S2, 5
volume = 200

[State 51, 2]
type = PlaySnd
triggerall = time >= 35
triggerall = time <= 75
trigger1 = (Gametime%4) = 0
value = S9800, 1
volume = 200

[State 51, 3]
type = Explod
trigger1 =  animelem =  12
anim =  11341
pos = -20,-140
postype = p1
scale = 5,5
sprpriority = 4
ownpal = 1

[State 51, 3]
type = Explod
trigger1 =  animelem =  13
anim =  3237
pos = 0,0
postype = p1
sprpriority = 4
ownpal = 1

[State 51, 3]
type = Explod
trigger1 =  animelem =  18
trigger2 =  animelem =  22
anim =  11342
pos = 110, -75
postype = p1
sprpriority = 4
ownpal = 1

[State 51, 3]
type = Explod
trigger1 =  animelem =  18
trigger2 =  animelem =  21
trigger3 =  animelem =  22
anim =  11342
pos = 110, -75
postype = p1
scale = 4, 4
sprpriority = 4
ownpal = 1

[State 51, 3]
type = Explod
trigger1 =  animelem =  18
anim =  3238
pos = 110, -75
postype = p1
scale = .8, .8
sprpriority = 4
ownpal = 1

[State 1020, 4]
type = EnvShake
triggerall = time >= 35
triggerall = time <= 75
trigger1 = (Gametime%4) = 0
time = 2
ampl = 20
freq = 80
phase = 80

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 18
time = 3
ampl = 30
freq = 95
phase = 95

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 22067
id = 22117
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
supermove = 0
under = 0
ownpal = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 18
trigger2 = animelem = 19
trigger3 = animelem = 20
attr = S, NA
animtype  = hard
damage    = Ceil(0.08 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
hitflag = MAF
guardflag = MA
pausetime = 2,6
sparkno = s22109 + var(35)
sparkxy = -15,-106
hitsound   = s2300, 2
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-6
air.velocity = -2,-6
p2stateno = 9000
fall = 1
fall.recover = 0
kill = 0
nochainID = 1200

[State 240, 2]
type = HitDef
trigger1 = animelem = 21
attr = S, NA
animtype  = hard
damage    = Ceil(0.1 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
hitflag = MAF
guardflag = MA
pausetime = 2,6
sparkno = s22109 + var(35)
sparkxy = -15,-106
hitsound   = s2300, 2
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-6
air.velocity = -2,-6
p2stateno = 20009
fall = 1
fall.recover = 0
kill = 0
nochainID = 1200

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

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 20010

;-------------------------------------------------
; Judgement of 8-Headed Serpent (Third Session Target)
[Statedef 20009]
type    = A
movetype= H
physics = N
velset = 9,-10

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

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


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

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

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


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

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

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

;---------------------------------------------------------------------------
;Judgement of 8-Headed Serpent (Fourth Session Begin)
[Statedef 20010]
type = S
movetype = A
physics = N
anim = 22915
ctrl = 0
juggle = 7
velset = 0,0
sprpriority = 2

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 9223
id = 9332
sprpriority = -2
postype = back
scale = 1.3, 1.3
pos = 0,-10
vel = 0,0
removetime = -1
bindtime = -1
supermove = 0
ownpal = 1

[State 4001, assert]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 5,<=0
ignorehitpause = 1
time = 6
value = 0,0,0
under = 2

[State 2000, 2]
type = null;SuperPause
trigger1 = time = 0
time = 16
movetime = 16
anim = -1

[State 2000]
type = targetstate
trigger1 = animelem = 5
value = 20030

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

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 5
value = s2, 6


[State 440, 2]
type = PlaySnd
trigger1 = animelem = 1
value = s195, 0


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

[State 0, VelSet]
type = VelSet
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(4) <= 0
x = 1
y = -.5

[State 55]
type = VelSet
trigger1 = animelem = 5
x = 0
y = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 22117
;id = 1251
sprpriority = 1
accel = 1,-.5
postype = p1
pos = 0,0
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 22067
id = 22117
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
supermove = 0
under = 0
ownpal = 1

[state a]
type = posset
trigger1 = animelem = 5
x = enemy,pos x

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0


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

[State 1000, 5]
type = Explod
triggerall = time >= 27
trigger1 = (Gametime%15) = 1
anim = 22921
sprpriority = 0
postype = p2
pos = -240, 50
vel = 14,-4
supermove = 0
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
triggerall = time >= 27
trigger1 = (Gametime%15) = 1
attr = S, SA
projanim = 23210
projremovetime = 30
projhits = 2
projpriority = 300
projsprpriority = 16
projedgebound = 220
postype = p2
offset = -240, 50
velocity = 14,-4
damage = Ceil(0.005 * enemy,Const(data.life)) * var(39),Ceil(0.002 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1;s22109 + var(35)
guard.sparkno = -1;s22113
sparkxy = 0,0
hitsound = s2562,19
guardsound = S121,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,-0.5
air.velocity = 0,-0.5
air.fall = 1
fall = 0
fall.recover = 0
kill = 0
p2stateno = 9000

[State 1000, 5]
type = Explod
triggerall = time >= 17
trigger1 = (Gametime%20) = 1
anim = 22921
sprpriority = 0
postype = p2
pos = 240, 50
facing = -1
vel = -14,-4
supermove = 0
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
triggerall = time >= 17
trigger1 = (Gametime%20) = 1
attr = S, SA
projanim = 23210
projremovetime = 30
projhits = 2
projpriority = 300
projsprpriority = 16
projedgebound = 220
postype = p2
offset = 240, 50
velocity = -14,-24
damage = Ceil(0.005 * enemy,Const(data.life)) * var(39),Ceil(0.002 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1;s22109 + var(35)
guard.sparkno = -1;s22113
sparkxy = 0,0
hitsound = s2562,19
guardsound = S121,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,-0.5
air.velocity = 0,-0.5
air.fall = 1
fall = 0
fall.recover = 0
kill = 0
p2stateno = 9000

