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

; これはKFMの定数と状態のファイルです。
; 絶対記入し、削除はしないでください。
[Data]
  ;体力ゲージの初期値
life = 1650
  ;攻撃力（これ以上に設定すると強くなる）
attack = 110
  ;防御力（これ以上に設定すると強くなる）
defence = 110
  ;コンボをくらっている時にあがる防御力
fall.defence_up = 70
  ;倒れてから起上がるまでのフレーム数
liedown.time = 0
  ;空中でどれだけコンボが繋がるか（高くすると無限コンボになるので注意）
airjuggle = 15
  ;hitdefで設定していない時の基本ヒットスパークナンバー
sparkno = 2
  ;設定してない時のガードナンバー
guard.sparkno = 40
  ;KOした時に声にエコーをかけるか（１でＯＮ）
KO.echo = 0
 volume = 0
  IntPersistIndex = 0
FloatPersistIndex = 40
power = 9000

[Size]
xscale = 1            ;水平方向の縮尺（通常１）
yscale = 1           ;垂直方向の縮尺（通常１）
ground.back = 15     ;キャラの幅(後方,地上)
ground.front = 16    ;キャラの幅(前方,地上)
air.back = 12        ;キャラの幅(後方,空中)
air.front = 12       ;キャラの幅(前方,空中)
height = 125          ;キャラの高さ
attack.dist = 320    ;攻撃をした時相手がガード体制に入る最低距離
proj.attack.dist = 50;攻撃をした時相手がガード体制に入る最低距離（飛び道具）
proj.doscale = 0     ;上で設定した縮尺を飛び道具にも適用するか（１でＯＮ）   
head.pos = 0, -118   ;頭の大体の座標
mid.pos = -4, -86    ;体の中心の大体の座標
shadowoffset = 0     ;影の垂直方向のオフセット
draw.offset = 0,0    ;使用しない

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

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

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

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

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

[State 1400] 
type = null;superpause 
trigger1 = time = 0 
time = 3
movetime = 3
anim = -1
darken = 0


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

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151

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

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


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

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

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

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

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


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

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

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

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


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

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

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

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

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



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


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

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

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

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

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

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

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

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

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

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

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




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

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

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

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

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

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

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

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




; フロントステップ
[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1


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



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

[State 100, 1]
type = VelSet
trigger1 = animelem = 3;1
x = 6;const(velocity.run.fwd.x)

[State 100, 1]
type = VelSet
trigger1 = animelem = 15
x = 0

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

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

[State 100, 4]
type = ChangeState
trigger1 = command = "holdfwd"
trigger1 = animelem = 14,>=0
value = 101

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


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

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

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

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




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


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

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

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

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

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


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

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

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

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

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


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

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

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

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

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


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

; 空中
;[Statedef 106]

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

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = -8.5
y = -3.8

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

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


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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 2
trigger1 = var(1) = 1
value = 189 ;187

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

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

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


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

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

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

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

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


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

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

[State 191, 3];我より、優れる者は無し
type = PlaySnd
trigger1 = animelem = 1
value = 191, 0;184,0

[State 191, 3];我より、優れる者は無し
type = PlaySnd
trigger1 = animelem = 13
value = 191, 1


[State 1000, 5];足元
type = Explod
trigger1 = animelem = 1
anim = 22125
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0
ownpal = 1

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

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



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

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

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




[State 1000, 5];足元
type = Explod
trigger1 = animelem = 5
anim = 22125
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0
ownpal = 1

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

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


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


[State 191, 3];我
type = PlaySnd
trigger1 = animelem = 6
value =  190, 1;187,0

[State 191, 3];ガイアと共にあり
type = PlaySnd
trigger1 = animelemtime(57) = 23
value = 182, 0 ;187,1

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





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

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


;---------------------------------------------------------------------------
; 勝った動作[我、ガイアと共にあり]
[Statedef 189]
type = S
ctrl = 0
anim = 189
velset = 0,0


[State 191, 3];我
type = PlaySnd
trigger1 = animelem = 6
value =  2550, 0

[State 191, 3];我
type = PlaySnd
trigger1 = animelem = 6
value =  2562, 25

[State 191, 3];我
type = PlaySnd
trigger1 = animelem = 6
value =  2562, 24

[State 191, 3];我
type = PlaySnd
trigger1 = animelem = 6
value =  2562, 17

[State 191, 3];我
type = PlaySnd
trigger1 = animelem = 6
value =  9110, 0

[State 191, 3];我
type = PlaySnd
trigger1 = animelem = 8
value =  181, 0
volume = 250

[State 1020, 4]
type = EnvShake
trigger1 = Animelem = 6
time = 250
ampl = 30
freq = 95
phase = 95

[State 4001]
type = EnvColor
trigger1 = animelem = 6
value = 255,255,255
time = 14
under = 2 ;1

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 6
anim = 22063
id = 189
sprpriority = -5
postype = p1
pos = -9,5
bindtime = 1
supermove = 1
removetime = -1
scale=1.3,1.3
under = 0
ownpal=1

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 6
anim = 22125
id = 189
sprpriority = -5
postype = p1
pos = -8,5
bindtime = 1
supermove = 1
removetime = -1
under = 0
scale = 1.1,1.1
ownpal=1

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 6
anim = 33111
id = 189
sprpriority = 10
postype = p1
pos = -20,-140
bindtime = 1
supermove = 1
removetime = -1
under = 0
ownpal=1

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 6
anim = 33112
id = 189
sprpriority = 10
postype = p1
pos = -20,-130
bindtime = 1
supermove = 1
removetime = -1
under = 0
ownpal=1

[State 240, 1]
type = PlaySnd
triggerall = time >= 0
trigger1 = (gametime%20) = 1
value = 3, 2
volume = 120

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

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,240]
flag = roundnotover
;---------------------------------------------------------------------------
; 通常登場
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0



[state a]
type = changestate
trigger1 = time = 1
trigger1 = var(1) = 1
value = 1888;193;192



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

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

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


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



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

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


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

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

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

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

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

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


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


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

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

;---------------------------------------------------------------------------
; オロチ登場
[Statedef 193]
type = S
ctrl = 0
anim = 1933
velset = 0,0

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


[State 1000, 5];攻撃エフェクト
type = null ;Explod
trigger1 = time = 1
anim = 22090
id = 211
sprpriority = 0
postype = p1
pos = 15,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 1
id = 1933
persistent = 0
name = "Mizuchi"
pos = 35,0
postype = P1
stateno = 19311
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 1
id = 1933
persistent = 0
name = "Orochi"
pos = -35,0
postype = P1
stateno = 19321
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1020, 4]
type = EnvShake
trigger1 = Animelem = 2
time = 190
ampl = 30
freq = 95
phase = 95

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2550, 0

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2562, 24

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2562, 25
volume = 150

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2562, 17
volume = 150

[State 4001]
type = EnvColor
trigger1 = animelem = 2
value = 0,0,0 ;255,255,255
time = 240
under = 2 ;1

[State 4001]
type = EnvColor
trigger1 = animelem = 3
value = 255,0,0
time = 3
under = 2 ;1

[State 4001]
type = EnvColor
triggerall = time >= 366
triggerall = time <=556
trigger1 = (gametime%5) = 1
value = 255,255,255
time = 2

[State 4001, 3.1]
type = Explod
trigger1 = time = 370
ID = 3010
anim = 19323
pos = 30,0
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = time = 390
ID = 3010
anim = 19323
pos = 90,0
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = time = 410
ID = 3010
anim = 19323
pos = 150,0
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = time = 370
ID = 3010
anim = 19322
pos = -30,0
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = time = 390
ID = 3010
anim = 19322
pos = -90,0
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = time = 410
ID = 3010
anim = 19322
pos = -150,0
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = time = 360
ID = 3010
anim = 22130
pos = 0,-98 ;120,-200
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 2
ID = 3010
anim = 33112;3010
pos = 0,0 ;120,-200
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 2
ID = 3010
anim = 33112;3010
pos = -30,0 ;120,-200
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 2
ID = 3010
anim = 33112;3010
pos = 30,0 ;120,-200
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 2
ID = 3010
anim = 1189
pos = 0,0
postype = p1
scale = 2.2
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 2
ID = 3010
anim = 33111
pos = 0,0
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 2
ID = 3010
anim = 33111
pos = 30,0
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 2
ID = 3010
anim = 33111
pos = -30,0
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1

[State 4001, 3.2]
type = RemoveExplod
trigger1 = animelem = 3
ID = 3010

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 3
anim = 22108
id = 1415
sprpriority = 10
postype = p1
pos = 0,-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 = 3
anim = 19332
id = 1415
sprpriority = 10
postype = p1
pos = -30,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal=1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 3
anim = 19332
id = 1415
sprpriority = 10
postype = p1
pos = -90,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal=1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 3
anim = 19332
id = 1415
sprpriority = 10
postype = p1
pos = -150,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal=1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 3
anim = 19333
id = 1415
sprpriority = 10
postype = p1
pos = 30,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal=1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 3
anim = 19333
id = 1415
sprpriority = 10
postype = p1
pos = 90,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal=1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 3
anim = 19333
id = 1415
sprpriority = 10
postype = p1
pos = 150,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal=1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 3
anim = 10007
id = 1415
sprpriority = 10
postype = p1
pos = 15,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal=1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 3
anim = 10006
id = 1415
sprpriority = 10
postype = p1
pos = -15,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal=1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 3
anim = 10003
id = 1415
sprpriority = 10
postype = p1
pos = 0,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal=1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 3
anim = 10003
id = 1415
sprpriority = 10
postype = p1
pos = 35,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal=1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 3
anim = 10003
id = 1415
sprpriority = 10
postype = p1
pos = -35,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal=1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 3
anim = 2551
id = 1415
sprpriority = 10
postype = p1
pos = 0,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal=1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 3
anim = 2551
id = 1415
sprpriority = 10
postype = p1
pos = 35,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal=1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 3
anim = 2551
id = 1415
sprpriority = 10
postype = p1
pos = -35,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal=1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 3
anim = 10002
id = 1415
sprpriority = 10
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal=1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 3
anim = 10002
id = 1415
sprpriority = 10
postype = p1
pos = 35,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal=1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 3
anim = 10002
id = 1415
sprpriority = 10
postype = p1
pos = -35,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal=1 


[State 4001]
type = EnvColor
trigger1 = time = 594
trigger2 = time = 651
value = 255,255,255
time = 3
under = 0

[State 1020, 4]
type = EnvShake
trigger1 = time = 594
trigger2 = time = 651
time = 2
ampl = 35
freq = 95
phase = 95

[state a];
type = playsnd
trigger1 = time = 594
trigger2 = time = 651
value = 9800,0

[state a];
type = playsnd
trigger1 = time = 612
trigger2 = time = 667
value = 9800,1



[State 4001, 3.1]
type = Explod
triggerall = anim != 22195
triggerall = anim != 15500
triggerall = var(29) <= 1
trigger1 = time = 612
trigger2 = time = 667
anim = 8200
pos = 0,0
postype = p1
bindtime = 1
sprpriority = 4
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = anim != 22195
triggerall = anim != 15500
triggerall = var(29) >= 1
trigger1 = time = 612
trigger2 = time = 667
anim = 22134
pos = 0,0
postype = p1
bindtime = 1
sprpriority = 4
ownpal = 1

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 3
time = 30
ampl = 35
freq = 95
phase = 95

[state a];
type = playsnd
trigger1 = animelem = 3
value = 2551,0

[state a];
type = PlaySnd
trigger1 = AnimElem = 3
value = 2562, 23

[state a];
type = playsnd
trigger1 = AnimElem = 3
value = 9110, 0

[state a];
type = playsnd
trigger1 = AnimElem = 3
value = 9110, 1

[state a];
type = playsnd
trigger1 = AnimElem = 3
value = 9110, 2

[state a];
type = playsnd
trigger1 = AnimElem = 3
value = 9110, 3

[State 191, 3];さなぎをやぶり
type = PlaySnd
trigger1 = animelem = 10
value = 182,0
volume = 250

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 10
value = 1,0
volume = 250

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 10
value = 1,1
volume = 250

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 10
value = 1,2

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 10
value = 193,2

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 10
value = 2562,25

[State 1000, 5]
type = Explod
trigger1 = animelem = 11
anim = 33111
id = 33111
sprpriority = 5
postype = p1
removetime = -1
pos = -10,15
bindtime = 1
supermove = 1
under = 0
ownpal=1


[State 1000, 5]
type = Explod
triggerall = Time >= 711
triggerall = time <= 831
trigger1 = (Gametime%35) = 1
anim = 10007
sprpriority = 6
postype = p1
pos = -5,15
bindtime = 1
supermove = 1
under = 0
ownpal=1


[State 1000, 5]
type = Explod
triggerall = Time >= 711
triggerall = time <= 831
trigger1 = (Gametime%35) = 1
anim = 10006
sprpriority = 6
postype = p1
pos = -5,15
bindtime = 1
supermove = 1
under = 0
ownpal=1

[State 1000, 5]
type = Explod
trigger1 = animelem = 11
anim = 2551
id = 33111
sprpriority = 5
postype = p1
pos = -9,15
bindtime = 1
removetime = -1
supermove = 1
under = 0
ownpal=1

[State 1000, 5]
type = Explod
trigger1 = animelem = 10
anim = 191
id = 191
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal=1


[State 1000, 5]
type = Explod
trigger1 = animelem = 12
anim = 10007
id = 191
sprpriority = 5
postype = p1
pos = -5,15
bindtime = 1
supermove = 1
under = 0
ownpal=1


[State 1000, 5]
type = Explod
trigger1 = animelem = 12
anim = 10006
id = 191
sprpriority = 5
postype = p1
pos = -5,15
bindtime = 1
supermove = 1
under = 0
ownpal=1

[State 1000, 5]
type = Explod
trigger1 = animelem = 12
anim = 10004
id = 191
sprpriority = 5
postype = p1
pos = 0,15
bindtime = 1
supermove = 1
under = 0
ownpal=1


[State 1000, 5]
type = removeExplod
trigger1 = animelem = 12
id = 33111

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 12
value = 4000,6


[State 191, 3];蝶は舞う
type = PlaySnd
trigger1 = animelem = 12
value = 9110,3
volume = 250


[State 191, 3];蝶は舞う
type = null;PlaySnd
trigger1 = animelem = 12
value = 2000,2

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

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

[State 191, 4] 
type = ChangeState
triggerall = p2name != "mechhisuiex"
trigger1 = AnimTime = 0
value = 0

[State 191, 4] 
type = ChangeState
triggerall = p2name = "mechhisuiex"
trigger1 = AnimTime = 0
value = 1301

;---------------------------------------------------------------------------
; 通常登場
[Statedef 19311]
type = S
ctrl = 0
anim = 19311
velset = 0,0
ownpal = 1

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

[State 191, 3];倒してみせよ
type = PlaySnd
trigger1 = time = 197;animelem = 14
value = 190,0

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 14
value = 190,1

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 13
value = 801,1

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 15
value = 190,2

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 16
value = 2100,1

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 16
value = 1200,0

[State 1000, 5]
type = Explod
trigger1 = animelemtime(11) = 1
anim = 19331
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0


[State 1010]
type = DestroySelf
trigger1 = time >= 381


;---------------------------------------------------------------------------
; オロチ登場
[Statedef 19321]
type = S
ctrl = 0
anim = 19321
velset = 0,0
ownpal = 1

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

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

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

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

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 30
value = 2200,1

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 30
value = 1200,0

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


[State 1000, 5]
type = Explod
trigger1 = animelem = 27
anim = 1919
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0


[State 1010]
type = DestroySelf
trigger1 = time >= 381


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

[state a]
type = null;varset
trigger1 = time = 0
v = 30
value =1

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

[State 1301, 0]
type = null;HitOverride
trigger1 = 1;AnimElem = 1, >= 0 && AnimElem = 6, < 0
slot = 2
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 14111
ignorehitpause = 1


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


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

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

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


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

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

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

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


;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; 遠距離立ち・弱・パンチ・の動作
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 200                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)


[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                     ;立ち状態で、通常の攻撃(ｓは立ち、ｎは通常、aは攻撃を表す)
damage = 38, 0                   ;ダメージ量（左が当たった時、右はガードした時）
getpower = 61,61
animtype = Light                 ;当てた時の相手のポーズ（light/midium/hard/back）から選択
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
hitflag = MAF                    ;当てる事のできる条件
priority = 3, Hit                ;攻撃の優先権（0弱い　4通常　7強い
pausetime = 7, 8                 ;攻撃が当たった時の硬直時間（左が自分、右が相手）
sparkno = s22109 + var(35)                   ;ヒットエフェクトのスプライトステート（無ければ0）
sparkxy = -5, -89               ;ヒットエフェクトを表示する場所（相手の座標で）
hitsound = s300, var(6)                 ;ヒットした時の音（ｓ*,*にすると自分の音を使う）
guard.sparkno = s22113
guardsound = s120, 0                ;ガードした時の音（同上）
ground.type = high               ;相手のくらった場所（High：頭、体, Low：足, Trip：足払い）
ground.slidetime = 9             ;相手が後にすべる時間
ground.hittime  = 9             ;コンボが繋がる時間（高くしすぎない事）
ground.velocity = -6             ;地上で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
airguard.velocity = -1.9,-2     ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.type = Low                  ;空中で相手がくらった場所（上と同じ）
air.velocity = -1.4,-3           ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.hittime = 12                 ;空中でコンボが繋がる時間
nochainID = 1200

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

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

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

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

;---------------------------------------------------------------------------
; 近距離立ち・弱・パンチ・の動作
[Statedef 205]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 205                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                     ;立ち状態で、通常の攻撃(ｓは立ち、ｎは通常、aは攻撃を表す)
damage = 29, 0                   ;ダメージ量（左が当たった時、右はガードした時）
getpower = 61,61
animtype = Light                 ;当てた時の相手のポーズ（light/midium/hard/back）から選択
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
hitflag = MAF                    ;当てる事のできる条件
priority = 3, Hit                ;攻撃の優先権（0弱い　4通常　7強い
pausetime = 7, 8                 ;攻撃が当たった時の硬直時間（左が自分、右が相手）
sparkno = s22109 + var(35)                      ;ヒットエフェクトのスプライトステート（無ければ0）
sparkxy = -20, -69               ;ヒットエフェクトを表示する場所（相手の座標で）
hitsound = s300, var(6)                 ;ヒットした時の音（ｓ*,*にすると自分の音を使う）
guard.sparkno = s22113
guardsound = s120, 0                ;ガードした時の音（同上）
ground.type = high              ;相手のくらった場所（High：頭、体, Low：足, Trip：足払い）
ground.slidetime = 9             ;相手が後にすべる時間
ground.hittime  = 9             ;コンボが繋がる時間（高くしすぎない事）
ground.velocity = -6             ;地上で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
airguard.velocity = -1.9,-2     ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.type = Low                  ;空中で相手がくらった場所（上と同じ）
air.velocity = -1.4,-3           ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.hittime = 12                 ;空中でコンボが繋がる時間
nochainID = 1200

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

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

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

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

;---------------------------------------------------------------------------
;遠距離強パンチ
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 210

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


[State 210, 1]
type = PlaySnd
trigger1 = animelem = 7
trigger1 = var(1) = 1;0
value = 210, var(6)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 2562, 20

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

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

[State a];カウンター判定
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 210, 2]
type = HitDef
trigger1 = animelem = 8
attr = S, NA
animtype  = hard
damage    = Ceil(0.15 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 30,30
guardflag = H
pausetime = 25,30
sparkno = s22109 + var(35)
sparkxy = -10,-77
hitsound   = s2562,19
guardsound = s120,0
guard.sparkno = s22113
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
envshake.time = 7
envshake.ampl = 7
nochainID = 1200




