;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 超必殺技
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 
;---------------------------------------------------------------------------
; 吸い寄せ
;---------------------------------------------------------------------------
[Statedef 2300]
type    = S
movetype= A
physics = N
poweradd = -500
velset = 0,0
juggle = 0
anim = 2300
ctrl = 0

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

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

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22165
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22166
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 99999999
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 99999999
time = 30
value = 0,0,0
under = 2

[State 2000]
type = PlaySnd
trigger1 = Time = 1
value = 2563,0

[State 2000]
type = PlaySnd
trigger1 = Time = 20
value = 2562,34

[state a]
type = changestate
trigger1 = animtime = 0
value = 2301

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

[Statedef 2301]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2301
ctrl = 0

[State 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = (((var(1) = 1)*50)+10)

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2300,0
volume = 255

[State 2900, 1]
type = helper
trigger1 = numhelper(2320) = 0
trigger1 = time = 0
id = 2320
persistent = 0
name = "kabe1"
pos = -10,0
postype = p2
stateno = 2320
helpertype = player
keyctrl = 0
ownpal = 1

[state a]
type = varset
trigger1 = time = 0
v = 19
value = 255

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

[State 3040, 7]
type = BGPalfx
trigger1 = 1;animelem = 24,<=0
;persistent = 0
ignorehitpause = 99999999
time = 1
mul = var(19),var(19),var(19)
under = 2

[State 1]
type = Projectile
trigger1 = time >= 0
trigger1 = p2stateno != 40
trigger1 = p2statetype != A
attr = S, NA
projanim = 22153
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
p2facing = 1
p1stateno = 2310
p2stateno = 2010
p2facing = 1 
kill = 0

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

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

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

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

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

[State 3040, 7]
type = BGPalfx
trigger1 = 1;animelem = 24,<=0
;persistent = 0
ignorehitpause = 99999999
time = 1
mul = var(19),var(19),var(19)
under = 2

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

;---------------------------------------------------------------------------
; ヒット
;---------------------------------------------------------------------------

[Statedef 2310]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 2310
ctrl = 0

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

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

[State 3040, 7]
type = BGPalfx
trigger1 = 1;animelem = 24,<=0
;persistent = 0
ignorehitpause = 99999999
time = 1
mul = var(19),var(19),var(19)
under = 2

[State 1]
type = Projectile
trigger1 = AnimElem = 7 || AnimElem = 18
attr = S, NA
projanim = 22157
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 15
postype = p1
offset = 10,0
velocity = 0
animtype  = Light
damage    = Ceil((IfElse((var(29) < 1),0.05,0.015)) * enemy,Const(data.life))
getpower = 150,150
givepower = 0,0
guardflag = 
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 40, -89 
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

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

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 7
trigger2 = animelem = 18
;persistent = 0
ignorehitpause = 99999999
time = 3
value = 255,255,255
under = 2

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

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

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

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 18
value = 2300,1

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 7
value = 2300,2

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 18
value = 2300,3

[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0

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

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

[state a]
type = targetstate
trigger1 = animelem = 18
value = 2013

[state a]
type = pause
trigger1 = animelem = 18
time = 14
movetime = 14

[state a]
type = targetlifeadd
trigger1 = animelem = 7
value = Ceil(-0.02 * enemy,Const(data.life)) - 5
kill = 0
absolute = 1

[state a]
type = targetlifeadd
trigger1 = animelem = 8
value = Ceil(-0.02 * enemy,Const(data.life)) - 5
kill = 0
absolute = 1

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

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

;---------------------------------------------------------------------------
;投げられている相手1
;---------------------------------------------------------------------------

[Statedef 2010]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeset
triggerall = enemynear,name="SARIEL"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="SARIEL"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
fvalue = 0
ignorehitpause = 99999999

[State 1]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
sysvar(1) = 0
ignorehitpause = 99999999

[State 1]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
sysvar(2) = 0
ignorehitpause = 99999999

[State 1]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
sysvar(3) = 0
ignorehitpause = 99999999

[State 1]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
sysvar(4) = 0
ignorehitpause = 99999999

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

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

;---------------------------------------------------------------------------
;投げられている相手2
;---------------------------------------------------------------------------

[Statedef 2011]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeset
triggerall = enemynear,name="SARIEL"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="SARIEL"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
fvalue = 0
ignorehitpause = 99999999

[State 1]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
sysvar(1) = 0
ignorehitpause = 99999999

[State 1]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
sysvar(2) = 0
ignorehitpause = 99999999

[State 1]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
sysvar(3) = 0
ignorehitpause = 99999999

[State 1]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
sysvar(4) = 0
ignorehitpause = 99999999

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

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

;---------------------------------------------------------------------------
;投げられている相手3
;---------------------------------------------------------------------------

[Statedef 2012]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeset
triggerall = enemynear,name="SARIEL"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="SARIEL"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
fvalue = 0
ignorehitpause = 99999999

[State 1]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
sysvar(1) = 0
ignorehitpause = 99999999

[State 1]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
sysvar(2) = 0
ignorehitpause = 99999999

[State 1]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
sysvar(3) = 0
ignorehitpause = 99999999

[State 1]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
sysvar(4) = 0
ignorehitpause = 99999999

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

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

;---------------------------------------------------------------------------
;投げられている相手4
;---------------------------------------------------------------------------

[Statedef 2013]
type    = A
movetype= H
physics = N
velset = -7,-7

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeset
triggerall = enemynear,name="SARIEL"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="SARIEL"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 99999999
value = 0

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

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

[State 821, 1]
type = VelAdd
Trigger1 = 1
y = .3

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

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

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

[State 13121]
type = lifeadd
trigger1 = life <= 50
value = -9999999
absolute = 1

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

;---------------------------------------------------------------------------
; 壁
;---------------------------------------------------------------------------

[Statedef 2320]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0

[State 1065]
type = changeanim
trigger1 = anim!=2320
value = 2320

[state p]
type = varadd
trigger1 = 1
var(55) = 1

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

[state a]
type = posset
trigger1 = p2Dist X < 0
x = enemy,pos x

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

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

[State 1000, 0]
type = PlayerPush
trigger1 = 1
value = 1

[State 1000, 0]
type = velset
trigger1 = 1
x = 5

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

;---------------------------------------------------------------------------
;投げられている相手
;---------------------------------------------------------------------------

[Statedef 2415]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 20

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
fvalue = 0
ignorehitpause = 99999999

[State 1]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
sysvar(1) = 0
ignorehitpause = 99999999

[State 1]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
sysvar(2) = 0
ignorehitpause = 99999999

[State 1]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
sysvar(3) = 0
ignorehitpause = 99999999

[State 1]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
sysvar(4) = 0
ignorehitpause = 99999999

[State 13121]
type = lifeset
triggerall = enemynear,name="SARIEL"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="SARIEL"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 13121]
type = lifeadd
trigger1 = life <= 50
value = -9999999
absolute = 1

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

[State 1]
type = posset
trigger1 = time = 0
y = -80

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

;---------------------------------------------------------------------------
;投げられている相手2
;---------------------------------------------------------------------------

[Statedef 2416]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state a]
type = destroyself
trigger1 = ishelper

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

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

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

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

[State 821, 1]
type = VelAdd
Trigger1 = 1;animelem = 3,>= 0
y = .4

[State 13121]
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = Ceil(-0.04 * Const(data.life))
absolute = 1

[State 13121]
type = powerset
triggerall = enemynear,name="SARIEL"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 13121]
type = lifeSet
triggerall = enemynear,name="SARIEL"&&enemynear,palno=12
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
value = 0

[State 13121]
type = lifeadd
triggerall = enemynear,name="SARIEL"&&enemynear,palno=12
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
value = -9999999
absolute = 1

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

;---------------------------------------------------------------------------
; 三連ビーム
;---------------------------------------------------------------------------

[Statedef 22075]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd = -1500
anim = 22075
ctrl = 0

[State 22075]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 22075]
type = SuperPause
trigger1 = time = 0
time = 42
movetime = 42
anim = -1

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

[state a]
type = varrandom
trigger1 = 1
v = 20
range = 1,4

[State 22075];|| time = 40 || time = 45
type = Explod
trigger1 = time = 10 || time = 15 || time = 20 || time = 25 || time = 30 || time = 35 
anim = 28115
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add

[State a];
type = helper
trigger1 = numhelper(240202)= 0
trigger1 = time = 1
id = 240202
persistent = 1
pos = 1,-129
postype = P1
stateno = 240202
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 22075]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 99999999
time = 1
value = 255,255,255
under = 2

[State 22075]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 99999999
time = 50
value = 0,0,0
under = 2

[State 22075]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2

[State 22075]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3

[State 22075]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= nobardisplay

[State 3401];魔法陣上1
type = Explod
trigger1 = time <= 0
anim = 15350
sprpriority = 2
postype = p1
pos = 50,0
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
ownpal = 1
trans = add
scale = 0.2,0.5
ignorehitpause = 9999999
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 3401];魔法陣上2
type = Explod
trigger1 = time <= 0
anim = 15350
sprpriority = 2
postype = p1
pos = 50,-165
bindtime = 1
supermove = 0
under = 0
ownpal = 1
trans = add
scale = 0.2,0.5
ignorehitpause = 9999999
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 22075]
type = changestate
trigger1 = animtime = 0
value = 22076

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

[State 22076]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= noFG
flag3= nobardisplay

[State 22076]
type = EnvShake
trigger1 = (GameTime%3) = 1
time = 5
ampl = -3
freq = 95
phase = 95

[State 22076]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 22076]
type = PlaySnd
trigger1 = animelem = 1
value = 2550, 0

[State 22076]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 24

[State 22076]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 25
volume = 150

[State 22076]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 17
volume = 150

[State 22076]
type = PlaySnd
trigger1 = animelem = 1
value = 7894,0
volume = 255

[State 22076]
type = Projectile
triggerall = time <= 140
trigger1 = (GameTime%3) = 1
attr = S, HA
projanim = 22079
projhitanim = -1
projid = 22079
projpriority = 999999999999999999999999999999999999
projsprpriority = 999999999999999999999999999999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 15,-85
velocity = 0
animtype  = diagup
damage  = Ceil((0.004+((palno=12)*0.01))*enemy,Const(data.life)),Ceil(0.0033 * enemy,Const(data.life))
getpower = -9999999999,-9999999999
givepower = -9999999999,-9999999999
guardflag = M
hitflag = MAFD
pausetime = 2,4
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
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 220760

[state 22076]
type = targetstate
trigger1 = palno=12&&time<=140
trigger1 = (GameTime%3) = 1
trigger1 = !(enemy,moveguarded||(enemy,stateno=[120,155]))
value = 220760

[State 22076]
type = Explod
trigger1 = animelem = 1
anim = 22080
id = 211
sprpriority = 5
postype = p1
pos = 40,-85
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1
trans = add

[State 22076]
type = Explod
trigger1 = animelem = 1
anim = 22074
id = 211
sprpriority = 99
postype = p1
pos = 15,-85
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1
trans = add

[State 22076]
type = Explod
trigger1 = animelem = 1
anim = 22090
id = 211
sprpriority = 99
postype = p1
pos = 15,-85
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1
scale = 0.8,0.8
trans = add

[State 22076]
type = Explod
trigger1 = animelem = 1
anim = 22081
sprpriority = 0
postype = p1
pos = 25,0
vel = 0,0
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1
trans = add

[State 22076]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(53)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 99999999
vel = 10,-4 + (random%5)
SuperMoveTime = 9999
PauseMoveTime = 9999
trans = add

[State 22076]
type = Explod
trigger1 = palno = 12
trigger1 = target,stateno = 220760 && enemyNear,time = 0 || projhit22079 = 1
anim = 22109+var(35)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1
trans = add

[State 10000]
type = Explod
triggerall = time >= 0
trigger1 = time >1
trigger1 = time <= 230
trigger1 = Gametime%19 = 1
anim = 221760
bindtime = -1
ontop = 1
ownpal = 1
trans = add

[State 22076]
type = HitAdd
trigger1 = palno=12
trigger1 = target,stateno = 220760 && enemyNear,time = 0
value = 2

[State 22076]
type = null;Envcolor
trigger1 = palno=12
trigger1 = target,stateno = 220760 && enemyNear,time = 0
ignorehitpause = 99999999
value = 255, 255, 255
time = 1
under = 5
supermove = 1

;-------------------------------
;ビームエフェクト類
[State 22076];前ビーム1
type = Explod
trigger1 = animelem = 1
anim = 22074
sprpriority = 2
postype = p1
pos = 50,0
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1
trans = add
scale = 0.9,0.9

[State 22076];前ビーム2
type = Explod
trigger1 = animelem = 1
anim = 22074
sprpriority = 2
postype = p1
pos = 50,-165
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1
trans = add
scale = 0.9,0.9

[State 22076];後ビーム1
type = null;Explod
trigger1 = animelem = 1
anim = 14020
sprpriority = 2
postype = p1
pos = -90,-130
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1
trans = add
scale = 0.9,0.9

[State 22076];後ビーム2
type = null;Explod
trigger1 = animelem = 1
anim = 14020
sprpriority = 2
postype = p1
pos = -90,-50
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1
trans = add
scale = 0.9,0.9

[State 3800];ビームエフェクト1
type = null;Explod
triggerall = time <= 140
trigger1 = GameTime%8 = 0
anim = 15100
pos = 0,0
sprpriority = -99999999
ownpal = 1
removetime = 30
bindtime = 1
supermove = 0
trans = add
ignorehitpause = 9999999

[State 3800];ビームエフェクト2
type = null;Explod
triggerall = time <= 140
trigger1 = GameTime%8 = 0
anim = 15101
pos = 0,0
sprpriority = -99999999
ownpal = 1
removetime = 30
bindtime = 1
supermove = 0
trans = add
ignorehitpause = 9999999