[State 1000, 5]
type = Explod
triggerall = time >= 18
trigger1 = (Gametime%13) = 1
anim = 22921
sprpriority = 0
postype = p2
pos = -240, 0
vel = 14,0
supermove = 0
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
triggerall = time >= 18
trigger1 = (Gametime%13) = 1
attr = S, SA
projanim = 23210
projremovetime = 30
projhits = 2
projpriority = 300
projsprpriority = 16
projedgebound = 220
postype = p2
offset = -240, 0
velocity = 14,0
damage = Ceil(0.005 * enemy,Const(data.life)) * var(39),Ceil(0.002 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1;s22109 + var(35)
guard.sparkno = -1;s22113
sparkxy = 0,0
hitsound = s2562,19
guardsound = S121,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
air.fall = 1
fall = 0
fall.recover = 0
kill = 0
p2stateno = 9000

[State 1000, 5]
type = Explod
triggerall = time >= 19
trigger1 = (Gametime%17) = 1
anim = 22921
sprpriority = 0
postype = p2
pos = 240, 0
facing = -1
vel = -14,0
supermove = 0
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
triggerall = time >= 19
trigger1 = (Gametime%17) = 1
attr = S, SA
projanim = 23210
projremovetime = 30
projhits = 2
projpriority = 300
projsprpriority = 16
projedgebound = 220
postype = p2
offset = 240, 0
velocity = -14,0
damage = Ceil(0.005 * enemy,Const(data.life)) * var(39),Ceil(0.002 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1;s22109 + var(35)
guard.sparkno = -1;s22113
sparkxy = 0,0
hitsound = s2562,19
guardsound = S121,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,0.5
air.velocity = 0,0.5
air.fall = 1
fall = 0
fall.recover = 0
kill = 0
p2stateno = 9000

[State 1000, 5]
type = Explod
triggerall = time >= 25
trigger1 = (Gametime%14) = 1
anim = 22921
sprpriority = 0
postype = p2
pos = -240, -50
vel = 14,4
supermove = 0
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
triggerall = time >= 25
trigger1 = (Gametime%14) = 1
attr = S, SA
projanim = 23210
projremovetime = 30
projhits = 2
projpriority = 300
projsprpriority = 16
projedgebound = 220
postype = p2
offset = -240, -50
velocity = 14,4
damage = Ceil(0.005 * enemy,Const(data.life)) * var(39),Ceil(0.002 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1;s22109 + var(35)
guard.sparkno = -1;s22113
sparkxy = 0,0
hitsound = s2562,19
guardsound = S121,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,0.5
air.velocity = 0,0.5
air.fall = 1
fall = 0
fall.recover = 0
kill = 0
p2stateno = 9000

[State 1000, 5]
type = Explod
triggerall = time >= 21
trigger1 = (Gametime%14) = 1
anim = 22921
sprpriority = 0
postype = p2
pos = 240, -50
facing = -1
vel = -14,4
supermove = 0
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
triggerall = time >= 21
trigger1 = (Gametime%14) = 1
attr = S, SA
projanim = 23210
projremovetime = 30
projhits = 2
projpriority = 300
projsprpriority = 16
projedgebound = 220
postype = p2
offset = 240, -50
velocity = -14,4
damage = Ceil(0.005 * enemy,Const(data.life)) * var(39),Ceil(0.002 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1;s22109 + var(35)
guard.sparkno = -1;s22113
sparkxy = 0,0
hitsound = s2562,19
guardsound = S121,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,0.5
air.velocity = 0,0.5
air.fall = 1
fall = 0
fall.recover = 0
kill = 0
p2stateno = 9000

[State 1000, 5]
type = Explod
trigger1 = projhit = 1
anim = 22109 + var(35)
sprpriority = 2
postype = p2
pos = -7,-70
supermove = 0
under = 0
ownpal = 1

[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 20013


;---------------------------------------------------------------------------
;Judgement of 8-Headed Serpent (Fourth Session Helper1)

[Statedef 20011]
type = S
movetype = A
physics = N
anim = 22921
ctrl = 0
juggle = 7
velset = 14,-2
sprpriority = 2

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

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

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 1
value = s1100, 0

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 1
value = s2, 6

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 1
value = s2562, 30

;---------------------[攻撃の指定]
[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = Ceil(0.01 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
guardflag = M
pausetime = 0,5
sparkno = s22109 + var(35)
sparkxy = -7,-70
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = 1,-1.9
air.velocity = 1,-1.9
kill = 0
nochainID = 1200


[State 1000, 3]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;Judgement of 8-Headed Serpent (Fourth Session Helper2)

[Statedef 20012]
type = S
movetype = A
physics = N
anim = 22921
ctrl = 0
juggle = 7
velset = -14,-2
sprpriority = 2

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



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

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 1
value = s2, 6

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 1
value = s1100, 0

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 1
value = s2562, 30

[State 1400]
type = turn
trigger1 = animelem = 1
value = 1

;---------------------[攻撃の指定]
[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = Ceil(0.01 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
guardflag = M
pausetime = 0,5
sparkno = s22109 + var(35)
sparkxy = -7,-70
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -1,-1.9
air.velocity = -1,-1.9
kill = 0
nochainID = 1200


[State 1000, 3]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;Judgement of 8-Headed Serpent (Fourth Session 2)
[Statedef 20013]
type = S
movetype = A
physics = N
anim = 15500
ctrl = 0
juggle = 7
velset = 0,0
sprpriority = 2

