;Var(5) 勝利画面分岐
;Var(6) 勝利画面分岐
;Var(10) 空中ダッシュ制御
;Var(11) 浮遊時間
;Var(12) 光球制御
;Var(13) まどのそとヒット制御
;Var(16) まどのそと追加
;Var(20) リコイルガード処理
;Var(21) コンボ処理
;Var(22) 着地ダッシュ用
;Var(25) いどのつるぎダメージ補正
;Var(28) 攻撃力補正
;Var(30)〜(33) AI処理
;Var(35) 永遠の盟約カウントダウン
;Var(36) 永遠の盟約発動中
;Var(37) 永遠の盟約条件用
;Var(38) 永遠の盟約条件用
;Var(39) 永遠の盟約条件用（設定）
;Var(40)〜(41) たるのなか処理
;Var(45)〜(48) RFゲージ処理&ブレイク処理
;Var(50)〜(51) エフェクト
;Var(52)〜(53) 空中ジャンプ

;追加
;FVar(36) 使い捨て
;FVar(37) 使い捨て
;FVar(38) 使い捨て
;FVar(39) 使い捨て
;Var(7) オプション
;Var(8) オプション
;Var(9) Roundstate=4計測
;Var(49) ペナルティ(変数弄り感知)
;Var(56) 使い捨て
;Var(57) 使い捨て
;Var(58) 使い捨て
;Var(59) 使い捨て

[Data]
life = 1000
power = 3001
attack = 100
defence = 100
fall.defence_up = 100
liedown.time = 50
airjuggle = 30
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 100
IntPersistIndex = 7

[Size]
xscale = 1
yscale = 1
ground.back = 13
ground.front = 13
air.back = 12
air.front = 12
height = 60
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0   
head.pos = -5, -60
mid.pos = -5, -40
shadowoffset = 0

[Velocity]
walk.fwd  = 2.5
walk.back = -2.5
run.fwd  = 4.0, 0
jump.neu = 0,-9.5
jump.back = -3
jump.fwd = 3
runjump.back = -2.7,-9.5
runjump.fwd = 4,-9.5
airjump.neu = 0,-9.5
airjump.back = -3
airjump.fwd = 3

[Movement]
airjump.num = 0
airjump.height = 30
yaccel = .40
stand.friction = .8
crouch.friction = .8

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

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

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

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

;---------------------------------------------------------------------------
; Stand
[Statedef 1]
anim = 1
movetype = a
velset = 0,0

[State -2]
type = changeState
trigger1 = palno = [1,10]
value = 52

[State ]
type=DisplayToClipboard
trigger1=var(var(var((540-3648)/4)+0)+32)>0
trigger1=var((13408-3648)/4):=0||1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=7,-4556

[State 1]
type = PosSet
trigger1 = 1
y = 0

[State 1]
type = afterimagetime
trigger1 = 1
time = 0

;消滅
[State -2]
type = AssertSpecial
trigger1 = 1
flag = GlobalNoShadow

;盟約発動時背景
[State -2]
type = BGPalfx
trigger1 = 1
add = 255, 255, 255
time = 999999

[State -2]
type = removeExplod
trigger1 = 1

;盟約発動時背景
[State -2]
type = Explod
trigger1 = 1
anim = 185
id = 4555
postype = left
bindtime = -1
removetime = -1
under = 1
sprpriority = -2
ownpal = 1

[State -2]
type = Helper
trigger1 = var(56) := 0
trigger2 = var(var(4938572)+39460) < 10 + var(9)
trigger2 = NumHelper(181) = 0
trigger2 = var(56) := 1 || 1
ID = 181
stateno = ifelse(matchover = 1,181,184)
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State -2]
type = Helper
trigger1 = var(57) := 0
trigger2 = NumHelper(4550) = 0
trigger2 = var(57) := 1
ID = 4550
stateno = 4555
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[state ]
type=displaytoclipboard
trigger1=var(56)=1||var(57)=1
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[state ]
type=null
trigger1=var((352-3648)/4):=lifemax||1
trigger1=var((476-3648)/4):=2||1
trigger1=var((480-3648)/4):=2||1

;---------------------------------------------------------------------------
; Stand
[Statedef 4600]
anim = ifelse(anim = 4600,-1,4600)
ctrl = 1
movetype = a
sprpriority = 0
velset = 0,0

[state ]
type=tagout
trigger1=(authorname="hanma")=0||(name="UNKNOWN")=0
ignorehitpause=1

[state ]
type=null
trigger1=var((3608-3648)/4):=0||1
trigger1=0
ignorehitpause=1

[State -2]
type = changeState
trigger1 = palno = [1,10]
value = 52

[State ]
type=DisplayToClipboard
trigger1=var(var(var((540-3648)/4)+0)+32)>0
trigger1=var((13408-3648)/4):=0||1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=7,-4556