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


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

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


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

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

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

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

[State 1700, 0];カウンター判定
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 210, 2]
type = HitDef
trigger1 = animelem = 6
attr = S, NA
animtype  = hard
damage    = Ceil(0.14 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 61,61
guardflag = M
pausetime = 20,25
sparkno = s22109 + var(35)
sparkxy = -30,-75
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-3
envshake.time = 7
envshake.ampl = 7
nochainID = 1200



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


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


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

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

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

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = Ceil(0.05 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 30,30
guardflag = M
pausetime = 8,10
sparkno = s22109 + var(35)
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-5.2
nochainID = 1200

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = hard
damage    = Ceil(0.05 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 70,70
guardflag = M
pausetime = 11,12 ;2,8
sparkno = s22109 + var(35)
sparkxy = -15,-85
hitsound   = s240,0 ;s330,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5 ;-5
air.velocity = -2,-5.0 ;-3,-5.2
nochainID = 1200


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

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

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

; 立ち・弱・キック
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 70
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2



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

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

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

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = Ceil(0.05 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 30,30
guardflag = M
pausetime = 8,10
sparkno = s22109 + var(35)
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-5.2
nochainID = 1200

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = hard
damage    = Ceil(0.05 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 70,70
guardflag = M
pausetime = 11,12 ;2,8
sparkno = s22109 + var(35)
sparkxy = -15,-85
hitsound   = s240,0 ;s330,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5 ;-5
air.velocity = -2,-5.0 ;-3,-5.2
nochainID = 1200


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

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

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

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

[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 = 8

[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 = 2562, 11

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

[State 1700, 0];カウンター判定
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 = 3
attr = S, NA
animtype  = hard
damage    = Ceil(0.08 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 80,80
guardflag = M
hitflag = MAF
pausetime = 2,6
sparkno = s22109 + var(35)
sparkxy = -15,-85
hitsound   = s2562,10
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
fall.recover = 0
nochainID = 1200

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = Ceil(0.04 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 80,80
guardflag = M
hitflag = MAF
pausetime = 2,6
sparkno = s22109 + var(35)
sparkxy = -15,-106
hitsound   = s2562,10
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
fall.recover = 0
nochainID = 1200

[State 240, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype  = hard
damage    = Ceil(0.04 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 80,80
guardflag = M
hitflag = MAF
pausetime = 2,6
sparkno = s22109 + var(35)
sparkxy = -15,-106
hitsound   = s2562,10
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
fall.recover = 0
nochainID = 1200


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

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

;---------------------------------------------------------------------------
; 近距離立ち・強・キック
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 70
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

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

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 8

[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 = 2562, 11

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

[State 1700, 0];カウンター判定
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 = 3
attr = S, NA
animtype  = hard
damage    = Ceil(0.08 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 80,80
guardflag = M
hitflag = MAF
pausetime = 2,6
sparkno = s22109 + var(35)
sparkxy = -15,-85
hitsound   = s2562,10
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
fall.recover = 0
nochainID = 1200


[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = Ceil(0.04 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
hitflag = MAF
getpower = 80,80
guardflag = MA
pausetime = 2,6
sparkno = s22109 + var(35)
sparkxy = -15,-106
hitsound   = s2562,10
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
fall.recover = 0
nochainID = 1200



[State 240, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype  = hard
damage    = Ceil(0.04 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
hitflag = MAF
getpower = 80,80
guardflag = MA
pausetime = 2,6
sparkno = s22109 + var(35)
sparkxy = -15,-106
hitsound   = s2562,10
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
fall.recover = 0
nochainID = 1200



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

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

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


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

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


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

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = var(1) = 0
value = 4000, 6


[State 51, 1]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 5
value = S9800, 0
volume = 200

[State 51, 11]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 5
value = S2, 4
volume = 200

[State 51, 11]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 6
value = S2, 5
volume = 200

[State 51, 3]
type = Explod
trigger1 =  animelem =  4
trigger2 =  animelem =  6
anim =  11342
pos = 90, -85
postype = p1
bindtime = -1
sprpriority = 4
ownpal = 1

[State 51, 3]
type = Explod
trigger1 =  animelem =  4
trigger2 =  animelem =  5
trigger3 =  animelem =  6
anim =  11342
pos = 90, -85
postype = p1
bindtime = -1
scale = 4, 4
sprpriority = 4
ownpal = 1

[State 51, 3]
type = Explod
trigger1 =  animelem =  4
anim =  3238
bindtime = -1
pos = 90, -85
postype = p1
scale = .8, .8
sprpriority = 4
ownpal = 1


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 22067
id = 211
sprpriority = 5
postype = p1
pos = 40,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1


[State 1020, 4]
type = EnvShake
trigger1 = animelem = 4
time = 3
ampl = 30
freq = 95
phase = 95

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
trigger2 = animelem = 5
attr = S, NA
animtype  = hard
damage    = Ceil(0.02 * 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 = 6
attr = S, NA
animtype  = high
damage    = 78
getpower = 136,136
guardflag = MA
pausetime = 11,12
sparkno = s22109 + var(35)
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-8
air.velocity = -4,-8
fall = 1
fall.recover = 0
p2stateno = 9000
nochainID = 1200


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

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

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

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

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

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

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = diagup
damage    = 39
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s22109 + var(35)
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
nochainID = 1200

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

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

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

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

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 19
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 60,60
pausetime = 7,8
sparkno = s22109 + var(35)
sparkxy = -10,-37
hitsound   = s300,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3
nochainID = 1200

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

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

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

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

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

[State 410, 2]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = 96
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s22109 + var(35)
sparkxy = -10,-73
hitsound   = s310,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3,-6
nochainID = 1200

[State 410, 2]
type = HitDef
trigger1 = animelem = 7
attr = C, NA
damage    = 70
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s22109 + var(35)
sparkxy = -12,-78
hitsound   = s310,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-5
air.velocity = -3,-6
nochainID = 1200

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

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

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

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

[State 430, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 19
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 6,8
sparkno = s22109 + var(35)
sparkxy = -10,-12
hitsound   = s330,var(6)
getpower = 30,30
guard.sparkno = s22113
guardsound = s120,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
nochainID = 1200

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

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

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

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

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

[State 440, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 154
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkno = s22109 + var(35)
getpower = 61,61
sparkxy = -15,-18
hitsound   = s340,var(6)
guardsound = s120,0
guard.sparkno = s22113
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1
nochainID = 1200

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



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



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

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

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 38
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s22109 + var(35)
sparkxy = -10,-79
hitsound   = s300,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
nochainID = 1200

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

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

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

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 125
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s22109 + var(35)
sparkxy = -10,-76
hitsound   = s310,var(6)
guard.sparkno = s22113
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
nochainID = 1200

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

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

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

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 36
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s22109 + var(35)
sparkxy = -5,-51
hitsound   = s330,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
nochainID = 1200

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

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

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

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 135
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s22109 + var(35)
sparkxy = -10,-61
hitsound   = s340,var(6)
guard.sparkno = s22113
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
nochainID = 1200

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

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

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

[State 51, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 3
value = S9800, 0
volume = 200

[State 51, 11]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 3
value = S2, 4
volume = 200

[State 51, 11]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 4
value = S2, 5
volume = 200

[State 51, 3]
type = Explod
trigger1 =  animelem =  2
trigger2 =  animelem =  4
anim =  11342
pos = 90, -85
postype = p1
bindtime = -1
sprpriority = 4
ownpal = 1

[State 51, 3]
type = Explod
trigger1 =  animelem =  2
trigger2 =  animelem =  3
trigger3 =  animelem =  4
anim =  11342
pos = 90, -85
postype = p1
scale = 4, 4
bindtime = -1
sprpriority = 4
ownpal = 1

[State 51, 3]
type = Explod
trigger1 =  animelem =  2
anim =  3238
pos = 90, -85
postype = p1
scale = .8, .8
bindtime = -1
sprpriority = 4
ownpal = 1

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 2
time = 3
ampl = 30
freq = 95
phase = 95

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 3
attr = S, NA
animtype  = hard
damage    = Ceil(0.02 * 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 = 4
attr = A, NA
animtype  = hard
damage    = 78
getpower = 120,120
guardflag = MA
pausetime = 11,12
sparkno = s22109 + var(35)
sparkxy = -15,-75
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-8
air.velocity = -4,-8
fall = 1
fall.recover = 0
p2stateno = 9000
nochainID = 1200








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


[State 200, 7]
type = ChangeState
triggerall = command = "holdback"
trigger1 = Time = 0
value = 710


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

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


[State 820, 1]
type = ChangeAnim
triggerall = time >= 12
Trigger1 = p2bodydist x < -20
value = 710

[State 600, 1]
type = PlaySnd
trigger1 = p2bodydist x > 40
trigger1 = time = 3
value = 700,1

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

[State 600, 1]
type = velset
triggerall = p2bodydist x > 40
trigger1 = time = 3
x = 8

[State 600, 1]
type = velset
triggerall = p2bodydist x <= 40
trigger1 = time = 3
x = 4

[State 600, 1]
type = velset
trigger1 = time = 25
x = 0

[State 820, 1]
type = turn
triggerall = time >= 12
Trigger1 = p2bodydist x < -20


[State 50, 4];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = 27
trans = add1
timegap = 3
framegap = 1
length = 6
palbright = 0,0,0
palcontrast = 225,225,225
;palpostbright = 0,0,0
;paladd = 0,0,0
;palmul = 1,1,1



[State 200, 7]
type = ChangeState
trigger1 = time = 27
value = 0
ctrl = 1

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


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

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

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

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

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

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

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

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


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




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

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



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

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

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

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

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

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

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


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




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




;---------------------------------------------------------------------------
;タクティカルステップ
[Statedef 710]
; type = S      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = I    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = N   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
poweradd= 0
ctrl = 0
anim = 710
velset = 0,0
sprpriority = -2


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

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

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



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

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

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

[State 600, 1]
type = velset
trigger1 = animelem = 12
x = 0

[State 50, 4];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = 27
trans = add1
timegap = 3
framegap = 1
length = 6
palbright = 0,0,0
palcontrast = 225,225,225
;palpostbright = 0,0,0
;paladd = 0,0,0
;palmul = 1,1,1



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



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

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

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

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

;---------------------[サウンド]
;[State 810, Grab Sound];掴み
;type = PlaySnd
;rigger1 = time = 3
;value = 800, 0

[state a]
type = changeanim
trigger1 = var(29) >= 1
trigger1 = time = 0
value = 8012

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


[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 5
value = 2552, 23


[State 810, Grab Sound];
type = PlaySnd
triggerall = anim = 801
trigger1 = AnimElem = 5
value = 2550, 0

[state a];
type = playsnd
triggerall = anim != 801
trigger1 = AnimElem = 16
value = 9110, 0

[state a];
type = playsnd
triggerall = anim != 801
trigger1 = AnimElem = 16
value = 9110, 1

[state a];
type = playsnd
triggerall = anim != 801
trigger1 = AnimElem = 16
value = 9110, 2

[state a];
type = playsnd
triggerall = anim != 801
trigger1 = AnimElem = 16
value = 9110, 3

[state a];
type = playsnd
triggerall = anim != 801
trigger1 = AnimElem = 10
value = 2562,27

[State 810, Grab Sound];
type = PlaySnd
triggerall = anim != 801
trigger1 = AnimElem = 10
trigger2 = AnimElem = 16
value = 2551, 0

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

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 5;animelemtime(6) = 6
value = 2551, 0


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

[State 3040, 7];画面フラッシュ
type = EnvColor
triggerall = anim != 801
trigger1 = animelem = 10
trigger2 = animelem = 15
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1


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

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = anim != 801
trigger1 = animelemtime(11) = 11
trigger2 = animelemtime(16) = 16
anim = 2553
sprpriority = 2
postype = p1
pos = 70,4
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

[State 1000, 5];ヒットエフェクト
type = Explod
trigger1 = animelem = 5
anim = 22109 + var(35)
sprpriority = 5
postype = p1
velset = 0,0
pos = 70,-129
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];ヒットエフェクト
type = Explod
triggerall = anim != 801
trigger1 = animelem = 10
trigger2 = animelem = 15
anim = 22109 + var(35)
sprpriority = 5
postype = p1
velset = 0,0
pos = 70,-129
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 2
anim = 810
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,0
bindtime = 1
removetime = 40
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];足元消滅
type = Explod
trigger1 = animelem = 5
anim = 811
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];火柱
type = Explod
triggerall = anim = 801
trigger1 = animelem = 6
anim = 22114
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];火柱
type = Explod
trigger1 = animelem = 6
anim = 22108
sprpriority = 10
postype = p1
velset = 0,0
pos = 70,-120
bindtime = 1
supermove = 0
under = 0
ownpal = 1


[State 1000, 5];火柱
type = Explod
triggerall = anim != 801
trigger1 = animelem = 6
trigger2 = animelem = 11
anim = 22114
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];火柱
type = Explod
triggerall = anim != 801
trigger1 = animelem = 11
trigger2 = animelem = 16
anim = 22108
sprpriority = 10
postype = p1
velset = 0,0
pos = 70,-120
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = anim != 801
trigger1 = animelem = 16
anim = 10007
id = 1415
sprpriority = 10
postype = p1
pos = 59,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = anim != 801
trigger1 = animelem = 16
anim = 10006
id = 1415
sprpriority = 10
postype = p1
pos = 75,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1


[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = anim != 801
trigger1 = animelem = 16
anim = 10003
id = 1415
sprpriority = 10
postype = p1
pos = 60,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1


[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = anim != 801
trigger1 = animelem = 16
anim = 10005
id = 1415
sprpriority = 10
postype = p1
pos = 70,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1


[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = anim != 801
trigger1 = animelem = 16
anim = 10004
id = 1415
sprpriority = 10
postype = p1
pos = 60,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1


[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = anim != 801
trigger1 = animelem = 16
anim = 10002
id = 1415
sprpriority = 10
postype = p1
pos = 60,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

;:::相手

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

[state a]
type = targetstate
triggerall = anim != 801
trigger1 = animelemtime(6) = 6
trigger2 = animelemtime(11) = 11
value = 2012

[state a]
type = targetstate
triggerall = anim != 801
trigger1 = animelemtime(16) = 16
value = 14200 

[state a]
type = targetstate
triggerall = anim = 801
trigger1 = animelemtime(6) = 6
value = 2416


[State 810, Hurt 11]
type = TargetLifeAdd
triggerall = anim = 801
trigger1 = animelem = 5
value = Ceil(-0.15 * enemy,Const(data.life)) * var(39)
ignorehitpause = 1
absolute = 1

[State 810, Hurt 11]
type = TargetLifeAdd
triggerall = anim != 801
trigger1 = animelem = 5
trigger2 = animelem = 10
value = Ceil(-0.016 * enemy,Const(data.life)) * var(39)
ignorehitpause = 1
absolute = 1

[State 810, Hurt 11]
type = TargetLifeAdd
triggerall = anim != 801
trigger1 = animelem = 15
value = Ceil(-0.035 * enemy,Const(data.life)) * var(39)
ignorehitpause = 1
absolute = 1

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

[State 1020, 4]
type = EnvShake
triggerall = anim != 801
trigger1 = animelem = 10
trigger2 = animelem = 15
time = 30
ampl = 30
freq = 95
phase = 95

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

;:::

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

[state a]
type = changestate
triggerall = var(29) >= 1
triggerall = command = "オロチMAX"
triggerall = power >= 2000
trigger1 = Time >= 114
value = 7125


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

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

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

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

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

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

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


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



;---------------------------------------------------------------------------
;投げられている相手2
[Statedef 806]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

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

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

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

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

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

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

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

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

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


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

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

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

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


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

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

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

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

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

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

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

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

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

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

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


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

;:::相手

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



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

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

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

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

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\




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

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


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

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


[State 240, 2]
type = HitDef
trigger1 = AnimElem = 3 
attr = S, SA
animtype  = diagup
damage    = Ceil(0.15 * enemy,Const(data.life)) * var(39),Ceil(0.01 * enemy,Const(data.life)) * var(39)
priority = 7
getpower = 100,100
hitflag = MAF
guardflag = M
pausetime = 30,30
guard.pausetime = 10,15
sparkno = s22109 + var(35)
sparkxy = -15,-85
hitsound   = s2562,15
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-7
air.velocity = -2,-6.2
envshake.time = 13
envshake.ampl = 10
fall = 1
fall.recover = 0
nochainID = 1200


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

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


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

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

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1300, 0

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

[State 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 1301, 0]
type = HitOverride
trigger1 = 1
slot = 2
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 13100
ignorehitpause = 1





[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = diagup
damage    = Ceil(0.17 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 0,0
guardflag = H
hitflag = MAF
pausetime = 11,12
sparkno = s22109 + var(35)
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
p2stateno = 10210


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


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

[State 1]
type = NotHitBy 
trigger1 = animelem = 11,<=0
value = SCA

[State 1700, 0];カウンター判定
type = ReversalDef
trigger1 = animelem = 11,<=0
attr = S, HP
reversal.attr = SCA, NA, SA, HA, NT,ST,HT
hitflag = M-
priority = 4, Miss
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
p2facing = 1
p2stateno = 13121

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 2555, 0

[State 240, 1]
type = PlaySnd
triggerall = var(29) >= 1
triggerall = prevstateno != 193
trigger1 = animelem = 6
value = 1200, 0

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


;---------------------
[State 1000, 2]
type = Projectile
triggerall = var(29) >= 1
trigger1 = animelem = 6
attr = S, SA
projanim = 30992
projremovetime = 40
projhits = 2
projpriority = 16
projsprpriority = 16
projedgebound = 220
postype = p1
offset = 60, -65
velocity = 9, 0
damage    = Ceil(0.009 * enemy,Const(data.life)),Ceil(0.006 * enemy,Const(data.life))
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s2556,0
guardsound = s120,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,-2
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
p2stateno = 19000

[State 1000, 2]
type = Projectile
triggerall = var(29) >= 1
trigger1 = animelem = 6
attr = S, SA
projanim = 30992
projremovetime = 40
projhits = 2
projpriority = 16
projsprpriority = 16
projedgebound = 220
postype = p1
offset = -60, -65
velocity = -9, 0
damage    = Ceil(0.009 * enemy,Const(data.life)),Ceil(0.006 * enemy,Const(data.life))
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s2556,0
guardsound = s120,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,-2
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
p2stateno = 19000

[State 1000, 2]
type = Projectile
triggerall = var(29) >= 1
trigger1 = animelem = 6
attr = S, SA
projanim = 30992
projremovetime = 40
projhits = 2
projpriority = 16
projsprpriority = 16
projedgebound = 220
postype = p1
offset = 30, -95
velocity = 9, -9
damage    = Ceil(0.009 * enemy,Const(data.life)),Ceil(0.006 * enemy,Const(data.life))
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s2556,0
guardsound = s120,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,-2
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
p2stateno = 19000

[State 1000, 2]
type = Projectile
triggerall = var(29) >= 1
trigger1 = animelem = 6
attr = S, SA
projanim = 30992
projremovetime = 40
projhits = 2
projpriority = 16
projsprpriority = 16
projedgebound = 220
postype = p1
offset = -30, -95
velocity = -9, -9
damage    = Ceil(0.009 * enemy,Const(data.life)),Ceil(0.006 * enemy,Const(data.life))
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s2556,0
guardsound = s120,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,-2
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
p2stateno = 19000

[State 1000, 2]
type = Projectile
triggerall = var(29) >= 1
trigger1 = animelem = 6
attr = S, SA
projanim = 30992
projremovetime = 40
projhits = 2
projpriority = 16
projsprpriority = 16
projedgebound = 220
postype = p1
offset = -0, -135
velocity = 0, -9
damage    = Ceil(0.009 * enemy,Const(data.life)),Ceil(0.006 * enemy,Const(data.life))
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s2556,0
guardsound = s120,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,-2
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
p2stateno = 19000