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0

[State 4001, assert]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 1,<=0
ignorehitpause = 1
time = 6
value = 0,0,0
under = 2



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




[state a]
type = posset
trigger1 = animelemtime(1) = 150
x = enemy,pos x




;------------------------
[State 1000, 5]
type = Explod
trigger1 = (Gametime%13) = 1
anim = 22921
sprpriority = 0
postype = p2
pos = -240, 50
vel = 14,-4
supermove = 0
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = (Gametime%13) = 1
attr = S, SA
projanim = 23210
projremovetime = 30
projhits = 2
projpriority = 300
projsprpriority = 16
projedgebound = 220
postype = p2
offset = -240, 50
velocity = 14,-4
damage = Ceil(0.005 * enemy,Const(data.life)) * var(39),Ceil(0.002 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1;s22109 + var(35)
guard.sparkno = -1;s22113
sparkxy = 0,0
hitsound = s2562,19
guardsound = S121,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,-0.5
air.velocity = 0,-0.5
air.fall = 1
fall = 0
fall.recover = 0
kill = 0
p2stateno = 9000

[State 1000, 5]
type = Explod
trigger1 = (Gametime%18) = 1
anim = 22921
sprpriority = 0
postype = p2
pos = 240, 50
facing = -1
vel = -14,-4
supermove = 0
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = (Gametime%18) = 1
attr = S, SA
projanim = 23210
projremovetime = 30
projhits = 2
projpriority = 300
projsprpriority = 16
projedgebound = 220
postype = p2
offset = 240, 50
velocity = -14,-4
damage = Ceil(0.005 * enemy,Const(data.life)) * var(39),Ceil(0.002 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1;s22109 + var(35)
guard.sparkno = -1;s22113
sparkxy = 0,0
hitsound = s2562,19
guardsound = S121,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,-0.5
air.velocity = 0,-0.5
air.fall = 1
fall = 0
fall.recover = 0
kill = 0
p2stateno = 9000

[State 1000, 5]
type = Explod
trigger1 = (Gametime%11) = 1
anim = 22921
sprpriority = 0
postype = p2
pos = -240, 0
vel = 14,0
supermove = 0
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = (Gametime%11) = 1
attr = S, SA
projanim = 23210
projremovetime = 30
projhits = 2
projpriority = 300
projsprpriority = 16
projedgebound = 220
postype = p2
offset = -240, 0
velocity = 14,0
damage = Ceil(0.005 * enemy,Const(data.life)) * var(39),Ceil(0.002 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1;s22109 + var(35)
guard.sparkno = -1;s22113
sparkxy = 0,0
hitsound = s2562,19
guardsound = S121,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
air.fall = 1
fall = 0
fall.recover = 0
kill = 0
p2stateno = 9000

[State 1000, 5]
type = Explod
trigger1 = (Gametime%15) = 1
anim = 22921
sprpriority = 0
postype = p2
pos = 240, 0
facing = -1
vel = -14,0
supermove = 0
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = (Gametime%15) = 1
attr = S, SA
projanim = 23210
projremovetime = 30
projhits = 2
projpriority = 300
projsprpriority = 16
projedgebound = 220
postype = p2
offset = 240, 0
velocity = -14,0
damage = Ceil(0.005 * enemy,Const(data.life)) * var(39),Ceil(0.002 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1;s22109 + var(35)
guard.sparkno = -1;s22113
sparkxy = 0,0
hitsound = s2562,19
guardsound = S121,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
air.fall = 1
fall = 0
fall.recover = 0
kill = 0
p2stateno = 9000

[State 1000, 5]
type = Explod
trigger1 = (Gametime%12) = 1
anim = 22921
sprpriority = 0
postype = p2
pos = -240, -50
vel = 14,4
supermove = 0
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = (Gametime%12) = 1
attr = S, SA
projanim = 23210
projremovetime = 30
projhits = 2
projpriority = 300
projsprpriority = 16
projedgebound = 220
postype = p2
offset = -240, -50
velocity = 14,4
damage = Ceil(0.005 * enemy,Const(data.life)) * var(39),Ceil(0.002 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1;s22109 + var(35)
guard.sparkno = -1;s22113
sparkxy = 0,0
hitsound = s2562,19
guardsound = S121,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,0.5
air.velocity = 0,0.5
air.fall = 1
fall = 0
fall.recover = 0
kill = 0
p2stateno = 9000

[State 1000, 5]
type = Explod
trigger1 = (Gametime%12) = 1
anim = 22921
sprpriority = 0
postype = p2
pos = 240, -50
facing = -1
vel = -14,4
supermove = 0
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = (Gametime%12) = 1
attr = S, SA
projanim = 23210
projremovetime = 30
projhits = 2
projpriority = 300
projsprpriority = 16
projedgebound = 220
postype = p2
offset = 240, -50
velocity = -14,4
damage = Ceil(0.005 * enemy,Const(data.life)) * var(39),Ceil(0.002 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1;s22109 + var(35)
guard.sparkno = -1;s22113
sparkxy = 0,0
hitsound = s2562,19
guardsound = S121,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,0.5
air.velocity = 0,0.5
air.fall = 1
fall = 0
fall.recover = 0
kill = 0
p2stateno = 9000

[State 1000, 5]
type = Explod
trigger1 = projhit = 1
anim = 22109 + var(35)
sprpriority = 2
postype = p2
pos = -7,-70
supermove = 0
under = 0
ownpal = 1


[state a]
type = null;posset
trigger1 = time = 120
y = enemy,pos y +20

[State 1000, 3]
type = ChangeState
trigger1 = time = 120
value = 20031


;---------------------------------------------------------------------------
;Judgement of 8-Headed Serpent (Fourth Session new 3)
[Statedef 20031]
type = S
movetype = A
physics = N
anim = 15500
ctrl = 0
velset = 0,0
sprpriority = 2