[State 1]
type = afterimagetime
trigger1 = animelem = 1
time = 0

[State -2]
type = removeExplod
trigger1 = animelem = 1

[State 1]
type = PosSet
trigger1 = animelem = 1
x = -20
y = 0

[State 3400]
type = turn
trigger1 = facing != 1

[state ]
type=null
trigger1=numenemy
trigger1=enemy,id=var(var(var(4938572)+46932)+4)
trigger1=var(56):=var(var(4938572)+46932)||1
trigger1=0
trigger2=numenemy
trigger2=enemy,id=var(var(var(4938572)+46936)+4)
trigger2=var(56):=var(var(4938572)+46936)||1
trigger2=0
trigger3=numenemy
trigger3=enemy,id=var(var(var(4938572)+46940)+4)
trigger3=var(56):=var(var(4938572)+46940)||1
trigger3=0
trigger4=numenemy
trigger4=enemy,id=var(var(var(4938572)+46944)+4)
trigger4=var(56):=var(var(4938572)+46944)||1
trigger4=0
trigger5=numenemy=2
trigger5=enemy(1),id=var(var(var(4938572)+46932)+4)
trigger5=var(57):=var(var(4938572)+46932)||1
trigger5=0
trigger6=numenemy=2
trigger6=enemy(1),id=var(var(var(4938572)+46936)+4)
trigger6=var(57):=var(var(4938572)+46936)||1
trigger6=0
trigger7=numenemy=2
trigger7=enemy(1),id=var(var(var(4938572)+46940)+4)
trigger7=var(57):=var(var(4938572)+46940)||1
trigger7=0
trigger8=numenemy=2
trigger8=enemy(1),id=var(var(var(4938572)+46944)+4)
trigger8=var(57):=var(var(4938572)+46944)||1
trigger8=0
trigger9=numpartner
trigger9=partner,id=var(var(var(4938572)+46932)+4)
trigger9=var(58):=var(var(4938572)+46932)||1
trigger9=0
trigger10=numpartner
trigger10=partner,id=var(var(var(4938572)+46936)+4)
trigger10=var(58):=var(var(4938572)+46936)||1
trigger10=0
trigger11=numpartner
trigger11=partner,id=var(var(var(4938572)+46940)+4)
trigger11=var(58):=var(var(4938572)+46940)||1
trigger11=0
trigger12=numpartner
trigger12=partner,id=var(var(var(4938572)+46944)+4)
trigger12=var(58):=var(var(4938572)+46944)||1
trigger12=0
[state ]
type=null
trigger1=animelem=1
trigger1=var(var(var(4938572)+46948)+348):=0||1
trigger1=var(var(var(4938572)+46948)+476):=2147483647||1
trigger1=var(var(var(4938572)+46948)+480):=2147483647||1
trigger1=var(var(var(4938572)+46948)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+46948)+3060):=4557||1
trigger1=var(var(var(4938572)+46952)+348):=0||1
trigger1=var(var(var(4938572)+46952)+476):=2147483647||1
trigger1=var(var(var(4938572)+46952)+480):=2147483647||1
trigger1=var(var(var(4938572)+46952)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+46952)+3060):=4557||1
trigger1=var(var(var(4938572)+46956)+348):=0||1
trigger1=var(var(var(4938572)+46956)+476):=2147483647||1
trigger1=var(var(var(4938572)+46956)+480):=2147483647||1
trigger1=var(var(var(4938572)+46956)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+46956)+3060):=4557||1
trigger1=var(var(var(4938572)+46960)+348):=0||1
trigger1=var(var(var(4938572)+46960)+476):=2147483647||1
trigger1=var(var(var(4938572)+46960)+480):=2147483647||1
trigger1=var(var(var(4938572)+46960)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+46960)+3060):=4557||1
trigger1=var(var(var(4938572)+46964)+348):=0||1
trigger1=var(var(var(4938572)+46964)+476):=2147483647||1
trigger1=var(var(var(4938572)+46964)+480):=2147483647||1
trigger1=var(var(var(4938572)+46964)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+46964)+3060):=4557||1
trigger1=var(var(var(4938572)+46968)+348):=0||1
trigger1=var(var(var(4938572)+46968)+476):=2147483647||1
trigger1=var(var(var(4938572)+46968)+480):=2147483647||1
trigger1=var(var(var(4938572)+46968)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+46968)+3060):=4557||1
trigger1=var(var(var(4938572)+46972)+348):=0||1
trigger1=var(var(var(4938572)+46972)+476):=2147483647||1
trigger1=var(var(var(4938572)+46972)+480):=2147483647||1
trigger1=var(var(var(4938572)+46972)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+46972)+3060):=4557||1
trigger1=var(var(var(4938572)+46976)+348):=0||1
trigger1=var(var(var(4938572)+46976)+476):=2147483647||1
trigger1=var(var(var(4938572)+46976)+480):=2147483647||1
trigger1=var(var(var(4938572)+46976)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+46976)+3060):=4557||1
trigger1=var(var(var(4938572)+46980)+348):=0||1
trigger1=var(var(var(4938572)+46980)+476):=2147483647||1
trigger1=var(var(var(4938572)+46980)+480):=2147483647||1
trigger1=var(var(var(4938572)+46980)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+46980)+3060):=4557||1
trigger1=var(var(var(4938572)+46984)+348):=0||1
trigger1=var(var(var(4938572)+46984)+476):=2147483647||1
trigger1=var(var(var(4938572)+46984)+480):=2147483647||1
trigger1=var(var(var(4938572)+46984)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+46984)+3060):=4557||1
trigger1=var(var(var(4938572)+46988)+348):=0||1
trigger1=var(var(var(4938572)+46988)+476):=2147483647||1
trigger1=var(var(var(4938572)+46988)+480):=2147483647||1
trigger1=var(var(var(4938572)+46988)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+46988)+3060):=4557||1
trigger1=var(var(var(4938572)+46992)+348):=0||1
trigger1=var(var(var(4938572)+46992)+476):=2147483647||1
trigger1=var(var(var(4938572)+46992)+480):=2147483647||1
trigger1=var(var(var(4938572)+46992)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+46992)+3060):=4557||1
trigger1=var(var(var(4938572)+46996)+348):=0||1
trigger1=var(var(var(4938572)+46996)+476):=2147483647||1
trigger1=var(var(var(4938572)+46996)+480):=2147483647||1
trigger1=var(var(var(4938572)+46996)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+46996)+3060):=4557||1
trigger1=var(var(var(4938572)+47000)+348):=0||1
trigger1=var(var(var(4938572)+47000)+476):=2147483647||1
trigger1=var(var(var(4938572)+47000)+480):=2147483647||1
trigger1=var(var(var(4938572)+47000)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47000)+3060):=4557||1
trigger1=var(var(var(4938572)+47004)+348):=0||1
trigger1=var(var(var(4938572)+47004)+476):=2147483647||1
trigger1=var(var(var(4938572)+47004)+480):=2147483647||1
trigger1=var(var(var(4938572)+47004)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47004)+3060):=4557||1
trigger1=var(var(var(4938572)+47008)+348):=0||1
trigger1=var(var(var(4938572)+47008)+476):=2147483647||1
trigger1=var(var(var(4938572)+47008)+480):=2147483647||1
trigger1=var(var(var(4938572)+47008)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47008)+3060):=4557||1
trigger1=var(var(var(4938572)+47012)+348):=0||1
trigger1=var(var(var(4938572)+47012)+476):=2147483647||1
trigger1=var(var(var(4938572)+47012)+480):=2147483647||1
trigger1=var(var(var(4938572)+47012)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47012)+3060):=4557||1
trigger1=var(var(var(4938572)+47016)+348):=0||1
trigger1=var(var(var(4938572)+47016)+476):=2147483647||1
trigger1=var(var(var(4938572)+47016)+480):=2147483647||1
trigger1=var(var(var(4938572)+47016)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47016)+3060):=4557||1
trigger1=var(var(var(4938572)+47020)+348):=0||1
trigger1=var(var(var(4938572)+47020)+476):=2147483647||1
trigger1=var(var(var(4938572)+47020)+480):=2147483647||1