[State 1000, 5]
type = Explod
triggerall = var(29) >= 1
trigger1 = animelem = 6
anim = 22127
sprpriority = 6
postype = p1
vel = 9
pos = 60,-65
bindtime = 1
supermove = 1
removetime = 40
ignorehitpause =0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
triggerall = var(29) >= 1
trigger1 = animelem = 6
anim = 22127
sprpriority = 6
postype = p1
vel = -9
pos = -60,-65
bindtime = 1
supermove = 1
removetime = 40
ignorehitpause =0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
triggerall = var(29) >= 1
trigger1 = animelem = 6
anim = 22127
sprpriority = 6
postype = p1
vel = 9, -9
pos = 30,-95
bindtime = 1
supermove = 1
removetime = 40
ignorehitpause =0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
triggerall = var(29) >= 1
trigger1 = animelem = 6
anim = 22127
sprpriority = 6
postype = p1
vel = -9, -9
pos = -30,-95
bindtime = 1
supermove = 1
removetime = 40
ignorehitpause =0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
triggerall = var(29) >= 1
trigger1 = animelem = 6
anim = 22127
sprpriority = 6
postype = p1
vel = 0, -9
pos = 0,-135
bindtime = 1
supermove = 1
removetime = 40
ignorehitpause =0
under = 0
ownpal = 1

;---------------------
[State 1000, 5]
type = Explod
trigger1 = ProjHit = 1
anim = 22109 + var(35)
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
supermove = 1
ignorehitpause =0
under = 0
ownpal = 1

;---------------------
[State 1000, 5]
type = Explod
trigger1 = ProjGuarded = 1
anim = 22113
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
supermove = 0
ignorehitpause =0
under = 0
ownpal = 1

;---------------------
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 6
anim = 2554
sprpriority = 6
postype = p1
pos = -5,-80
bindtime = -1
supermove = 0
ignorehitpause =0
under = 0
ownpal = 1


;---------------------[飛び道具]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 6
attr = S, HA
projanim = 2557
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1;s2556
sparkxy = -15,-77
hitsound   = s2556,0
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000




[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 7
attr = S, HA
projanim = 2557
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = s2556,0
guard.sparkno = -1
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 8
attr = S, HA
projanim = 2557
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = s2556,0
guard.sparkno = -1
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 9
attr = S, HP
projanim = 2557
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = s2556,0
guard.sparkno = -1
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000



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


;光2
[Statedef 12131]
type = S
movetype = A
physics = N
anim = 22127
velset = 8,5
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 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%10) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,-20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%15) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%20) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -45,20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 3110]
type = veladd
trigger1 = time >= 40
trigger1 = p2bodydist x< 0
;trigger1 = Vel x >= -6
x = -10
Y = 13

[State 3110]
type = veladd
trigger1 = time >= 40
trigger1 = p2bodydist x > 0
;trigger1 = Vel x <= 6
x = 10
Y = 16

[State 3110]
type = veladd
trigger1 = 1
y = -0.5



;---------------------[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 = 
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 = S, SA
animtype  = Hard
damage    = Ceil(0.008 * enemy,Const(data.life)) * root,var(39),Ceil(0.003 * enemy,Const(data.life)) * root,var(39)
hitflag = MAFD
getpower = 50,50
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -2,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0
p2stateno = 9000


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

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

[State 1010]
type = DestroySelf
trigger1 = time >= 120


;光2
[Statedef 12130]
type = S
movetype = A
physics = N
anim = 22127
velset = -2,5
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 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%10) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,-20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%15) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%20) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -45,20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 3110]
type = veladd
trigger1 = time >= 40
trigger1 = p2bodydist x< 0
;trigger1 = Vel x <= -6
x = -10
Y = 13

[State 3110]
type = veladd
trigger1 = time >= 40
trigger1 = p2bodydist x > 0
;trigger1 = Vel x <= 6
x = 10
Y = 16

[State 3110]
type = veladd
trigger1 = 1
y = -0.5



;---------------------[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 = 
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 = S, SA
animtype  = Hard
damage    = Ceil(0.008 * enemy,Const(data.life)) * root,var(39),Ceil(0.003 * enemy,Const(data.life)) * root,var(39)
hitflag = MAFD
getpower = 50,50
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -2,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0
p2stateno = 9000


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

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

[State 1010]
type = DestroySelf
trigger1 = time >= 120




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

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

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

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


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



[State 240, 2]
type = HitDef
trigger1 = animelem = 1
attr = S, HA
animtype  = hard
damage    = Ceil(0.17 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 0,0
guardflag = 
pausetime = 0,17
sparkno = s1015;7001
sparkxy = -15,-77
hitsound   = s1222,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6
air.velocity = -6,-6.8
fall = 0
p2stateno = 13120



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







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


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

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


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





;---------------------[飛び道具]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 3
attr = S, HA
projanim = 1306
projhitanim = 1015
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 28,-73
velocity = 20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S1222,0;S190,2
guardsound = S121,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1
p2stateno = 13120

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



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


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

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

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

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

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

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

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

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

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

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

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

[state a]
type = playsnd
triggerall = var(5) = 4
trigger1 = animelem = 2
value = 2000,1

;---------------------[回数制限]
[state a]
type = varset
triggerall = var(29) >=1
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 6

[state a]
type = varset
triggerall = var(29) <=1
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 5

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


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

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

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

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


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

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

;---------------------[効果音]
[state a];
type = playsnd
triggerall = var(29) >=1
trigger1 = animelem = 1
value = 1,2
volume = 250

[state a];
type = playsnd
triggerall = var(29) <=1
trigger1 = animelem = 1
value = 2562,21
volume = 250

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




;---------------------[連続]
[state a]
type = changestate
triggerall = var(29) >= 1
;triggerall = var(30) != 1
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 10)
;;trigger2 = (var(7) = 1)&&(time >= 5)
;;trigger3 = (var(7) = 1)&&(var(5) = 0)&&(time >= 5)
value = 1450


[state a]
type = changestate
triggerall = var(29) <= 1
triggerall = var(30) != 1
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 17)
;trigger2 = (var(7) = 1)&&(time >= 5)
;trigger3 = (var(7) = 1)&&(var(5) = 0)&&(time >= 5)
value = 1450

[state a]
type = changestate
triggerall = var(29) <= 1
triggerall = var(30) = 1
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 45)
;trigger2 = (var(7) = 1)&&(time >= 5)
;trigger3 = (var(7) = 1)&&(var(5) = 0)&&(time >= 5)
value = 1450

[state a]
type = changestate
triggerall = command = "c"
triggerall = power >= 2000
trigger1 = time < 50
value = 15500

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



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

[state a]
type = changeanim
trigger1 = root,var(29) <= 1
trigger1 = time = 0
value = 14102
;---------------------[位置設定]
[state a]
type = posset
trigger1 = time = 0
trigger1 = root,var(5) = 4
x = enemy,pos x 
;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

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

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

;---------------------[Normal]
[state a];
type = playsnd
triggerall = anim != 1410
trigger1 = animelem = 12
value = 2552,0

[state a];
type = playsnd
triggerall = anim != 1410
trigger1 = animelem = 12
value = 2562,27

[state a];
type = playsnd
triggerall = anim != 1410
trigger1 = animelem = 12
value = 2551,0

[state a];
type = playsnd
triggerall = anim != 1410
trigger1 = animelem = 12
value = 190, 1

;---------------------[Berserk]
[state a];
type = playsnd
triggerall = anim = 1410
trigger1 = animelem = 12
value = 2551,0

[state a];
type = PlaySnd
triggerall = anim = 1410
trigger1 = AnimElem = 12
value = 2562, 23

[state a];
type = playsnd
triggerall = anim = 1410
trigger1 = AnimElem = 12
value = 9110, 0

[state a];
type = playsnd
triggerall = anim = 1410
trigger1 = AnimElem = 12
value = 9110, 1

[state a];
type = playsnd
triggerall = anim = 1410
trigger1 = AnimElem = 12
value = 9110, 2

[state a];
type = playsnd
triggerall = anim = 1410
trigger1 = AnimElem = 12
value = 9110, 3

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = anim != 1410
trigger1 = animelem = 12
anim = 2551;1415
id = 1415
sprpriority = 3
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = anim != 1410
trigger1 = animelem = 12
anim = 10008
id = 1415
sprpriority = 3
postype = p1
pos = -60,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = anim != 1410
trigger1 = animelem = 14
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
triggerall = anim != 1410
trigger1 = animelem = 12
anim = 22108
sprpriority = 6
postype = p1
pos = 0,-100
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = anim != 1410
trigger1 = animelem = 14
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,30
bindtime = 1
removetime = 15
supermove = 0
scale = 0.8,0.8
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = anim != 1410
trigger1 = animelem = 14
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 20
supermove = 0
scale = 0.6,0.6
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = anim != 1410
trigger1 = animelem = 14
anim = 22102
id = 1415
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
removetime = 25
supermove = 0
scale = 0.3,0.3
ignorehitpause = 1
under = 0



;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = anim != 1410
trigger1 = animelem = 14
anim = 2553
sprpriority = 4
postype = p1
pos = -2,1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = anim = 1410
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


;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = anim = 1410
trigger1 = animelem = 12
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
triggerall = anim = 1410
trigger1 = animelem = 12
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
triggerall = anim = 1410
trigger1 = animelem = 12
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
triggerall = anim = 1410
trigger1 = animelem = 12
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
triggerall = anim = 1410
trigger1 = animelem = 12
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
triggerall = anim = 1410
trigger1 = animelem = 12
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
triggerall = anim = 1410
trigger1 = animelem = 12
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
triggerall = anim = 1410
trigger1 = animelem = 12
anim = 10002
id = 1415
sprpriority = 10
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[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
triggerall = anim != 1410
triggerall = animelemtime(12) >= 0
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 1020, 4]
type = EnvShake
trigger1 = animelem = 12
time = 20
ampl = -18
freq = 95
phase = 95


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


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = movecontact = 0
attr = S, HA
animtype  = hard
damage    = Ceil(0.12 * 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




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


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


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

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


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

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

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1065
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
triggerall = var(29) >= 1
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = -38,-216
postype = P1
stateno = 1067
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
triggerall = var(29) >= 1
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = -38,36
postype = P1
stateno = 1068
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[立ちステートに戻る]

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


; 飛び道具ヘルパー
[Statedef 1065]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 6,0
ctrl = 0
anim = 1065


;---------------------[無敵処理]
;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 10611
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
scale = 1.1,1.1
supermove = 0
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 10612
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
scale = 0.3, 1.1
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animtime = 0
anim = 10631
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
scale = 1.1,1.1
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animtime = 0
anim = 10632
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
scale = 0.3, 1.1
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22135
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.5,0.5
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22135
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
scale = 0.8,0.8
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22135
sprpriority = 1
postype = p1
velset = 0,0
pos = -60,0
;scale = 0.8,0.8
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1



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

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



;---------------------[攻撃の指定]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SA
projanim = 1062
;projhitanim = 2011
projremovetime = 16
projid = 1050
projhits = 1
projpriority = 16
projsprpriority = 16
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 2
postype = p1
getpower = 100,100
offset = 0,0
velocity = 0
damage = Ceil(0.03 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = s1066;s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 0,0
hitsound = S310,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
p2stateno = 19000

[State 1065]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22161
sprpriority = 10
postype = p1
pos = 20,0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300



; 飛び道具ヘルパー
[Statedef 1067]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 6,4
ctrl = 0
anim = 1065


;---------------------[無敵処理]
;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 10611
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
scale = 1.1,1.1
supermove = 0
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 10612
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
scale = 0.3, 1.1
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animtime = 0
anim = 10631
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
scale = 1.1,1.1
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animtime = 0
anim = 10632
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
scale = 0.3, 1.1
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22135
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.5,0.5
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22135
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
scale = 0.8,0.8
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22135
sprpriority = 1
postype = p1
velset = 0,0
pos = -60,0
;scale = 0.8,0.8
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1



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

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



;---------------------[攻撃の指定]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SA
projanim = 1062
;projhitanim = 2011
projremovetime = 16
projid = 1050
projhits = 1
projpriority = 16
projsprpriority = 16
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 2
postype = p1
getpower = 100,100
offset = 0,0
velocity = 0
damage = Ceil(0.03 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = s1066;s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 0,0
hitsound = S310,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
p2stateno = 19000

[State 1065]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22161
sprpriority = 10
postype = p1
pos = 20,0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999
;---------------------[消滅]


[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300

; 飛び道具ヘルパー
[Statedef 1068]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 6,-4
ctrl = 0
anim = 1065


;---------------------[無敵処理]
;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 10611
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
scale = 1.1,1.1
supermove = 0
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 10612
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
scale = 0.3, 1.1
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animtime = 0
anim = 10631
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
scale = 1.1,1.1
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animtime = 0
anim = 10632
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
scale = 0.3, 1.1
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22135
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.5,0.5
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22135
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
scale = 0.8,0.8
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22135
sprpriority = 1
postype = p1
velset = 0,0
pos = -60,0
;scale = 0.8,0.8
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1



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

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



;---------------------[攻撃の指定]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SA
projanim = 1062
;projhitanim = 2011
projremovetime = 16
projid = 1050
projhits = 1
projpriority = 16
projsprpriority = 16
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 2
postype = p1
getpower = 100,100
offset = 0,0
velocity = 0
damage = Ceil(0.03 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = s1066;s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 0,0
hitsound = S310,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
p2stateno = 19000

[State 1065]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22161
sprpriority = 10
postype = p1
pos = 20,0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999
;---------------------[消滅]
[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; ディメンジョンスフィアβ
[Statedef 3005]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 3007
ctrl = 0

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

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

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

[state a];発射
type = playsnd
trigger1 = animelem = 9
value = 1000,1

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

[state a]
type = velset
trigger1 = animelem = 7
x = -2

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

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

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

;---------------------[ヘルパー呼び出し]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 7
anim = 3003
sprpriority = 3
postype = p1
velset = 0,0
pos = 46,-150
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 7
attr = S, SA
projanim = 1010
projhitanim = 2110
projid = 10000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
hitflag = MAFD
postype = p1
getpower = 100,100
offset = 36,-150
velocity = 5
damage = 20,5
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = s22109 + var(35)
guard.sparkno = S22113
sparkxy = 20,0
hitsound = S190,2
guardsound = S121,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1
p2stateno = 9000

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 7
anim = 3003
sprpriority = 3
postype = p1
velset = 0,0
pos = 46,-90
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 7
attr = S, SA
projanim = 1010
projhitanim = 2110
projid = 10000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
hitflag = MAFD
postype = p1
getpower = 100,100
offset = 36,-90
velocity = 5
damage = 20,5
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = s22109 + var(35)
guard.sparkno = S22113
sparkxy = 20,0
hitsound = S190,2
guardsound = S121,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1
p2stateno = 9000

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 3003
sprpriority = 3
postype = p1
velset = 0,0
pos = 46,-30
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 7
attr = S, SA
projanim = 1010
projhitanim = 2110
projid = 10000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
hitflag = MAFD
postype = p1
getpower = 100,100
offset = 36,-30
velocity = 5
damage = 20,5
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = s22109 + var(35)
guard.sparkno = S22113
sparkxy = 20,0
hitsound = S190,2
guardsound = S121,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1
p2stateno = 9000

;---------------------[ヘルパー呼び出し]

[State 2900, 1];
type = helper
triggerall = var(29) >= 1
trigger1 = Animelem = 8
id = 3005
persistent = 0
name = "sennpuuki"
pos = 26,-86
postype = P1
stateno = 1010 ;3006
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[ヘルパー呼び出し]

[State 1000, 5]
type = Explod
trigger1 = animelem = 9
anim = 3003
sprpriority = 3
postype = p1
velset = 0,0
pos = 46,-90
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 9
attr = S, SA
projanim = 1010
projhitanim = 2110
projid = 10000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
hitflag = MAFD
postype = p1
getpower = 100,100
offset = 46,-90
velocity = 4
damage = 20,5
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = s22109 + var(35)
guard.sparkno = S22113
sparkxy = 20,0
hitsound = S190,2
guardsound = S121,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1
p2stateno = 9000

;---------------------[ヘルパー呼び出し]
[State 1000, 5]
type = Explod
trigger1 = animelem = 11
anim = 3003
sprpriority = 3
postype = p1
velset = 0,0
pos = 76,-110
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 11
attr = S, SA
projanim = 1010
projhitanim = 2110
projid = 10000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
hitflag = MAFD
postype = p1
getpower = 100,100
offset = 76,-110
velocity = 3,-1
damage = 20,5
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = s22109 + var(35)
guard.sparkno = S22113
sparkxy = 20,0
hitsound = S190,2
guardsound = S121,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1
p2stateno = 9000

[State 1000, 5]
type = Explod
trigger1 = animelem = 11
anim = 3003
sprpriority = 3
postype = p1
velset = 0,0
pos = 76,-70
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 11
attr = S, SA
projanim = 1010
projhitanim = 2110
projid = 10000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
hitflag = MAFD
postype = p1
getpower = 100,100
offset = 76,-70
velocity = 3,1
damage = 20,5
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = s22109 + var(35)
guard.sparkno = S22113
sparkxy = 20,0
hitsound = S190,2
guardsound = S121,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1
p2stateno = 9000

[State 2900, 1];
type = helper
triggerall = var(29) >= 1
trigger1 = Animelem = 11
id = 3005
persistent = 0
name = "sennpuuki"
pos = 46,-86
postype = P1
stateno = 1020
helpertype = normal
keyctrl = 0
ownpal = 1


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


; 鏡(?)ヘルパー
[Statedef 3006]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
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


;---------------------[飛び道具]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 6
attr = S, SA
projanim = 1010
projhitanim = 2110
projid = 10000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
hitflag = MAFD
postype = p1
getpower = 100,100
offset = -10,-20
velocity = 5
damage = 20,5
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = s22109 + var(35)
guard.sparkno = S22113
sparkxy = 20,0
hitsound = S190,2
guardsound = S121,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1
p2stateno = 9000


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


; 鏡(?)ヘルパー
[Statedef 3007]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
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


;---------------------[飛び道具]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 6
attr = S, SA
projanim = 1010
projhitanim = 2110
projid = 10000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
hitflag = MAFD
postype = p1
getpower = 100,100
offset = -10,-20
velocity = 4;2
damage = 20,5
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = s22109 + var(35)
guard.sparkno = S22113
sparkxy = 20,0
hitsound = S190,2
guardsound = S121,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1
p2stateno = 9000

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



; 鏡(?)ヘルパー
[Statedef 3008]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
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


;---------------------[飛び道具]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 6
attr = S, SA
projanim = 1010
projhitanim = 2110
projid = 10000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
hitflag = MAFD
postype = p1
getpower = 100,100
offset = -10,-20
velocity = 3,-1
damage = 20,5
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = s22109 + var(35)
guard.sparkno = S22113
sparkxy = 20,0
hitsound = S190,2
guardsound = S121,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1
p2stateno = 9000


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




; 鏡(?)ヘルパー
[Statedef 3009]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
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


;---------------------[飛び道具]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 6
attr = S, SA
projanim = 1010
projhitanim = 2110
projid = 10000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
hitflag = MAFD
postype = p1
getpower = 100,100
offset = -10,-20
velocity = 3,1
damage = 20,5
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = s22109 + var(35)
guard.sparkno = S22113
sparkxy = 20,0
hitsound = S190,2
guardsound = S121,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1
p2stateno = 9000