[State 4001, assert]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 1,<=0
ignorehitpause = 1
time = 6
value = 0,0,0
under = 2

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0

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




[state a]
type = posset
trigger1 = animelemtime(1) = 150
x = enemy,pos x




;------------------------
[State 1000, 5]
type = Explod
trigger1 = (Gametime%11) = 1
anim = 22921
sprpriority = 0
postype = p2
pos = -240, 50
vel = 14,-4
supermove = 0
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = (Gametime%11) = 1
attr = S, SA
projanim = 23210
projremovetime = 30
projhits = 2
projpriority = 300
projsprpriority = 16
projedgebound = 220
postype = p2
offset = -240, 50
velocity = 14,-4
damage = Ceil(0.005 * enemy,Const(data.life)) * var(39),Ceil(0.002 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1;s22109 + var(35)
guard.sparkno = -1;s22113
sparkxy = 0,0
hitsound = s2562,19
guardsound = S121,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,-0.5
air.velocity = 0,-0.5
air.fall = 1
fall = 0
fall.recover = 0
kill = 0
p2stateno = 9000

[State 1000, 5]
type = Explod
trigger1 = (Gametime%16) = 1
anim = 22921
sprpriority = 0
postype = p2
pos = 240, 50
facing = -1
vel = -14,-4
supermove = 0
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = (Gametime%16) = 1
attr = S, SA
projanim = 23210
projremovetime = 30
projhits = 2
projpriority = 300
projsprpriority = 16
projedgebound = 220
postype = p2
offset = 240, 50
velocity = -14,-4
damage = Ceil(0.005 * enemy,Const(data.life)) * var(39),Ceil(0.002 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1;s22109 + var(35)
guard.sparkno = -1;s22113
sparkxy = 0,0
hitsound = s2562,19
guardsound = S121,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,-0.5
air.velocity = 0,-0.5
air.fall = 1
fall = 0
fall.recover = 0
kill = 0
p2stateno = 9000

[State 1000, 5]
type = Explod
trigger1 = (Gametime%9) = 1
anim = 22921
sprpriority = 0
postype = p2
pos = -240, 0
vel = 14,0
supermove = 0
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = (Gametime%9) = 1
attr = S, SA
projanim = 23210
projremovetime = 30
projhits = 2
projpriority = 300
projsprpriority = 16
projedgebound = 220
postype = p2
offset = -240, 0
velocity = 14,0
damage = Ceil(0.005 * enemy,Const(data.life)) * var(39),Ceil(0.002 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1;s22109 + var(35)
guard.sparkno = -1;s22113
sparkxy = 0,0
hitsound = s2562,19
guardsound = S121,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
air.fall = 1
fall = 0
fall.recover = 0
kill = 0
p2stateno = 9000

[State 1000, 5]
type = Explod
trigger1 = (Gametime%13) = 1
anim = 22921
sprpriority = 0
postype = p2
pos = 240, 0
facing = -1
vel = -14,0
supermove = 0
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = (Gametime%13) = 1
attr = S, SA
projanim = 23210
projremovetime = 30
projhits = 2
projpriority = 300
projsprpriority = 16
projedgebound = 220
postype = p2
offset = 240, 0
velocity = -14,0
damage = Ceil(0.005 * enemy,Const(data.life)) * var(39),Ceil(0.002 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1;s22109 + var(35)
guard.sparkno = -1;s22113
sparkxy = 0,0
hitsound = s2562,19
guardsound = S121,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
air.fall = 1
fall = 0
fall.recover = 0
kill = 0
p2stateno = 9000

[State 1000, 5]
type = Explod
trigger1 = (Gametime%10) = 1
anim = 22921
sprpriority = 0
postype = p2
pos = -240, -50
vel = 14,4
supermove = 0
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = (Gametime%10) = 1
attr = S, SA
projanim = 23210
projremovetime = 30
projhits = 2
projpriority = 300
projsprpriority = 16
projedgebound = 220
postype = p2
offset = -240, -50
velocity = 14,4
damage = Ceil(0.005 * enemy,Const(data.life)) * var(39),Ceil(0.002 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1;s22109 + var(35)
guard.sparkno = -1;s22113
sparkxy = 0,0
hitsound = s2562,19
guardsound = S121,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,0.5
air.velocity = 0,0.5
air.fall = 1
fall = 0
fall.recover = 0
kill = 0
p2stateno = 9000

[State 1000, 5]
type = Explod
trigger1 = (Gametime%10) = 1
anim = 22921
sprpriority = 0
postype = p2
pos = 240, -50
facing = -1
vel = -14,4
supermove = 0
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = (Gametime%10) = 1
attr = S, SA
projanim = 23210
projremovetime = 30
projhits = 2
projpriority = 300
projsprpriority = 16
projedgebound = 220
postype = p2
offset = 240, -50
velocity = -14,4
damage = Ceil(0.005 * enemy,Const(data.life)) * var(39),Ceil(0.002 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1;s22109 + var(35)
guard.sparkno = -1;s22113
sparkxy = 0,0
hitsound = s2562,19
guardsound = S121,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,0.5
air.velocity = 0,0.5
air.fall = 1
fall = 0
fall.recover = 0
kill = 0
p2stateno = 9000

[State 1000, 5]
type = Explod
trigger1 = projhit = 1
anim = 22109 + var(35)
sprpriority = 2
postype = p2
pos = -7,-70
supermove = 0
under = 0
ownpal = 1