[State 3800];ビームエフェクト3
type = null;Explod
triggerall = time <= 140
trigger1 = GameTime%8 = 0
anim = 15100
pos = 0,-170
sprpriority = -99999999
ownpal = 1
removetime = 30
bindtime = 1
supermove = 0
ownpal = 1
trans = add
ignorehitpause = 9999999

[State 3800];ビームエフェクト4
type = Explod
triggerall = time <= 140
trigger1 = GameTime%8 = 0
anim = 15101
pos = 0,-170
sprpriority = -99999999
ownpal = 1
removetime = 30
bindtime = 1
supermove = 0
trans = add
ignorehitpause = 9999999

[State 3800];ビームエフェクト5
type = null;Explod
triggerall = time <= 140
trigger1 = GameTime%8 = 0
anim = 15100
pos = -90,-130
sprpriority = 99999999
ownpal = 1
removetime = 30
bindtime = 1
supermove = 0
trans = add
ignorehitpause = 9999999

[State 3800];ビームエフェクト6
type = null;Explod
triggerall = time <= 140
trigger1 = GameTime%8 = 0
anim = 15101
pos = -90,-130
sprpriority = 99999999
ownpal = 1
removetime = 30
bindtime = 1
supermove = 0
trans = add
ignorehitpause = 9999999

[State 3800];ビームエフェクト7
type = null;Explod
triggerall = time <= 140
trigger1 = GameTime%8 = 0
anim = 15100
pos = -90,-50
sprpriority = 99999999
ownpal = 1
removetime = 30
bindtime = 1
supermove = 0
trans = add
ignorehitpause = 9999999

[State 3800];ビームエフェクト8
type = null;Explod
triggerall = time <= 140
trigger1 = GameTime%8 = 0
anim = 15101
pos = -90,-50
sprpriority = 99999999
ownpal = 1
removetime = 30
bindtime = 1
supermove = 0
trans = add
ignorehitpause = 9999999

[State 3401];発射
type = null;PlaySnd
trigger1 = animelem = 1
value = 22079,9

[State 2206];攻撃の指定
type = Projectile
triggerall = time <= 140
trigger1 = GameTime%5 = 0
Projanim = 15101
ProjID = 22079
Velocity = 0,0
Projremove = 0
Projremovetime = 1
attr = S, NP
animtype = light
damage = 800
priority  = 7
pausetime = 0,10
priority = 7
hitflag = MAFDP
pausetime = 2,4
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
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 220760

[state 22076]
type = changestate
trigger1 = time >= 150
value = 22077

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

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

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

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22090
id = 22090
sprpriority = 99
postype = p1
pos = 30,-85
bindtime = -1
removetime = 15
supermove = 0
;ignorehitpause = 99999999
under = 0
ownpal = 1
trans = add

[State a]
type = VarAdd
trigger1 = Time >= 1
var(40) = 1

[State a]
type = ModifyExplod
trigger1 = Time >= 1
ID = 22090
scale = 1.2-Var(40)/12.0 , 1.2-Var(40)/12.0

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

;---------------------------------------------------------------------------
;ビーム
;---------------------------------------------------------------------------

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

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

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

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

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

[State 1000, 2]
type = Projectile
triggerall = time <= 140
trigger1 = (GameTime%3) = 1
attr = S, HA
projanim = 22079
projhitanim = -1
projid = 22079
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup 
damage = Ceil((0.004+((palno=12)*0.01))*enemy,Const(data.life)),Ceil(0.0033 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
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
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[State 1010]
type = DestroySelf
trigger1 = time >= 200

;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------

[Statedef 220760]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 220760]
type = destroyself
trigger1 = ishelper

[State 220760]
type = lifeadd
trigger1 = time = 0
ignorehitpause = 99999999
value = -(Ceil(((0.005+((enemynear,palno=12)*0.007))*Const(data.life))))
absolute = 1

[State 220760]
type = lifeset
triggerall = enemynear,name="SARIEL"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 220760]
type = powerset
triggerall = enemynear,name="SARIEL"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 220760]
type = VarRangeSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
trigger1 = enemynear,palno=12&&alive
value = 0

[State 220760]
type = VarRangeSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
trigger1 = enemynear,palno=12&&alive
fvalue = 0

[State 220760]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
trigger1 = enemynear,palno=12&&alive
sysvar(1) = 0

[State 220760]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
trigger1 = enemynear,palno=12&&alive
sysvar(2) = 0

[State 220760]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
trigger1 = enemynear,palno=12&&alive
sysvar(3) = 0

[State 220760]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
trigger1 = enemynear,palno=12&&alive
sysvar(4) = 0

[State 220760]
type = NotHitBy
trigger1 = enemynear,name="SARIEL"&&!ishelper
trigger1 = enemynear,palno=12
value = SCA

[State 220760]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 220760]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 220760]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 220760] 
type = changestate
trigger1 = time >= 8
value = 220761

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

[Statedef 220761]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 220761]
type = destroyself
trigger1 = ishelper

[State 220761]
type = lifeadd
trigger1 = time = 0
ignorehitpause = 99999999
value = -(Ceil(0.01 * Const(data.life)))
absolute = 1

[State 220761]
type = lifeset
triggerall = enemynear,name="SARIEL"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 220761]
type = powerset
triggerall = enemynear,name="SARIEL"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 220761]
type = VarRangeSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
trigger1 = enemynear,palno=12&&alive
value = 0

[State 220761]
type = VarRangeSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
trigger1 = enemynear,palno=12&&alive
fvalue = 0

[State 220761]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
trigger1 = enemynear,palno=12&&alive
sysvar(1) = 0

[State 220761]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
trigger1 = enemynear,palno=12&&alive
sysvar(2) = 0

[State 220761]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
trigger1 = enemynear,palno=12&&alive
sysvar(3) = 0

[State 220761]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
trigger1 = enemynear,palno=12&&alive
sysvar(4) = 0

[State 220761]
type = PlayerPush
trigger1 = 1
value = -1

[State 220761]
type = NotHitBy
trigger1 = enemynear,name="SARIEL"&&!ishelper
trigger1 = enemynear,palno=12
value = SCA

[State 220761]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 220761]
type = ChangeAnim
trigger1 = time = 0
value = 5052

[state 220761]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),6.32,-6.32)
y = -6.8

[State 220761]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 220761]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; 光を降らす
;---------------------------------------------------------------------------

[Statedef 2999]
type    = S
movetype= A
physics = N
velset = 0,0
poweradd = -2000
juggle = 15
anim = 22061
ctrl = 0

[State -2]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1000,5];白い光の円
type = Explod
trigger1 = time = 1
anim = 31500
sprpriority = 0
postype = p1
pos = 0,-80
bindtime = -1
under = 0
ownpal = 1
trans = add
persistent = 1
ignorehitpause = 99999999
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = Pos Y >= 0
trigger1 = time = 1
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
trans = add
PauseMoveTime = 9999999
ignorehitpause = 999999999

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22184
anim = 22184
sprpriority = 5
postype = p1
pos = 0,-75
bindtime = 1
under = 0
ownpal = 1
trans = add
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22186
anim = 22186
sprpriority = 4
postype = p1
pos = 0,-75
bindtime = 1
under = 0
ownpal = 1
trans = add
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -4 + (random%8),-4 + (random%8)
facing = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5
trans = add
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -3 + (random%6),-3 + (random%6)
facing = -1
ownpal = 1
ontop = 1
trans = add
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
trans = add
ignorehitpause = 1

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

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

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

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 52
movetime = 52
anim = -1

[State a];
type = helper
trigger1 = numhelper(313699)= 0
trigger1 = time = 1
id = 313699
persistent = 1
pos = 0,-120
postype = P1
stateno = 313699
helpertype = player
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 1]
type = Explod
trigger1 = AnimElemTime(12) >= 2
anim = 22131
sprpriority = 6
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
Trans = add
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, 5];|| time = 40 || time = 45
type = Explod
trigger1 = time = 10 || time = 15 || time = 20 || time = 25 || time = 30 || time = 35 
anim = 28115
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
Trans = add

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 99999999
time = 1
value = 0,0,0
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 99999999
time = 50
value = 0,0,0
under = 2

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

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

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
Trans = add

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
Trans = add

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

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 22211,1
freqmul = 1.1
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 2563,2
freqmul = 1.1
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 10000,4
freqmul = 1.1
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 2563,2
freqmul = 1.1
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 8
value = 2563,2

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

[State 2000, 6]
type = PlaySnd
trigger1 = time = 1
value = 10000,4

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

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

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

[state 1]
type = varset
trigger1 = palno=12&&fvar(38)=2
trigger1 = time<150&&enemy,movereversed
fv = 18
value = 1
ignorehitpause = 99999999
pausemovetime = 999
supermovetime = 999

[State 1]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
ignorehitpause = 99999999
pausemovetime = 999
supermovetime = 999

[State 1]
type = ReversalDef
trigger1 = var(1) = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = s22133
hitsound = s2562,31
p2facing = 1
p2stateno = 169995

[State 1]
type = targetLifeAdd
trigger1 = palno=12&&(gametime%(1+((time<150)*7)))=1
value = -9999999999999999999999999999999999999
absolute = 1
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1]
type = targetLifeAdd
trigger1 = palno=12&&(gametime%(1+((time<150)*7)))=1
value = Ceil(random%999999999999999999999999999999999999)+999999999999999999999999999999999999
absolute = 1
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

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

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

[State 3040, 7]
type = BGPalfx
trigger1 = 1
ignorehitpause = 99999999
time = 1
mul = var(19),var(19),var(19)
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 99999999
value = 0,0,0
time = 200
under = 2

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

[State 1000, 5];sere1left
type = Explod
trigger1 = Time = 0
anim = 2990
id = 2200
sprpriority = 99999999999999999999999999999999999
postype = back
scale = 1.0,1.0714285714285714285714285714286
pos = 0,0
bindtime = -1
under = 100
ownpal = 1
SuperMove = 0
Trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1000, 5];sere2
type = null;Explod
trigger1 = Time = 0
anim = 2990
id = 2201
sprpriority = 99999999999999999999999999999999999
postype = right
scale = 1.0,1.0714285714285714285714285714286
pos = 0,0
facing = -1
bindtime = -1
under = 100
ownpal = 1
SuperMove = 0
Trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1000, 5];sait1left
type = null;Explod
trigger1 = Time = 0
anim = 30580
sprpriority = 99999999999999999999999999999999998
postype = back
pos = 0,0
bindtime = -1
under = 99
ownpal = 1
SuperMove = 0
Trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1000, 5];sait2
type = null;Explod
trigger1 = Time = 0
anim = 30580
sprpriority = 99999999999999999999999999999999998
postype = right
facing = -1
pos = 0,0
bindtime = -1
under = 99
ownpal = 1
SuperMove = 0
Trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2632];
type = Explod
trigger1 = Time = 0
anim = 32766
id = 32766
sprpriority = 0
postype = back
scale = 0.5,0.5
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
Trans = add
removetime = 220
ignorehitpause = 1

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

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

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

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 30 || Time = 60 || Time = 74 || Time = 88 || Time = 96 || Time = 112 || Time = 120 || time = 126 || Time = 130 || Time = 140 || Time = 155 || Time = 170 || Time = 180 || Time = 202   
;trigger1 = (GameTime%6) = 1   
value = 2562,25

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 30 || Time = 60 || Time = 74 || Time = 88 || Time = 96 || Time = 112 || Time = 120 || time = 126 || Time = 130 || Time = 140 || Time = 155 || Time = 170 || Time = 180 || Time = 202   
;trigger1 = (GameTime%6) = 1   
value = 2600,4

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 30 || Time = 60 || Time = 74 || Time = 88 || Time = 96 || Time = 112 || Time = 120 || time = 126 || Time = 130 || Time = 140 || Time = 155 || Time = 170 || Time = 180 || Time = 202   
;trigger1 = (GameTime%6) = 1   
value = 2600,3

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 30 || Time = 60 || Time = 74 || Time = 88 || Time = 96 || Time = 112 || Time = 120 || time = 126 || Time = 130 || Time = 140 || Time = 155 || Time = 170 || Time = 180 || Time = 202   
;trigger1 = (GameTime%6) = 1   
value = 2600,2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 30 || Time = 60 || Time = 74 || Time = 88 || Time = 96 || Time = 112 || Time = 120 || time = 126 || Time = 130 || Time = 140 || Time = 155 || Time = 170 || Time = 180 || Time = 202   
;trigger1 = (GameTime%6) = 1   
value = 2600,1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 194   
value = 2562,1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 194 
value = 7878,0
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 196   
value = 2562,1

[State 2000, 6]
type = null;PlaySnd
triggerall = palno = 12
trigger1 = Time = 32 || Time = 62 || Time = 76 || Time = 90 || Time = 98 || Time = 114 || Time = 122 || time = 128 || Time = 132 || Time = 142 || Time = 157 || Time = 172 || Time = 182 || Time = 204   
;trigger1 = (GameTime%6) = 1
value = 2562,14

[State 0]
type = Projectile
trigger1 = palno = 12 && (time = [30,170]) && fvar(20) != 0
trigger1 = (GameTime%6) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
numhits = 0
damage    = 21474836
getpower = 0,0
givepower = -(enemynear,Const(data.power))
hitflag = MAFD
guardflag = 
pausetime = 2,1
guard.pausetime = 2,1
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -0.2,-0.5
air.velocity = -0.2,-0.5
fall = 1
fall.recover = 0
fall.damage = 9999999999999999999999999*(gametime%20>10)
yaccel = .7
ignorehitpause = 99999999

[State 0]
type = targetdrop
triggerall = numtarget
trigger1 = target,ishelper
trigger2 = numtarget >= 8
ignorehitpause = 99999999999

[State 0]
type = targetLifeAdd
trigger1 = palno = 12
trigger1 = numtarget
value = -999999999999999999999999999999999999999999999999999
absolute = 1
ignorehitpause = 99999999

[State 0]
type = targetpowerAdd
triggerall = numtarget
trigger1 = palno = 12
value = -(enemynear,Const(data.power))
ignorehitpause = 99999999