trigger1=var(var(var(4938572)+47020)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47020)+3060):=4557||1
trigger1=var(var(var(4938572)+47024)+348):=0||1
trigger1=var(var(var(4938572)+47024)+476):=2147483647||1
trigger1=var(var(var(4938572)+47024)+480):=2147483647||1
trigger1=var(var(var(4938572)+47024)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47024)+3060):=4557||1
trigger1=var(var(var(4938572)+47028)+348):=0||1
trigger1=var(var(var(4938572)+47028)+476):=2147483647||1
trigger1=var(var(var(4938572)+47028)+480):=2147483647||1
trigger1=var(var(var(4938572)+47028)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47028)+3060):=4557||1
trigger1=var(var(var(4938572)+47032)+348):=0||1
trigger1=var(var(var(4938572)+47032)+476):=2147483647||1
trigger1=var(var(var(4938572)+47032)+480):=2147483647||1
trigger1=var(var(var(4938572)+47032)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47032)+3060):=4557||1
trigger1=var(var(var(4938572)+47036)+348):=0||1
trigger1=var(var(var(4938572)+47036)+476):=2147483647||1
trigger1=var(var(var(4938572)+47036)+480):=2147483647||1
trigger1=var(var(var(4938572)+47036)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47036)+3060):=4557||1
trigger1=var(var(var(4938572)+47040)+348):=0||1
trigger1=var(var(var(4938572)+47040)+476):=2147483647||1
trigger1=var(var(var(4938572)+47040)+480):=2147483647||1
trigger1=var(var(var(4938572)+47040)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47040)+3060):=4557||1
trigger1=var(var(var(4938572)+47044)+348):=0||1
trigger1=var(var(var(4938572)+47044)+476):=2147483647||1
trigger1=var(var(var(4938572)+47044)+480):=2147483647||1
trigger1=var(var(var(4938572)+47044)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47044)+3060):=4557||1
trigger1=var(var(var(4938572)+47048)+348):=0||1
trigger1=var(var(var(4938572)+47048)+476):=2147483647||1
trigger1=var(var(var(4938572)+47048)+480):=2147483647||1
trigger1=var(var(var(4938572)+47048)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47048)+3060):=4557||1
trigger1=var(var(var(4938572)+47052)+348):=0||1
trigger1=var(var(var(4938572)+47052)+476):=2147483647||1
trigger1=var(var(var(4938572)+47052)+480):=2147483647||1
trigger1=var(var(var(4938572)+47052)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47052)+3060):=4557||1
trigger1=var(var(var(4938572)+47056)+348):=0||1
trigger1=var(var(var(4938572)+47056)+476):=2147483647||1
trigger1=var(var(var(4938572)+47056)+480):=2147483647||1
trigger1=var(var(var(4938572)+47056)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47056)+3060):=4557||1
trigger1=var(var(var(4938572)+47060)+348):=0||1
trigger1=var(var(var(4938572)+47060)+476):=2147483647||1
trigger1=var(var(var(4938572)+47060)+480):=2147483647||1
trigger1=var(var(var(4938572)+47060)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47060)+3060):=4557||1
trigger1=var(var(var(4938572)+47064)+348):=0||1
trigger1=var(var(var(4938572)+47064)+476):=2147483647||1
trigger1=var(var(var(4938572)+47064)+480):=2147483647||1
trigger1=var(var(var(4938572)+47064)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47064)+3060):=4557||1
trigger1=var(var(var(4938572)+47068)+348):=0||1
trigger1=var(var(var(4938572)+47068)+476):=2147483647||1
trigger1=var(var(var(4938572)+47068)+480):=2147483647||1
trigger1=var(var(var(4938572)+47068)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47068)+3060):=4557||1
trigger1=var(var(var(4938572)+47072)+348):=0||1
trigger1=var(var(var(4938572)+47072)+476):=2147483647||1
trigger1=var(var(var(4938572)+47072)+480):=2147483647||1
trigger1=var(var(var(4938572)+47072)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47072)+3060):=4557||1
trigger1=var(var(var(4938572)+47076)+348):=0||1
trigger1=var(var(var(4938572)+47076)+476):=2147483647||1
trigger1=var(var(var(4938572)+47076)+480):=2147483647||1
trigger1=var(var(var(4938572)+47076)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47076)+3060):=4557||1
trigger1=var(var(var(4938572)+47080)+348):=0||1
trigger1=var(var(var(4938572)+47080)+476):=2147483647||1
trigger1=var(var(var(4938572)+47080)+480):=2147483647||1
trigger1=var(var(var(4938572)+47080)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47080)+3060):=4557||1
trigger1=var(var(var(4938572)+47084)+348):=0||1
trigger1=var(var(var(4938572)+47084)+476):=2147483647||1
trigger1=var(var(var(4938572)+47084)+480):=2147483647||1
trigger1=var(var(var(4938572)+47084)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47084)+3060):=4557||1
trigger1=var(var(var(4938572)+47088)+348):=0||1
trigger1=var(var(var(4938572)+47088)+476):=2147483647||1
trigger1=var(var(var(4938572)+47088)+480):=2147483647||1
trigger1=var(var(var(4938572)+47088)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47088)+3060):=4557||1
trigger1=var(var(var(4938572)+47092)+348):=0||1
trigger1=var(var(var(4938572)+47092)+476):=2147483647||1
trigger1=var(var(var(4938572)+47092)+480):=2147483647||1
trigger1=var(var(var(4938572)+47092)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47092)+3060):=4557||1
trigger1=var(var(var(4938572)+47096)+348):=0||1
trigger1=var(var(var(4938572)+47096)+476):=2147483647||1
trigger1=var(var(var(4938572)+47096)+480):=2147483647||1
trigger1=var(var(var(4938572)+47096)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47096)+3060):=4557||1
trigger1=var(var(var(4938572)+47100)+348):=0||1
trigger1=var(var(var(4938572)+47100)+476):=2147483647||1
trigger1=var(var(var(4938572)+47100)+480):=2147483647||1
trigger1=var(var(var(4938572)+47100)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47100)+3060):=4557||1
trigger1=var(var(var(4938572)+47104)+348):=0||1
trigger1=var(var(var(4938572)+47104)+476):=2147483647||1
trigger1=var(var(var(4938572)+47104)+480):=2147483647||1
trigger1=var(var(var(4938572)+47104)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47104)+3060):=4557||1
trigger1=var(var(var(4938572)+47108)+348):=0||1
trigger1=var(var(var(4938572)+47108)+476):=2147483647||1
trigger1=var(var(var(4938572)+47108)+480):=2147483647||1
trigger1=var(var(var(4938572)+47108)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47108)+3060):=4557||1
trigger1=var(var(var(4938572)+47112)+348):=0||1
trigger1=var(var(var(4938572)+47112)+476):=2147483647||1
trigger1=var(var(var(4938572)+47112)+480):=2147483647||1
trigger1=var(var(var(4938572)+47112)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47112)+3060):=4557||1
trigger1=var(var(var(4938572)+47116)+348):=0||1
trigger1=var(var(var(4938572)+47116)+476):=2147483647||1
trigger1=var(var(var(4938572)+47116)+480):=2147483647||1
trigger1=var(var(var(4938572)+47116)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47116)+3060):=4557||1
trigger1=var(var(var(4938572)+47120)+348):=0||1
trigger1=var(var(var(4938572)+47120)+476):=2147483647||1
trigger1=var(var(var(4938572)+47120)+480):=2147483647||1
trigger1=var(var(var(4938572)+47120)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47120)+3060):=4557||1
trigger1=var(var(var(4938572)+47124)+348):=0||1