[state a]
type = null;posset
trigger1 = time = 120
y = enemy,pos y +20

[State 1000, 3]
type = ChangeState
trigger1 = time = 120
value = 20014

;---------------------------------------------------------------------------
; Judgement of 8-Headed Serpent (Fourth Session 3)
[Statedef 20014]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0 ;1,-.5
ctrl     = 0
sprpriority = 2
anim = 15500;22916

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

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

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0

[State 1000, 5]
type = Explod
triggerall = time <= 6
trigger1 = (Gametime%9) = 1
anim = 22921
sprpriority = 0
postype = p2
pos = -240, 50
vel = 14,-4
supermove = 0
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
triggerall = time <= 6
trigger1 = (Gametime%9) = 1
attr = S, SA
projanim = 23210
projremovetime = 30
projhits = 2
projpriority = 300
projsprpriority = 16
projedgebound = 220
postype = p2
offset = -240, 50
velocity = 14,-4
damage = Ceil(0.005 * enemy,Const(data.life)) * var(39),Ceil(0.002 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1;s22109 + var(35)
guard.sparkno = -1;s22113
sparkxy = 0,0
hitsound = s2562,19
guardsound = S121,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,-0.5
air.velocity = 0,-0.5
air.fall = 1
fall = 0
fall.recover = 0
kill = 0
p2stateno = 9000

[State 1000, 5]
type = Explod
triggerall = time <= 6
trigger1 = (Gametime%14) = 1
anim = 22921
sprpriority = 0
postype = p2
pos = 240, 50
facing = -1
vel = -14,-4
supermove = 0
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
triggerall = time <= 6
trigger1 = (Gametime%14) = 1
attr = S, SA
projanim = 23210
projremovetime = 30
projhits = 2
projpriority = 300
projsprpriority = 16
projedgebound = 220
postype = p2
offset = 240, 50
velocity = -14,-4
damage = Ceil(0.005 * enemy,Const(data.life)) * var(39),Ceil(0.002 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1;s22109 + var(35)
guard.sparkno = -1;s22113
sparkxy = 0,0
hitsound = s2562,19
guardsound = S121,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,-0.5
air.velocity = 0,-0.5
air.fall = 1
fall = 0
fall.recover = 0
kill = 0
p2stateno = 9000

[State 1000, 5]
type = Explod
triggerall = time <= 6
trigger1 = (Gametime%7) = 1
anim = 22921
sprpriority = 0
postype = p2
pos = -240, 0
vel = 14,0
supermove = 0
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
triggerall = time <= 6
trigger1 = (Gametime%7) = 1
attr = S, SA
projanim = 23210
projremovetime = 30
projhits = 2
projpriority = 300
projsprpriority = 16
projedgebound = 220
postype = p2
offset = -240, 0
velocity = 14,0
damage = Ceil(0.005 * enemy,Const(data.life)) * var(39),Ceil(0.002 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1;s22109 + var(35)
guard.sparkno = -1;s22113
sparkxy = 0,0
hitsound = s2562,19
guardsound = S121,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
air.fall = 1
fall = 0
fall.recover = 0
kill = 0
p2stateno = 9000

[State 1000, 5]
type = Explod
triggerall = time <= 6
trigger1 = (Gametime%11) = 1
anim = 22921
sprpriority = 0
postype = p2
pos = 240, 0
facing = -1
vel = -14,0
supermove = 0
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
triggerall = time <= 6
trigger1 = (Gametime%11) = 1
attr = S, SA
projanim = 23210
projremovetime = 30
projhits = 2
projpriority = 300
projsprpriority = 16
projedgebound = 220
postype = p2
offset = 240, 0
velocity = -14,0
damage = Ceil(0.005 * enemy,Const(data.life)) * var(39),Ceil(0.002 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1;s22109 + var(35)
guard.sparkno = -1;s22113
sparkxy = 0,0
hitsound = s2562,19
guardsound = S121,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
air.fall = 1
fall = 0
fall.recover = 0
kill = 0
p2stateno = 9000

[State 1000, 5]
type = Explod
triggerall = time <= 6
trigger1 = (Gametime%8) = 1
anim = 22921
sprpriority = 0
postype = p2
pos = -240, -50
vel = 14,4
supermove = 0
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
triggerall = time <= 6
trigger1 = (Gametime%8) = 1
attr = S, SA
projanim = 23210
projremovetime = 30
projhits = 2
projpriority = 300
projsprpriority = 16
projedgebound = 220
postype = p2
offset = -240, -50
velocity = 14,4
damage = Ceil(0.005 * enemy,Const(data.life)) * var(39),Ceil(0.002 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1;s22109 + var(35)
guard.sparkno = -1;s22113
sparkxy = 0,0
hitsound = s2562,19
guardsound = S121,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,0.5
air.velocity = 0,0.5
air.fall = 1
fall = 0
fall.recover = 0
kill = 0
p2stateno = 9000

[State 1000, 5]
type = Explod
triggerall = time <= 6
trigger1 = (Gametime%8) = 1
anim = 22921
sprpriority = 0
postype = p2
pos = 240, -50
facing = -1
vel = -14,4
supermove = 0
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
triggerall = time <= 6
trigger1 = (Gametime%8) = 1
attr = S, SA
projanim = 23210
projremovetime = 30
projhits = 2
projpriority = 300
projsprpriority = 16
projedgebound = 220
postype = p2
offset = 240, -50
velocity = -14,4
damage = Ceil(0.005 * enemy,Const(data.life)) * var(39),Ceil(0.002 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1;s22109 + var(35)
guard.sparkno = -1;s22113
sparkxy = 0,0
hitsound = s2562,19
guardsound = S121,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,0.5
air.velocity = 0,0.5
air.fall = 1
fall = 0
fall.recover = 0
kill = 0
p2stateno = 9000