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

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

[State 2900, 1];
type = null;helper
trigger1 = time = 74
id = 2100
persistent = 0
name = "muni"
pos = 100,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 1

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

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

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

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

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

[State 2900, 1];
type = null;helper
trigger1 = time = 126
id = 2100
persistent = 0
name = "muni"
pos = 70,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = null;helper
trigger1 = time = 130
id = 2100
persistent = 0
name = "muni"
pos = 100,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = null;helper
trigger1 = time = 140
id = 2100
persistent = 0
name = "muni"
pos = 50,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = null;helper
trigger1 = time = 155
id = 2100
persistent = 0
name = "muni"
pos = 50,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 1

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

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

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

[State 2900, 1];
type = null;helper
trigger1 = time = 180
id = 2100
persistent = 0
name = "muni"
pos = 100,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = null;helper
trigger1 = time = 195
id = 2100
persistent = 0
name = "muni"
pos = 0,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 1

[State 20040]
type = PlaySnd
trigger1 = time = 195
value = 22079,0
volume = 255
freqmul = 1.5

[State 20040]
type = PlaySnd
trigger1 = time = 195
value = 22079,1
volume = 255
freqmul = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 195 
value = 2562,1
volume = 255

[State 2632];アウト
type = Explod
trigger1 = Time = 220
anim = 32767
id = 32767
sprpriority = 0
postype = back
scale = 0.5,0.5
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
Trans = add
ignorehitpause = 1

[state a]
type = changestate
trigger1 = time >= 250
value = 22100

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

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

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

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

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

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

[State 1000,5];白い光の円
type = Explod
trigger1 = time = 1
anim = 31500
sprpriority = 0
postype = p1
pos = 0,-80
bindtime = -1
under = 0
ownpal = 1
trans = add
persistent = 1
ignorehitpause = 99999999
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = Pos Y >= 0
trigger1 = time = 1
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
trans = add
PauseMoveTime = 9999999
ignorehitpause = 999999999

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22184
anim = 22184
sprpriority = 5
postype = p1
pos = 0,-75
bindtime = 1
under = 0
ownpal = 1
trans = add
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22186
anim = 22186
sprpriority = 4
postype = p1
pos = 0,-75
bindtime = 1
under = 0
ownpal = 1
trans = add
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -4 + (random%8),-4 + (random%8)
facing = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5
trans = add
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -3 + (random%6),-3 + (random%6)
facing = -1
ownpal = 1
ontop = 1
trans = add
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
trans = add
ignorehitpause = 1

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
pausemovetime = 999
supermovetime = 999

[state a]
type = varadd
trigger1 = var(19) <= 255
v = 19
value = 15

[State 3040, 7]
type = BGPalfx
trigger1 = 1
ignorehitpause = 99999999
time = 1
mul = var(19),var(19),var(19)
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 99999999
value = 0,0,0
time = 0
under = 2

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

[State 20000];
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 99999999

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

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

[state ]
type = changeanim
trigger1 = anim!= 3322
value = 3322

[State 0]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=1
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 21474836999999999,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = M
numhits = 1
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 49000

[State 1]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=0
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 2147483699999999999
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = 
numhits = (root,palno!=12)
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 49000
ignorehitpause = 99999999

[State 0]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000

[State 1]
type = HitDef
triggerall = root,var(1)!=0&&root,palno!=12&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag = 
hitflag = MAFD
numhits = 1
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000
ignorehitpause = 99999999

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

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

[state a]
type = destroyself
trigger1 = time >= 15
trigger2 = root,stateno != 22050
trigger3 = (moveguarded||hitcount>=1)&&root,var(1)!=1

;---------------------------------------------------------------------------
; ヘルパー
;---------------------------------------------------------------------------

[Statedef 22221]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0

[state ]
type = changeanim
trigger1 = anim!= 3322
value = 3322

[State 0]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=1
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = M
numhits = 1
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 49000

[State 1]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=0
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 21474836
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = 
numhits = (root,palno!=12)
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 49000
ignorehitpause = 99999999

[State 0]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000

[State 1]
type = HitDef
triggerall = root,var(1)!=0&&root,palno!=12&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag = 
hitflag = MAFD
numhits = (root,palno!=12)
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000
ignorehitpause = 99999999

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

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

[state a]
type = destroyself
trigger1 = time >= 15
trigger2 = root,stateno != 22050
trigger3 = (moveguarded||hitcount>=1)&&root,var(1)!=1

;---------------------------------------------------------------------------
; ヘルパー
;---------------------------------------------------------------------------

[Statedef 22229]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3322

[State 0]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=1
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = M
numhits = 1
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 49000

[State 1]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=0
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 21474836
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = 
numhits = (root,palno!=12)
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 49000
ignorehitpause = 99999999

[State 0]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000

[State 1]
type = HitDef
triggerall = root,var(1)!=0&&root,palno!=12&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag = 
hitflag = MAFD
numhits = (root,palno!=12)
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000
ignorehitpause = 99999999

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

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

[state a]
type = destroyself
trigger1 = time >= 15
trigger2 = root,stateno != 22050
trigger3 = (moveguarded||hitcount>=1)&&root,var(1)!=1

;---------------------------------------------------------------------------
;　超必演出ヘルパ
;---------------------------------------------------------------------------

[Statedef 22101]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22175
ownpal = 1

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

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

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

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

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

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

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

[State a]
Type = AngleAdd
Trigger1 = Time >= 0
Value = 0.1

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

;---------------------------------------------------------------------------
;  パワーUP
;---------------------------------------------------------------------------

[Statedef 3250]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= -1500
sprpriority = 1
anim = 3450
ctrl = 0

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 2]
type = SuperPause
trigger1 = time = (palno=12&&RoundState<=2&&var(54)<=50)
time = 25
movetime = 25
anim = -1

[State a]
type = helper
trigger1 = numhelper(2402000)= 0
trigger1 = time = 1
id = 2402000
persistent = 1
pos = 0,-110
postype = P1
stateno = 2402000
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -2
postype = p1
pos = 1,-115
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 99999999
trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -1]
type = Explod
trigger1 = time = 20
anim = 22154
id = 22154
sprpriority = 0
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 99999999
trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State a]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%3) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = -70 + (random%140),0 - (random%40)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -2 + (random%4),-7
ignorehitpause = 99999999
trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2];外の煙1
type = Explod
trigger1 = time = 0
anim = 22888
sprpriority = 1
postype = p1
pos = -12,18
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 99999999
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2];外の煙2
type = Explod
trigger1 = time = 0
anim = 22888
sprpriority = 1
postype = p1
pos = 12,18
facing = -1
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 99999999
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
time = 1
value = 255,255,255
under = 2
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
time = 75
value = 0,0,0
under = 2
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 8
value = 2563,2
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 15
value = 30000,0
volume = 255
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 0]
type = Projectile
triggerall = var(1)!=1
trigger1 = AnimElem = 20 || AnimElem = 22 || AnimElem = 24 || AnimElem = 26 || AnimElem = 28 || AnimElem = 30 || AnimElem = 32 || AnimElem = 34 || AnimElem = 36 || AnimElem = 38
trigger2 = AnimElem = 40 || AnimElem = 42 || AnimElem = 44 || AnimElem = 46 || AnimElem = 48 || AnimElem = 50 || AnimElem = 52 || AnimElem = 54
attr = C, HA
projanim = 22156
projhitanim = -1
projid = 35904
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) ,0
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = (enemy,const(size.mid.pos.x)),(enemy,const(size.mid.pos.y))
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-10
air.velocity = -0.5,-10
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 19000

[State 1]
type = Projectile
triggerall = var(1)!=0
trigger1 = AnimElem = 20 || AnimElem = 22 || AnimElem = 24 || AnimElem = 26 || AnimElem = 28 || AnimElem = 30 || AnimElem = 32 || AnimElem = 34 || AnimElem = 36 || AnimElem = 38
trigger2 = AnimElem = 40 || AnimElem = 42 || AnimElem = 44 || AnimElem = 46 || AnimElem = 48 || AnimElem = 50 || AnimElem = 52 || AnimElem = 54
attr = C, HA
projanim = 22156
projhitanim = -1
projid = 35904
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) ,0
getpower = 10,10
givepower = 0,0
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -7, -85
hitsound   = -1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-10
air.velocity = -0.5,-10
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 19000

[State 1]
type = lifeadd
trigger1 = palno != 12 && time = 0
value = lifemax/(4-(var(1)*2))
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state a]
type = targetstate
triggerall = palno = 12
triggerall = target,stateno = [19000,19035]
trigger1 = animelemtime(52) >= 0
value = 103999
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state a]
type = varset
trigger1 = time = 2
v = 29
value = ((var(1)=1)*400)+400+(((var(54)>=5700)*1700)+((fvar(24)>=2150&&var(54)>=2150)*1700))
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1]
type = varset
trigger1 = var(1) = 1 && palno != 12 && time = 1
fv = 39
value = life
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 超必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ホワイト・アビス
;---------------------------------------------------------------------------

[Statedef 2200]
type    = S
movetype= A
physics = N
poweradd = -3000
velset = 0,0
juggle = 15
anim = 2200
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

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

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

[State 1000, 5]
type = Explod
trigger1 = time = 10 || time = 15 || time = 20 || time = 25 || time = 30 || time = 35 || time = 40 || time = 45
anim = 28115
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add

[State a];
type = helper
trigger1 = numhelper(305000)= 0
trigger1 = time = 1
id = 305000
persistent = 1
pos = 0,-120
postype = P1
stateno = 305000
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 3
value = 43000,0
freqmul = 0.95
volume = 255

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

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 8
value = 2563,2

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 99999999
time = 3
value = 0,0,0
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 99999999
time = 50
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = time = 1
value = 10000,4

[state a]
type = changestate
trigger1 = animtime = 0
value = 2205

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

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag = nofg
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

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

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

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 99999999
time = 10
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2200,1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 20
value = 30000,2
channel = 11

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 20
value = 2563,5
volume = 255
channel = 10

[State 2632];left
type = Explod
trigger1 = Time = 0
anim = 22176
id = 22176
sprpriority = 99999999
postype = left
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 2632];right
type = Explod
trigger1 = Time = 0
anim = 22176
id = 22176
sprpriority = 99999999
postype = right
pos = 0,0
facing = -1
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

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

[State 1]
type = Projectile
triggerall = var(1)!=1
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = ((random<=15)*(random%150))+(random<=(3+(var(1)*5)))*9999999999999999999,(random<=25)*(random%250)
getpower = 0,0
givepower = -9999999999999999999999999999999
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2636

[State 1]
type = Projectile
triggerall = var(1)!=0
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 169994
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 999999999999999999999999999999999999999
getpower = 0,0
givepower = 0-((palno = 12)*9999999999)
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2636

[State 1]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 22178
projhitanim = -1
projid = 169994
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 999999999999999999999999999999999999999
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 1]
type = AttackDist
trigger1 = palno=12
value = 0

[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 2636

[state 1]
type = targetstate
triggerall = numtarget
triggerall = palno = 12
trigger1 = time = [20,220]
trigger1 = target,stateno != 2636
value = 2636

[state 0]
type = targetfacing
triggerall = numtarget
trigger1 = target,alive && target,ishelper = 0
value = 1-2*(random%2)
ignorehitpause = 1

[state 0]
type = targetveladd
triggerall = numtarget
trigger1 = target,alive && target,ishelper = 0 && target,pos Y >= 0
value = 0,0
ignorehitpause = 1

[state 0]
type = targetvelset
triggerall = numtarget
trigger1 = target,alive && target,ishelper = 0 && target,pos Y >= 0
value = 0,0
ignorehitpause = 1

[state 0]
type = targetveladd
triggerall = numtarget
trigger1 = target,alive && target,ishelper = 0 && target,pos Y < 0
value = 0,99999999999999
ignorehitpause = 1

[state 0]
type = targetvelset
triggerall = numtarget
trigger1 = target,alive && target,ishelper = 0 && target,pos Y < 0
value = 0,99999999999999
ignorehitpause = 1

[state 2205];6
type = targetdrop
triggerall = numtarget > 0
trigger1 = time > 400
trigger2 = numtarget > 6
ignorehitpause = 1

[state 2205];3
type = targetstate
triggerall = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = roundstate = 3
value = 5150
ignorehitpause = 1

[state 1];8
type = targetdrop
trigger1 = numtarget >= 8

[State 1]
type = targetLifeAdd
triggerall = numtarget
trigger1 = palno = 12
value = -999999999999
absolute = 1
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1]
type = Explod
triggerall = numtarget
trigger1 = target,stateno = 2636 && enemyNear,time = 0 || projhit22177 = 1
anim = 22109+var(35)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 23000]
type = allpalfx
trigger1 = Time = 240
add = 0, 0, 0
sinadd = -280,-280,-280,200
time = 100
invertall = 0

[State 1]
type = HitAdd
triggerall = numtarget
trigger1 = target,stateno = 2636 && enemyNear,time = 0
value = 1

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

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

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

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

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

;---------------------------------------------------------------------------
;  ダーク・フレア
;---------------------------------------------------------------------------

[Statedef 2500]
type    = S
movetype= A
physics = N
poweradd = -3000
velset = 0,0
juggle = 15
anim = 2201
ctrl = 0

[State 2500]
type = varset
trigger1 = 1&&time=0
fv = 13
value = 1
ignorehitpause = 99999999

[State 2500]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2500]
type = assertspecial
trigger1 = 1
flag = timerfreeze
flag = Noshadow
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2500]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2500]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State a];
type = helper
trigger1 = numhelper(305010)= 0
trigger1 = time = 1
id = 305010
persistent = 1
pos = 0,-120
postype = P1
stateno = 305010
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2500]
type = Explod
trigger1 = time = 10 || time = 15 || time = 20 || time = 25 || time = 30 || time = 35 || time = 40 || time = 45
anim = 28115
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2500]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2500]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 99999999
time = 3
value = 255,255,255
under = 2