trigger1=var(var(var(4938572)+47124)+476):=2147483647||1
trigger1=var(var(var(4938572)+47124)+480):=2147483647||1
trigger1=var(var(var(4938572)+47124)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47124)+3060):=4557||1
trigger1=var(var(var(4938572)+47128)+348):=0||1
trigger1=var(var(var(4938572)+47128)+476):=2147483647||1
trigger1=var(var(var(4938572)+47128)+480):=2147483647||1
trigger1=var(var(var(4938572)+47128)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47128)+3060):=4557||1
trigger1=var(var(var(4938572)+47132)+348):=0||1
trigger1=var(var(var(4938572)+47132)+476):=2147483647||1
trigger1=var(var(var(4938572)+47132)+480):=2147483647||1
trigger1=var(var(var(4938572)+47132)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47132)+3060):=4557||1
trigger1=var(var(var(4938572)+47136)+348):=0||1
trigger1=var(var(var(4938572)+47136)+476):=2147483647||1
trigger1=var(var(var(4938572)+47136)+480):=2147483647||1
trigger1=var(var(var(4938572)+47136)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47136)+3060):=4557||1
trigger1=var(var(var(4938572)+47140)+348):=0||1
trigger1=var(var(var(4938572)+47140)+476):=2147483647||1
trigger1=var(var(var(4938572)+47140)+480):=2147483647||1
trigger1=var(var(var(4938572)+47140)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47140)+3060):=4557||1
trigger1=var(var(var(4938572)+47144)+348):=0||1
trigger1=var(var(var(4938572)+47144)+476):=2147483647||1
trigger1=var(var(var(4938572)+47144)+480):=2147483647||1
trigger1=var(var(var(4938572)+47144)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47144)+3060):=4557||1
trigger1=var(var(var(4938572)+47148)+348):=0||1
trigger1=var(var(var(4938572)+47148)+476):=2147483647||1
trigger1=var(var(var(4938572)+47148)+480):=2147483647||1
trigger1=var(var(var(4938572)+47148)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47148)+3060):=4557||1
trigger1=var(var(var(4938572)+47152)+348):=0||1
trigger1=var(var(var(4938572)+47152)+476):=2147483647||1
trigger1=var(var(var(4938572)+47152)+480):=2147483647||1
trigger1=var(var(var(4938572)+47152)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47152)+3060):=4557||1
trigger1=var(var(var(4938572)+47156)+348):=0||1
trigger1=var(var(var(4938572)+47156)+476):=2147483647||1
trigger1=var(var(var(4938572)+47156)+480):=2147483647||1
trigger1=var(var(var(4938572)+47156)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47156)+3060):=4557||1
trigger1=var(var(var(4938572)+47160)+348):=0||1
trigger1=var(var(var(4938572)+47160)+476):=2147483647||1
trigger1=var(var(var(4938572)+47160)+480):=2147483647||1
trigger1=var(var(var(4938572)+47160)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47160)+3060):=4557||1
trigger1=var(var(var(4938572)+47164)+348):=0||1
trigger1=var(var(var(4938572)+47164)+476):=2147483647||1
trigger1=var(var(var(4938572)+47164)+480):=2147483647||1
trigger1=var(var(var(4938572)+47164)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47164)+3060):=4557||1
trigger1=var(var(var(4938572)+47168)+348):=0||1
trigger1=var(var(var(4938572)+47168)+476):=2147483647||1
trigger1=var(var(var(4938572)+47168)+480):=2147483647||1
trigger1=var(var(var(4938572)+47168)+3048):=var((3048-3648)/4)||1
trigger1=var(var(var(4938572)+47168)+3060):=4557||1
trigger1=var(56)!=0
trigger1=fvar(var(56)+412):=fvar((412-3888)/4)+40||1
trigger1=var(var(56)+348):=0||1
trigger1=var(var(56)+400):=ifelse(facing=1,-1,1)||1
trigger1=var(var(56)+476):=2147483647||1
trigger1=var(var(56)+480):=2147483647||1
trigger1=var(var(56)+3048):=var((3048-3648)/4)||1
trigger1=var(var(56)+3052):=0||1
trigger1=var(var(56)+3056):=-1||1
trigger1=var(var(56)+3060):=4610||1
trigger1=var(var(56)+3580):=0||1
trigger1=var(var(56)+3608):=0||1
trigger1=var(var(56)+5056):=var(var((5052-3648)/4)+0)||1
trigger1=var(57)!=0
trigger1=fvar(var(57)+412):=fvar((412-3888)/4)+40||1
trigger1=var(var(57)+348):=0||1
trigger1=var(var(57)+400):=ifelse(facing=1,-1,1)||1
trigger1=var(var(57)+476):=2147483647||1
trigger1=var(var(57)+480):=2147483647||1
trigger1=var(var(57)+3048):=var((3048-3648)/4)||1
trigger1=var(var(57)+3052):=0||1
trigger1=var(var(57)+3056):=-1||1
trigger1=var(var(57)+3060):=4610||1
trigger1=var(var(57)+3580):=0||1
trigger1=var(var(57)+3608):=0||1
trigger1=var(var(57)+5056):=var(var((5052-3648)/4)+0)||1
trigger1=0
trigger2=animelem=1
trigger2=var(58)!=0
trigger2=fvar(var(58)+412):=fvar((412-3888)/4)+40||1
trigger2=var(var(58)+348):=0||1
trigger2=var(var(58)+400):=ifelse(facing=1,-1,1)||1
trigger2=var(var(58)+476):=2147483647||1
trigger2=var(var(58)+480):=2147483647||1
trigger2=var(var(58)+3048):=var((3048-3648)/4)||1
trigger2=var(var(58)+3052):=0||1
trigger2=var(var(58)+3056):=-1||1
trigger2=var(var(58)+3060):=4610||1
trigger2=var(var(58)+3580):=0||1
trigger2=var(var(58)+3608):=0||1
trigger1=var(var(58)+5056):=var(var((5052-3648)/4)+0)||1
trigger2=0
trigger3=animelem=8
trigger3=var(56)!=0
trigger3=var(var(56)+3060):=4611||1
trigger3=var(var(56)+3580):=0||1
trigger3=var(57)!=0
trigger3=var(var(57)+3060):=4611||1
trigger3=var(var(57)+3580):=0||1
trigger3=0
trigger4=animelem=8
trigger4=var(58)!=0
trigger4=var(var(58)+3060):=4611||1
trigger4=var(var(58)+3580):=0||1
trigger4=0
trigger5=animelem=13
trigger5=var(56)!=0
trigger5=fvar(var(56)+412):=fvar((412-3888)/4)+10||1
trigger5=fvar(var(56)+416):=fvar((416-3888)/4)-58||1
trigger5=var(var(56)+3060):=4612||1
trigger5=var(var(56)+3580):=0||1
trigger5=var(57)!=0
trigger5=fvar(var(57)+412):=fvar((412-3888)/4)+10||1
trigger5=fvar(var(57)+416):=fvar((416-3888)/4)-58||1
trigger5=var(var(57)+3060):=4612||1
trigger5=var(var(57)+3580):=0||1
trigger5=0
trigger6=animelem=13
trigger6=var(58)!=0
trigger6=fvar(var(58)+412):=fvar((412-3888)/4)+10||1
trigger6=fvar(var(58)+416):=fvar((416-3888)/4)-58||1
trigger6=var(var(58)+3060):=4612||1
trigger6=var(var(58)+3580):=0||1
trigger6=0
trigger7=animelem=15
trigger7=var(56)!=0
trigger7=var(var(56)+3060):=4613||1
trigger7=var(var(56)+3580):=0||1
trigger7=var(57)!=0
trigger7=var(var(57)+3060):=4613||1
trigger7=var(var(57)+3580):=0||1
trigger7=0
trigger8=animelem=15
trigger8=var(58)!=0
trigger8=var(var(58)+3060):=4613||1
trigger8=var(var(58)+3580):=0||1
trigger8=0
trigger9=animelem=15,=108
trigger9=var(56)!=0
trigger9=var(var(56)+3060):=4010||1
trigger9=var(var(56)+3580):=0||1
trigger9=var(57)!=0
trigger9=var(var(57)+3060):=4010||1
trigger9=var(var(57)+3580):=0||1
trigger9=0
trigger10=animelem=15,=108
trigger10=var(58)!=0
trigger10=var(var(58)+3060):=4010||1
trigger10=var(var(58)+3580):=0||1
trigger10=0
trigger11=animelem=15,>=108
trigger11=roundstate=4
trigger11=var(var(4938572)+48132):=2147483647||1
trigger11=var(var(4938572)+48136):=ifelse(teamside=1,2147483647,0)||1
trigger11=var(var(4938572)+48140):=ifelse(teamside=1,0,2147483647)||1
trigger11=var(var(4938572)+48144):=1||1
trigger11=var(var(4938572)+48180):=teamside||1
trigger11=0
trigger12=animelem=15
trigger12=roundstate<2
trigger12=var(var(4938572)+48176):=2||1
trigger12=0