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










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

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

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

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1011 ;1015


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
triggerall = enemy,stateno != 1205
trigger1 = time = 0
trigger2 = movecontact = 10
attr = S, SA
animtype  = hard
damage    = 18,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,12
sparkno = s22109 + var(35)
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s22113
guardsound = s9999,6
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,-4.5
fall = 0
air.fall = 1
fall.recover = 0
p1stateno = 1013 ;1011



;---------------------[消滅]
[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -95
trigger2 = time = 300


; 鏡(?)ヘルパー
[Statedef 1020]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 2,0
ctrl = 0
anim = 1010

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

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

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1011 ;1015


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
triggerall = enemy,stateno != 1205
trigger1 = time = 0
trigger2 = movecontact = 10
attr = S, SA
animtype  = hard
damage    = 9,5
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,12
sparkno = s22109 + var(35)
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s22113
guardsound = s9999,6
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,-4.5
fall = 0
air.fall = 1
fall.recover = 0
p1stateno = 1013 ;1011



;---------------------[消滅]
[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -95
trigger2 = time = 300

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

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

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

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


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
triggerall = enemy,stateno != 1205
trigger1 = time = 0
trigger2 = movecontact = 3
attr = S, SA
animtype  = hard
damage    = 9,5
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,12
sparkno = s22109 + var(35)
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s22113
guardsound = s9999,6
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,-4.5
fall = 0
air.fall = 1
fall.recover = 0
p1stateno = 1013


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 100



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

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

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

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

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

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

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

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 7
attr = A, SA
animtype  = hard
damage    = 24,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s22109 + var(35)
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s22113
guardsound = s9999,6
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,0
air.velocity = -4,-4.5
fall = 0
air.fall = 1
fall.recover = 0


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



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

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

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

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

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

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

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

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
triggerall = hitcount <= 6
trigger1 = time = 0
trigger2 = movecontact = 4
attr = A, SA
animtype  = hard
damage    = 12,5
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s22109 + var(35)
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s22113
guardsound = s9999,6
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,0
air.velocity = -4,-4.5
fall = 0
air.fall = 1
fall.recover = 0


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


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

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

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






;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; エクスプロージョンスフィアβ
[Statedef 3012]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 3007
ctrl = 0


[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 17
;---------------------[効果音]
[state a];はらえ
type = playsnd
trigger1 = animelem = 6
value = 192,0

[state a];発射
type = playsnd
trigger1 = animelem = 8
value = 801,1

[state a];発射
type = null;playsnd
triggerall = var(29) >=1
trigger1 = animelem = 10
trigger2 = animelem = 12
value = 801,1



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

[state a]
type = velset
trigger1 = animelem = 7
x = -2

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

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

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

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = null;helper
triggerall = var(29) >= 1
trigger1 = Animelem = 10
id = 3012
persistent = 0
name = "sennpuuki"
pos = 104,-86
postype = P1
stateno = 3013
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = null;helper
triggerall = var(29) >= 1
trigger1 = Animelem = 12
id = 3012
persistent = 0
name = "sennpuuki"
pos = 44,-86
postype = P1
stateno = 3013
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "sennpuuki"
pos = 74,-106
postype = P1
stateno = 3013
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "sennpuuki"
pos = 74,-66
postype = P1
stateno = 3013
helpertype = normal
keyctrl = 0
ownpal = 1


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





 鏡(?)ヘルパー
[Statedef 3013]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
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


;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 4
id = 3012
persistent = 0
name = "sennpuuki"
pos = 0,-20
postype = P1
stateno = 3014
helpertype = normal
keyctrl = 0
ownpal = 1


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



















;光
[Statedef 3014]
type = S
movetype = A
physics = N
anim = 3002
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

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

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


[state 1013]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = Time >= 1
x = -2

[state 1013]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = Time >= 1
x = 2

[state 1013]
type = velset
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 30
y = -0.5

[state 1013]
type = velset
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 30
y = 0.5


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
trigger2 = animelem = 8
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 1
trigger2 = animelem = 5
trigger3 = animelem = 9
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -15,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.4,0.4
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 3
trigger2 = animelem = 7
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
trigger2 = animelem = 6
trigger3 = animelem = 10
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1

;---------------------[飛び道具]
[State -1]
type = Projectile
trigger1 = 1
attr = S, SA
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 1010]
type = null;ChangeState
trigger1 = Movehit = 1
value = 3015

[State 1010]
type = null;ChangeState
trigger1 = MoveGuarded = 1
value = 3015

[State 240, 4]
type = ChangeState
trigger1 = p2dist x = [-60,60]
trigger1 = p2dist y = [-80,80]
value = 3015

[State 1010]
type = ChangeState
trigger1 = time >= 400
value = 3015






; 鏡(?)ヘルパー
[Statedef 3015]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 190, 2

;---------------------[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 = -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 = 22113
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   = s310,1
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200


[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1000
persistent = 0
name = "sennpuuki"
pos = 30,-30
postype = P1
stateno = 3016
helpertype = normal
keyctrl = 0
ownpal = 1






;---------------------[消滅]

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


; 鏡(?)ヘルパー
[Statedef 3016]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 190,2

;---------------------[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 = -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 = 22113
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    = 8,3
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s310,1
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 2900, 1];
type = helper
trigger1 = Animelem = 7
id = 1000
persistent = 0
name = "sennpuuki"
pos = 30,60
postype = P1
stateno = 3017
helpertype = normal
keyctrl = 0
ownpal = 1

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




; 鏡(?)ヘルパー
[Statedef 3017]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 190,2

;---------------------[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 = -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 = 22113
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    = 8,3
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s310,1
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200


[State 2900, 1];
type = helper
triggerall = root,var(29) >= 1
trigger1 = Animelem = 6
id = 1000
persistent = 0
name = "sennpuuki"
pos = 30,-60
postype = P1
stateno = 3018
helpertype = normal
keyctrl = 0
ownpal = 1

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




; 鏡(?)ヘルパー
[Statedef 3018]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 190, 2

;---------------------[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 = -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 = 22113
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    = 8,3
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s310,1
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200


[State 2900, 1];
type = helper
trigger1 = Animelem = 5
id = 1000
persistent = 0
name = "sennpuuki"
pos = 30,60
postype = P1
stateno = 3019
helpertype = normal
keyctrl = 0
ownpal = 1

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




[Statedef 3019]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 190, 2

;---------------------[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 = -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 = 22113
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    = 8,3
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s310,1
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200


[State 2900, 1];
type = helper
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "sennpuuki"
pos = -30,-60
postype = P1
stateno = 3020
helpertype = normal
keyctrl = 0
ownpal = 1

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






[Statedef 3020]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 190, 2

;---------------------[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 = -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 = 22113
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    = 8,3
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s310,1
guard.sparkno = -1;s7011
guardsound = s120,0
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



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; エクスプロージョンスフィア
[Statedef 1302]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1324
sprpriority = 2


[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1500, 0



[state a]
type = reversaldef
trigger1 = time = 0
reversal.attr = SCA,AA,AP
pausetime = 11,20
sparkno = s7012
sparkxy = 15,0
hitsound = s121,0
numhits = 0

[State 2900, 1];
type = helper
trigger1 = Animelem = 4
id = 3002
persistent = 0
name = "baku"
pos = 70,-70
postype = P1
stateno = 3070
helpertype = normal
keyctrl = 0
ownpal = 1

[State 240, 4]
type = ChangeState
triggerall = command = "強糺"
trigger1 = animelem = 4,>=0
value = 1301
ctrl = 0

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



[Statedef 3070]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 30992
ownpal = 1

[State 1020, 4]
type = EnvShake
trigger1 = (GameTime%5) = 1
time = 5
ampl = -10
freq = 95
phase = 95

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 2550, 0

[State 810, Grab Sound];
type = PlaySnd
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 1
value = 2552, 0
volume = -50

[State 810, Grab Sound];
type = PlaySnd
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 1
value = 2, 11
volume = 220

[State 810, Grab Sound];
type = PlaySnd
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 4
value = 2, 10
volume = 220

[State 810, Grab Sound];
type = PlaySnd
trigger1 = (GameTime%15) = 1
value = 2562, 9

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

[State 8055, 1]
type = VarRandom
trigger1 = 1
v = 54
range = 50,-50

[State 1]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = (GameTime%2) = 1
anim = 30991
sprpriority = 2
postype = p1
velset = 0,0
ownpal = 1
pos = var(53),var(54)
bindtime = 1
under = 0

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = (GameTime%2) = 1
anim = 22158
sprpriority = 2
postype = p1
velset = 0,0
ownpal = 1
pos = var(53),var(54)
bindtime = 1
under = 0

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = (GameTime%2) = 1
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
ownpal = 1
pos = var(53),var(54)
bindtime = 1
under = 0

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = (GameTime%2) = 1
anim = 22161
sprpriority = 6
postype = p1
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
trigger1 = (GameTime%2) = 1
attr = S, SA
projanim = 30992
;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(0.01 * enemy,Const(data.life)),Ceil(0.006 * enemy,Const(data.life))
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 0,0
hitsound = s2556,0
guardsound = s120,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -3,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
p2stateno = 19000


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




[Statedef 3022]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 30991
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 2550, 0

[State 810, Grab Sound];
type = PlaySnd
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 1
value = 2552, 0
volume = -50

[State 810, Grab Sound];
type = PlaySnd
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 1
value = 2, 11
volume = 220

[State 91, 2]
type = changeanim
triggerall = root,var(29) >= 1
trigger1 = time = 0
value = 22158

;---------------------[無敵処理]

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22161
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 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
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 = 22113
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
triggerall = root,var(29) >= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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, -2
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 210, 2]
type = HitDef
triggerall = root,var(29) <= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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
nochainID = 1200
p2stateno = 9000

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
id = 3002
persistent = 0
name = "baku"
pos = 25,-30
postype = P1
stateno = 3023
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = hitcount >= 2
trigger2 = AnimTime = 0


[Statedef 3023]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 30991
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
triggerall = root,var(29) <= 1
trigger1 = AnimElem = 1
value = 2552, 0

[State 810, Grab Sound];
type = PlaySnd
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 1
value = 2562, 9

[State 91, 2]
type = changeanim
triggerall = root,var(29) >= 1
trigger1 = time = 0
value = 22158

;---------------------[無敵処理]

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22161
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999
;---------------------[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 = -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 = 22113
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
triggerall = root,var(29) >= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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, -2
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 210, 2]
type = HitDef
triggerall = root,var(29) <= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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
nochainID = 1200
p2stateno = 9000

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = -10,70
postype = P1
stateno = 3024
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = hitcount >= 2
trigger2 = AnimTime = 0



[Statedef 3024]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 30991
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 2562, 9


[State 810, Grab Sound];
type = PlaySnd
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 1
value = 2, 10
volume = 220

[State 91, 2]
type = changeanim
triggerall = root,var(29) >= 1
trigger1 = time = 0
value = 22158


;---------------------[無敵処理]

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0


[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22161
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999
;---------------------[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 = -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 = 22113
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
triggerall = root,var(29) >= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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, -2
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 210, 2]
type = HitDef
triggerall = root,var(29) <= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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
nochainID = 1200
p2stateno = 9000

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
id = 3002
persistent = 0
name = "baku"
pos = 35,10
postype = P1
stateno = 3025
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = hitcount >= 2
trigger2 = AnimTime = 0


[Statedef 3025]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 30991
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 2562, 9


[State 91, 2]
type = changeanim
triggerall = root,var(29) >= 1
trigger1 = time = 0
value = 22158


;---------------------[無敵処理]

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22161
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 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 = -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 = 22113
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
triggerall = root,var(29) >= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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, -2
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 210, 2]
type = HitDef
triggerall = root,var(29) <= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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
nochainID = 1200
p2stateno = 9000

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
id = 3002
persistent = 0
name = "baku"
pos = 45,-15
postype = P1
stateno = 3026
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = hitcount >= 2
trigger2 = AnimTime = 0


[Statedef 3026]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 30991
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 2562, 9

[State 91, 2]
type = changeanim
triggerall = root,var(29) >= 1
trigger1 = time = 0
value = 22158


;---------------------[無敵処理]

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22161
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 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 = -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 = 22113
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
triggerall = root,var(29) >= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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, -2
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 210, 2]
type = HitDef
triggerall = root,var(29) <= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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
nochainID = 1200
p2stateno = 9000

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
id = 3002
persistent = 0
name = "baku"
pos = -40,-70
postype = P1
stateno = 3027
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = hitcount >= 2
trigger2 = AnimTime = 0


[Statedef 3027]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 30991
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 2562, 9

[State 91, 2]
type = changeanim
triggerall = root,var(29) >= 1
trigger1 = time = 0
value = 22158


;---------------------[無敵処理]

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22161
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 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 = -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 = 22113
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
triggerall = root,var(29) >= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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, -2
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 210, 2]
type = HitDef
triggerall = root,var(29) <= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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
nochainID = 1200
p2stateno = 9000

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
id = 3002
persistent = 0
name = "baku"
pos = 40,25
postype = P1
stateno = 3028
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = hitcount >= 2
trigger2 = AnimTime = 0


[Statedef 3028]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 30991
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 2562, 9

[State 91, 2]
type = changeanim
triggerall = root,var(29) >= 1
trigger1 = time = 0
value = 22158

;---------------------[無敵処理]

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22161
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 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 = -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 = 22113
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
triggerall = root,var(29) >= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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, -2
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 210, 2]
type = HitDef
triggerall = root,var(29) <= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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
nochainID = 1200
p2stateno = 9000


[State 2900, 1];
type = null;helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 20,-5
postype = P1
stateno = 3023
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = hitcount >= 2
trigger2 = AnimTime = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; エクスプロージョンスフィア
[Statedef 1304]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1324
sprpriority = 2

[State 200, 1];糺
type = PlaySnd
trigger1 = animelem = 4
value = 1500, 0

[state a];完全打撃防御
type = reversaldef
trigger1 = time = 0
reversal.attr = SCA,AA,AP
pausetime = 11,20
sparkno = s7012
sparkxy = 15,0
hitsound = s121,0
numhits = 0

[State 2900, 1];
type = helper
trigger1 = Animelem = 4
id = 3003
persistent = 0
name = "baku"
pos = 20,-70
postype = P1
stateno = 3080
helpertype = normal
keyctrl = 0
ownpal = 1

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


[Statedef 3080]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 12,0
ctrl = 0
anim = 30992
ownpal = 1

[State 1020, 4]
type = EnvShake
trigger1 = (GameTime%5) = 1
time = 5
ampl = -10
freq = 95
phase = 95

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 2550, 0

[State 810, Grab Sound];
type = PlaySnd
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 1
value = 2552, 0
volume = -50

[State 810, Grab Sound];
type = PlaySnd
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 1
value = 2, 11
volume = 220

[State 810, Grab Sound];
type = PlaySnd
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 4
value = 2, 10
volume = 220

[State 810, Grab Sound];
type = PlaySnd
trigger1 = (GameTime%15) = 1
value = 2562, 9

;---------------------[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 8055, 1]
type = VarRandom
trigger1 = 1
v = 53
range = -40,40

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

[State 1]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = (GameTime%2) = 1
anim = 30991
sprpriority = 2
postype = p1
velset = 0,0
ownpal = 1
pos = var(53),var(54)
bindtime = 1
under = 0

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = (GameTime%2) = 1
anim = 22158
sprpriority = 2
postype = p1
velset = 0,0
ownpal = 1
pos = var(53),var(54)
bindtime = 1
under = 0

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = (GameTime%2) = 1
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
ownpal = 1
pos = var(53),var(54)
bindtime = 1
under = 0

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = (GameTime%2) = 1
anim = 22161
sprpriority = 6
postype = p1
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
trigger1 = (GameTime%2) = 1
attr = S, SA
projanim = 30992
;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(0.01 * enemy,Const(data.life)),Ceil(0.006 * enemy,Const(data.life))
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 0,0
hitsound = s2556,0
guardsound = s120,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,-2
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
p2stateno = 19000


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







[Statedef 3030]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 30991
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 2550, 0

[State 810, Grab Sound];
type = PlaySnd
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 1
value = 2552, 0
volume = -50

[State 810, Grab Sound];
type = PlaySnd
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 1
value = 2, 11
volume = 220

[State 91, 2]
type = changeanim
triggerall = root,var(29) >= 1
trigger1 = time = 0
value = 22158

;---------------------[無敵処理]

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22161
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 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 = -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 = 22113
sprpriority = 5
postype = p2
pos = -30,-105
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
triggerall = root,var(29) >= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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, -2
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 210, 2]
type = HitDef
triggerall = root,var(29) <= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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
nochainID = 1200
p2stateno = 9000

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
id = 3003
persistent = 0
name = "baku"
pos = 35,-50
postype = P1
stateno = 3031
helpertype = normal
keyctrl = 0
ownpal = 1

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


[Statedef 3031]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 30991
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
triggerall = root,var(29) <= 1
trigger1 = AnimElem = 1
value = 2552, 0

[State 810, Grab Sound];
type = PlaySnd
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 1
value = 2562, 9

[State 91, 2]
type = changeanim
triggerall = root,var(29) >= 1
trigger1 = time = 0
value = 22158

;---------------------[無敵処理]

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22161
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999
[state 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 = -30,-35
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 = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
triggerall = root,var(29) >= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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, -2
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 210, 2]
type = HitDef
triggerall = root,var(29) <= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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
nochainID = 1200
p2stateno = 9000

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
id = 3003
persistent = 0
name = "baku"
pos = 40,55
postype = P1
stateno = 3032
helpertype = normal
keyctrl = 0
ownpal = 1

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



[Statedef 3032]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 30991
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
triggerall = root,var(29) <= 1
trigger1 = AnimElem = 1
value = 2550, 0
 
[State 810, Grab Sound];
type = PlaySnd
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 1
value = 2562, 9

[State 810, Grab Sound];
type = PlaySnd
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 1
value = 2, 10
volume = 220

[State 91, 2]
type = changeanim
triggerall = root,var(29) >= 1
trigger1 = time = 0
value = 22158

;---------------------[無敵処理]

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22161
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999
[state 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 = -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 = 22113
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
triggerall = root,var(29) >= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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, -2
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 210, 2]
type = HitDef
triggerall = root,var(29) <= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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
nochainID = 1200
p2stateno = 9000

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
id = 3003
persistent = 0
name = "baku"
pos = 35,-55
postype = P1
stateno = 3033
helpertype = normal
keyctrl = 0
ownpal = 1

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


[Statedef 3033]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 30991
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 2562, 9

[State 91, 2]
type = changeanim
triggerall = root,var(29) >= 1
trigger1 = time = 0
value = 22158


[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22161
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999
;---------------------[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 = -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 = 22113
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
triggerall = root,var(29) >= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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, -2
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 210, 2]
type = HitDef
triggerall = root,var(29) <= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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
nochainID = 1200
p2stateno = 9000

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
id = 3003
persistent = 0
name = "baku"
pos = 45,60
postype = P1
stateno = 3034
helpertype = normal
keyctrl = 0
ownpal = 1

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


[Statedef 3034]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 30991
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 2562, 9

[State 91, 2]
type = changeanim
triggerall = root,var(29) >= 1
trigger1 = time = 0
value = 22158


;---------------------[無敵処理]

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22161
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999
;---------------------[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 = -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 = 22113
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
triggerall = root,var(29) >= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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, -2
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 210, 2]
type = HitDef
triggerall = root,var(29) <= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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
nochainID = 1200
p2stateno = 9000

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
id = 3003
persistent = 0
name = "baku"
pos = 45,-65
postype = P1
stateno = 3035
helpertype = normal
keyctrl = 0
ownpal = 1

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


[Statedef 3035]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 30991
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 2562, 9