[State 1000, 5]
type = Explod
trigger1 = projhit = 1
anim = 22109 + var(35)
sprpriority = 2
postype = p2
pos = -7,-70
supermove = 0
under = 0
ownpal = 1

[State 1020, 4]
type = EnvShake
trigerall = time >= 6
trigger1 = (GameTime%5) = 1
time = 5
ampl = -10
freq = 95
phase = 95

[State 810, Grab Sound];
type = PlaySnd
trigger1 = time = 6
value = 2552, 0
volume = -50

[State 810, Grab Sound];
type = PlaySnd
trigger1 = time = 6
value = 2, 11
volume = 220

[State 810, Grab Sound];
type = PlaySnd
trigger1 = time = 40
value = 2, 10
volume = 220

[State 810, Grab Sound];
type = PlaySnd
trigerall = time >= 6
trigger1 = (GameTime%15) = 1
value = 2562, 9

[State 8055, 1]
type = VarRandom
trigger1 = 1
v = 53
range = -60,60

[State 8055, 1]
type = VarRandom
trigger1 = 1
v = 54
range = 10,-80

[State 1]
type = Explod
triggerall = time >= 6
trigger1 = (GameTime%2) = 1
anim = 22158
sprpriority = 2
postype = p2
velset = 0,0
ownpal = 1
pos = var(53),var(54)
bindtime = 1
under = 0

[State 1]
type = Explod
triggerall = time >= 6
trigger1 = (GameTime%2) = 1
anim = 22159
id = 22159
sprpriority = 2
postype = p2
velset = 0,0
ownpal = 1
pos = var(53),var(54)
bindtime = 1
under = 0

[State 1]
type = Explod
triggerall = time >= 6
trigger1 = (GameTime%2) = 1
anim = 22161
sprpriority = 6
postype = p2
pos = var(53),var(54)
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
bindtime = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, 2]
type = Projectile
triggerall = time >= 6
trigger1 = (GameTime%2) = 1
attr = S, SA
projanim = 30992
;projhitanim = 20052
projremovetime = 16
projid = 1050
projhits = 1
projpriority = 16
projsprpriority = 16
projedgebound = 220
postype = p2
offset = var(53),var(54)
velocity = 0
damage    = Ceil(0.01 * enemy,Const(data.life)),Ceil(0.006 * enemy,Const(data.life))
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = s22109 + var(35)
guard.sparkno = s22113
sparkxy = 0,0
hitsound = s2556,0
guardsound = s120,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,0.5
air.velocity = 0,0.5
air.fall = 1
fall = 0
fall.recover = 0
kill = 0
p2stateno = 20020

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

[state a]
type = null;posadd
trigger1 = time = 0
x = 20

[State 4001, assert]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 17,<=0
ignorehitpause = 1
time = 6
value = 0,0,0
under = 2

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

[State 200, 5]
type = null;PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 9
trigger3 = AnimElem = 12
value = 200,var(6)

[State 630, 1]
type = null;PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 9
value = 201, 0

[State 630, 1]
type = null;PlaySnd
trigger1 = AnimElem = 12
value = 221, 0

[State 210, 2]
type = null;HitDef
trigger1 = animelem= 7
trigger2 = animelem= 9
trigger3 = animelem= 12
attr = S, NA
animtype  = hard
damage    = 15,5
guardflag = M
pausetime = 0,5
sparkno = s22109 + var(35)
sparkxy = -5,-71
hitsound   = s330,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -4
air.velocity = -2,-4
kill = 0
nochainID = 1200
p2stateno = 9000



[state a]
type = null;posset
trigger1 = animtime = 0
x = enemy,pos x
y = enemy,pos y + 40

[State 1000, 3]
type = null;ChangeState
trigger1 = animtime = 0
value = 20015

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

[State 1000, 3]
type = ChangeState
trigger1 = time >= 120
value = 20016

;---------------------------------------------------------------------------
; Judgement of 8-Headed Serpent (Fourth Session 3)
[Statedef 20015]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 1,-.5
ctrl     = 0
sprpriority = 2
anim = 22917

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

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

[State 4001, assert]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 27,<=0
ignorehitpause = 1
time = 6
value = 0,0,0
under = 2

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

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

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 11
trigger3 = AnimElem = 17
value = 200,var(6)

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 19
value = 210,var(6)

[State 630, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 11
value = 221, 0

[State 630, 1]
type = PlaySnd
trigger1 = AnimElem = 17
value = 201, 0

[State 630, 1]
type = PlaySnd
trigger1 = AnimElem = 19
value = 3, 0

[State 210, 2]
type = HitDef
trigger1 = animelem = 3
trigger2 = animelem = 11
trigger3 = animelem = 17
attr = S, NA
animtype  = hard
damage    = 15,5
guardflag = M
pausetime = 0,5
sparkno = s22109 + var(35)
sparkxy = -5,-71
hitsound   = s330,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -4
air.velocity = -2,-4
kill = 0
nochainID = 1200

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 19
trigger2 = animelem = 20
trigger3 = animelem = 21
attr = S, SA
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
hitflag = MAFD
priority = 3, Hit
guardflag = MA
pausetime = 1,2
sparkno = s22109 + var(35)
sparkxy = -15,-106
hitsound   = s2300, 2
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-6
air.velocity = -2,-6
fall = 1
kill = 0
p2stateno = 9000
fall.recover = 0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 22
value = 2562,20

[State 1000, 5]
type = Explod
trigger1 = animelem = 22
anim = 1931
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = removeExplod
trigger1 = Animtime = 0
id = 9332

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 27
value = 9800, 0



[State 3040, 7]
type = EnvColor
trigger1 = animelem = 27
ignorehitpause = 1
time = 80
value = 255,255,255
under = 0