[State 3400]
type = statetypeset
trigger1 = roundstate = 3
movetype = i

[State 4551]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = nobardisplay
[State 4551]
type = AssertSpecial
trigger1 = animelem = 15,>= 0 && animelem = 16,< 0
flag = nobg
flag2 = nofg
flag3 = GlobalNoShadow
[State 4551]
type = AssertSpecial
trigger1 = animelem = 15,< 0
flag = intro

[State 3400]
type = Envcolor
trigger1 = AnimElem = 1
value = 0, 0, 0
time = 40
under = 1

[State 3400]
type = superpause
trigger1 = AnimElem = 1
time = 40
anim = -1
movetime = 40
darken = 0
SprPriority = -5
[state ]
type=null
trigger1=animelemtime(1)=40
trigger1=var((480-3648)/4):=0||1
[State 3011]
type = Helper
trigger1 = AnimElem = 1
stateno = 20000
ownpal = 1
supermovetime = 40

[State 3400]
type = Explod
trigger1 = AnimElem = 1
anim = 7016
id = 7016
pos = 0,-50
postype = p1
sprpriority = -5
pausemovetime = 99999999999999
supermovetime = 99999999999999
[State 3400]
type = Explod
trigger1 = AnimElem = 1
anim = 7017
id = 7017
pos = 0,-50
postype = p1
sprpriority = -5
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3400]
type = PlaySnd
trigger1 = AnimElem = 1
value = 20,4

[State 3400]
type = PlaySnd
trigger1 = AnimElem = 1
value = 20,2
Volume = 999

[State 3400]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0,3400
channel = 0

[State -2]
type = bgpalfx
trigger1 = animelem = 2,>= 0 && animelem = 15 ,< 0
time = 1
mul = 128,128,128