[State 2500]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 99999999
time = 50
value = 255,255,255
under = 2

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 2100,0
volume = 255

[State 2500]
type = PlaySnd
trigger1 = Time = 0
value = 43000,1
freqmul = 0.95

[State 2500]
type = PlaySnd
trigger1 = time = 3
value = 10000,4
freqmul = 0.9

[State 2500]
type = PlaySnd
trigger1 = time = 1
value = 22212,2
freqmul = 0.9

[State 2500]
type = changestate
trigger1 = animtime = 0
value = 23000

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

[Statedef 23000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2206
ctrl = 0

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 23000]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[State 23000]
type = NotHitBy
trigger1 = 1
value = SCA

[State 23000]
type = EnvColor
trigger1 = 1
ignorehitpause = 99999999
time = 10
value = 0,0,0
under = 2

[State 23000]
type = PlaySnd
trigger1 = Time = 0
value = 2100,1
volume = 200

[State 23000];ダージャ音1
type = PlaySnd
trigger1 = Time = 200
value = 4000,17
volume = 255

[State 23000];ダージャ音2
type = PlaySnd
trigger1 = Time = 200
value = 4000,17
volume = 255
freqmul = 1.1

[State 23000];
type = PlaySnd
trigger1 = Time = 0
value = 31500,0
volume = 255
channel = -1

[State 23000];
type = PlaySnd
trigger1 = Time = 0
value = 4000,20
volume = 255
channel = -1

[State 23000];ダージャエフェクト
type = Explod
trigger1 = Time = 0
anim = 12991
id = 12991
sprpriority = 5
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 23000]
type = null;Explod
trigger1 = time = 0
anim = 110008
sprpriority = 5
postype = back
pos = -65,290
bindtime = -1
supermove = 1
under = 0
ownpal = 1
scale = 0.7,0.6
trans = add
removetime = 480

[State 23000]
type = null;Explod
trigger1 = time = 0
anim = 110009
sprpriority = 5
postype = back
pos = -65,290
bindtime = -1
supermove = 1
under = 0
ownpal = 1
scale = 0.7,0.6
trans = add
removetime = 480

[State 23000]
type = EnvShake
trigger1 = (GameTime%12) = 1
time = 5
ampl = -5
freq = 75
phase = 75

[State 23000]
type = Projectile
trigger1 = time = [20,480]
attr = S, NA
projanim = 3063
projhitanim = -1
projid = 3063
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  =  99999999999999999999999999999999999999999999999999
getpower = 0,0
givepower = -99999999999999999999999999999999999999999999999999
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 9999 
palfx.add = 0,0,0  
palfx.invertall = 1       
palfx.color = 0

[State 23000]
type = Projectile
trigger1 = time = [20,480]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 3063
projhitanim = -1
projid = 3063
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 9999999999999999999999999999999999999999999999999
getpower = 0,0
givepower = 0-((palno = 12)*99999999999999999999999999999999999999999999999999)
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 9999 
palfx.add = 0,0,0
palfx.invertall = 1       
palfx.color = 0
p2stateno = 2635

[State 23000]
type = Projectile
triggerall = palno != 12
trigger1 = time = [20,220]
trigger1 = (GameTime%2) = 1
attr = S, NA
projanim = 3067
projhitanim = -1
projid = 3067
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 160,-140
velocity = 0
animtype  = hard
damage    = 99999999999999999999999999999999999999999999
getpower = 0,0
givepower = -99999999999999999999999999999999999999999999999999
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 9999 
palfx.add = 0,0,0 
palfx.invertall = 1       
palfx.color = 0

[State 23000]
type = Projectile
trigger1 = time = [20,480]
trigger1 = (GameTime%3) = 1
attr = S, SP
projanim = 3064
projhitanim = -1
projid = 3064
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = Ceil(random%99999999999999999999999999999999999999)+99999999999999999999999999999999999999
getpower = 0,0
givepower = 0,0
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 9999 
palfx.add = 0,0,0
palfx.invertall = 1       
palfx.color = 0

[State 23000];trigger1 = time > 100;trigger1 = time <= 480
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 35000000
pausetime = 0,100000
ignorehitpause = 99999999

[State 23000]
type = targetLifeAdd
triggerall = palno = 12
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
value = -999999999999
absolute = 1
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 23000]
type = allpalfx
trigger1 = Time = 0
add = 0, 0, 0
sinadd = -255,-255,-255,100
time = 50
invertall = 0

[State 23000]
type = allpalfx
trigger1 = Time = 435
add = 0, 0, 0
sinadd = -280,-280,-280,200
time = 100
invertall = 0

[State 23000]
type = changestate
trigger1 = time >= 480
value = 23001

;---------------------------------------------------------------------------
; 終了
;---------------------------------------------------------------------------
[Statedef 23001]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0

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

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

;---------------------------------------------------------------------------
;　-Eternal White Sun- 永遠の白い太陽
;---------------------------------------------------------------------------

[Statedef 2631]
type    = S
movetype= A
physics = N
poweradd = -6000
velset = 0,0
juggle = 0
anim = 2201
ctrl = 0

[State 2631]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg

[State 2631]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 99999999
time = 10
value = 0,0,0
under = 2

[State 2631]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 10 || time = 15 || time = 20
anim = 28115
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add
pausemovetime = 999
supermovetime = 999

[State 2631]
type = Explod
trigger1 = Time = 15
anim = 22174
sprpriority = -4
postype = p1
pos = 0,-130
bindtime = 1
supermove = 1
under = 0
ownpal = 1
Trans = add
pausemovetime = 999
supermovetime = 999

[State a]
type = helper
trigger1 = numhelper(313700)= 0
trigger1 = time = 1
id = 313700
persistent = 1
pos = 0,-120
postype = P1
stateno = 313700
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2631]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 99999999
time = 3
value = 0,0,0
under = 3

[State 2631]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3
freqmul = 1.1

[State 2631]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2
freqmul = 1.1

[State 2631]
type = PlaySnd
trigger1 = Time = 8
value = 2563,2
freqmul = 1.1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 1
value = 10000,4
freqmul = 1.1
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = time = 1
value = 22212,0
freqmul = 1.1
volume = 255

[state 2631]
type = changestate
trigger1 = animtime = 0
value = 2632

;---------------------------------------------------------------------------
;攻撃
[Statedef 2632]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 3076
sprpriority = 99
ctrl = 0

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 99999999
time = 10
value = 0,0,0
under = 2

[State 2632]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag = nobg
flag2 = nofg

[State 2632]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
;flag2 = nomusic

[State 2632]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2632];曲
type = PlaySnd
trigger1 = Time = 0
value = 9999,0
volume = 255

[State 2632];ホーリジャー音
type = PlaySnd
trigger1 = Time = 289
value = 2500,7
volume = 255
freqmul = 0.85

[State 4000]
type = null;allpalfx
trigger1 = Time = 209
add = 0, 0, 0
sinadd = 255,255,255,255
time = 80
invertall = 0

[State 2632];吸収音
type = PlaySnd
trigger1 = Time = 209
value = 31550,0
volume = 225
freqmul = 0.80

[State 2632];画面が割れる音
type = PlaySnd
trigger1 = Time = 289
value = 31550,1
volume = 255
freqmul = 0.80

[State 2632]
type = EnvShake
trigger1 = time >= 289 && (GameTime%4) = 1
time = 5
ampl = -5
freq = 90
phase = 90

[State 193]
type = null;Explod
trigger1 = time = 0
anim = 327650
sprpriority = 99999
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
trans = add
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = null;Explod
trigger1 = time = 0
anim = 327650
sprpriority = 99999
postype = rigt
pos = 0,0
facing = -1
bindtime = -1
under = 0
ownpal = 1
trans = add
supermovetime = 9999999999
pausemovetime = 9999999999

;--------------------------------------
[State 193]
type = null;Explod
trigger1 = time = 0
anim = 3046
sprpriority = 0
postype = back
pos = 162,70
scale = 1.0,1.0
bindtime = -1
under = 0
ownpal = 1
trans = add
removetime = 540
supermovetime = 9999999999
pausemovetime = 9999999999
;--------------------------------------
;ホーリジャエフェクト
[State 2632];
type = Explod
trigger1 = Time = 289
anim = 10000
id = 10000
sprpriority = 99999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
Trans = sub

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 99999999
time = 10
value = 255,255,255
under = 2
;-----------------------------------
;聖壇
[State 2632]
type = Explod
trigger1 = Time = 0
anim = 10001
id = 10001
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
Trans = sub

[State 2632]
type = Explod
trigger1 = Time = 289
anim = 110008
id = 110008
sprpriority = 999999995
postype = back
pos = 0,260
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = sub
scale = 0.5,0.6
removetime = 231
ignorehitpause = 1

[State 2632]
type = Explod
trigger1 = Time = 289
anim = 110009
id = 110009
sprpriority = 999999994
postype = back
pos = 0,260
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = sub
scale = 0.5,0.6
removetime = 231
ignorehitpause = 1

[State 4000]
type = allpalfx
trigger1 = Time = 475
add = 0, 0, 0
sinadd = -280,-280,-280,200
time = 100
invertall = 0

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

[State 2632]
type = null;Projectile
trigger1 = time >= 289 && time <= 480
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 3049
projhitanim = -1
projid = 1073
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 2147483647
getpower = 0,0
givepower = 0
hitflag = MAFD
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
fall.Damage = 2147483647

[State 2632]
type = Projectile
trigger1 = 1
attr = S, NT
projanim = 3049
projhitanim = -1
projid = 1073
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
damage  = 2147483647
offset = 0,0
velocity = 0
getpower = 0,0
givepower = 0
hitflag = MAFD
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall.Damage = 2147483647
p2stateno = 5110

[State 2632]
type = AttackDist
trigger1 = 1
value = 0

[State 2632]
type = EnvColor
trigger1 = time = 540
time = 200
value = 255,255,255
sprpriority = 99999
persistent = 1
ignorehitpause = 1

[State 2632]
type = targetLifeAdd
trigger1 = numtarget
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 2632]
type = targetpowerAdd
trigger1= numtarget
value = -(enemynear,Const(data.power))
ignorehitpause = 1

[State 2632]
type = targetfacing
triggerall = numtarget
trigger1 = target,alive && target,ishelper = 0
value = 1-2*(random%2)
ignorehitpause = 1

[State 23000]
type = targetveladd
triggerall = numtarget
trigger1 = target,alive && target,ishelper = 0 && target,pos y >= 0
x = 0
y = 9999

[State 2632]
type = AttackDist
trigger1 = 1
value = 0

[state 2632]
type = targetstate
trigger1 = (GameTime%3) = 1
value = 5110

[state 2632]
type = changestate
trigger1 = time >= 520
value = 2633

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

[Statedef 2633]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0
sprpriority = 99

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 99999999
time = 10
value = 0,0,0
under = 2

[State 2632];
type = Explod
trigger1 = Time = 0
anim = 32767
id = 32767
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
Trans = add
removetime = 0
scale = 0.5,0.5

[State 2633]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg
flag3 = nofg

[State 2632]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[state 2633]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------
; やられ
[Statedef 2634]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3035
ownpal = 1

[state 2601]
type = nothitby
trigger1 = 1
value = SCA

[state 2601]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1

[State 2601]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2601]
type = Trans
trigger1 = 1
trans = add

[state 2601]
type = varset
trigger1 = time = 0
v = 56
value = 0

[State 2601]
type = VarAdd
trigger1 = Var(56) <= 40
var(56) = 1

[State 2601]
Type = AngleDraw
Trigger1 = Time >= 0
scale = 0.2 + Var(56)/10.0 , 0.2 + Var(56)/10.0

[State 2601]
Type = AngleAdd
Trigger1 = Time >= 0
Value = -3

[state 2601]
type = destroyself
trigger1 = Time >= 25

;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------

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

[state 2635]
type = destroyself
trigger1 = ishelper

[State 2635]
type = lifeset
trigger1 = time = 0
ignorehitpause = 99999999
value = life - (Ceil(0.007 * Const(data.life)))

[State 2635]
type = powerset
trigger1 = time = 0
ignorehitpause = 99999999
value = power - (Ceil(0.005 * Const(data.power)))

[State 2635]
type = PosSet
trigger1 = 1
x = 0
y = 999999999999999
ignorehitpause = 1

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

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

[State 2635]
type = Trans
trigger1 = 1
trans = add

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

;---------------------------------------------------------------------------
;やられ12P
;---------------------------------------------------------------------------

[Statedef 2636]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 2636]
type = lifeset
trigger1 = time = 0
ignorehitpause = 99999999
value = IfElse((enemynear,name="SARIEL"&&enemynear,var(5)=1),0,life-(Ceil(0.012 * Const(data.life))))

[State 2636]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 2636]
type = powerset
trigger1 = 1
ignorehitpause = 99999999
value = 0

[State 2636]
type = VarRangeSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
value = 0

[State 2636]
type = VarRangeSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
fvalue = 0

[State 2636]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
sysvar(1) = 0

[State 2636]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
sysvar(2) = 0

[State 2636]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
sysvar(3) = 0

[State 2636]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
sysvar(4) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(1) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(2) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(3) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(4) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(5) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(6) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(7) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(8) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(9) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(10) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(11) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(12) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(13) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(14) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(15) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(16) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(17) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(18) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(19) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(20) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(21) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(22) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(23) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(24) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(25) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(26) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(27) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(28) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(29) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(30) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(31) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(32) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(33) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(34) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(35) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(36) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(37) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(38) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(39) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(40) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(41) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(42) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(43) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(44) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(45) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(46) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(47) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(48) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(49) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(50) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(51) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(52) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(53) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(54) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(55) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(56) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(57) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(58) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(59) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(1) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(2) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(3) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(4) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(5) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(6) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(7) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(8) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(9) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(10) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(11) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(12) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(13) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(14) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(15) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(16) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(17) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(18) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(19) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(20) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(21) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(22) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(23) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(24) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(25) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(26) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(27) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(28) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(29) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(30) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(31) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(32) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(33) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(34) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(35) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(36) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(37) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(38) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(39) = 0