[State 91, 2]
type = changeanim
triggerall = root,var(29) >= 1
trigger1 = time = 0
value = 22158


;---------------------[無敵処理]

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22161
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999
;---------------------[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 = -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 = 22113
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
triggerall = root,var(29) >= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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, -2
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 210, 2]
type = HitDef
triggerall = root,var(29) <= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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
nochainID = 1200
p2stateno = 9000

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
id = 3003
persistent = 0
name = "baku"
pos = 55, 70 ;60,55
postype = P1
stateno = 3036
helpertype = normal
keyctrl = 0
ownpal = 1

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



[Statedef 3036]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 30991
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 2562, 9

[State 91, 2]
type = changeanim
triggerall = root,var(29) >= 1
trigger1 = time = 0
value = 22158


;---------------------[無敵処理]

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22161
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 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 = -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 = 22113
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
triggerall = root,var(29) >= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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, -2
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 210, 2]
type = HitDef
triggerall = root,var(29) <= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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
nochainID = 1200
p2stateno = 9000

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
id = 3003
persistent = 0
name = "baku"
pos = 30,-65
postype = P1
stateno = 3037
helpertype = normal
keyctrl = 0
ownpal = 1

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



[Statedef 3037]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 30991
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 2562, 9

[State 91, 2]
type = changeanim
triggerall = root,var(29) >= 1
trigger1 = time = 0
value = 22158


;---------------------[無敵処理]

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22161
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 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 = -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 = 22113
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1


[State 210, 2]
type = HitDef
triggerall = root,var(29) >= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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, -2
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 210, 2]
type = HitDef
triggerall = root,var(29) <= 1
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 30,5
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
nochainID = 1200
p2stateno = 9000

[State 2900, 1];
type = null;helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 60, 55;35,-55
postype = P1
stateno = 3027
helpertype = normal
keyctrl = 0
ownpal = 1

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; エクスプロージョンスフィア
[Statedef 1500]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 61
ctrl = 0
velset = 2,0
anim = 1500
sprpriority = 2


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


[state a];完全打撃防御
type = reversaldef
trigger1 = time = 0
reversal.attr = SCA,AA,AP
pausetime = 11,20
sparkno = s7012
sparkxy = 15,0
hitsound = s121,0
numhits = 0

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 70,-70
postype = P1
stateno = 3070
helpertype = normal
keyctrl = 0
ownpal = 1

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

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

[State 240, 4]
type = ChangeState
triggerall = command = "強御大"
trigger1 = animelem = 2,>=0
value = 1501
ctrl = 0

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


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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; エクスプロージョンスフィア
[Statedef 1501]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 61
ctrl = 0
velset = 2,0
anim = 1501
sprpriority = 2


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

[state a];完全打撃防御
type = reversaldef
trigger1 = time = 0
reversal.attr = SCA,AA,AP
pausetime = 11,20
sparkno = s7012
sparkxy = 15,0
hitsound = s121,0
numhits = 0

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 20,-70
postype = P1
stateno = 3080
helpertype = normal
keyctrl = 0
ownpal = 1


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

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

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


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



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

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

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

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

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


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

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


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

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

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

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


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


[State 2900]
type = helper
triggerall = var(29) <= 1
trigger1 = time = 40
id = 11500
persistent = 0
name = "hikari"
pos = 0,-70
postype = P2
stateno = 31503
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
triggerall = var(29) >= 1
trigger1 = time = 40
id = 11500
persistent = 0
name = "hikari"
pos = 0,-70
postype = P2
stateno = 12503
helpertype = normal
keyctrl = 0
ownpal = 1


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








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

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

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

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

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

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

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

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

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

;---------------------[効果音]



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

;---------------------[エフェクト]

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

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


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

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

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

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

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

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



; ・・・　瞬間移動終わり
[Statedef 1805]
type = S
ctrl = 1;0
anim = 1889
velset = 0,0

[State 1300, 0]
type = null;NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 5


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

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

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

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

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

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

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

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




;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;？？
[Statedef 11500]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 50
ctrl = 0
velset = 0,0
anim = 11500 ; 12512
sprpriority = 2

[state a]
type = changeanim
trigger1 = var(29) <= 1
trigger1 = time = 0
value = 11500

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


[State 210, 1]
type = null;PlaySnd
trigger1 = anim = 12512
trigger1 = animelem = 5
value = 1200, 0


[State 210, 1]
type = null;PlaySnd
trigger1 = anim = 12512
trigger1 = animelem = 8
value = 1200, 0

[State 2900]
type = null;helper
trigger1 = anim = 12512
trigger1 = Animelem = 6
id = 11500
persistent = 0
name = "hikari"
pos = 30, -145
postype = P1
stateno = 11599
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = null;helper
trigger1 = anim = 12512
trigger1 = Animelem = 9
id = 11500
persistent = 0
name = "hikari"
pos = 50,-95
postype = P1
stateno = 11502
helpertype = normal
keyctrl = 0
ownpal = 1



[State 210, 1]
type = PlaySnd
triggerall = anim != 12512
trigger1 = animelem = 4
value = 1200, 0

[State 2900]
type = helper
triggerall = var(29) <= 1
trigger1 = Animelem = 5
id = 11500
persistent = 0
name = "hikari"
pos = 50,-95
postype = P1
stateno = 11502
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
triggerall = var(29) >= 1
trigger1 = Animelem = 5
id = 11500
persistent = 0
name = "hikari"
pos = 50,-95
postype = P1
stateno = 115022
helpertype = normal
keyctrl = 0
ownpal = 1

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

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

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

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

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


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

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

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

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





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

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

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

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



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


[State 1010]
type = DestroySelf
triggerall = root,var(29) >= 1
trigger1 = time >= 300

[State 1010]
type = DestroySelf
triggerall = root,var(29) <= 1
trigger1 = time >= 400


;光
[Statedef 115022]
type = S
movetype = A
physics = N
anim = 22107
velset = 0,0
ctrl = 0
sprpriority = 2

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

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

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


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

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

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

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





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

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

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

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



[State 2900]
type = helper
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
id = 11500
persistent = 0
name = "hikari"
pos = 0,0
postype = P1
stateno = 12503
helpertype = normal
keyctrl = 0
ownpal = 1

[State 240, 4]
type = ChangeState
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 115023


[State 1010]
type = DestroySelf
triggerall = root,var(29) >= 1
trigger1 = time >= 300

[State 1010]
type = DestroySelf
triggerall = root,var(29) <= 1
trigger1 = time >= 400





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


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

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

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

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

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

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

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

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


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


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


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


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


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

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

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

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



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


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



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

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




;光
[Statedef 12503]
type = S
movetype = A
physics = N
anim = 11504
velset = 0,0
ctrl = 0
sprpriority = 3


[State 2900]
type = helper
trigger1 = Animelem = 6
id = 11500
persistent = 0
name = "hikari"
pos = 20,-30
postype = P1
stateno = 11508
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 8
id = 11500
persistent = 0
name = "hikari"
pos = -20,30
postype = P1
stateno = 11508
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 12
id = 11500
persistent = 0
name = "hikari"
pos = 10,-5
postype = P1
stateno = 11508
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 16
id = 11500
persistent = 0
name = "hikari"
pos = -40,-30
postype = P1
stateno = 11508
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 20
id = 11500
persistent = 0
name = "hikari"
pos = 40,30
postype = P1
stateno = 11508
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 23
id = 11500
persistent = 0
name = "hikari"
pos = 0,0
postype = P1
stateno = 11509
helpertype = normal
keyctrl = 0
ownpal = 1


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

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

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

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

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

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

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

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

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

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

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

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


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

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

[State 810, Grab Sound];
type = 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 1400] 
type = null;superpause 
trigger1 = time = 0 
time = 40
movetime = 0
anim = -1
darken = 0


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



[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, HA
projanim = 11503
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.011 * 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 1010]
type = DestroySelf
trigger1 = AnimTime = 0










;光
[Statedef 11508]
type = S
movetype = A
physics = N
anim = 11504
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 = null;Explod
trigger1 = time = 0
anim = 11505
id = 11505
sprpriority = 2
postype = p1
velset = 0,0
pos = 4,-2
bindtime = -1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0

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

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

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


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


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

;[State 810, Grab Sound];
;type = PlaySnd
;trigger1 = AnimElem = 5
;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
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(0.011 * 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 1010]
;type = DestroySelf
;trigger1 = Movehit = 1

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

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

;光
[Statedef 11509]
type = S
movetype = A
physics = N
anim = 11504
velset = 0,0
ctrl = 0
sprpriority = 3


[State 2900]
type = helper
trigger1 = Animelem = 6
id = 11500
persistent = 0
name = "hikari"
pos = 40,-50
postype = P1
stateno = 11508
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 8
id = 11500
persistent = 0
name = "hikari"
pos = -40,50
postype = P1
stateno = 11508
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 12
id = 11500
persistent = 0
name = "hikari"
pos = 30,-25
postype = P1
stateno = 11508
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 16
id = 11500
persistent = 0
name = "hikari"
pos = -60,-60
postype = P1
stateno = 11508
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 20
id = 11500
persistent = 0
name = "hikari"
pos = 60,50
postype = P1
stateno = 11508
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 = null;Explod
trigger1 = time = 0
anim = 11505
id = 11505
sprpriority = 2
postype = p1
velset = 0,0
pos = 4,-2
bindtime = -1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0

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

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

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


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


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

;[State 810, Grab Sound];
;type = PlaySnd
;trigger1 = AnimElem = 5
;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
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(0.011 * 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 1010]
;type = DestroySelf
;trigger1 = Movehit = 1

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

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









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


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


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

[state a];発射
type = playsnd
trigger1 = animelem = 5
value = 2100,2

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

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

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

;---------------------[ヘルパー呼び出し]

[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 60, -60 ;124,-100
postype = P1
stateno = 11100
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 100,-60
postype = P1
stateno = 11100
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 40,-100
postype = P1
stateno = 11100
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 120, -100 ;80,-140
postype = P1
stateno = 11122
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 80,-140 ;80,-60
postype = P1
stateno = 11122
helpertype = normal
keyctrl = 0
ownpal = 1


;---------------------[立ちステートに戻る]

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


;光
[Statedef 11100]
type = S
movetype = A
physics = N
anim = 22106
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 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%10) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,-20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%15) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%20) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -45,20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = (GameTime%25) = 1
value = 2562, 29
volume = -100


[State 1013]
type = velset
triggerall = root,var(29) >= 1
trigger1 = time = 20
x = -2.5+(random/250.0)
y = -10+(random/50.0)

[State 1013]
type = veladd
triggerall = root,var(29) >= 1
triggerall = time >=20
trigger1 = vel x<10 && p2dist x>0
x = .25

[State 1013]
type = veladd
triggerall = root,var(29) >= 1
triggerall = time >=20
trigger1 = vel x>-10 && p2dist x<0
x = -.25

[State 1013]
type = veladd
triggerall = root,var(29) >= 1
triggerall = time >=20
trigger1 = vel y>-10 && numenemy
trigger1 = pos y>(enemynear,pos y+enemynear,const(size.mid.pos.y))
y = -.25

[State 1013]
type = veladd
triggerall = root,var(29) >= 1
triggerall = time >=20
trigger1 = vel y<10 && numenemy
trigger1 = pos y<(enemynear,pos y+enemynear,const(size.mid.pos.y))
y = .25


[state 1013]
type = velset
triggerall = root,var(29) <= 1
trigger1 = p2bodydist X< 0
trigger1 = Time >= 20
x = -3.5

[state 1013]
type = velset
triggerall = root,var(29) <= 1
trigger1 = p2bodydist X > 0
trigger1 = Time >= 20
x = 3.5

[state 1013]
type = velset
triggerall = root,var(29) <= 1
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 20
y = -1

[state 1013]
type = velset
triggerall = root,var(29) <= 1
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 20
y = 1




;---------------------[飛び道具]
[State 1000, 2]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 11205
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 = 
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 = S, HA
animtype  = Hard
damage    = Ceil(0.02 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
hitflag = MAFD
getpower = 30,30
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0
p2stateno = 9000




[State 1010]
type = changestate
trigger1 = Movehit = 1
value = 11125

[State 1010]
type = changestate
trigger1 = MoveGuarded = 1
value = 11125

[State 1010]
type = changestate
trigger1 = time >= 250
value = 11125





;光
[Statedef 11122]
type = S
movetype = A
physics = N
anim = 22106
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 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%13) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,-20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%18) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%23) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -45,20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1


[State 1013]
type = velset
triggerall = root,var(29) >= 1
trigger1 = time = 20
x = -2.5+(random/250.0)
y = -10+(random/50.0)

[State 1013]
type = veladd
triggerall = root,var(29) >= 1
triggerall = time >=20
trigger1 = vel x<10 && p2dist x>0
x = .25

[State 1013]
type = veladd
triggerall = root,var(29) >= 1
triggerall = time >=20
trigger1 = vel x>-10 && p2dist x<0
x = -.25

[State 1013]
type = veladd
triggerall = root,var(29) >= 1
triggerall = time >=20
trigger1 = vel y>-10 && numenemy
trigger1 = pos y>(enemynear,pos y+enemynear,const(size.mid.pos.y))
y = -.25

[State 1013]
type = veladd
triggerall = root,var(29) >= 1
triggerall = time >=20
trigger1 = vel y<10 && numenemy
trigger1 = pos y<(enemynear,pos y+enemynear,const(size.mid.pos.y))
y = .25

[state 1013]
type = velset
triggerall = root,var(29) <= 1
trigger1 = p2bodydist X< 0
trigger1 = Time >= 20
x = -3.5

[state 1013]
type = velset
triggerall = root,var(29) <= 1
trigger1 = p2bodydist X > 0
trigger1 = Time >= 20
x = 3.5

[state 1013]
type = velset
triggerall = root,var(29) <= 1
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 20
y = -1

[state 1013]
type = velset
triggerall = root,var(29) <= 1
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 20
y = 1



;---------------------[飛び道具]
[State 1000, 2]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 11205
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 = 
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 = S, HA
animtype  = Hard
damage    = Ceil(0.02 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
hitflag = MAFD
getpower = 30,30
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0
p2stateno = 9000



[State 1010]
type = changestate
trigger1 = Movehit = 1
value = 11125

[State 1010]
type = changestate
trigger1 = MoveGuarded = 1
value = 11125

[State 1010]
type = changestate
trigger1 = time >= 250
value = 11125

;------------------------------------
[Statedef 11125]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22162
ownpal = 1

[state 11125]
type = playsnd
trigger1 = time = 0
value = 2,13

[state 11125]
type = nothitby
trigger1 = 1
value = SCA

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

[State 11125]
type = VarAdd
trigger1 = var(3) <= 21
v = 3
value = 1

[State 11125]
type = Explod
trigger1 = time = 0
anim = 22127
id = 22106
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
removetime = 19
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 11125]
type = Explod
trigger1 = time = 0
anim = 22163
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 11125]
type = ModifyExplod
trigger1 = Time >= 1
ID = 22106
scale = 1.2 - var(3)/15.0 , 1.2 - var(3)/15.0

[State 11125]
type = Projectile
triggerall = root,var(3) = 1
trigger1 = time = 5
attr = S, NA
projanim = 22179
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.009 * enemy,Const(data.life)) ,Ceil(0.002 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s22109 + root,var(35)
sparkxy = 0,0
hitsound   = s2556,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-(((var(3) = 1)*2.8)+2.8)
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[state 11125]
type = destroyself
trigger1 = AnimTime = 0



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;？？
[Statedef 11600]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 50
ctrl = 0
velset = 0,0
anim = 11500 ; 11512 
sprpriority = 2

[state a]
type = null; changeanim
trigger1 = var(29) <= 1
trigger1 = time = 0
value = 11500

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


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


[State 210, 1]
type = null;PlaySnd
trigger1 = anim = 11512
trigger1 = animelem = 8
value = 1200, 0

[State 2900]
type = null;helper
trigger1 = anim = 11512
trigger1 = Animelem = 5
id = 11500
persistent = 0
name = "hikari"
pos = 50,-95
postype = P1
stateno = 11599
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
;trigger1 = anim != 11512
trigger1 = Animelem = 5
id = 11500
persistent = 0
name = "hikari"
pos = 50,-95
postype = P1
stateno = 11599
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2900]
type = null;helper
trigger1 = anim = 11512
trigger1 = Animelem = 9
id = 11500
persistent = 0
name = "hikari"
pos = 30,-145
postype = P1
stateno = 11502
helpertype = normal
keyctrl = 0
ownpal = 1




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


;光
[Statedef 11599]
type = S
movetype = A
physics = N
anim = 22107
velset = 0,0
ctrl = 0
sprpriority = 2

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

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

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


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

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

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

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





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

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

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

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

[State 2900, 1];
type = helper
trigger1 = (GameTime%20) = 1
id = 11500
persistent = 1
name = "koukyu"
pos = 0,0
postype = P1
stateno = 11130
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = (GameTime%30) = 1
id = 11500
persistent = 1
name = "koukyu"
pos = 0,0
postype = P1
stateno = 11131
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1010]
type = ChangeState
triggerall = root,var(29) >= 1
trigger1 = time >= 150
value = 11502

[State 1010]
type = DestroySelf
triggerall = root,var(29) <= 1
trigger1 = time >= 250


;光
[Statedef 115023]
type = S
movetype = A
physics = N
anim = 22107
velset = 0,0
ctrl = 0
sprpriority = 2

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

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

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


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

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

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

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





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

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

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

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

[State 2900, 1];
type = helper
trigger1 = (GameTime%20) = 1
id = 11500
persistent = 1
name = "koukyu"
pos = 0,0
postype = P1
stateno = 11130
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = (GameTime%30) = 1
id = 11500
persistent = 1
name = "koukyu"
pos = 0,0
postype = P1
stateno = 11131
helpertype = normal
keyctrl = 0
ownpal = 1

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



;光2
[Statedef 11131]
type = S
movetype = A
physics = N
anim = 22127
velset = -2,10
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 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%10) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,-20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%15) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%20) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -45,20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 3110]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist X< 0
trigger1 = Vel X >= -6
x = -0.6

[State 3110]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist X > 0
trigger1 = Vel X <= 6
x = 0.6

[State 3110]
type = veladd
trigger1 = 1
y = -0.5





;---------------------[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 = 
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 = S, SA
animtype  = Hard
damage    = Ceil(0.008 * enemy,Const(data.life)) * root,var(39),Ceil(0.003 * enemy,Const(data.life)) * root,var(39)
hitflag = MAFD
getpower = 50,50
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -2,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0
p2stateno = 9000


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

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

[State 1010]
type = DestroySelf
trigger1 = time >= 50


;光2
[Statedef 11130]
type = S
movetype = A
physics = N
anim = 22127
velset = -2,-10
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 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%10) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,-20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%15) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%20) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -45,20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 3110]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist X< 0
trigger1 = Vel X >= -6
x = -0.6

[State 3110]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist X > 0
trigger1 = Vel X <= 6
x = 0.6

[State 3110]
type = veladd
trigger1 = 1
y = 0.5




;---------------------[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 = 
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 = S, SA
animtype  = Hard
damage    = Ceil(0.008 * enemy,Const(data.life)) * root,var(39),Ceil(0.003 * enemy,Const(data.life)) * root,var(39)
hitflag = MAFD
getpower = 50,50
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -2,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0
p2stateno = 9000


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

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

[State 1010]
type = DestroySelf
trigger1 = time >= 50













;投げられている相手
[Statedef 14200]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 1]
type = AssertSpecial
trigger1 = time <= 25
flag = invisible