[State 1000, 3]
type = ChangeState
trigger1 = animtime = 0
value = 20016

;-------------------------------------------------
; Judgement of 8-Headed Serpent (Fourth Session Target)
[Statedef 20030]
type    = A
movetype= H t
physics = N


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

[State 2120]
type = posset
trigger1 = time= 0
x = 0


[State 1302]
type = velset
trigger1 = time = 0
y = 5.5
x = 0

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP, AA, AT, AP



[State 2530, 1]
type = ChangeAnim2
Trigger1 = time = 0
value = 23121


;------------------------------------------------------
; Judgement of 8-Headed Serpent (Fifth Session)
[Statedef 20016]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 22918
ctrl = 0

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

[State 1302]
type = null;targetvelset
trigger1 = animelemtime(2) <= 0
y = 0
x = 0

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

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1932
sprpriority = 0
postype = p1
pos = 60,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = (time = [0,30]) && (Timemod = 2,0)
anim = 1932
sprpriority = 0
postype = p1
pos = 94,-46
vel = 0,0
bindtime = -1
supermove = 0
scale = 0.7, 0.7
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 36
time = 36
value = 0,0,0
under = 2

[state a]
type = targetstate
trigger1 = animelemtime(2) <= 0
value = 20020

[state a]
type = targetstate
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 9
trigger4 = animelem = 11
value = 20020

[state a]
type = targetstate
trigger1 = animelemtime(8) = 1 || animelemtime(8) = 4 || animelemtime(8) = 7
trigger2 = animelemtime(10) = 1 || animelemtime(10) = 4 || animelemtime(10) = 7
value = 20021

[State a]
type = hitadd
trigger1 = animelemtime(8) = 1 || animelemtime(8) = 4 || animelemtime(8) = 7
trigger2 = animelemtime(10) = 1 || animelemtime(10) = 4 || animelemtime(10) = 7
value = 1

[State a]
type = hitadd
trigger1 = animelem = 9
trigger2 = animelem = 11
value = -3

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

[State 2000, 2]
type = SuperPause
trigger1 = animelemtime(2) <= 0 
time = 2
movetime = 2
anim = -1


[State 2000, 2]
type = SuperPause
trigger1 = time = 36
time = 30
movetime = 0
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 36
anim = 6034
sprpriority = -1
postype = p1
pos = 94,-46
bindtime = -1
supermove = 1
under = 0
ownpal = 1


[State 1000, 5]
type = Explod
trigger1 = time = 36 
anim = 6035
sprpriority = 1
postype = p1
pos = 94,-46
bindtime = 1
supermove = 1
under = 0
ownpal = 1



[State a]
type = Angleset
trigger1 = 1
value = -45

[State a]
type = AngleDraw
trigger1 = 1



[state 11, 1]
type = null;targetbind
trigger1 = p2stateno != 33400
trigger2 = p2stateno != 9000
trigger1 = 1
pos = enemy,pos x, enemy,pos y

[state a]
type = null;velset
trigger1 = pos x < -70
trigger1 = facing = 1
x = 7

[state a]
type = null;velset
trigger1 = pos x > -56
trigger1 = facing = 1
x = -7

[state a]
type = null;velset
trigger1 = pos x >= -70 && pos x <= -56
trigger1 = facing = 1
x = 0


[state a]
type = null;velset
trigger1 = pos x > 70
trigger1 = facing = -1
x = 7

[state a]
type = null;velset
trigger1 = pos x < 56
trigger1 = facing = -1
x = -7

[state a]
type = null;velset
trigger1 = pos x <= 70 && pos x >= 56
trigger1 = facing = -1
x = 0

[state a]
type = null;posadd
trigger1 = time = 0
x = -40
y = 15

[state a]
type = posset
trigger1 = time = 0
trigger2 = animelem = 9
trigger3 = animelem = 11
x = enemy,pos x -80
y = enemy,pos y -120

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0

[state a]
type = null;posadd
trigger1 = animelem = 9
y = -40

[state a]
type = velset
trigger1 = animelem = 8
trigger2 = animelem = 10
y = -5

[state a]
type = velset
trigger1 = animelem = 9
trigger2 = animelem = 11
y = 0


[State 3100, 1]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= noFG
flag3= nobardisplay

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

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

[State 3040, 7]
type = EnvColor
trigger1 = time = 76
trigger2 = time = 105
ignorehitpause = 1
time = 13
value = 255,255,255
ontop = 2


[State 240, 1]
type = PlaySnd
trigger1 = time = 36
value = 3, 3

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 3, 4

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 8
value = 2000, 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 8
trigger2 = animelem = 10
trigger3 = animelem = 12
value = 2550, 0



[State 240, 1]
type = PlaySnd
trigger1 = animelem = 8
trigger2 = animelem = 10
trigger3 = animelem = 12
value = 3, 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 8
trigger2 = animelem = 10
trigger3 = animelem = 12
value = 2562, 24


[State 240, 1]
type = PlaySnd
trigger1 = animelem = 8
trigger2 = animelem = 10
trigger3 = animelem = 12
value = 2562, 25
volume = 150


[State 240, 1]
type = PlaySnd
trigger1 = animelem = 8
trigger2 = animelem = 10
trigger3 = animelem = 12
value = 2562, 17
volume = 150





[State 1000, 5]
type = Explod
trigger1 = animelem = 8
trigger2 = animelem = 10
trigger3 = animelem = 12
anim = 20012
id = 211
sprpriority = 99
postype = p1
pos = 75,-20
bindtime = -1
removetime = 360
supermove = 0
;ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 8
trigger2 = animelem = 10
anim = 20010
id = 211
sprpriority = 99
postype = p1
pos = 75,-20
bindtime = -1
removetime = 360
supermove = 0
;ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5]
type = removeExplod
trigger1 = Animelem = 9
trigger2 = Animelem = 11
id = 211