[State 2636]
type = VarSet
trigger1 = 1
sysvar(1) = 0

[State 2636]
type = VarSet
trigger1 = 1
sysvar(2) = 0

[State 2636]
type = VarSet
trigger1 = 1
sysvar(3) = 0

[State 2636]
type = VarSet
trigger1 = 1
sysvar(4) = 0

[State 2636]
type = PlayerPush
trigger1 = 1
value = -1

[State 2636]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3051

[State 2636]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 2636]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[state 2636]
type = destroyself
trigger1 = ishelper && root,var(23) = 1 && (root,var(58) = [0,5]) && (root,fvar(5) = 1||root,fvar(5) = 1.5)
trigger2 = ishelper && (root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60

[state 2636]
type = changestate
triggerall = ishelper
trigger1 = !((root,var(23)=1&&(root,var(58)=[0,5])&&(root,fvar(5)=1||root,fvar(5)=1.5))||((root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60))
value = 80600

[State 2636]
type = AssertSpecial
trigger1 = ishelper
flag = invisible

[State 2636]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2636]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2636]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[state 2636]
type = destroyself
trigger1 = ishelper&&time>=1

[State 2636] 
type = changestate
trigger1 = !ishelper&&time >= 8
value = 2637

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

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

[state 2637]
type = destroyself
trigger1 = ishelper

[State 2637]
type = lifeset
trigger1 = time = 0
ignorehitpause = 99999999
value = life - (Ceil(0.035 * Const(data.life)))

[State 2637]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 99999999
value = -999999999999

[State 2637]
type = powerset
trigger1 = 1
ignorehitpause = 99999999
value = -999999999999

[State 2637]
type = VarRangeSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
value = 0

[State 2637]
type = VarRangeSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
fvalue = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
sysvar(1) = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
sysvar(2) = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
sysvar(3) = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="SARIEL"&&enemynear,fvar(37)=1&&!ishelper&&name!="SARIEL"
sysvar(4) = 0

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

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

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

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

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

[State 2635]
type = PosSet
trigger1 = 1
x = 0
y = 999999999999999
ignorehitpause = 1

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

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

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

[Statedef 2639]
type    = S
movetype= H
physics = S

[state 2639]
type = destroyself
trigger1 = ishelper

[State 2639]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2635]
type = PosSet
trigger1 = 1
x = 0
y = 999999999999999
ignorehitpause = 1

[State 2639]
type = changeanim
trigger1 = time = 0
value = 0

[State 2639]
type = posset
trigger1 = 1
y = 0

[State 2639]
type = powerset
trigger1 = 1
value = 0

[State 2639]
type = VarRangeSet
trigger1 = 1
value = 0
ignorehitpause = 99999999

[State 2639]
type = VarRangeSet
trigger1 = 1
fvalue = 0
ignorehitpause = 99999999

[State 2639]
type = VarSet
trigger1 = 1
sysvar(1) = 0
ignorehitpause = 99999999

[State 2639]
type = VarSet
trigger1 = 1
sysvar(2) = 0
ignorehitpause = 99999999

[State 2639]
type = VarSet
trigger1 = 1
sysvar(3) = 0
ignorehitpause = 99999999

[State 2639]
type = VarSet
trigger1 = 1
sysvar(4) = 0
ignorehitpause = 99999999

[State 2639]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 2639]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 2639]
type = changeState
trigger1 = !alive
value = 20003

[State 2639]
type = selfState
triggerall = alive
trigger1 = Time >= 2000
value = 0
ctrl = 1

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

[Statedef 2640]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,1.5

[State 2640]
type = ChangeAnim
trigger1 = time = 0
value = 50

[State 2640]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2640]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 99999999

[State 2640]
type = VarRangeSet
trigger1 = name != "SARIEL"
value = 0
ignorehitpause = 99999999

[State 2640]
type = VarRangeSet
trigger1 = name != "SARIEL"
fvalue = 0
ignorehitpause = 99999999

[State 2640]
type = VarSet
trigger1 = name != "SARIEL"
sysvar(1) = 0
ignorehitpause = 99999999

[State 2640]
type = VarSet
trigger1 = name != "SARIEL"
sysvar(2) = 0
ignorehitpause = 99999999

[State 2640]
type = VarSet
trigger1 = name != "SARIEL"
sysvar(3) = 0
ignorehitpause = 99999999

[State 2640]
type = VarSet
trigger1 = name != "SARIEL"
sysvar(4) = 0
ignorehitpause = 99999999

[state 2640]
type = destroyself
trigger1 = ishelper

[State 2640]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 2640]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2639

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

[Statedef 20003]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = -4,-6

[State 20003]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20003]
type = PlaySnd
triggerall = alive && !ishelper
trigger1 = time = 0
value = 11,1

[State 20003]
type = lifeset
triggerall = name != "SARIEL"
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 20003]
type = powerset
triggerall = name != "SARIEL"
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 20003]
type = VarRangeSet
trigger1 = name != "SARIEL"
value = 0
ignorehitpause = 99999999

[State 20003]
type = VarRangeSet
trigger1 = name != "SARIEL"
fvalue = 0
ignorehitpause = 99999999

[State 20003]
type = VarSet
trigger1 = name != "SARIEL"
sysvar(1) = 0
ignorehitpause = 99999999

[State 20003]
type = VarSet
trigger1 = name != "SARIEL"
sysvar(2) = 0
ignorehitpause = 99999999

[State 20003]
type = VarSet
trigger1 = name != "SARIEL"
sysvar(3) = 0
ignorehitpause = 99999999

[State 20003]
type = VarSet
trigger1 = name != "SARIEL"
sysvar(4) = 0
ignorehitpause = 99999999

[state 20003]
type = destroyself
trigger1 = ishelper

[State 20003]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 20003]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 20003]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;くるくる・・・？
[Statedef 969696]
type = A
physics = N
sprpriority = 100
ctrl = 0
;anim = 1087

[State 1065]
type = changeanim
trigger1 = anim!= 1087
value = 1087

[State 969696]
type = bindtoroot
trigger1 = 1
pos = 0,0
facing = 1

[state 969696]
type = null;varset
trigger1 = time = 0
fvar(10) = 0

[state 969696]
type = null;varadd
trigger1 = 1
fvar(10) = 0.01

[state 969696]
type = null;bindtoroot
trigger1 = 1
pos = 4 * cos(fvar(10)),0

[State 969696]
type = changeanim
trigger1 = selfanimexist(root,anim)
value = (root,anim)
elem = (root,animelemno(0))

[State 969696]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 99999999

[State 969696]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 969696]
type = angledraw
trigger1= 1
scale= 1 + 0.04*(gametime%6), 1 + 0.04*(gametime%6)

[State 969696]
type = trans
trigger1 = 1
trans = addalpha
alpha= 250 - 46*(gametime%6), 46*(gametime%6)
ignorehitpause = 99999999

[State 969696]
type = destroyself
trigger1 = roundstate != 2 || root,var(46) = 0 && root,var(44) <= 0

;---------------------------------------------------------------------------
;  Ethereal Mirror
;---------------------------------------------------------------------------
[Statedef 32073]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 303499
poweradd = -2500
ctrl = 0
sprpriority = 99

[State 2215]
type = AssertSpecial
trigger1 = 1
flag = nofg
flag2 = nobardisplay

[State 2215]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2215]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 99999999
time = 1
value = 0,0,0
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 99999999
time = 50
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2
freqmul = 0.95

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3
freqmul = 0.95

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 2563,2
volume = 255
freqmul = 0.95

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 10000,4
volume = 255
freqmul = 0.95

[State 2000, 6]
type = PlaySnd
trigger1 = time = 1
value = 22212,2
volume = 255
freqmul = 0.95

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 8
value = 2563,2
freqmul = 0.95

[State 2000, 6]
type = PlaySnd
trigger1 = time = 30
value = 2562,20
freqmul = 0.95

[State a];
type = helper
trigger1 = numhelper(240203)= 0
trigger1 = time = 1
id = 240203
persistent = 1
pos = 0,-120
postype = p1
stateno = 240203
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[state 2215]
type = changestate
trigger1 = animtime = 0
value = 32074

;--------------------------------------
;攻撃
[Statedef 32074]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 334455
poweradd = -2000
ctrl = 0
sprpriority = 99

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

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

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

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

[State 1000,5];白い光の円
type = Explod
trigger1 = time = 1
anim = 31500
sprpriority = 0
postype = p1
pos = 0,-80
bindtime = -1
under = 0
ownpal = 1
trans = add
persistent = 1
ignorehitpause = 99999999
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = Pos Y >= 0
trigger1 = time = 1
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
trans = add
PauseMoveTime = 9999999
ignorehitpause = 999999999

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22184
anim = 22184
sprpriority = 5
postype = p1
pos = 0,-75
bindtime = 1
under = 0
ownpal = 1
trans = add
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22186
anim = 22186
sprpriority = 4
postype = p1
pos = 0,-75
bindtime = 1
under = 0
ownpal = 1
trans = add
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -4 + (random%8),-4 + (random%8)
facing = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5
trans = add
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -3 + (random%6),-3 + (random%6)
facing = -1
ownpal = 1
ontop = 1
trans = add
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
trans = add
ignorehitpause = 1

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
pausemovetime = 999
supermovetime = 999

[state a]
type = varadd
trigger1 = var(19) <= 255
v = 19
value = 15

[State 3040, 7]
type = BGPalfx
trigger1 = 1
ignorehitpause = 99999999
time = 1
mul = var(19),var(19),var(19)
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 99999999
value = 0,0,0
time = 0
under = 2

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

;-----------------------------------
[State 23000]
type = targetveladd
triggerall = numtarget
trigger1 = 1
x = 0
y = 9999

[State 2215]
type = AssertSpecial
trigger1 = 1
flag = nofg
flag2 = nobardisplay

[State 2215]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2216]
type = null;EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 0]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=1
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = M
numhits = 1
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0

[State 200];背景亀裂
type = Explod
trigger1 = Time = 0
anim = 27500
id = 27500
sprpriority = -1
postype = back
pos = 0,0
removetime = 500
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 200];背景割れる
type = Explod
trigger1 = Time = 500
anim = 27550
id = 27550
sprpriority = -1
postype = back
pos = 0,0;
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2000, 6];割れた音
type = PlaySnd
trigger1 = Time = 500
value = 31550,1
volume = 255

[State 200];画面亀裂1
type = Explod
trigger1 = Time = 100
anim = 9944
id = 9944
sprpriority = 9999999999999
postype = back
pos = 0,0
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 200];画面亀裂2
type = Explod
trigger1 = Time = 200
anim = 9945
id = 9944
sprpriority = 9999999999999
postype = back
pos = 0,0
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 200];画面亀裂3
type = Explod
trigger1 = Time = 300
anim = 9946
id = 9944
sprpriority = 9999999999999
postype = back
pos = 0,0
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 200];画面亀裂4
type = Explod
trigger1 = Time = 400
anim = 9947
id = 9944
sprpriority = 9999999999999
postype = back
pos = 0,0
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2216]
type = Explod
trigger1 = time = 400
anim = 3046
id = 3043
sprpriority = -2
postype = back
pos = 160,120
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 1020, 4]
type = EnvShake
trigger1 = Time = 100 || time = 200 || time = 300 || time = 400
time = 30
ampl = -34
freq = 95
phase = 95

[State 1]
type = removeexplod
trigger1 = time = 500
ID = 9944

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 100 || time = 200 || time = 300 || time = 400
value = 31560,0
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 100 || time = 200 || time = 300 || time = 400
value = 31560,2
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 500
value = 31560,1
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 400
value = 31550,0
volume = 255

[State 1]
type = Projectile
trigger1 = time = [55,400]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = ((random<=15)*(random%150))+(random<=(3+(var(1)*5)))*21474836,(random<=25)*(random%250)
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0

[State 1]
type = Projectile
trigger1 = time = [55,400]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 21474836
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0

[State 1]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 22178
projhitanim = -1
projid = 22178
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[state 32074]
type = changestate
triggerall = !ishelper
trigger1 = time >= 550
value = 32075

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

[Statedef 32075]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 445566
ctrl = 0

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

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

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

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

[State 1000,5];白い光の円
type = Explod
trigger1 = time = 1
anim = 31500
sprpriority = 0
postype = p1
pos = 0,-80
bindtime = -1
under = 0
ownpal = 1
trans = add
persistent = 1
ignorehitpause = 99999999
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = Pos Y >= 0
trigger1 = time = 1
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
trans = add
PauseMoveTime = 9999999
ignorehitpause = 999999999

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22184
anim = 22184
sprpriority = 5
postype = p1
pos = 0,-75
bindtime = 1
under = 0
ownpal = 1
trans = add
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22186
anim = 22186
sprpriority = 4
postype = p1
pos = 0,-75
bindtime = 1
under = 0
ownpal = 1
trans = add
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -4 + (random%8),-4 + (random%8)
facing = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5
trans = add
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -3 + (random%6),-3 + (random%6)
facing = -1
ownpal = 1
ontop = 1
trans = add
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
trans = add
ignorehitpause = 1

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
pausemovetime = 999
supermovetime = 999

[state a]
type = varadd
trigger1 = var(19) <= 255
v = 19
value = 15

[State 3040, 7]
type = BGPalfx
trigger1 = 1
ignorehitpause = 99999999
time = 1
mul = var(19),var(19),var(19)
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 99999999
value = 0,0,0
time = 999999999999999999
under = 2

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

[State 20000];
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 99999999

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

;---------------------------------------------------------------------------
;　フェザーパニッシュメント
;---------------------------------------------------------------------------

[Statedef 78500]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 303499
poweradd = -2000
ctrl = 0
sprpriority = 99

[State 2215]
type = AssertSpecial
trigger1 = 1
flag = nofg
flag2 = nobardisplay

[State 2215]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2215]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 2215]
type = Explod
trigger1 = time = 0
anim = 22167
sprpriority = 0;-5
postype = p1
pos = -1,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1
trans = add