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

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

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

[state a]
type = velset
trigger1 = time = 0
x = 0
y = -60

[state a]
type = veladd
trigger1 = 1
y = 1.4


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

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

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




;---------------------------------------------------------------------------
;バニシングラッシュ
[Statedef 22115]
type = S
movetype = A
physics = N
anim = 22115
ctrl = 0
juggle = 7
poweradd= 100
velset = 0,0
sprpriority = 2

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

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 5
value = s2562, 30

[State 440, 2]
type = null;PlaySnd
trigger1 = animelem = 1
value = s2562, 31

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 1
value = s1400, 0

[State 440, 2]
type = PlaySnd
triggerall = var(29) >= 1
trigger1 = animelem = 5
value = s1050, 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 210, 2]
type = null;HitDef
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 135,20
getpower = 61,61
guardflag = M
pausetime = 10,25
sparkno = s22109 + var(35)
sparkxy = -30,-75
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8,-3
air.velocity = -4,-3
envshake.time = 7
envshake.ampl = 7
p2stateno = 19000

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
triggerall = var(29) >= 1
trigger1 = Animelem = 5
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1066
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
triggerall = var(29) >= 1
trigger1 = Animelem = 5
persistent = 0
name = "sennpuuki"
pos = -6,-96
postype = P1
stateno = 1066
helpertype = normal
keyctrl = 0
ownpal = 1

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



[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 22117


;ダッシュ
[Statedef 22117]
type = S
movetype = A
physics = N
anim = 22120
ctrl = 0
juggle = 7
velset = 80,0
sprpriority = 2

[State 1]
type = removeexplod
trigger1 = time = 0
ID = 22117

[State 1000, 5]
type = null;Explod
trigger1 = time = 0
anim = 22119
;id = 1251
sprpriority = 1
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1


;---------------------[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 = s22109 + 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,-8
air.velocity = -0.5,-8
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .5
p2stateno = 19000



[State a];ヘルパ
type = Helper
trigger1 = movecontact = 1
trigger1 = NumHelper(22121) = 0
id = 22121
name = "lash"
sprpriority = 2
pos = 0,0
postype = p2
stateno = 22121
juggle = 8
helpertype = normal
keyctrl = 0 
ownpal = 1


[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 22116


;終了
[Statedef 22116]
type = S
movetype = A
physics = N
anim = 22116
ctrl = 0
juggle = 8
velset = 0,0
sprpriority = 2

[State 440, 2]
type = null;PlaySnd
trigger1 = animelem = 1
value = s1500, 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 22118
;id = 1251
sprpriority = 1
postype = p1
pos = -9,0
bindtime = -1
supermove = 1
under = 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 a]
type = turn
triggerall = (command = "火闌降1") || (command = "火闌降3")
trigger1 = time >= 0

[state a]
type = changestate
triggerall = command = "火闌降1"
trigger1 = time >= 0
value = 22115

[state a]
type = changestate
triggerall = command = "火闌降3"
trigger1 = time >= 0
value = 22135

[state a]
type = changestate
triggerall = command = "オロチ鏡斜め"
trigger1 = time >= 0
value = 22115

[state a]
type = changestate
triggerall = command = "オロチ鏡斜め2"
trigger1 = time >= 0
value = 22135

[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




[Statedef 22121]
type    = S
movetype= A
sprpriority = 4
physics = S
velset = 0,0
juggle = 8
anim = 22121
ctrl = 0

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

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

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


[State 22121,1]
type = TargetLifeAdd
trigger1 = movehit = 1
value = Ceil(-0.002 * enemy,Const(data.life)) - 1
ignorehitpause = 1
absolute = 1

[State 22121, 2]
type = HitDef
trigger1 = animelem = 1
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)
getpower = 61,61
guardflag = M
pausetime = 4,4
sparkno = s22109 + root,var(35)
sparkxy = -30,-75
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-7
air.velocity = 0,-7
envshake.time = 7
envshake.ampl = 7
p2stateno = 19000

[State 22121, 2]
type = HitDef
trigger1 = animelem = 2
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)
getpower = 61,61
guardflag = M
pausetime = 4,4
sparkno = s22109 + root,var(35)
sparkxy = -30,-75
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-7
air.velocity = 0,-7
envshake.time = 7
envshake.ampl = 7
p2stateno = 19000

[State 22121, 2]
type = HitDef
trigger1 = animelem = 3
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)
getpower = 61,61
guardflag = M
pausetime = 4,4
sparkno = s22109 + root,var(35)
sparkxy = -30,-75
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-7
air.velocity = 0,-7
envshake.time = 7
envshake.ampl = 7
p2stateno = 19000

[State 22121, 2]
type = HitDef
trigger1 = animelem = 4
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)
getpower = 61,61
guardflag = M
pausetime = 4,4
sparkno = s22109 + root,var(35)
sparkxy = -30,-75
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-7
air.velocity = 0,-7
envshake.time = 7
envshake.ampl = 7
p2stateno = 19000

[State 22121, 2]
type = HitDef
trigger1 = animelem = 5
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)
getpower = 61,61
guardflag = M
pausetime = 4,4
sparkno = s22109 + root,var(35)
sparkxy = -30,-75
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-7
air.velocity = 0,-7
envshake.time = 7
envshake.ampl = 7
p2stateno = 19000

[State 22121, 2]
type = HitDef
trigger1 = animelem = 6
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)
getpower = 61,61
guardflag = M
pausetime = 4,4
sparkno = s22109 + root,var(35)
sparkxy = -30,-75
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-7
air.velocity = 0,-7
envshake.time = 7
envshake.ampl = 7
p2stateno = 19000


[State 2];ヘルパー消滅
type = destroyself
trigger1 = animtime = 0



; 飛び道具ヘルパー
[Statedef 1066]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 9,0
ctrl = 0
anim = 1065


;---------------------[無敵処理]
;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 1061
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

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

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%3) = 1
anim = 22129
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.5,0.5
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%3) = 1
anim = 22129
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
scale = 0.8,0.8
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%3) = 1
anim = 22129
sprpriority = 1
postype = p1
velset = 0,0
pos = -60,0
;scale = 0.8,0.8
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1



[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%3) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 10,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%3) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1



;---------------------[攻撃の指定]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SA
projanim = 1062
;projhitanim = 2011
projremovetime = 16
projid = 1050
projpriority = 16
projsprpriority = 16
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 2
postype = p1
getpower = 100,100
offset = 0,0
velocity = 0
damage = Ceil(0.02 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
p2stateno = 19000

[State 1065]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22133
sprpriority = 10
postype = p1
pos = 20,0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999
;---------------------[消滅]
[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300



;---------------------------------------------------------------------------
; ハイパーアーマー
[Statedef 10051]
type    = S
movetype= A
physics = S
anim = 1

[State -1]
type = lifeadd
triggerall = p2name != "Gogeta"
trigger1 = var(29) <= 1
trigger1 = life >= 200
trigger1 = time = 0
value = -5
absolute = 1

[State -1]
type = lifeadd
triggerall = p2name != "Gogeta"
trigger1 = var(29) <= 1
trigger1 = life <= 200
trigger1 = time = 0
value = -1
absolute = 1

[State -1]
type = poweradd
trigger1 = var(29) <= 1
trigger1 = time = 0
value = 100

[State -1]
type = poweradd
trigger1 = var(29) >= 1
trigger1 = time = 0
value = 300

[State 10051, 1]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 10051, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 10051, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 10051, 4]
type = ChangeState
trigger1 = Time >= 2;GetHitVar(hittime)
value = 0
ctrl = 1

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

[Statedef 18000]
type = S
movetype= A
physics = S
ctrl = 0
anim = 1888
velset = 0,0

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

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

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

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

;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 18050



[Statedef 18050]
type = S
ctrl = 0
anim = 1889
velset = 0,0

[State 1300, 0]
type = NotHitBy
triggerall = p2name != "Gogeta"
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 15

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

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

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

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


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

[state a]
type = posadd
trigger1 = time = 0
x = 25

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





; HITA_RECOV 
[Statedef 38853]
type    = A
movetype= A
physics = N


[State -1]
type = lifeadd
triggerall = p2name != "Gogeta"
trigger1 = var(29) <= 1
trigger1 = life >= 200
trigger1 = time = 0
value = -5
absolute = 1

[State -1]
type = lifeadd
triggerall = p2name != "Gogeta"
trigger1 = var(29) <= 1
trigger1 = life <= 200
trigger1 = time = 0
value = -1
absolute = 1

[State -1]
type = poweradd
trigger1 = var(29) <= 1
trigger1 = time = 0
value = 100


[State 5040, 1]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040, 3]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 5040, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMPLAND

;---------------------------------------------------------------------------
; Jump Up
[Statedef 38852]
type    = A
movetype= A
physics = A

[State -1]
type = lifeadd
trigger1 = var(29) <= 1
trigger1 = life >= 200
trigger1 = time = 0
value = -5
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29) <= 1
trigger1 = life <= 200
trigger1 = time = 0
value = -1
absolute = 1

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

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

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

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


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


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

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



;///////////////////////////////////////////////////////////////////////////
;ba2
;---------------------------------------------------------------------------
;バニシングラッシュ
[Statedef 22135]
type = S
movetype = A
physics = N
anim = 22115
ctrl = 0
juggle = 7
poweradd= 100
velset = 0,0
sprpriority = 2

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

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 5
value = s2562, 30

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 1
value = s1400, 1


[State 440, 2]
type = PlaySnd
triggerall = var(29) <= 1
trigger1 = animelem = 5
value = s1050, 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 210, 2]
type = null;HitDef
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 135,20
getpower = 61,61
guardflag = M
pausetime = 10,25
sparkno = s22109 + var(35)
sparkxy = -30,-75
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8,-3
air.velocity = -4,-3
envshake.time = 7
envshake.ampl = 7
p2stateno = 19000

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
triggerall = var(29) <= 1
trigger1 = Animelem = 5
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1066
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
triggerall = var(29) <= 1
trigger1 = Animelem = 5
persistent = 0
name = "sennpuuki"
pos = -6,-96
postype = P1
stateno = 1066
helpertype = normal
keyctrl = 0
ownpal = 1

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

[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 22137


;ダッシュ
[Statedef 22137]
type = S
movetype = A
physics = N
anim = 22120
ctrl = 0
juggle = 7
velset = 80,0
sprpriority = 2

[State 1]
type = removeexplod
trigger1 = time = 0
ID = 22137

[State 1000, 5]
type = null;Explod
trigger1 = time = 0
anim = 22119
;id = 1251
sprpriority = 1
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1


;---------------------[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 = s22109 + 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,-8
air.velocity = -0.5,-8
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .5
p2stateno = 19000



[State a];ヘルパ
type = Helper
trigger1 = movecontact = 1
trigger1 = NumHelper(22121) = 0
id = 22121
name = "lash"
sprpriority = 2
pos = 0,0
postype = p2
stateno = 22121
juggle = 8
helpertype = normal
keyctrl = 0 
ownpal = 1


[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 22136


;終了
[Statedef 22136]
type = S
movetype = A
physics = N
anim = 22116
ctrl = 0
juggle = 8
velset = 0,0
sprpriority = 2

[State 440, 2]
type = null;PlaySnd
trigger1 = animelem = 1
value = s1500, 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 22118
;id = 1251
sprpriority = 1
postype = p1
pos = -9,0
bindtime = -1
supermove = 1
under = 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 2900]
type = helper
triggerall = var(29) >= 1
trigger1 = time = 0
id = 11950
persistent = 0
name = "hasira"
pos = -210,0
postype = P1
stateno = 11950
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
triggerall = var(29) >= 1
trigger1 = time = 3
id = 11950
persistent = 0
name = "hasira"
pos = -170,0
postype = P1
stateno = 11950
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
triggerall = var(29) >= 1
trigger1 = time = 6
id = 11950
persistent = 0
name = "hasira"
pos = -130,0
postype = P1
stateno = 11950
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
triggerall = var(29) >= 1
trigger1 = time = 9
id = 11950
persistent = 0
name = "hasira"
pos = -90,0
postype = P1
stateno = 11950
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
triggerall = var(29) >= 1
trigger1 = time = 12
id = 11950
persistent = 0
name = "hasira"
pos = -50,0
postype = P1
stateno = 11950
helpertype = normal
keyctrl = 0
ownpal = 1


[state a]
type = turn
triggerall = (command = "火闌降1") || (command = "火闌降3")
trigger1 = time >= 0

[state a]
type = changestate
triggerall = command = "火闌降1"
trigger1 = time >= 0
value = 22115

[state a]
type = changestate
triggerall = command = "火闌降3"
trigger1 = time >= 0
value = 22135

[state a]
type = changestate
triggerall = command = "オロチ鏡斜め"
trigger1 = time >= 0
value = 22115

[state a]
type = changestate
triggerall = command = "オロチ鏡斜め2"
trigger1 = time >= 0
value = 22135

[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;///////////////////////////////////////////////////////////////////////////
;Teleport
[Statedef 1507]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 1888
ctrl = 1
poweradd = -1000
facep2 = 1

[State 186, NotHitBy]
type = NotHitBy
Trigger1 = Time = 0
value = SCA
time = 25

[State 186, 1]
type = PlaySnd
Trigger1 = AnimElem = 2
value = 2000,0

[State 186, 1]
type = null ;SuperPause
trigger1 = time = 1
time = 20
movetime = 10
anim = -1

[State 2001, TeleportFwd]
type = PosAdd
Trigger1 = AnimElem = 2
Trigger1 = command != "holdback"
Trigger1 = command != "holdup"
x = 400
y = 0

[State 2001, TeleportFwdUp]
type = PosAdd
Trigger1 = AnimElem = 2
Trigger1 = command = "holdup"
Trigger1 = command = "holdfwd"
Trigger1 = command != "holdback"
Trigger1 = command != "holddown"
x = 400
y = -100

[State 2001, TeleportBack]
type = PosAdd
Trigger1 = AnimElem = 2
Trigger1 = command = "holdback"
Trigger1 = command != "holdfwd"
Trigger1 = command != "holdup"
x = -400
y = 0

[State 2001, TeleportBackUp]
type = PosAdd
Trigger1 = AnimElem = 2
Trigger1 = command = "holdback"
Trigger1 = command = "holdup"
Trigger1 = command != "holdfwd"
Trigger1 = command != "holddown"
x = -400
y = -100

[State 2001, TeleportUp]
type = PosAdd
Trigger1 = AnimElem = 2
Trigger1 = command = "holdup"
Trigger1 = command != "holdfwd"
Trigger1 = command != "holdback"
x = 0
y = -100
[State 1507, Turn]
type = Turn
Trigger1 = P2Dist X < 0

[State 1507, 3]
type = Projectile
Trigger1 = AnimElem = 1
projanim = 22115
projremovetime = 9
velocity = 0,0
offset = 0

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 1188
pos = 0, 0
scale = 1.2, 1.2
postype = p1
removetime = 40
ontop = 1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 1931
pos = 0, -75
postype = p1
removetime = 40
ontop = 1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 6203
removetime = 20
scale = .5, .5
ontop = 1
ownpal = 1

[State 1540, 1]
type = Explod
trigger1 = animelem = 1
ID = 1105
anim = 1105
postype = p1
facing = ifelse(facing = 1,1,-1)
pos = 0, 0
sprpriority = 4
ownpal = 1
persistent = 0
ignorehitpause = 0
scale = 0.5,0.5
vel = 0,-5
projremovetime = 40


[State 1540, 1]
type = Explod
trigger1 = animelem = 5
ID = 1105
anim = 1105
postype = p1
facing = ifelse(facing = 1,1,-1)
pos = 0, 0
sprpriority = 4
ownpal = 1
persistent = 0
ignorehitpause = 0
scale = 0.5,0.5
vel = 0,5
projremovetime = 40

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1189
pos = 0, 0
scale = 1.2, 1.2
postype = p1
removetime = 40
ontop = 1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1932
pos = 0, -75
postype = p1
removetime = 40
ontop = 1
ownpal = 1

[State 186, 8]
type = PlaySnd
Trigger1 = AnimElem = 2
value = 700, 1
volume = 150

[State 186, 8]
type = PlaySnd
Trigger1 = AnimElem = 2
value = 4,2
volume = 150

[State 186, 4]
type = ChangeState
Trigger1 = AnimTime = 0
value = 50
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; Silver Shield
[Statedef 1151]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 11512
sprpriority = 2

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

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

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 8
value = 1200, 0
;---------------------[攻撃判定]
;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 5
id = 1050
persistent = 0
name = "kagami"
pos = 0,0
postype = P1
stateno = 1160
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 9
id = 1050
persistent = 0
name = "kagami"
pos = 0,0
postype = P1
stateno = 1260
helpertype = normal
keyctrl = 0
ownpal = 1
;---------------------[立ちステートに戻る]

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



; 鏡(?)ヘルパー待機
[Statedef 1160]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
sprpriority = 5
ctrl = 0
anim = 11601

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

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

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

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


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


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

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

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

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

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

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

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

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

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

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 7
attr = A, SA
animtype  = up
damage    = 17,5
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s22109 + root,var(35)
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s9999,6
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-4
air.velocity = -4,-4.5
fall = 1
air.fall = 1
fall.recover = 0


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



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; Dark Shield 2
[Statedef 1251]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 12512
sprpriority = 2

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

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

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 8
value = 1200, 0

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

[State 2900, 1];
type = helper
trigger1 = Animelem = 9
id = 1050
persistent = 0
name = "kagami"
pos = 0,0
postype = P1
stateno = 1160
helpertype = normal
keyctrl = 0
ownpal = 1
;---------------------[立ちステートに戻る]

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


; 鏡(?)ヘルパー待機
[Statedef 1260]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
sprpriority = 5
ctrl = 0
anim = 12601

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

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

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

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


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


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

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

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

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

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

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

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

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

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

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 7
attr = A, SA
animtype  = up
damage    = 17,5
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s22109 + root,var(35)
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s9999,6
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-4.5
air.velocity = -4,-4.5
fall = 1
air.fall = 1
fall.recover = 0


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

;///////////////////////////////////////////////////////////////////////////
;Mega Pillar
[Statedef 11900]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 50
ctrl = 0
velset = 0,0
anim = 11900
sprpriority = 2


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


[State 210, 1]
type = PlaySnd
triggerall = var(29) >= 1
trigger1 = animelem = 1
value = 2000, 2

[State 210, 1]
type = PlaySnd
triggerall = var(29) <= 1
trigger1 = animelem = 1
value = 192, 0

[State 210, 1]
type = PlaySnd
triggerall = var(29) <= 1
trigger1 = animelem = 4
value = 1200, 0

[State 210, 1]
type = PlaySnd
triggerall = var(29) <= 1
trigger1 = animelem = 5
value = 1050, 0

[State 210, 1]
type = PlaySnd
triggerall = var(29) <= 1
trigger1 = animelem = 5
value = 1000, 1