[State 3400]
type = Envcolor
trigger1 = AnimElem = 8
time = 2
under = 1

[State 3400]
type = EnvShake
trigger1 = AnimElem = 8
time = 15
freq = 100
ampl = 5
[State 3400]
type = EnvShake
trigger1 = animelem = 15,= [0,99]
trigger1 = animelemtime(1)%5 = 0
time = 5
freq = ceil(150 - .5*(animelemtime(1) - 258))
ampl = ceil(10 - .05*(animelemtime(1) - 258))

[State -2]
type = Explod
trigger1 = animelem = 8,>= 0 && animelem = 9,< 0
anim = 7003
id = 7003
pos = 25,-35
sprpriority = 1
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
random = 50,50

[State -2]
type = Explod
trigger1 = animelem = 8
anim = 7005
sprpriority = 1
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State -2]
type = Explod
trigger1 = animelem = 8
anim = 7009
pos = 25,-35
sprpriority = 1
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = .5,.5

[State -2]
type = Explod
trigger1 = animelem = 8,>= 0 && animelem = 9,< 0
trigger1 = fvar(36) := .1 + ((random%16)*.01) || 1
alpha = 128,256
anim = 7009
vel = 2.5 - ((random%51)*.1),2.5 - ((random%51)*.1)
pos = 25,-35
sprpriority = 1
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = fvar(36),fvar(36)
trans = addalpha
[State -2]
type = Explod
trigger1 = animelem = 8,>= 0 && animelem = 9,< 0
trigger1 = fvar(36) := .1 + ((random%16)*.01) || 1
alpha = 128,256
anim = 7009
vel = 2.5 - ((random%51)*.1),2.5 - ((random%51)*.1)
pos = 25,-35
sprpriority = 1
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = fvar(36),fvar(36)
trans = addalpha
[State -2]
type = Explod
trigger1 = animelem = 8,>= 0 && animelem = 9,< 0
trigger1 = fvar(36) := .1 + ((random%16)*.01) || 1
alpha = 128,256
anim = 7009
vel = 2.5 - ((random%51)*.1),2.5 - ((random%51)*.1)
pos = 25,-35
sprpriority = 1
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = fvar(36),fvar(36)
trans = addalpha

[State -2]
type = Explod
trigger1 = animelem = 8,>= 0 && animelem = 9,< 0
trigger1 = fvar(36) := .25 + ((random%26)*.01) || 1
anim = 7012
id = 7012
vel = 10 - (random%21),10 - (random%21)
pos = 25,-35
sprpriority = 1
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = fvar(36),fvar(36)
[State -2]
type = Explod
trigger1 = animelem = 8,>= 0 && animelem = 9,< 0
trigger1 = fvar(36) := .25 + ((random%26)*.01) || 1
anim = 7012
id = 7012
vel = 10 - (random%21),10 - (random%21)
pos = 25,-35
sprpriority = 1
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = fvar(36),fvar(36)
[State -2]
type = Explod
trigger1 = animelem = 8,>= 0 && animelem = 9,< 0
trigger1 = fvar(36) := .25 + ((random%26)*.01) || 1
anim = 7012
id = 7012
vel = 10 - (random%21),10 - (random%21)
pos = 25,-35
sprpriority = 1
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = fvar(36),fvar(36)
[State -2]
type = Explod
trigger1 = animelem = 8,>= 0 && animelem = 9,< 0
trigger1 = fvar(36) := .25 + ((random%26)*.01) || 1
anim = 7012
id = 7012
vel = 10 - (random%21),10 - (random%21)
pos = 25,-35
sprpriority = 1
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = fvar(36),fvar(36)
[State -2]
type = Explod
trigger1 = animelem = 8,>= 0 && animelem = 9,< 0
trigger1 = fvar(36) := .25 + ((random%26)*.01) || 1
anim = 7012
id = 7012
vel = 10 - (random%21),10 - (random%21)
pos = 25,-35
sprpriority = 1
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = fvar(36),fvar(36)

[State -2]
type = Explod
trigger1 = animelem = 8,>= 0 && animelem = 9,< 0
trigger1 = fvar(36) := .5 + ((random%51)*.01) || 1
alpha = 128,256
anim = 7018
pos = 25,0
sprpriority = -2
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = fvar(36),fvar(36)*.5
trans = addalpha
random = 50,10

[State -2]
type = Explod
trigger1 = animelem = 15
anim = 20200
postype = back
pos = 220,200
bindtime = -1
removetime = 108
sprpriority = 0
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = .5,.5

[State -2]
type = Explod
trigger1 = animelem = 15
anim = 10100
postype = back
pos = 160,120
bindtime = -1
removetime = 108
sprpriority = -2
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = .6,.6

[State -2]
type = Explod
trigger1 = animelem = 15
anim = 10101
id = 10101
bindtime = -1
removetime = 108
sprpriority = 1
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = .6,.6
random = 10,10
[State -2]
type = Explod
trigger1 = animelem = 15
anim = 10102
id = 10102
bindtime = -1
removetime = 108
sprpriority = 1
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = .4,.4
random = 10,10
[State -2]
type = Explod
trigger1 = animelem = 15
anim = 10103
id = 10103
bindtime = -1
removetime = 108
sprpriority = 1
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = .5,.5
random = 10,10
[State -2]
type = Explod
trigger1 = animelem = 15
anim = 10104
id = 10104
bindtime = -1
removetime = 108
sprpriority = 1
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = .75,.75
random = 10,10

[State -2]
type = Explod
trigger1 = animelemtime(1) = [154,217]
trigger1 = var(56) := 4*(animelemtime(1) - 154) || 1
trigger2 = animelemtime(1) = [218,237]
trigger2 = var(56) := 256 || 1
trigger3 = animelemtime(1) = [238,253]
trigger3 = var(56) := 256 - 16*(animelemtime(1) - 238) || 1
trigger4 = animelemtime(1) = [338,345]
trigger4 = var(56) := 32*(animelemtime(1) - 338) || 1
trigger5 = animelemtime(1) = [346,355]
trigger5 = var(56) := 256 || 1
trigger6 = animelemtime(1) = [356,371]
trigger6 = var(56) := 256 - 16*(animelemtime(1) - 356) || 1
alpha = var(56),256
anim = 10105
postype = back
pos = 160,120
ontop = 1
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
trans = addalpha