[State 2215]
type = Explod
trigger1 = Time = 0
anim = 22168
sprpriority = 0;999
postype = p1
pos = -1,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1
trans = add

[State 2215]
type = Explod
trigger1 = Time = 0
anim = 26001
sprpriority = 0;-5
postype = p1
pos = 0,-40
bindtime = 1
supermove = 1
under = 0
ownpal = 1
trans = add
removetime = 333

[State 2215]
type = Explod
trigger1 = Time = 0
anim = 26002
sprpriority = 0;-5
postype = p1
pos = 0,-40
bindtime = 1
supermove = 1
under = 0
ownpal = 1
trans = add
removetime = 333

[State 2215]
type = Explod
trigger1 = Time = 0
anim = 26003
sprpriority = 0;-5
postype = p1
pos = 0,-40
bindtime = 1
supermove = 1
under = 0
ownpal = 1
trans = add
removetime = 333

[State 2215]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 0,0,0
under = 2

[State 2215]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 90
value = 0,0,0
under = 2

[State 2215]
type = PlaySnd
trigger1 = Time = 0
value = 3000,3
volume = -50

[State 2215]
type = PlaySnd
trigger1 = Time = 10
value = 2000,0

[state 2215]
type = changestate
trigger1 = time = 68
value = 78501

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

[Statedef 78501]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 303500
sprpriority = 9
ctrl = 0

[State 2216]
type = AssertSpecial
trigger1 = 1
flag = nofg
flag2 = nobardisplay

[State 2216]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2216]
type = PlaySnd
trigger1 = Time = 0
value = 4000,13
volume = 250

[State 1000, 5]
type = NULL;Explod
trigger1 = (GameTime%6) = 1
anim = 28115
sprpriority = -4
postype = p1
pos = 1,-80
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add

[State -1]
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22125
sprpriority = 0
postype = p1
pos = 0,6
bindtime = -1
under = 0
ownpal = 1
persistent = 0
removetime = 255
ignorehitpause = 99999999
SuperMoveTime = 9999999
PauseMoveTime = 9999999
trans = add

[State 2216]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 2216]
type = NULL;Explod
trigger1 = time = 0
anim = 3046
id = 3043
sprpriority = -2
postype = p1
pos = 0,-100
bindtime = -1
removetime = 255
supermove = 1
under = 0
ownpal = 1
trans = add

[State 2216];szj
type = Explod
trigger1 = time = 0
anim = 99991
id = 99991
sprpriority = -99999999999999999999
postype = BACK
pos = 0,0
bindtime = -1
removetime = 255
supermove = 1
under = 0
ownpal = 1
trans = add

[State 1000]
type = VarRandom
trigger1 = 1
v = 35
range = 0,300

[State 1000];上
type = Explod
trigger1 = (GameTime%2) = 1
anim = 22131
postype = p1
pos = -3,-100
vel = 5*cos(pi*var(35)/180),5*sin(pi*var(35)/180)
sprpriority = 99999999
ownpal = 1
trans = add

[State 1000];下
type = Explod
trigger1 = (GameTime%2) = 1
anim = 22131
postype = p1
pos = -3,-100
vel = -5*cos(pi*var(35)/180),-5*sin(pi*var(35)/180)
sprpriority = 99999999
ownpal = 1
trans = add

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

[State 2616]
type = Projectile
trigger1 = time <= 255 && (GameTime%3) = 1
attr = S, NA
projanim = 3037
projhitanim = -1
projid = 3037
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 7
getpower = 0,0
hitflag = MAFD
guardflag = M
pausetime = 2,3
guard.pausetime = 0,8
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = s2600,4
guard.sparkno = -1
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
guard.velocity = 0.2
air.velocity = -1,-2
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 7
envshake.ampl = 5
envshake.freq = 110

[State 2217]
type = PlaySnd
trigger1 = palno = 12 && projhit=1
value = 4000,6
volume = -40
channel = 6

[State 2216]
type = Envcolor
trigger1 = palno = 12 && projhit=1
value = 255, 255, 255
time = 1
under = 1
supermove = 1
invertall = 1
ignorehitpause = 1

[state 2216]
type = changestate
trigger1 = time = 255
value = 78502

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

[Statedef 78502]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 3036
ctrl = 0
sprpriority = 1

[State 2217]
type = Explod
trigger1 = time = 0
anim = 3048
id = 3048
sprpriority = -2
postype = p1
pos = 0,-100
bindtime = -1
removetime = 14
supermove = 1
under = 0
ownpal = 1
trans = add

[State 2217]
type = AssertSpecial
trigger1 = (GameTime%2) = 1
flag = invisible

[State 2217]
type = AssertSpecial
trigger1 = 1
flag = nofg
flag2 = nobardisplay

[State 2217]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[state 2217]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Eternal Eschatology
;---------------------------------------------------------------------------

[Statedef 88500]
type    = S
movetype= A
physics = N
velset = 0,0
poweradd = -5000
juggle = 15
anim = 22061
ctrl = 0

[State 1000,5];白い光の円
type = Explod
trigger1 = time = 1
anim = 31500
sprpriority = 0
postype = p1
pos = 0,-80
bindtime = -1
under = 0
ownpal = 1
trans = add
persistent = 1
ignorehitpause = 99999999
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = Pos Y >= 0
trigger1 = time = 1
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
trans = add
PauseMoveTime = 9999999
ignorehitpause = 999999999

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22184
anim = 22184
sprpriority = 5
postype = p1
pos = 0,-75
bindtime = 1
under = 0
ownpal = 1
trans = add
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22186
anim = 22186
sprpriority = 4
postype = p1
pos = 0,-75
bindtime = 1
under = 0
ownpal = 1
trans = add
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -4 + (random%8),-4 + (random%8)
facing = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5
trans = add
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -3 + (random%6),-3 + (random%6)
facing = -1
ownpal = 1
ontop = 1
trans = add
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
trans = add
ignorehitpause = 1

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

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

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 52
movetime = 52
anim = -1

[State a];
type = helper
trigger1 = numhelper(240201)= 0
trigger1 = time = 1
id = 240201
persistent = 1
pos = 0,-120
postype = p1
stateno = 240201
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 1]
type = Explod
trigger1 = AnimElemTime(12) >= 2
anim = 22131
sprpriority = 6
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
Trans = add
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, 5];|| time = 40 || time = 45
type = Explod
trigger1 = time = 10 || time = 15 || time = 20 || time = 25 || time = 30 || time = 35 
anim = 28115
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
Trans = add

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
Trans = add

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
Trans = add

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 99999999
time = 1
value = 0,0,0
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 99999999
time = 50
value = 0,0,0
under = 2

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

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

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

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 2563,2
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 10000,4
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = time = 1
value = 22212,2
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 8
value = 2563,2

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

[state a]
type = changestate
trigger1 = animtime = 0
value = 88501

;---------------------------------------------------------------------------
; 攻撃
;---------------------------------------------------------------------------
[Statedef 88501]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22060
ctrl = 0

[State 1]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag1 = nofg
flag2 = nobg
ignorehitpause = 99999999
pausemovetime = 999
supermovetime = 999

[State 3040, 7]
type = EnvColor
trigger1 = time = 100
ignorehitpause = 99999999
value = 0,0,0
time = 815
under = 1

[State 1000, 0]
Type = ScreenBound
Trigger1 = Time = 0
Value = 1
MoveCamera = 0,-800

[State 2632];破壊
type = Explod
trigger1 = Time = 100
anim = 327640
sprpriority = 100
postype = left
pos = 0,0
bindtime = -1
ownpal = 1
ontop = 1
under = 2
supermovetime = 9999
Trans = add

[State 4000]
type = allpalfx
trigger1 = Time = 5
add = 0, 0, 0
sinadd = 255,255,255,155
time = 151
invertall = 0

[State 4000]
type = allpalfx
trigger1 = Time = 830
add = 0, 0, 0
sinadd = 255,255,255,255
time = 255
invertall = 0

[State 0];
type = Projectile
trigger1 = time = 100 || time = 500 || time = 600 || time = 650 || time = 700
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
numhits = 0
damage    = 21474836
getpower = 0,0
givepower = -(enemynear,Const(data.power))
hitflag = MAFD
pausetime = 2,1
guard.pausetime = 2,1
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -0.2,-0.5
air.velocity = -0.2,-0.5
Kill = 1
fall = 1
fall.recover = 0
palfx.time = 9999 
palfx.add = 0,0,0  
palfx.invertall = 0     
palfx.color = 0
fall.damage = 9999999999999999999999999*(gametime%20>10)
yaccel = .7
ignorehitpause = 99999999

[State 2000];
type = ReversalDef
trigger1 = time = 100 || time = 500 || time = 600 || time = 650 || time = 700
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 20029
pausetime = 0,5
ignorehitpause = 99999999

[State 1]
type = targetLifeAdd
trigger1 = palno=12&&(gametime%(1+((time<150)*7)))=1
value = -9999999999999999999999999999999999999
absolute = 1
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1]
type = targetLifeAdd
trigger1 = palno=12&&(gametime%(1+((time<150)*7)))=1
value = Ceil(random%999999999999999999999999999999999999)+999999999999999999999999999999999999
absolute = 1
ignorehitpause = 99999999
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state a];time = 100 || time = 150
type = targetvelset
trigger1 = 1
y = 99999999

[State 2]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 6]
type = PlaySnd
trigger1 = time = 130
value = 2562,25
freqmul = 1.5
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = time = 145
value = 2562,25
freqmul = 1.5
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = time = 375
value = 31500,3
freqmul = 1.5
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = time = 375
value = 2562,25
freqmul = 1.5
volume = 255

[State 32074]
type = PlaySnd
trigger1 = time = 600
value = 31500,1
volume = 255

[State 32074]
type = PlaySnd
trigger1 = time = 605
value = 2552,0
volume = 255

[State 32074]
type = PlaySnd
trigger1 = time = 700
value = 31500,1
volume = 255

[State 32074]
type = PlaySnd
trigger1 = time = 705
value = 31500,1
volume = 255

[State 32074]
type = PlaySnd
trigger1 = time = 706
value = 31500,1
volume = 255

[State 32074]
type = PlaySnd
trigger1 = time = 700
value = 31500,1
volume = 255
freqmul = 2.0

[State 32074]
type = PlaySnd
trigger1 = time = 700
value = 31500,1
volume = 255
freqmul = 0.8

[state a]
type = changestate
trigger1 = time = 980
value = 88502

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

[Statedef 88502]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22062
ctrl = 0

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

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

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

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

[State 1000,5];白い光の円
type = Explod
trigger1 = time = 1
anim = 31500
sprpriority = 0
postype = p1
pos = 0,-80
bindtime = -1
under = 0
ownpal = 1
trans = add
persistent = 1
ignorehitpause = 99999999
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = Pos Y >= 0
trigger1 = time = 1
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
trans = add
PauseMoveTime = 9999999
ignorehitpause = 999999999

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22184
anim = 22184
sprpriority = 5
postype = p1
pos = 0,-75
bindtime = 1
under = 0
ownpal = 1
trans = add
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22186
anim = 22186
sprpriority = 4
postype = p1
pos = 0,-75
bindtime = 1
under = 0
ownpal = 1
trans = add
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -4 + (random%8),-4 + (random%8)
facing = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5
trans = add
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -3 + (random%6),-3 + (random%6)
facing = -1
ownpal = 1
ontop = 1
trans = add
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
trans = add
ignorehitpause = 1

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
pausemovetime = 999
supermovetime = 999

[state a]
type = varadd
trigger1 = var(19) <= 255
v = 19
value = 15

[State 3040, 7]
type = BGPalfx
trigger1 = 1
ignorehitpause = 99999999
time = 1
mul = var(19),var(19),var(19)
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 99999999
value = 0,0,0
time = 0
under = 2

[State 20000];
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 99999999

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

;---------------------------------------------------------------------------
; AruTema・BackHole アルテマ・ブラックホール
;---------------------------------------------------------------------------
[Statedef 27700]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 30030
ctrl     = 0
sprpriority = 3

[State 27700]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30

[State 27700]
type = AssertSpecial
trigger1 = 1
flag = noFG
flag2 = globalnoshadow
ignorehitpause = 1

[State 27700]
type = BGPalFx
trigger1 = time = 0
add = 256,256,256
time = 20

[State 27700]
type = BGPalFx
trigger1 = time = 20
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State 2000]
type = BGPalFx
trigger1 = time = 30
sinadd = 256,256,256,240
time = 60

[State 27700]
type = BGPalFx
trigger1 = time = 30
sinadd = 256,256,256,240
time = 60

[State 2000]
type = BGPalFx
trigger1 = time >= 90
trigger1 = time <= 440
add = 256,256,256
time = 1

[State 27700]
type = BGPalFx
trigger1 = time = 440
add = 256,256,256
sinadd = -256,-256,-256,200
time = 50

[State 27700]
type = PlaySnd
trigger1 = Time = 0
value = 33000,3
volume = 255

[State 27700]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2

[State 27700]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 8
value = 2563,2

[State 27700]
type = PlaySnd
trigger1 = time = 90
value = 33000,0

[State 27700]
type = PlaySnd
trigger1 = time = 140
value = 33000,1
volume = 255

[State 2000]
type = PlaySnd
trigger1 = win
value = 33000,2
volume = 200

[State 27700]
type = PlaySnd
trigger1 = win
value = 2600,4
volume = 100

[State 27700]
type = Explod
trigger1 = AnimElem = 1
anim = 22165
pos = -29,-102
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0
trans = sub

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 22166
pos = -29,-102
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0
trans = sub