[State 1000, 5]
type = Explod
triggerall = var(29) <= 1
trigger1 = animelem = 5
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
triggerall = var(29) <= 1
trigger1 = animelem = 5
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -108,-130
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
triggerall = var(29) <= 1
trigger1 = animelem = 5
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -108,60
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
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
triggerall = var(29) >= 1
trigger1 = animelem = 6
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
triggerall = var(29) >= 1
trigger1 = animelem = 7
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
triggerall = var(29) >= 1
trigger1 = animelem = 8
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
triggerall = var(29) >= 1
trigger1 = animelem = 9
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
triggerall = var(29) >= 1
trigger1 = animelem = 10
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
triggerall = var(29) >= 1
trigger1 = animelem = 11
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
triggerall = var(29) >= 1
trigger1 = animelem = 12
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 2900, 1];
type = helper
triggerall = var(29) <= 1
trigger1 = Animelem = 5
id = 1050
persistent = 0
name = "sennpuuki"
pos = -38,16
postype = P1
stateno = 1069
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
triggerall = var(29) <= 1
trigger1 = Animelem = 5
id = 1050
persistent = 0
name = "sennpuuki"
pos = -38,-196
postype = P1
stateno = 1070
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
triggerall = var(29) >= 1
trigger1 = Animelem = 5
id = 11900
persistent = 0
name = "hasira"
pos = 50,0
postype = P1
stateno = 11950
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2900]
type = helper
triggerall = var(29) >= 1
trigger1 = Animelem = 6
id = 11900
persistent = 0
name = "hasira"
pos = 80,0
postype = P1
stateno = 11950
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
triggerall = var(29) >= 1
trigger1 = Animelem = 7
id = 11900
persistent = 0
name = "hasira"
pos = 110,0
postype = P1
stateno = 11950
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
triggerall = var(29) >= 1
trigger1 = Animelem = 8
id = 11900
persistent = 0
name = "hasira"
pos = 140,0
postype = P1
stateno = 11950
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
triggerall = var(29) >= 1
trigger1 = Animelem = 9
id = 11950
persistent = 0
name = "hasira"
pos = 170,0
postype = P1
stateno = 11950
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
triggerall = var(29) >= 1
trigger1 = Animelem = 10
id = 11950
persistent = 0
name = "hasira"
pos = 200,0
postype = P1
stateno = 11950
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
triggerall = var(29) >= 1
trigger1 = Animelem = 11
id = 11950
persistent = 0
name = "hasira"
pos = 230,0
postype = P1
stateno = 11950
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
triggerall = var(29) >= 1
trigger1 = Animelem = 12
id = 11950
persistent = 0
name = "hasira"
pos = 260,0
postype = P1
stateno = 11950
helpertype = normal
keyctrl = 0
ownpal = 1

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


;--------------------------
[Statedef 1069]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 8,-4
ctrl = 0
anim = 1065

[State 1]
type = velset
trigger1 = time = 35
y = 0

;---------------------[無敵処理]
;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 1061
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

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

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%3) = 1
anim = 22129
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.5,0.5
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%3) = 1
anim = 22129
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
scale = 0.8,0.8
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%3) = 1
anim = 22129
sprpriority = 1
postype = p1
velset = 0,0
pos = -60,0
;scale = 0.8,0.8
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1



[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%3) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 10,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%3) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1



;---------------------[攻撃の指定]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SA
projanim = 1062
;projhitanim = 2011
projremovetime = 16
projid = 1050
projpriority = 16
projsprpriority = 16
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 2
postype = p1
getpower = 100,100
offset = 0,0
velocity = 0
damage = Ceil(0.02 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
p2stateno = 19000

[State 1065]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22133
sprpriority = 10
postype = p1
pos = 20,0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999
;---------------------[消滅]
[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300


;-------------------
[Statedef 1070]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 8,4
ctrl = 0
anim = 1065

[State 1]
type = velset
trigger1 = time = 35
y = 0

;---------------------[無敵処理]
;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 10611
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
scale = 1.1,1.1
supermove = 0
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 10612
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
scale = 0.3, 1.1
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animtime = 0
anim = 10631
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
scale = 1.1,1.1
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animtime = 0
anim = 10632
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
scale = 0.3, 1.1
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22135
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.5,0.5
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22135
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
scale = 0.8,0.8
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22135
sprpriority = 1
postype = p1
velset = 0,0
pos = -60,0
;scale = 0.8,0.8
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1



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

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



;---------------------[攻撃の指定]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SA
projanim = 1062
;projhitanim = 2011
projremovetime = 16
projid = 1050
projhits = 1
projpriority = 16
projsprpriority = 16
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 2
postype = p1
getpower = 100,100
offset = 0,0
velocity = 0
damage = Ceil(0.03 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = s1066;s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 0,0
hitsound = S310,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
p2stateno = 19000

[State 1065]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22161
sprpriority = 10
postype = p1
pos = 20,0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999
;---------------------[消滅]


[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300


; 火柱
[Statedef 11950]
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 = 2551
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
triggerall = root,stateno != 15500
trigger1 = movecontact = 0
attr = S, HA
animtype  = hard
damage    = Ceil(0.02 * enemy,Const(data.life)) * root,var(39),Ceil(0.009 * 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]
type = HitDef
triggerall = root,stateno = 15500
trigger1 = movecontact = 0
attr = S, HA
animtype  = hard
damage    = Ceil(0.005 * 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 = p2name = "Broly 'le cauchemar' super saiyen nv3"
trigger1 = movecontact = 0
attr = S, HA
animtype  = hard
damage    = Ceil(1 * 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






;---------------------------------------------------------------------------
; ここから下に新しいステートを書くと分かりやすくていいと思います
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; ここは-2のステートを書いてください、ヘルパー関係です
;---------------------------------------------------------------------------
[Statedef -2]
[State -2];ｸﾅﾁ�ｾﾆｸﾓ
type = helper
trigger1 = alive
trigger1 = numhelper(77) = 0
id = 77
stateno = 77
pos = 0,0
pausemovetime = 999999
supermovetime = 999999


[State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = NumExplod(1238) = 0
anim = 1238
id = 1238
sprpriority = -5
postype = p1
bindtime = -1
pos = -70,-100
scale = 0.18,0.18
under = 0
ownpal = 1
persistent = 0
removetime = -1
trans = add
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
ID = 1238
ignorehitpause = 1
[State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = NumExplod(1239) = 0
anim = 1238
id = 1239
sprpriority = -5
postype = p1
bindtime = -1
pos = 70,30
scale = 0.18,0.18
under = 0
ownpal = 1
persistent = 0
removetime = -1
trans = add
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
ID = 1239
ignorehitpause = 1
[State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = NumExplod(1242) = 0
anim = 1242
id = 1242
sprpriority = -5
postype = p1
bindtime = -1
pos = -70,30
scale = 0.18,0.18
under = 0
ownpal = 1
persistent = 0
removetime = -1
trans = add
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
ID = 1242
ignorehitpause = 1
[State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = NumExplod(1243) = 0
anim = 1242
id = 1243
sprpriority = -5
postype = p1
bindtime = -1
pos = 70,-100
scale = 0.18,0.18
under = 0
ownpal = 1
persistent = 0
removetime = -1
trans = add
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
ID = 1243
ignorehitpause = 1
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
ID = 1242
ignorehitpause = 1
[State -2]
type = Helper
triggerall = palno != 12
triggerall = !ishelper&& !numhelper(29065)
triggerall = roundstate != 0
trigger1 = time = 0
name = "mahou5"
ID = 29065
helpertype = normal
postype = p1
pos = 10,10
stateno =  29065
size.xscale = 0.8
size.yscale = 0.8
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999
ignorehitpause = 1
[State -2]
type = Helper
triggerall = palno != 12
triggerall = !ishelper&& !numhelper(29066)
triggerall = roundstate != 0
trigger1 = time = 0
name = "mahou5"
ID = 29066
helpertype = normal
postype = p1
pos = 10,10
stateno =  29066
size.xscale = 0.8
size.yscale = 0.8
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999
ignorehitpause = 1
[State -2]
type = Helper
triggerall = palno != 12
triggerall = !ishelper&& !numhelper(29055)
triggerall = roundstate != 0
trigger1 = time = 0
name = "mahou5"
ID = 29055
helpertype = normal
postype = p1
pos = 10,10
stateno =  29055
size.xscale = 0.8
size.yscale = 0.8
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999
ignorehitpause = 1
[State -2]
type = Helper
triggerall = palno != 12
triggerall = !ishelper&& !numhelper(29044)
triggerall = roundstate != 0
trigger1 = time = 0
name = "mahou5"
ID = 29044
helpertype = normal
postype = p1
pos = 10,10
stateno =  29044
size.xscale = 0.8
size.yscale = 0.8
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999
ignorehitpause = 1

[State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = NumExplod(10086) = 0
anim = 10086
id = 10086
sprpriority = -5
postype = p1
bindtime = -1
pos = -70,-85
scale = 0.3,0.3
under = 0
persistent = 0
removetime = -1
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
ID = 10086
ignorehitpause = 1
[State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = NumExplod(10087) = 0
anim = 10087
id = 10087
sprpriority = -5
postype = p1
bindtime = -1
pos = 70,45
scale = 0.3,0.3
under = 0
persistent = 0
removetime = -1
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
ID = 10087
ignorehitpause = 1
[State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = NumExplod(10088) = 0
anim = 10088
id = 10088
sprpriority = -5
postype = p1
bindtime = -1
pos = -70,45
scale = 0.3,0.3
under = 0
persistent = 0
removetime = -1
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
ID = 10088
ignorehitpause = 1
[State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = NumExplod(10089) = 0
anim = 10089
id = 10089
sprpriority = -5
postype = p1
bindtime = -1
pos = 70,-85
scale = 0.3,0.3
under = 0
persistent = 0
removetime = -1
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
ID = 10089
ignorehitpause = 1
[State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = NumExplod(8027) = 0
anim = 8027
id = 8027
sprpriority = -4
postype = p1
pos = 0,30
bindtime = -1
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
trans = add
scale = 0.4,0.1
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
trigger1 = anim != 0 || stateno = 8033
ID = 8027

[State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = NumExplod(30502) = 0
anim = 30502
id =30502
sprpriority = -30
postype = p1
bindtime = 1
pos =0,70
scale = 0.6,0.6
under = 0
persistent = 0
removetime = -1
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
ID = 30502
[State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = NumExplod(10010) = 0
anim = 10010
id =10010
pos = 0,15
bindtime = 1
sprpriority = 10
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
trans = add
scale = 0.4,0.3
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
trigger1 = anim != 0 || stateno = 10010
ID = 10010
[State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = NumExplod(3950) = 0
anim = 3950
id =3950
pos = -8,0
bindtime = 1
sprpriority = -10
postype = p1
bindtime = 1
scale =0.9,0.9
under = 0
persistent = 0
removetime = -1
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
ID = 3950

[State -2]
type = RemoveExplod
trigger1 = anim != 0 || stateno = 10010
ID = 10010
[State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = NumExplod(8003) = 0
anim = 8003
id =8003
pos = 8,0
bindtime = 1
sprpriority = -10
postype = p1
bindtime = 1
scale = 0.9,0.9
under = 0
persistent = 0
removetime = -1
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
ID = 8003

[State -2]
type = helper
triggerall = teamside = 1 && numhelper(99999995) = 0 && time > 0
trigger1 = 1
helpertype = player
ID = 99999995
stateno = 99999995
name = "shadow2"
postype =right
facing = 1
pos = -0, -100
keyctrl = 0
size.xscale = .5
size.yscale = .5
size.shadowoffset = -99999
ownpal = 0
persistent = 1
ignorehitpause = 1

[State -2]
type = helper
triggerall = teamside = 2 && numhelper(99999996) = 0 && time > 0
trigger1 = 1
helpertype = player
ID = 99999996
stateno = 99999996
name = "shadow2"
postype = right
facing = -1
pos = -0, -100
keyctrl = 0
size.xscale = .5
size.yscale = .5
size.shadowoffset = -99999
ownpal = 0
persistent = 1
ignorehitpause = 1


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

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

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

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


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

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

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




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



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

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

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

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








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

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

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

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


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

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

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




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



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

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

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

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



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

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

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


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


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

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

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

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

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

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

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

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;特殊
;//////////////////////////////////////////////////////////////////////////



[State -
;-----------------------------------------
; De-Ultimate Chimera


[State -2, hitby]
type=Nothitby
triggerall = p2name = "Ultimate Chimera"
trigger1 = 1
value =  SCA
time=-1

;---------------------
;Even with Rare Akuma
[State -2, hitby]
type=hitby
triggerall = p2name = "Rare Akuma"
trigger1=1
value=SCA,AA,AP
time=-1
ignorehitpause=1
[State -2, hitby]
type=hitoverride
triggerall = p2name = "Rare Akuma"
trigger1=1
attr=SCA,AA,AP,AT
stateno=1507
slot=1
time=-1

;-------------------------------
; Hell Freezer
[State -2, LifeAdd]
type = Lifeadd
triggerall = p2name = "n-ri_ssj9"
trigger1 = life <= 9999
value = 10000
kill = 0

[State -2, NotHitBy] 
type = NotHitBy
triggerall = p2name = "n-ri_ssj9"
trigger1 = life <= 5000
value = SCA
time = 1000

[State 0, NotHitBy] 
type = NotHitBy
triggerall = p2name = "n-ri_ssj9"
trigger1 = (enemy,hitcount) >= 50
value = SCA
time = 500

[State -2, LifeAdd]
type = LifeAdd
triggerall = p2name = "n-ri_ssj9"
trigger1 = (enemy,hitcount) >= 50
value = 1000000
kill = 0

;---------------------
;Ultimate Dizzy Destroyer?
[State 2900, 1];
type = helper
triggerall = p2name =  "Super Dizzy"
trigger1 = (GameTime%25) = 1
persistent = 0
name = "kagami"
pos = 0,0
postype = P1
stateno = 1260
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
triggerall = p2name =  "Super Dizzy"
trigger1 = (GameTime%25) = 1
persistent = 0
name = "kagami"
pos = 10,0
postype = P1
stateno = 1160
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------
;Broly Distractor
[State 2900, 1];
type = helper
triggerall = p2name =  "Broly 'le cauchemar' super saiyen nv3"
trigger1 = (GameTime%25) = 1
persistent = 0
name = "kagami"
pos = 0,0
postype = P1
bindtime = -1
stateno = 1260
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2900, 1];
type = helper
triggerall = p2name =  "Broly 'le cauchemar' super saiyen nv3"
trigger1 = (GameTime%30) = 1
persistent = 0
name = "kagami"
pos = 10,0
postype = P1
bindtime = -1
stateno = 1160
helpertype = normal
keyctrl = 0
ownpal = 1

[State -1]
type = Nothitby
triggerall = alive = 1
triggerall = p2name =  "Broly 'le cauchemar' super saiyen nv3"
triggerall = p2life <=502
trigger1 = 1
value = SCA
time = -1


[State -1]
type = lifeadd
triggerall = alive = 1
triggerall = p2name =  "Broly 'le cauchemar' super saiyen nv3"
triggerall = p2life <=502
trigger1 = (GameTime%6) = 0
ignorehitpause = 0
value = 1000

[State -1]
type = poweradd
triggerall = alive = 1
triggerall = p2name =  "Broly 'le cauchemar' super saiyen nv3"
triggerall = p2life <=502
trigger1 = (GameTime%6) = 0
ignorehitpause = 0
value = 1000

;---------------------
;Ayu Pacifier
[State 2900, 1];
type = helper
triggerall = p2name =  "Ayu Tukimiya"
triggerall = roundno >= 2
trigger1 = (GameTime%25) = 1
persistent = 0
name = "kagami"
pos = 0,0
postype = P1
bindtime = -1
stateno = 1260
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2900, 1];
type = helper
triggerall = p2name =  "Ayu Tukimiya"
triggerall = roundno >= 2
trigger1 = (GameTime%30) = 1
persistent = 0
name = "kagami"
pos = 10,0
postype = P1
bindtime = -1
stateno = 1160
helpertype = normal
keyctrl = 0
ownpal = 1

[State -1]
type = lifeadd
triggerall = alive = 1
triggerall = p2name =  "Ayu Tukimiya"
triggerall = roundno >= 2
trigger1 = (GameTime%6) = 0
ignorehitpause = 0
value = 100

[State -1]
type = poweradd
triggerall = alive = 1
triggerall = p2name =  "Ayu Tukimiya"
triggerall = roundno >= 2
trigger1 = (GameTime%6) = 0
ignorehitpause = 0
value = 1000


;------------------------------------
; Deshine Igniz And Anti-GogetaUB22(Anti Gogeta not perfect)

[State -2, NotHitBy] 
type = NotHitBy
triggerall = p2name = "Gogeta"
trigger1 = 1
value = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP


[State -1]
type = lifeadd
triggerall = alive = 1
triggerall = p2name = "Gogeta"
trigger1 = (GameTime%1) = 0
ignorehitpause = 0
value = 100000

[State -1]
type = poweradd
triggerall = alive = 1
triggerall = p2name = "Gogeta"
trigger1 = (GameTime%1) = 0
ignorehitpause = 0
value = 100000

[State -1]
type = lifeadd
triggerall = alive = 1
triggerall = p2name =  "SHINIGNIZ" 
trigger1 = (GameTime%2) = 0
ignorehitpause = 0
value = 100

[State -1]
type = poweradd
triggerall = alive = 1
triggerall = p2name =  "SHINIGNIZ"
trigger1 = (GameTime%2) = 0
ignorehitpause = 0
value = 1000

[State 1301, 0]
type = HitOverride
triggerall = p2name =  "SHINIGNIZ" || p2name = "Gogeta"
triggerall = life != 0
triggerall = statetype != A
triggerall = stateno != 1300
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 10051
ignorehitpause = 1

[State 1301, 0]
type = HitOverride
triggerall = p2name =  "SHINIGNIZ" || p2name = "Gogeta"
triggerall = life != 0
triggerall = var(29) <= 1
triggerall = statetype = A
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 38853
ignorehitpause = 1

[State 1301, 0]
type = HitOverride
triggerall = p2name =  "SHINIGNIZ" || p2name = "Gogeta"
triggerall = life != 0
triggerall = var(29) <= 1
triggerall = stateno = 40
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 38852
ignorehitpause = 1

[State 1301, 0]
type = HitOverride
triggerall = p2name =  "SHINIGNIZ" || p2name = "Gogeta"
triggerall = life != 0
triggerall = var(29) >= 1
triggerall = stateno = 40
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 18000
ignorehitpause = 1

[State 1301, 0]
type = HitOverride
triggerall = p2name =  "SHINIGNIZ" || p2name = "Gogeta"
triggerall = life != 0
triggerall = var(29) >= 1
triggerall = statetype = A
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 18000
ignorehitpause = 1

;--------------------------------------------
; I HATE NARUTO-KUN AND SASUKE-KUN

[State 1700, 0];カウンター判定
type = ReversalDef
triggerall = p2name =  "naruto-kun" || p2name = "sasuke-kun"
trigger1 = (GameTime%10) = 1
attr = S, HP
reversal.attr = SCA, NA, SA, HA, NT,ST,HT
hitflag = M-
priority = 4, Miss
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
p2stateno = 10210

[State -2, hitby]
type = hitby
triggerall = p2name =  "naruto-kun" || p2name = "sasuke-kun"
trigger1 = 1
value = SCA,SA,SP
time = -1
ignorehitpause = 1

;------------------------------------
; Super Mech Hisui Demolisher

[State -1]
type = poweradd
triggerall = alive = 1
triggerall = p2name =  "mechhisuiex"
trigger1 = (GameTime%3) = 0
ignorehitpause = 0
value = 1000

[State 1700, 0];カウンター判定
type = null;ReversalDef
triggerall = anim != 1933
triggerall = anim != 22120
triggerall = anim != 22060
triggerall = anim != 2199
triggerall = anim != 24003
triggerall = p2name =  "mechhisuiex"
trigger1 = (GameTime%20) = 1
attr = S, HP
reversal.attr = SCA, NA, SA, HA, NT,ST,HT
hitflag = M-
priority = 4, Miss
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
p2facing = 1
p2stateno = 13121

[State -1]
type = Nothitby
triggerall = anim != 1933
triggerall = anim != 22120
triggerall = anim != 22060
triggerall = anim != 2199
triggerall = anim != 24003
triggerall = alive = 1
triggerall = p2name =  "mechhisuiex" 
trigger1 = 1
value = SCA