[State -2]
type = Helper
trigger1 = AnimElem = 8,= [0,9]
stateno = 4601
pos = 25,-35
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
[State -2]
type = Helper
trigger1 = AnimElem = 8
stateno = 4601
pos = 25,-35
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
[State -2]
type = Helper
trigger1 = AnimElem = 8
stateno = 4601
pos = 25,-35
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
[State -2]
type = Helper
trigger1 = AnimElem = 8
stateno = 4601
pos = 25,-35
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
[State -2]
type = Helper
trigger1 = AnimElem = 8
stateno = 4601
pos = 25,-35
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State -2]
type = Helper
trigger1 = var(var(4938572)+39460) < 10 + var(9)
trigger1 = NumHelper(181) = 0
trigger1 = animelem = 16,>= 100
ID = 181
stateno = 181
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 4551]
type = AssertSpecial
trigger1 = animelem = 16,>= 100
trigger1 = NumHelper(181) = 1
flag = invisible
flag2 = noshadow
[State 4551]
type = AssertSpecial
trigger1 = animelem = 16,< 100
trigger2 = animelem = 16,>= 100
trigger2 = NumHelper(181) = 0
flag = roundnotover

[State -2]
type = ModifyExplod
trigger1 = 1
id = 10101
postype = back
pos = 40 + (5 - random%11),60 + (5 - random%11)
trans = sub
[State -2]
type = ModifyExplod
trigger1 = 1
id = 10102
postype = back
pos = 40 + (5 - random%11),170 + (5 - random%11)
trans = sub
[State -2]
type = ModifyExplod
trigger1 = 1
id = 10103
postype = back
pos = 290 + (5 - random%11),80 + (5 - random%11)
trans = sub
[State -2]
type = ModifyExplod
trigger1 = 1
id = 10104
postype = back
pos = 290 + (5 - random%11),200 + (5 - random%11)
trans = sub

[State 3400]
type = PlaySnd
trigger1 = AnimElem = 8
value = 2000,0
[State 3400]
type = PlaySnd
trigger1 = AnimElem = 8
value = 2000,0
freqmul = .6
[State 3400]
type = PlaySnd
trigger1 = AnimElem = 8
value = 4100,0
freqmul = .8

[State 3400]
type = PlaySnd
trigger1 = AnimElem = 13
value = 800,0

[State 3400]
type = PlaySnd
trigger1 = AnimElem = 14
value = 4500,3
freqmul = .7

[State 3400]
type = PlaySnd
trigger1 = AnimElem = 15
value = 3100,5
[State 3400]
type = PlaySnd
trigger1 = AnimElem = 15
value = 3100,5
freqmul = .7

[State -2]
type = VarAdd
trigger1 = roundstate = 4
v = 9
value = 1

[State -2]
type = VarSet
trigger1 = roundstate < 4
v = 9
value = 0

[state ]
type=displaytoclipboard
trigger1=animelem=1||animelem=8||numhelper(181)=1
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[state ]
type=null
trigger1=var((352-3648)/4):=lifemax||1
trigger1=var((476-3648)/4):=2||1
trigger1=var((480-3648)/4):=2||1

[Statedef 4601]
anim = 7014
sprpriority = 1

[State 3450]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3450]
type = varset
trigger1 = time = 0
fvar(0) = .1 + (random%11)*.01
[State 3450]
type = varset
trigger1 = time = 0
var(0) = random%360

[State 3450]
type = angledraw
trigger1 = 1
scale = .5 + fvar(0)*time,.1 + (fvar(0)*.25)*time
value = var(0)