[State 27700];跳ね返しオーラ1
type = Explod
triggerall = !ishelper
triggerall = Time = [140,440]
trigger1 = (GameTime%4) = 1
id = 3543
anim = 3543
sprpriority = -1
postype = p1
pos = 0,-75
bindtime = -1
under = 0
ownpal = 1
scale = 0.8,0.8
ignorehitpause = 1
trans = sub
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 27700];跳ね返しオーラ2
type = Explod
triggerall = !ishelper
triggerall = Time = [140,440]
trigger1 = (GameTime%6) = 1
id = 3543
anim = 3543
sprpriority = -1
postype = p1
pos = 0,-75
bindtime = -1
under = 0
ownpal = 1
scale = 0.9,0.9
ignorehitpause = 1
trans = sub
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 27700];跳ね返しオーラ3
type = Explod
triggerall = !ishelper
triggerall = Time = [140,440]
trigger1 = (GameTime%8) = 1
id = 3543
anim = 3543
sprpriority = -1
postype = p1
pos = 0,-75
bindtime = -1
under = 0
ownpal = 1
scale = 1.0,1.0
ignorehitpause = 1
trans = sub
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 27700]
type = helper
trigger1 = numHelper(314110) = 0
trigger1 = time = 90
stateno = 314110
pos = 0,-75
helpertype = player
ignorehitpause = 1

[State 27700]
type = helper
trigger1 = numHelper(314111) = 0
trigger1 = time = 140
stateno = 314111
helpertype = player
ignorehitpause = 1

[State 27700]
type = helper
trigger1 = numHelper(314112) = 0
trigger1 = time = 140
stateno = 314112
helpertype = player
ignorehitpause = 1

[State 27700]
type = EnvShake
triggerall = GameTime%4 = 3
trigger1 = time > 90
trigger1 = time <= 140
trigger2 = time > 440
trigger2 = time <= 490
time = 4
ampl = 4
freq = 175

[State 27700]
type = EnvShake
trigger1 = GameTime%4 = 1
trigger1 = time > 140
trigger1 = time <= 440
time = 4
ampl = 8
freq = 175

[State 27700]
type = Projectile
triggerall = Time = [140,440]
trigger1 = 1
projanim = 40050
projremove = 1
projhitanim = -1
projremanim = -1
projshadow = 0,0,0
projremovetime = 1
offset = 0,-73
damage = 2147483648
getpower = -2147483648
ownpal = 0
offset = 51,-88
attr = S, HP
animtype = Hard
damage = 0 ,0
hitflag = MAFPD
hitsound = -1;s1,1
guardsound = -1;s1,1
sparkno = -1
guard.sparkno = -1
pausetime = 0,9999
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
fall = 1

[state a]
type = targetvelset
trigger1 = 1
y = 99999999

[State 27700]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper

[State 27700]
type = targetstate
trigger1 = Time = [140,440]
trigger1 = numtarget > 0
trigger1 = target,ishelper = 0
value = 5150
persistent = 0
ignorehitpause = 1

[State 27700]
type = SelfState
trigger1 = time > 490
value = 0
ctrl = 1
;--------------------------------
;ブラックホールヘルパー1
[Statedef 314110]
;anim = 40030

[State ]
type = Changeanim
trigger1 = anim != 40030
value = 40030
ignorehitpause = 1

[state V]
type = varadd
trigger1 = 1
var(54) = 1

[State 2000]
type = BindToRoot
trigger1 = 1
pos = 4,-65

[State 1000]
type = VarRandom
trigger1 = 1
v = 0
range = 0,360

[State 2000]
type = Explod
trigger1 = var(54) > 50
trigger1 = var(54) <= 350
anim = 3545
pos = Ceil(400*cos(pi*var(0)/180)),Ceil(400*sin(pi*var(0)/180))
vel = -20*cos(pi*var(0)/180),-20*sin(pi*var(0)/180)
removetime = 20
ownpal = 1
scale = 2,2
trans = sub

[State 2000]
type = Explod
trigger1 = var(54) = 1
anim = 3544
id = 3544
removetime = 400
scale = 1,1
ontop = 1
ownpal = 1
trans = sub

[State 2000]
type = ModifyExplod
trigger1 = var(54) <= 50
scale = 0.02*var(54),0.02*var(54)
id = 3544

[State 2000]
type = ModifyExplod
trigger1 = var(54) > 350
scale = 0.02*(400-Var(54)),0.02*(400-var(54))
id = 3544

[State 2000]
type = DestroySelf
trigger1 = var(54) > 400

;---------------------------------------------------
;ブラックホールヘルパー2
[Statedef 314111]
;anim = 40040

[State ]
type = Changeanim
trigger1 = anim != 40040
value = 40040
ignorehitpause = 1

[state V]
type = varadd
trigger1 = 1
var(54) = 1

[state 2000]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[state 2000]
type = PlayerPush
trigger1 = 1
value = 1

[state 2000]
type = posset
trigger1 = P2Dist X < 0
x = enemy,pos x

[state 2000]
type = posset
trigger1 = P2Dist X > 100
x = enemy,pos x

[state 2000]
type = posadd
trigger1 = pos x = enemy,pos x
x = -10

[state 2000]
type = velset
trigger1 = 1
x = 8

[state 2000]
type = turn
trigger1 = parentdist X < 0

[state 2000]
type = destroyself
trigger1 = var(54) > 300
;---------------------------------------------------
;ブラックホールヘルパー3
[Statedef 314112]
;anim = 40020 ;判定

[State ]
type = Changeanim
trigger1 = anim != 40020
value = 40020
ignorehitpause = 1

[state V]
type = varadd
trigger1 = 1
var(54) = 1

[State 2000]
type = BindToRoot
trigger1 = 1
pos = 4,-65
ignorehitpause = 1

[State 27700]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 36000000
pausetime = 0,99999999999
ignorehitpause = 99999999

[State 10000]
type = targetlifeadd
trigger1 = 1
value = -99999999999999999999
absolute = 1
ignorehitpause = 1

[State 2000]
type = ParentVarSet
trigger1 = numtarget > 0
var(42) = 1

[State 10000]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper

[State 10000]
type = targetstate
trigger1 = win
trigger1 = numtarget > 0
trigger1 = target,ishelper = 0
value = 5150
persistent = 0
ignorehitpause = 1

[state 2000]
type = destroyself
trigger1 = var(54) > 300
ignorehitpause = 1

;---------------------------------------------------------------------------
; -Azi=Dahaka- -アジ=ダハーカ- 
;---------------------------------------------------------------------------

[Statedef 2400]
type    = S
movetype= A
physics = N
poweradd = -7000
anim = 2405
ctrl = 0

[State 27700]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag = nobg
flag2 = nofg
ignorehitpause = 1

[State 22076]
type = Explod
trigger1 = time = 100
anim = 113286
sprpriority = 99
postype = p1
pos = 0,-85
bindtime = -1
removetime = 332
supermove = 0
under = 0
ownpal = 1
scale = 0.25,0.7
trans = sub

[State 27700]
type = BGPalFx
trigger1 = time = 0
add = 256,256,256
time = 20

[State 27700]
type = BGPalFx
trigger1 = time = 20
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State 2000]
type = BGPalFx
trigger1 = time = 30
sinadd = 256,256,256,240
time = 60

[State 27700]
type = BGPalFx
trigger1 = time = 30
sinadd = 256,256,256,240
time = 60

[State 2000]
type = BGPalFx
trigger1 = time >= 90
trigger1 = time <= 440
add = 256,256,256
time = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 25
value = 2563,1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 44
value = 2563,2

[state a]
type = changestate
trigger1 = animtime = 0
value = 2405

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

[Statedef 2405]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= 0
anim = 2400
sprpriority = 35
ctrl = 0

[State 27700]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag = nobg
flag2 = nofg

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 99999999
time = 5
value = 255,255,255
under = 2
;--------------------------
;暗黒B
[State 22076]
type = Explod
trigger1 = animelem = 7
anim = 13509
sprpriority = 9999
postype = p1
pos = 5,-85
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1
scale = 1.1,1.1
trans = sub
[State 2000, 6]
type = PlaySnd
trigger1 = time = 75
value = 43000,2
[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 7
value = 43000,2
[State 2632]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95
;--------------------------
;黒色B1
[State 22076];1
type = Explod
trigger1 = animelem = 7
anim = 13507
sprpriority = 99
postype = p1
pos = 5,-85
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1
scale = 1.3,1.3
trans = sub

[State 22076];2
type = Explod
trigger1 = animelem = 7
anim = 13507
sprpriority = 99
postype = p1
pos = 5,-145
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1
scale = 1.3,1.3
trans = sub

[State 22076];3
type = Explod
trigger1 = animelem = 7
anim = 13507
sprpriority = 99
postype = p1
pos = 5,-25
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1
scale = 1.3,1.3
trans = sub

;--------------------------
;黒色B2
[State 22076];1
type = Explod
trigger1 = animelem = 7
anim = 13508
sprpriority = 99
postype = p1
pos = 5,-85
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1
scale = 1.3,1.3
trans = sub

[State 22076];2
type = Explod
trigger1 = animelem = 7
anim = 13508
sprpriority = 99
postype = p1
pos = 5,-145
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1
scale = 1.3,1.3
trans = sub

[State 22076];3
type = Explod
trigger1 = animelem = 7
anim = 13508
sprpriority = 99
postype = p1
pos = 5,-25
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1
scale = 1.3,1.3
trans = sub
;--------------------------
[State 22076]
type = Projectile
triggerall = Time >= 68 
trigger1 = 1
attr = S, NT
projanim = 22079
projhitanim = -1
projid = 22079
projpriority = 999999
projsprpriority = 9999999
projremove = 1
projremovetime = 5
postype = p1
offset = 15,-85
velocity = 0
damage  = 2147483647
getpower = 0,0
givepower = 0,0
hitflag = MAFD
pausetime = 9,5
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall.Damage = 2147483647
p2stateno = 5110

[state 2632]
type = targetstate
triggerall = Time = 68 
trigger1 = 1
value = 5110

[State 2632]
type = targetLifeAdd
triggerall = Time = 68 
trigger1 = 1
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 4000]
type = allpalfx
trigger1 = Time = 180
add = 0, 0, 0
sinadd = -280,-280,-280,200
time = 100
invertall = 0

[State 23000]
type = targetveladd
triggerall = Time = 68 
trigger1 = 1
y = 9999

[State 22076]
type = Explod
trigger1 = time = 202
anim = 113285
sprpriority = 99
postype = p1
pos = 0,-85
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.25,0.7
trans = sub

[state a]
type = changestate
trigger1 = animtime = 0
value = 2460

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

[Statedef 2460]
type    = S
movetype= A
physics = N
anim = 24005
ctrl = 0
sprpriority = 9999

[State 2210]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg

[State 2210]
type = EnvColor
trigger1 = 1
ignorehitpause = 99999999
time = 10
value = 0,0,0
under = 2

[state 2210]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;バグ防止用ヘルパ
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 80600]
type    = U
movetype= I
physics = N
sprpriority = 4

[State 80600]
type = VarSet
trigger1 = ishelper && !ishelper(80600) && time = 0
var(1) = root,stateno

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(1) = 0-((enemynear,name="SARIEL"&&enemynear,fvar(15)=1)*(stateno))

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(2) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(3) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(4) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(5) = 0+(random%500)

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(6) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(7) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(8) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(9) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(10) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(11) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(12) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(13) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(14) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(15) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(16) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(17) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(18) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(19) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(20) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(21) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(22) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(23) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(24) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(25) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(26) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(27) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(28) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(29) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(30) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(31) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(32) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(33) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(34) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(35) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(36) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(37) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(38) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(39) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(40) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(41) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(42) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(43) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(44) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(45) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(46) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(47) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(48) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(49) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(50) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(51) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(52) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(53) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(54) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(55) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(56) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(57) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(58) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
var(59) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(1) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(2) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(3) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(4) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(5) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(6) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(7) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(8) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(9) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(10) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(11) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(12) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(13) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(14) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(15) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(16) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(17) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(18) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(19) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(20) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(21) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(22) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(23) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(24) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(25) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(26) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(27) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(28) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(29) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(30) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(31) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(32) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(33) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(34) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(35) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(36) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(37) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(38) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "SARIEL"
fvar(39) = 0

[State 80600]
type = Projectile
trigger1 = enemynear,name = "SARIEL" && enemynear,var(31) = 1
attr = S, NA
projanim = var(2)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 100
postype = p2
offset = 0,0
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = Ceil(1.0 * enemy,Const(data.power))
hitflag = MAFLPD
guardflag =
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = var(2)

[State 80600]
type = NotHitBy
trigger1 = 1
value = SCA

[State 80600]
type = PosSet
trigger1 = ishelper
Y = 240

[State 80600]
type = powerset
trigger1 = ishelper && root,name != "SARIEL"
value = 0
ignorehitpause = 99999999

[State 80600]
type = ChangeAnim2
triggerall = ishelper
trigger1 = time = 0
value = 1016

[State 80600]
type = ChangeState
trigger1 = !ishelper
value = 807

[State 80600]
type = destroyself
trigger1 = roundstate != 2 || root,alive = 0 || time >= 3000 && !ishelper(80600) || root,name = "SARIEL"
trigger2 = var(1) && root,time >= 500 && !ishelper(80600) || root,life <= 0

;---------------------------------------------------------------------
[Statedef 20000]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1025
ownpal = 1

[State 20000]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 20000]
type = ReversalDef
trigger1 = enemy,statetype = A
trigger2 = p2statetype = A
reversal.attr = SCA, AA,AT,AP
hitflag = M-
priority = 7, Miss
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 20007
getpower = (Const(data.power))/10

[State 20000]
type = ReversalDef
trigger1 = enemy,statetype = S
trigger2 = p2statetype = S
reversal.attr = SCA, AA,AT,AP
hitflag = M-
priority = 7, Miss
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 20007
getpower = (Const(data.power))/10

[State 20000]
type = ReversalDef
trigger1 = enemy,statetype = C
trigger2 = p2statetype = C
reversal.attr = SCA, AA,AT,AP
hitflag = M-
priority = 7, Miss
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 20007
getpower = (Const(data.power))/10