[State 240, 1]
type = PlaySnd
triggerall = time >= 155
trigger1 = (gametime%20) = 1
value = 3, 2

;---------------------[ヘルパー呼び出し]

[State 2900, 1];
type = helper
trigger1 = animelem = 12
id = 2100
persistent = 0
name = "DivineBeam"
pos = 75,-20
postype = P1
stateno = 20017
helpertype = normal
keyctrl = 0
ownpal = 1


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

;---------------------[終了]
[state a]
type = null;posset
trigger1 = animtime = 0
y = 0

[State 1000, 5]
type = removeExplod
trigger1 = Animtime = 0
id = 9332

[state a]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 0



;-----------------------------------------------------------
; Judgement of 8-Headed Serpent (Fifth Session Divine Cannon)
[Statedef 20017]
type = S
movetype = A
physics = N
anim = 20010 
velset = 0,0
ctrl = 0
sprpriority = 99

[State 3040, 7]
type = EnvColor
trigger1 = (gametime%3) = 1
persistent = 1
ignorehitpause = 1
time = 3
value = 255,255,255
ontop = 2

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

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


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


;---------------------[飛び道具]
[State 1000, 2]
type = Projectile
triggerall = time <= 150
trigger1 = (GameTime%3) = 1
attr = S, HA
projanim = 20011
projhitanim = -1
projid = 22079
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 9999999,0 
getpower = 0,0
givepower = 0,0
guardflag = ;M
hitflag = MAF
pausetime = 0,4
sparkno = -1
sparkxy = -15,-77
hitsound   = -1;s2562,26
guard.sparkno = -1
guardsound = -1;s120,0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2 ;-6,-6.5
air.velocity = -1,-2 ;-6,-6.8
fall = 1
fall.recover = 0
juggle = 15
kill = 0
p2stateno = 9000



[State 1010]
type = changestate
trigger1 = time >= 150
value = 20018

;-------------------------------------------------
; Judgement of 8-Headed Serpent (Fifth Session Explosion1)
[Statedef 20018]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 20014


[State 2]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 240, 1]
type = PlaySnd
triggerall = time >= 0
trigger1 = (gametime%20) = 1
value = 3, 2
volume = 120

[State 1000, 5]
type = Explod
trigger1 = time = 0
ignorehitpause = 0
anim = 22132
sprpriority = 0
postype = back
scale = 1.4, 1.2
pos = -20,-15
vel = 0,0
ontop = 1
bindtime = -1
supermove = 0
ownpal = 1

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


;---------------------[攻撃の指定]
[State 2]
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 1
trigger2 = hitcount <= 999
attr = S, HA
animtype  = hard
damage    = 9999999,9999999
getpower = 0,0
hitflag = MAFD
guardflag =
numhits = 1
pausetime = 0,0
guard.pausetime = 0,8
sparkno = -1 ;s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = s-1,0;190,2
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
air.velocity = -5,-6.5
air.fall = 1
kill = 0
fall.recover = 0
p2stateno = 9000

[State 240, 1]
type = PlaySnd
trigger1 = animtime = 0
value = 9110, 0

;---------------------[消滅]
[state a]
type = changestate
trigger1 = time = 57
value = 20019

;-------------------------------------------------
; Judgement of 8-Headed Serpent (Fifth Session Explosion2)
[Statedef 20019]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 20015


[State 2]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 240, 1]
type = PlaySnd
triggerall = time >= 0
trigger1 = (gametime%20) = 1
value = 3, 2
volume = 120


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


[State 240, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2552, 0

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2562, 27

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 4
trigger3 = animelem = 7
value = 3, 5
volume = 255

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



;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
triggerall = p2life > 0
trigger1 = time = 0
trigger2 = movecontact = 1
trigger2 = hitcount <= 999
attr = S, HA
animtype  = hard
damage    = 9999999,9999999
getpower = 0,0
hitflag = MAFD
guardflag =
numhits = 1
pausetime = 0,0
guard.pausetime = 0,8
sparkno = -1 ;s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = s-1,0;190,2
guard.sparkno = -1;s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
air.velocity = -5,-6.5
air.fall = 1
fall.recover = 0
p2stateno = 9000

[State 2];攻撃の指定
type = HitDef
triggerall = p2life = 0
trigger1 = time = 0
trigger2 = movecontact = 1
trigger2 = hitcount <= 999
attr = S, HA
animtype  = hard
damage    = 9999999,9999999
getpower = 0,0
hitflag = MAFD
guardflag =
numhits = 1
pausetime = 0,0
guard.pausetime = 0,8
sparkno = -1 ;s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = s-1,0;190,2
guard.sparkno = -1;s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
air.velocity = -5,-6.5
air.fall = 1
fall.recover = 0
p2stateno = 33400

[State 4000]
type = allpalfx
trigger1 = animelem = 24
add = 0, 0, 0
sinadd = 255,255,255,200
time = 100
invertall = 0


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

;-------------------------------------------------
; Judgement of 8-Headed Serpent (Fifth Session Target)
[Statedef 20020]
type    = A
movetype= H t
physics = N

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP, AA, AT, AP



[State 2530, 1]
type = ChangeAnim2
Trigger1 = time = 0
value = 20013

;-------------------------------------------------
; Judgement of 8-Headed Serpent (Fifth Session Fake)
[Statedef 20021]
type    = A
movetype= H t
physics = N

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP, AA, AT, AP



[State 2530, 1]
type = ChangeAnim2
Trigger1 = time = 0
value = 5070