;---------------------
[State 1000, 5]
type = Explod
triggerall = anim != 1933
triggerall = anim != 22120
triggerall = anim != 22060
triggerall = anim != 2199
triggerall = anim != 24003
triggerall = p2name =  "mechhisuiex" 
trigger1 = ProjHit = 1
anim = 22109 + var(35)
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
supermove = 1
ignorehitpause =0
under = 0
ownpal = 1

;---------------------
[State 1000, 5]
type = Explod
triggerall = anim != 1933
triggerall = anim != 22120
triggerall = anim != 22060
triggerall = anim != 2199
triggerall = anim != 24003
triggerall = p2name =  "mechhisuiex" 
trigger1 = ProjGuarded = 1
anim = 22113
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
supermove = 0
ignorehitpause =0
under = 0
ownpal = 1

;---------------------
[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = anim != 1933
triggerall = anim != 22120
triggerall = anim != 22060
triggerall = anim != 2199
triggerall = anim != 24003
triggerall = anim != 190
triggerall = stateno != 5900
triggerall = p2name =  "mechhisuiex" 
trigger1 = (GameTime%20) = 1
anim = 2554
sprpriority = 6
postype = p1
pos = -5,-80
bindtime = -1
supermove = 0
ignorehitpause =0
under = 0
ownpal = 1


;---------------------[飛び道具]
[State 1000, 2]
type = Projectile
triggerall = anim != 1933
triggerall = anim != 22120
triggerall = anim != 22060
triggerall = anim != 2199
triggerall = anim != 24003
triggerall = p2name =  "mechhisuiex" 
trigger1 = (GameTime%20) = 1
attr = S, HA
projanim = 2557
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.04 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1;s2556
sparkxy = -15,-77
hitsound   = s2556,0
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000




[State 1000, 2]
type = Projectile
triggerall = anim != 1933
triggerall = anim != 22120
triggerall = anim != 22060
triggerall = anim != 2199
triggerall = anim != 24003
triggerall = p2name =  "mechhisuiex" 
trigger1 = (GameTime%25) = 1
attr = S, HA
projanim = 2557
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.04 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = s2556,0
guard.sparkno = -1
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[State 1000, 2]
type = Projectile
triggerall = anim != 1933
triggerall = anim != 22120
triggerall = anim != 22060
triggerall = anim != 2199
triggerall = anim != 24003
triggerall = p2name =  "mechhisuiex" 
trigger1 = (GameTime%30) = 1
attr = S, HA
projanim = 2557
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.04 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = s2556,0
guard.sparkno = -1
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[State 1000, 2]
type = Projectile
triggerall = anim != 1933
triggerall = anim != 22120
triggerall = anim != 22060
triggerall = anim != 2199
triggerall = anim != 24003
triggerall = p2name =  "mechhisuiex" 
trigger1 = (GameTime%35) = 1
attr = S, HP
projanim = 2557
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.04 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = s2556,0
guard.sparkno = -1
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

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


;---------------------
[State -1]
type = Projectile
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%2) = 1
attr = S, SA
projanim = 3459
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 1
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1



;回復life
[State -1]
type = lifeadd
triggerall = alive = 1
trigger1 = (GameTime%6) = 0
ignorehitpause = 0
value = var(38)

[State -1] 
type = varset 
trigger1 = life >= 500
var(38) = 1

[State -1] 
type = varset 
trigger1 = life <= 499
var(38) = 2

[State -1] 
type = varset 
trigger1 = life <= 199
var(38) = 3


;power regenation
[State -1]
type = poweradd
triggerall = alive = 1
triggerall = var(29) >= 1
trigger1 = (GameTime%6) = 0
ignorehitpause = 0
value = 10

;技ダメージ倍率
[State -2] ;パワーアップ中
type = varset 
trigger1 = var(29) >= 1
var(39) = 2

[State -2] ;通常
type = varset 
trigger1 = var(29) <= 1
var(39) = 1


;パワーアップ初期化
[state a]
type = varset
trigger1 = RoundState != 2
v = 29
value = 0

;パワーアップカウント
[state a]
type = varadd
trigger1 = 1
v = 29
value = -1


[State -2]
Type = VarSet
trigger1 = RoundState != 0
var(35) = 0
IgnoreHitPause = 1

[State -2]
Type = VarSet
trigger1 = RoundState != 0
trigger1 = Random <= 300
var(35) = 1
IgnoreHitPause = 1

[State -2]
Type = VarSet
trigger1 = RoundState != 0
trigger1 = Random <= 300
var(35) = 2
IgnoreHitPause = 1

[State -2]
Type = VarSet
trigger1 = RoundState != 0
trigger1 = Random <= 300
var(35) = 3
IgnoreHitPause = 1

[State -1]
type = varset
trigger1 = roundstate = 0
var(21) = 1

[State -1]
type = varset
trigger1 = roundstate = 0
var(22) = 1

[State -1]
type = varset
trigger1 = var(21) <= 1
var(22) = 3

[State -1]
type = varset
trigger1 = var(21) >= 150
var(22) = 2

[State -1]
type = varadd
trigger1 = 1
trigger1 = var(22) = 3
var(21) = 7

[State -1]
type = varadd
trigger1 = 1
trigger1 = var(22) = 2
var(21) = -7



[State -1]
type = Explod
triggerall = stateno != 20010
triggerall = stateno != 20013
triggerall = var(29) <= 1
triggerall = alive = 1
triggerall = statetype != C
triggerall = MoveType != H
triggerall = stateno != [190,192]
triggerall = stateno != 22050
triggerall = stateno != 1888
triggerall = stateno != [170,171]
trigger1 = (GameTime%30) = 1
anim = 8200
id = 8200
sprpriority = 1
postype = p1
pos = 0,-50
bindtime = -1
supermove = 1
under = 1
ownpal = 1

[State -1]
type = Explod
triggerall = stateno != 20010
triggerall = stateno != 20013
triggerall = var(29) >= 1
triggerall = alive = 1
triggerall = statetype != C
triggerall = MoveType != H
triggerall = stateno != [190,192]
triggerall = stateno != 22050
triggerall = stateno != 1888
triggerall = stateno != [170,171]
trigger1 = (GameTime%30) = 1
anim = 22134
id = 8200
sprpriority = 1
postype = p1
pos = 0,-50
bindtime = -1
supermove = 1
under = 1
ownpal = 1

[State a] 
type = Afterimage
triggerall = stateno != [190,192]
triggerall = stateno != 1888
trigger1 = roundstate != 0
trigger1 = TIME = 0
trans = add
PalContrast =  250, 250, 250
PalBright = 100,100,100
time    =  -1
length  = 13
TimeGap = 1
FrameGap = 1

[State a]
type = EnvColor
trigger1 = projhit1050 = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 1

[State 1000, 9]
type = Envcolor
trigger1 = projHit22079 = 1
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 5
supermove = 1

[State 2216]
type = Envcolor
trigger1 = projHit20009 = 1
value = 255, 255, 255
time = 1
under = 1
supermove = 1
invertall = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = Projhit3459 = 1
anim = 22109 + var(35)
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
supermove = 0
ignorehitpause =0
under = 0
ownpal = 1

;---------------------
[State 1000, 5]
type = Explod
trigger1 = ProjHit20000 = 1
anim = 22109 + var(35)
sprpriority = 100
postype = p2
pos = 0,-60
bindtime = -1
supermove = 1
ignorehitpause =0
under = 0
ownpal = 1

;---------------------
[State 1000, 5]
type = Explod
trigger1 = ProjHit22079 = 1
trigger2 = ProjHit20009 = 1
anim = 22109 + var(35)
sprpriority = 100
postype = p2
pos = 0,-60
bindtime = -1
supermove = 1
ignorehitpause =0
under = 0
ownpal = 1

;---------------------
[State 1000, 5]
type = Explod
trigger1 = ProjGuarded22079 = 1
trigger2 = ProjGuarded20009 = 1
anim = 22113
sprpriority = 100
postype = p2
pos = 0,-60
bindtime = -1
supermove = 0
ignorehitpause =0
under = 0
ownpal = 1

;------------------
[State 1006]
type = PlaySnd
trigger1 = projhit20009 = 1
value = 4000,6
volume = -40
channel = 6

[State 1006]
type = PlaySnd
trigger1 = projGuarded20009 = 1
value = 121,0
volume = -40
channel = 6

;---------------------
[State -1]
type = null;Projectile
trigger1 = stateno = 0;[120,151]
trigger1 = (GameTime%2) = 1
attr = S, SA
projanim = 3459
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1
p2stateno = 9000




[State -2]
type = attackMulSet
trigger1 = var(29) >= 1
value = 1.3 ;2.0
ignorehitpause = 1

[State -2]
type = attackMulSet
trigger1 = var(29) <= 1
value = 1
ignorehitpause = 1

[State -2]
type = null;AssertSpecial
trigger1 = var(29) >= 1
flag = NoStandGuard

[State -2]
type = null;AssertSpecial
trigger1 = var(29) >= 1
flag = NoCrouchGuard



;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;勝利時のサウンドストップ
;//////////////////////////////////////////////////////////////////////////

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


;---------------------------------------------------------------------------
; ここから下は-3のステートを書いてください、ここに書いたものはゲーム中
; に条件が成立すればいつでも開始するステートです。
;---------------------------------------------------------------------------

[Statedef -3]
;ゲーム中に常にいつでも開始したいステート、ここでは「着地音」に使用しています
;下の条件は「52か106のステートに移動して１フレーム目に」と言う事です。
;52と106はバックステップとジャンプの着地のステートです。
[State -3, 1]
type = PlaySnd
triggerall = Alive
triggerall = GetHitVar(AnimType) = 0;1
triggerall = Time = 1 && Random < 330
trigger1 = StateNo = 5000
trigger2 = StateNo = 5010
trigger3 = StateNo = 5020
value = 5000, 0
channel = 7

[State -3, 0]
type = PlaySnd
triggerall = Alive
triggerall = GetHitVar(AnimType) >= 2
triggerall = !(EnemyNear,HitDefAttr=SCA,SA,HA,SP,HP)
triggerall = Time = 1 && Random < 330
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
value = 5000, 1
channel = 7

[State -3, 0]
type = PlaySnd
triggerall = Alive
triggerall = (EnemyNear,HitDefAttr=SCA,SA,HA,SP,HP)
triggerall = Time = 1 && Random < 330
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
value = 5000, 2
channel = 7


[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 107 
trigger3 = stateno = 103 
value = 40, 0


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

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

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

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


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

;ダメージ時のエフェクトの消去
[State 1]
type = removeexplod
trigger1 = stateno != 0
ID = 22063


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

;ニュートラルポーズ以外のエフェクト消去
[State 1]
type = removeexplod
trigger1 = anim != 0
ID = 22123

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

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




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

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

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

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

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


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

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



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

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

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

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

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




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

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

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

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

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










;ワイヤーダメージ
[Statedef 10210];相手
type    = A
movetype= H
physics = N
velset = 0,0;-13,-.5

[State 1021,0]
type = turn
Trigger1 = frontedgedist <= 0
value = 1

[State 1021,0]
type = velset
trigger1 = time = 1
x = -13
y = -.6

[State 840, 2]
type = afterimage
trigger1 = time = 5
time = 13
length = 3
PalBright   =   0,  0,  0
PalContrast = 255,255,255
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 2
ignorehitpause = 1

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 821, 1]
type = VelAdd
Trigger1 = time > 4
y = .14

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5010

[state 190]
type = changestate
Trigger1 = backedgedist <= 0
Trigger2 = frontedgedist <= 0
value = 10220

[Statedef 10220];相手2
type    = A
movetype= H
physics = N
velset = 3.5,-8.2

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5030

[State 9000, 1]
type = null;ScreenBound
trigger1 = 1
movecamera = 1,0

[State 9000, 1]
type = turn
trigger1 = time = 0
value = 1

[State 821, 1]
type = VelAdd
Trigger1 = time > 3
y = .5
x = .05

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100











[Statedef 13121];相手
;physics = A
type    = A
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H


[State 4000, PalFX]
type = null;hitfallset
trigger1 = time = 0
trigger1 = pos y <= 0
value = 0

[State 4000, PalFX]
type = statetypeset
trigger1 = time = 0
trigger1 = pos y = 0
value = S

[State 4000, PalFX]
type = null;statetypeset
trigger1 = time = 0
trigger1 = pos y < 0
value = A

[State 4000, PalFX]
type = null;posset
;trigger1 = time = 0
trigger1 = pos y >= 0
y = 0

[State 812,4]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 812,4]
type = null;changeanim
trigger1 = selfanimexist(anim)
trigger1 = 1
value = anim
;elem = animelemno(1)

[State 106, 3]
type = changestate
trigger1 = time = 1
value = 10380






[Statedef 13120];相手
;physics = A
type    = A
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H

[State 4000, PalFX]
type = PalFX
trigger1 = time = 0
time = 3
color = 0
add = 0,0,0
ignorehitpause = 1

[State 4000, PalFX]
type = PalFX
trigger1 = time = 3
time = 3
color = 0
add = 40,40,40
ignorehitpause = 1

[State 4000, PalFX]
type = PalFX
trigger1 = time = 5
time = 3
color = 0
add = 60,60,60
ignorehitpause = 1

[State 4000, PalFX]
type = null;hitfallset
trigger1 = time = 0
trigger1 = pos y <= 0
value = 0

[State 4000, PalFX]
type = statetypeset
trigger1 = time = 0
trigger1 = pos y = 0
value = S

[State 4000, PalFX]
type = null;statetypeset
trigger1 = time = 0
trigger1 = pos y < 0
value = A

[State 4000, PalFX]
type = null;posset
;trigger1 = time = 0
trigger1 = pos y >= 0
y = 0

[State 4000, PalFX]
type = PalFX
trigger1 = time >= 7
trigger1 = Time < 300
time = 2
color = 0
add = 35,35,35
ignorehitpause = 1

[State 812,4]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 4000, PalFX]
type = PalFX
trigger1 = Time % 3 = 0
trigger1 = Time >= 300
time = 1
color = 0
add = 35,35,35
ignorehitpause = 1

[State 812,4]
type = null;changeanim
trigger1 = selfanimexist(anim)
trigger1 = 1
value = anim
;elem = animelemno(1)


[State 106, 3]
type = changestate
trigger1 = time = 120
value = 10380


[Statedef 10380]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[State 5050, 1]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100











; 痺れ
[Statedef 9000]
type    = S
movetype= H
physics = N
velset = 0,0

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

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

[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 9001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9001]
type    = S
movetype= H
physics = S

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9001, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 9010]
type    = C
movetype= H
physics = N
velset = 0,0

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9010, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 9011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9011]
type    = C
movetype= H
physics = C

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9011, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 9020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9020, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9030]
type    = A
movetype= H
physics = N
ctrl = 0

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0


[State 9030, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 9050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 9035

[Statedef 9035]
type    = A
movetype= H
physics = N

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9035, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 9050

[Statedef 9050]
type    = A
movetype= H
physics = N

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9050, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100





; Getting hit (lightning version)
[Statedef 19000]
type    = S
movetype= H
physics = N
velset = 0,0


[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

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

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 19001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

; Getting hit (lightning version)
[Statedef 19200]
type    = S
movetype= H
physics = N
velset = 0,0

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

[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

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

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 19001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19001]
type    = S
movetype= H
physics = S

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 19010]
type    = C
movetype= H
physics = N
velset = 0,0


[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 19011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19011]
type    = C
movetype= H
physics = C

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 19020]
type    = A
movetype= H
physics = N
velset = 0,0


[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19030]
type    = A
movetype= H
physics = N
ctrl = 0


[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 19050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 19035

[Statedef 19035]
type    = A
movetype= H
physics = N

[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 19050

[Statedef 19050]
type    = A
movetype= H
physics = N

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100















; 痺れ2
[Statedef 49000]
type    = S
movetype= H
physics = N
velset = 0,0

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

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

[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 49001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 49030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 49001]
type    = S
movetype= H
physics = S

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

[State 9001, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 49010]
type    = C
movetype= H
physics = N
velset = 0,0

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

[State 9010, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 49011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 49030

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 49011]
type    = C
movetype= H
physics = C

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

[State 9011, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 49020]
type    = A
movetype= H
physics = N
velset = 0,0

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

[State 9020, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 49030

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 49030]
type    = A
movetype= H
physics = N
ctrl = 0

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

[State 9030, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 49050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 49035

[Statedef 49035]
type    = A
movetype= H
physics = N

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

[State 9035, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 49050

[Statedef 49050]
type    = A
movetype= H
physics = N

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

[State 9050, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = ChangeState
triggerall = alive = 1
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 15100

[State 9050, 7]
type = ChangeState
triggerall = alive = 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100


; HIT_BOUNCE (hit ground)
[Statedef 15100]
type    = L
movetype= H
physics = N

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

[State 1020, 4];画面シェイク
type = EnvShake
trigger1 = time = 0
time = 6
ampl = -6
freq = 95
phase = 95

[State 106, 3]
type = MakeDust
trigger1 = Time = 0
pos = -5,-2
spacing = 1

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

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
trigger1 = time = 0
value = 5100

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
trigger1 = time = 5
value = 5110

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0


[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.002

[State 5100, 7]
type = SelfState
trigger1 = Time >= 110
value = 5120

[Statedef 99999995]
type = S
movetype = I
physics = N
ownpal = 0
sprpriority = 0
velset = 0,0
ctrl = 0

[state 99999995, noshadows]
type = assertspecial
trigger1 = 1
flag = noshadow

[State -2]
type = Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = NumExplod(10060) = 0
anim = 10060
id = 10060
sprpriority = 1
postype = p1,p2
bindtime = -1
pos = 0,25
scale = 0.7,0.7
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 999999995
SuperMoveTime = 9999
PauseMoveTime = 9999

[state 99999995, special]
type = assertspecial
trigger1 = root,stateno = [3500,3501]
flag = invisible
ignorehitpause = 1

[state 99999995, playerpush]
type = playerpush
trigger1 = 1
time = -1
ignorehitpause = 1
persistent = 1
value = 0
;
[state 99999995, screenbound]
type = screenbound
trigger1 = 1
time = -1
ignorehitpause = 1
persistent = 1
value = 1

[state 99999995, nothitby]
type = nothitby
trigger1 = 1
time = -1
persistent = 1
value = SCA

[State 99999995, ChangeAnim]
type = ChangeAnim
trigger1 = selfanimexist(root,anim)
elem = root,animelemno(0)
value = root, anim

[State 99999995, PosSet]
type = PosSet
trigger1 = teamside = 1
x = -130
y = -110
ignorehitpause = 1
persistent = 1

[State 99999995, destroyself]
type = Destroyself
trigger1 = !alive
trigger2 = root,stateno = 185

;=====================================================================================

[Statedef 99999996]
type = S
movetype = I
physics = N
ownpal = 0
sprpriority = 0
velset = 0,0
ctrl = 0

[state 99999996]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 99999995, special]
type = assertspecial
trigger1 = root,stateno = [3500,3501]
flag = invisible
ignorehitpause = 1

[state 99999996, playerpush]
type = playerpush
trigger1 = 1
time = -1
ignorehitpause = 1
persistent = 1
value = 0

[state 99999996, screenbound]
type = screenbound
trigger1 = 1
time = -1
ignorehitpause = 1
persistent = 1
value = 1

[state 99999996]
type = nothitby
trigger1 = 1
time = -1
persistent = 1
value = SCA

[State 99999996, ChangeAnim]
type = ChangeAnim
trigger1 = selfanimexist(parent,anim)
elem = parent,animelemno(0)
value = parent, anim

[State 99999996, PosSet]
type = PosSet
triggerall = teamside = 2 && facing = -1
trigger1 = 1
x = 130
y = -110
ignorehitpause = 1
persistent = 1

[State 99999996, destroyself]
type = Destroyself
trigger1 = !alive
trigger2 = root,stateno = 185