[state 20000]
type = nothitby
trigger1 = 1
value = SCA

[state 20000]
type = targetstate
triggerall = root,var(31) != 1
triggerall = enemynear,alive || enemy,alive
trigger1 = root,var(42) >= 4600
trigger1 = root,stateno != [2400,2415]
trigger2 = RoundState = 3 && root,var(42) <= 4599
value = 20007

[state 20000]
type = destroyself
trigger1 = time >= 2
trigger2 = stateno = [2400,2415]
trigger3 = stateno = [2500,2501]

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

[Statedef 20001]
type    = S
movetype= I
physics = S

[State 20001]
type = PalFX
trigger1 = (gametime%2) = 1
time = 1
add = 250,20,100
color = 0
ignorehitpause = 99999999

[state 20001]
type = destroyself
trigger1 = ishelper

[State 20001]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 20001]
type = lifeadd
trigger1 = time = 0
value = -(Ceil(0.12 * Const(data.life)))
absolute = 1

[State 20001]
type = poweradd
trigger1 = time = 0
value = -(Ceil(0.12 * Const(data.power)))

[State 20001]
type = lifeset
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 20001]
type = powerset
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 20001]
type = VarRangeSet
trigger1 = 1
value = 0
ignorehitpause = 99999999

[State 20001]
type = VarRangeSet
trigger1 = 1
fvalue = 0
ignorehitpause = 99999999

[State 20001]
type = VarSet
trigger1 = 1
sysvar(1) = 0
ignorehitpause = 99999999

[State 20001]
type = VarSet
trigger1 = 1
sysvar(2) = 0
ignorehitpause = 99999999

[State 20001]
type = VarSet
trigger1 = 1
sysvar(3) = 0
ignorehitpause = 99999999

[State 20001]
type = VarSet
trigger1 = 1
sysvar(4) = 0
ignorehitpause = 99999999

[State 20001]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 20001]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[state 20001]
type = destroyself
trigger1 = ishelper && root,var(23) = 1 && (root,var(58) = [0,5]) && (root,fvar(5) = 1||root,fvar(5) = 1.5)
trigger2 = ishelper && (root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60

[state 20001]
type = changestate
triggerall = ishelper
trigger1 = !((root,var(23)=1&&(root,var(58)=[0,5])&&(root,fvar(5)=1||root,fvar(5)=1.5))||((root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60))
value = 80600

[State 20001]
type = changeState
trigger1 = !alive
value = 20003

[State 20001]
type = selfState
triggerall = alive
trigger1 = Time >= 20
value = 0
ctrl = 1

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

[Statedef 20002]
type    = C
movetype= I
physics = C

[State 20002]
type = PalFX
trigger1 = (gametime%2) = 1
time = 1
add = 250,20,100
color = 0
ignorehitpause = 99999999

[State 20002]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 20002]
type = lifeadd
trigger1 = time = 0
value = -(Ceil(0.12 * Const(data.life)))
absolute = 1

[State 20002]
type = poweradd
trigger1 = time = 0
value = -(Ceil(0.12 * Const(data.power)))

[State 20002]
type = lifeset
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 20002]
type = powerset
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 20002]
type = VarRangeSet
trigger1 = 1
value = 0
ignorehitpause = 99999999

[State 20002]
type = VarRangeSet
trigger1 = 1
fvalue = 0
ignorehitpause = 99999999

[State 20002]
type = VarSet
trigger1 = 1
sysvar(1) = 0
ignorehitpause = 99999999

[State 20002]
type = VarSet
trigger1 = 1
sysvar(2) = 0
ignorehitpause = 99999999

[State 20002]
type = VarSet
trigger1 = 1
sysvar(3) = 0
ignorehitpause = 99999999

[State 20002]
type = VarSet
trigger1 = 1
sysvar(4) = 0
ignorehitpause = 99999999

[State 20002]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 20002]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[state 20002]
type = destroyself
trigger1 = ishelper && root,var(23) = 1 && (root,var(58) = [0,5]) && (root,fvar(5) = 1||root,fvar(5) = 1.5)
trigger2 = ishelper && (root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60

[state 20002]
type = changestate
triggerall = ishelper
trigger1 = !((root,var(23)=1&&(root,var(58)=[0,5])&&(root,fvar(5)=1||root,fvar(5)=1.5))||((root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60))
value = 80600

[State 20002]
type = changeState
trigger1 = !alive
value = 20003

[State 20002]
type = selfState
triggerall = alive
trigger1 = Time >= 20
value = 11
ctrl = 1

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

[Statedef 20005]
type    = A
movetype= I
physics = N

[State 20005]
type = PalFX
trigger1 = (gametime%2) = 1
time = 1
add = 250,20,100
color = 0
ignorehitpause = 99999999

[State 20005]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 20005]
type = lifeadd
trigger1 = time = 0
value = -(Ceil(0.12 * Const(data.life)))
absolute = 1

[State 20005]
type = poweradd
trigger1 = time = 0
value = -(Ceil(0.12 * Const(data.power)))

[State 20005]
type = lifeset
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 20005]
type = powerset
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 20005]
type = VarRangeSet
trigger1 = 1
value = 0
ignorehitpause = 99999999

[State 20005]
type = VarRangeSet
trigger1 = 1
fvalue = 0
ignorehitpause = 99999999

[State 20005]
type = VarSet
trigger1 = 1
sysvar(1) = 0
ignorehitpause = 99999999

[State 20005]
type = VarSet
trigger1 = 1
sysvar(2) = 0
ignorehitpause = 99999999

[State 20005]
type = VarSet
trigger1 = 1
sysvar(3) = 0
ignorehitpause = 99999999

[State 20005]
type = VarSet
trigger1 = 1
sysvar(4) = 0
ignorehitpause = 99999999

[State 20005]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[state 20005]
type = destroyself
trigger1 = ishelper && root,var(23) = 1 && (root,var(58) = [0,5]) && (root,fvar(5) = 1||root,fvar(5) = 1.5)
trigger2 = ishelper && (root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60

[state 20005]
type = changestate
triggerall = ishelper
trigger1 = !((root,var(23)=1&&(root,var(58)=[0,5])&&(root,fvar(5)=1||root,fvar(5)=1.5))||((root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60))
value = 80600

[State 20005]
type = changeState
trigger1 = !alive
value = 20003

[State 20005]
type = selfState
triggerall = alive
trigger1 = Time >= 20
value = 50
ctrl = 1

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

[Statedef 20003]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = -4,-6

[State 20003]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20003]
type = PlaySnd
triggerall = alive && !ishelper
trigger1 = time = 0
value = 11,0

[State 20003]
type = lifeset
triggerall = name != "SARIEL"
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 20003]
type = powerset
triggerall = name != "SARIEL"
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 20003]
type = VarRangeSet
trigger1 = name != "SARIEL"
value = 0
ignorehitpause = 99999999

[State 20003]
type = VarRangeSet
trigger1 = name != "SARIEL"
fvalue = 0
ignorehitpause = 99999999

[State 20003]
type = VarSet
trigger1 = name != "SARIEL"
sysvar(1) = 0
ignorehitpause = 99999999

[State 20003]
type = VarSet
trigger1 = name != "SARIEL"
sysvar(2) = 0
ignorehitpause = 99999999

[State 20003]
type = VarSet
trigger1 = name != "SARIEL"
sysvar(3) = 0
ignorehitpause = 99999999

[State 20003]
type = VarSet
trigger1 = name != "SARIEL"
sysvar(4) = 0
ignorehitpause = 99999999

[state 20003]
type = destroyself
trigger1 = ishelper

[State 20003]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 20003]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 20003]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 20006]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = -4,-6

[State 20006]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20006]
type = PlaySnd
triggerall = alive && !ishelper
trigger1 = time = 0
value = 11,0

[State 20006]
type = lifeset
trigger1 = time = 0
ignorehitpause = 99999999
value = life - (Ceil(0.18 * Const(data.life)))

[State 20006]
type = powerset
trigger1 = time = 0
ignorehitpause = 99999999
value = power - (Ceil(0.18 * Const(data.power)))

[State 20006]
type = lifeset
triggerall = name != "SARIEL"
trigger1 = life <= (Ceil(0.05 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 20006]
type = powerset
triggerall = name != "SARIEL"
trigger1 = life <= (Ceil(0.05 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 20006]
type = VarRangeSet
trigger1 = name != "SARIEL"
value = 0
ignorehitpause = 99999999

[State 20006]
type = VarRangeSet
trigger1 = name != "SARIEL"
fvalue = 0
ignorehitpause = 99999999

[State 20006]
type = VarSet
trigger1 = name != "SARIEL"
sysvar(1) = 0
ignorehitpause = 99999999

[State 20006]
type = VarSet
trigger1 = name != "SARIEL"
sysvar(2) = 0
ignorehitpause = 99999999

[State 20006]
type = VarSet
trigger1 = name != "SARIEL"
sysvar(3) = 0
ignorehitpause = 99999999

[State 20006]
type = VarSet
trigger1 = name != "SARIEL"
sysvar(4) = 0
ignorehitpause = 99999999

[state 20006]
type = destroyself
trigger1 = ishelper

[State 20006]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 20006]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 20006]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;やられ12P
;---------------------------------------------------------------------------

[Statedef 72001]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 2636]
type = lifeset
trigger1 = time = 0
ignorehitpause = 99999999
value = IfElse((enemynear,name="SARIEL"&&enemynear,var(5)=1),0,life-(Ceil(0.012 * Const(data.life))))

[State 2636]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 2636]
type = powerset
trigger1 = 1
ignorehitpause = 99999999
value = 0

[State 2636]
type = VarRangeSet
trigger1 = 1
value = 0

[State 2636]
type = VarRangeSet
trigger1 = 1
fvalue = 0

[State 2636]
type = VarSet
trigger1 = 1
sysvar(1) = 0

[State 2636]
type = VarSet
trigger1 = 1
sysvar(2) = 0

[State 2636]
type = VarSet
trigger1 = 1
sysvar(3) = 0

[State 2636]
type = VarSet
trigger1 = 1
sysvar(4) = 0

[State 2636]
type = PlayerPush
trigger1 = 1
value = -1

[State 2636]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2636]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2636]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3051

[State 2636]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 2636]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[state 2636]
type = destroyself
trigger1 = ishelper && root,var(23) = 1 && (root,var(58) = [0,5]) && (root,fvar(5) = 1||root,fvar(5) = 1.5)
trigger2 = ishelper && (root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60

[state 2636]
type = changestate
triggerall = ishelper
trigger1 = !((root,var(23)=1&&(root,var(58)=[0,5])&&(root,fvar(5)=1||root,fvar(5)=1.5))||((root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60))
value = 80600

[State 2636]
type = changestate
trigger1 = time >= 8
value = 2637

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

[Statedef 72002]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 2637]
type = destroyself
trigger1 = ishelper

[State 2637]
type = lifeset
trigger1 = time = 0
ignorehitpause = 99999999
value = life - (Ceil(0.035 * Const(data.life)))

[State 2637]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 2637]
type = powerset
trigger1 = 1
ignorehitpause = 99999999
value = 0

[State 2637]
type = VarRangeSet
trigger1 = 1
value = 0

[State 2637]
type = VarRangeSet
trigger1 = 1
fvalue = 0

[State 2637]
type = VarSet
trigger1 = 1
sysvar(1) = 0

[State 2637]
type = VarSet
trigger1 = 1
sysvar(2) = 0

[State 2637]
type = VarSet
trigger1 = 1
sysvar(3) = 0

[State 2637]
type = VarSet
trigger1 = 1
sysvar(4) = 0

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

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

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

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

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

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

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

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

[Statedef 72003]
type    = S
movetype= H
physics = S

[state 2639]
type = destroyself
trigger1 = ishelper

[State 2639]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2639]
type = changeanim
trigger1 = time = 0
value = 0

[State 2639]
type = posset
trigger1 = 1
y = 0

[State 2639]
type = powerset
trigger1 = 1
value = 0

[State 2639]
type = VarRangeSet
trigger1 = 1
value = 0
ignorehitpause = 99999999

[State 2639]
type = VarRangeSet
trigger1 = 1
fvalue = 0
ignorehitpause = 99999999

[State 2639]
type = VarSet
trigger1 = 1
sysvar(1) = 0
ignorehitpause = 99999999

[State 2639]
type = VarSet
trigger1 = 1
sysvar(2) = 0
ignorehitpause = 99999999

[State 2639]
type = VarSet
trigger1 = 1
sysvar(3) = 0
ignorehitpause = 99999999

[State 2639]
type = VarSet
trigger1 = 1
sysvar(4) = 0
ignorehitpause = 99999999

[State 2639]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 2639]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 2639]
type = changeState
trigger1 = !alive
value = 72004

[State 2639]
type = selfState
triggerall = alive
trigger1 = Time >= 2000
value = 0
ctrl = 1

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

[Statedef 72004]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = -4,-6

[State 20003]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20003]
type = PlaySnd
triggerall = alive && !ishelper
trigger1 = time = 0
value = 11,1

[State 20003]
type = lifeset
triggerall = name != "SARIEL"
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 20003]
type = powerset
triggerall = name != "SARIEL"
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 99999999
value = 0

[State 20003]
type = VarRangeSet
trigger1 = name != "SARIEL"
value = 0
ignorehitpause = 99999999

[State 20003]
type = VarRangeSet
trigger1 = name != "SARIEL"
fvalue = 0
ignorehitpause = 99999999

[State 20003]
type = VarSet
trigger1 = name != "SARIEL"
sysvar(1) = 0
ignorehitpause = 99999999

[State 20003]
type = VarSet
trigger1 = name != "SARIEL"
sysvar(2) = 0
ignorehitpause = 99999999

[State 20003]
type = VarSet
trigger1 = name != "SARIEL"
sysvar(3) = 0
ignorehitpause = 99999999

[State 20003]
type = VarSet
trigger1 = name != "SARIEL"
sysvar(4) = 0
ignorehitpause = 99999999

[state 20003]
type = destroyself
trigger1 = ishelper

[State 20003]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 20003]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 20003]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