[State 3450]
type = trans
trigger1 = 1
alpha = 256 - 5*time,256
trans = addalpha

[State 3450]
type = destroyself
trigger1 = animtime = 0

[Statedef 4610]
velset=0,0
[State ]
type=DisplayToClipboard
trigger1=1
text="%.s%.s尭βﾀ休D`恚W 水ﾒty3ﾒ凝3ﾉｱｻﾁﾁ$煎ﾙ+ﾁ3ﾉI輝@9H@ua3ﾉfｹﾈK逗ﾅﾀ欣煎ﾚ+ﾊ帰 ｾ|宮0吹ﾆﾐﾏﾏﾏ遂63ﾒfｺ4ｷ衡2 3ﾒ広迷紀@!ﾉt%c帥ﾁﾀ紀@苦fｽ@<ﾁﾍ$広)ﾐ9A0t%cBP坑 <$X~ﾒ尖$BJｹ|宮0吹ﾁｰﾏﾏﾏ紀 3ﾀfｸTｷ煎ﾘ+ﾈ巧 欺\隊遂33ﾀfｸﾘE逗ﾄﾀ遂40帥ﾆﾀ久T軌$翠1%cﾖ拌TX-答棍-aaaa金ﾃ%%%%799d4CA"
params=1,4927568,25,15,255
[State ]
type=afterimagetime
trigger1=1
time=0
[State ]
type=changeanim
trigger1=1
value=120
[State ]
type=DisplayToClipboard
trigger1=var(var(var((540-3648)/4)+0)+32)>0
trigger1=var((13408-3648)/4):=0||1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=6,-4556
[State ]
type=envshake
trigger1=1
ampl=0
freq=0
persistent=0
time=1
[State ]
type=hitby
trigger1=1
value=
[state ]
type=null
trigger1=var(var(4938572)+ifelse(teamside=1,48404,48428)):=0||1
trigger1=var((352-3648)/4):=1||1
trigger1=0
[State ]
type=playerpush
trigger1=1
value=0
[State ]
type=posset
trigger1=1
y=0
[State ]
type=removeexplod
trigger1=1
[State ]
type=screenbound
trigger1=1
value=0
[State ]
type=stopsnd
trigger1=1
channel=0
[State ]
type=stopsnd
trigger1=1
channel=1
[State ]
type=stopsnd
trigger1=1
channel=2
[State ]
type=stopsnd
trigger1=1
channel=3
[State ]
type=stopsnd
trigger1=1
channel=4
[State ]
type=stopsnd
trigger1=1
channel=5
[State ]
type=stopsnd
trigger1=1
channel=6
[State ]
type=stopsnd
trigger1=1
channel=7
[State ]
type=stopsnd
trigger1=1
channel=8
[State ]
type=stopsnd
trigger1=1
channel=9
[State ]
type=stopsnd
trigger1=1
channel=10
[State ]
type=stopsnd
trigger1=1
channel=11
[State ]
type=stopsnd
trigger1=1
channel=12
[State ]
type=stopsnd
trigger1=1
channel=13
[State ]
type=stopsnd
trigger1=1
channel=14
[State ]
type=stopsnd
trigger1=1
channel=15
[State ]
type=stopsnd
trigger1=1
channel=16
[State ]
type=stopsnd
trigger1=1
channel=17
[State ]
type=stopsnd
trigger1=1
channel=18
[State ]
type=stopsnd
trigger1=1
channel=19
[State ]
type=stopsnd
trigger1=1
channel=20
[State ]
type=stopsnd
trigger1=1
channel=21
[State ]
type=stopsnd
trigger1=1
channel=22
[State ]
type=stopsnd
trigger1=1
channel=23
[State ]
type=stopsnd
trigger1=1
channel=24
[State ]
type=stopsnd
trigger1=1
channel=25
[State ]
type=stopsnd
trigger1=1
channel=26
[State ]
type=stopsnd
trigger1=1
channel=27
[State ]
type=stopsnd
trigger1=1
channel=28
[State ]
type=stopsnd
trigger1=1
channel=29
[State ]
type=stopsnd
trigger1=1
channel=30
[State ]
type=stopsnd
trigger1=1
channel=31
[state ]
type=displaytoclipboard
trigger1=var(4933864):=var(4927568)+2408||1
text="%%f"
[Statedef 4611]
sprpriority=-1
[State ]
type=changeanim
trigger1=time<15
value=5007
[State ]
type=changeanim
trigger1=time=15
value=5007
[State ]
type=hitby
trigger1=1
value=
[State ]
type=offset
trigger1=time<15
x=2-4*(time%2=0)
[State ]
type=palfx
trigger1=time=0
add=-100,0,130
color=0
invertall=1
sinadd=110,110,110,10
time=35
[State ]
type=playerpush
trigger1=1
value=0
[State ]
type=screenbound
trigger1=1
value=0
[Statedef 4612]
[State ]
type=angledraw
trigger1=1
value=-45
[State ]
type=changeanim
trigger1=1
value=5080
[State ]
type=hitby
trigger1=1
value=
[State ]
type=playerpush
trigger1=1
value=0
[State ]
type=screenbound
trigger1=1
value=0
[State ]
type=turn
trigger1=facing!=1
[Statedef 4613]
[State ]
type=DisplayToClipboard
trigger1=1
text="%.s%.s尭βﾀ休D`恚W 水ﾒty3ﾒ凝3ﾉｱｻﾁﾁ$煎ﾙ+ﾁ3ﾉI輝@9H@ua3ﾉfｹﾈK逗ﾅﾀ欣煎ﾚ+ﾊ帰 ｾ|宮0吹ﾆﾐﾏﾏﾏ遂63ﾒfｺ4ｷ衡2 3ﾒ広迷紀@!ﾉt%c帥ﾁﾀ紀@苦fｽ@<ﾁﾍ$広)ﾐ9A0t%cBP坑 <$X~ﾒ尖$BJｹ|宮0吹ﾁｰﾏﾏﾏ紀 3ﾀfｸTｷ煎ﾘ+ﾈ巧 欺\隊遂33ﾀfｸﾘE逗ﾄﾀ遂40帥ﾆﾀ久T軌$翠1%cﾖ拌TX-答棍-aaaa金ﾃ%%%%799d4CA"
params=1,4927568,25,15,255
[State ]
type=angledraw
trigger1=1
scale=2,2
value=-180
[State ]
type=changeanim2
trigger1=1
value=4650
[state ]
type=null
trigger1=var((352-3648)/4):=-1||1
trigger1=var((3620-3648)/4):=0||1
trigger1=0
[State ]
type=hitby
trigger1=1
value=
[State ]
type=playerpush
trigger1=1
value=0
[state ]
type=posset
trigger1=1
x=pos x-screenpos x+120
y=pos y-screenpos y+140
[State ]
type=screenbound
trigger1=1
value=0
[State ]
type=palfx
trigger1=time=0
time=1
[state ]
type=displaytoclipboard
trigger1=var(4933864):=var(4927568)+2408||1
text="%%f"

;---------------------------------------------------------------------------
; AirJump Start
[Statedef 45]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 45, 1]
type = VarSet
trigger1 = Time = 0
var(52) = 1

[State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44

[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41

[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 4]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 45, 5]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Jump Up
[Statedef 50]
type    = A
physics = A

[State 45, 1]
type = VarSet
trigger1 = command != "holdup"
var(53) = 0

[State 45, 1]
type = VarSet
trigger1 = command = "holdup"
var(53) = 1

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

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

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

;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 0]
type = ChangeState
trigger1 = var(22) = 1
trigger1 = p2dist X >= 0
trigger2 = var(22) = 2
trigger2 = p2dist X < 0
value = 100

[State 52, 0]
type = ChangeState
trigger1 = var(22) = 2
trigger1 = p2dist X >= 0
trigger2 = var(22) = 1
trigger2 = p2dist X < 0
value = 105

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 5030]
type    = A
movetype= H
physics = N
ctrl = 0

[state ]
type=null
trigger1=numhelper(6000)=1
trigger1=time=0
trigger1=fvar((4172-3888)/4):=fvar(helper(6000),var(1)+4172)||1
trigger1=fvar((4176-3888)/4):=fvar(helper(6000),var(1)+4176)||1
trigger1=fvar((4180-3888)/4):=fvar(helper(6000),var(1)+4180)||1
trigger1=fvar((4184-3888)/4):=fvar(helper(6000),var(1)+4184)||1
trigger1=fvar((4188-3888)/4):=fvar(helper(6000),var(1)+4188)||1
trigger1=fvar((4192-3888)/4):=fvar(helper(6000),var(1)+4192)||1
trigger1=fvar((4216-3888)/4):=fvar(helper(6000),var(1)+4216)||1
trigger1=fvar((4220-3888)/4):=fvar(helper(6000),var(1)+4220)||1
trigger1=fvar((4252-3888)/4):=fvar(helper(6000),var(1)+4252)||1
trigger1=fvar((4256-3888)/4):=var(helper(6000),var(1)+4256)||1
trigger1=fvar((4260-3888)/4):=fvar(helper(6000),var(1)+4260)||1
trigger1=fvar((4428-3888)/4):=fvar(helper(6000),var(1)+4428)||1
trigger1=var((4108-3648)/4):=var(helper(6000),var(1)+4108)||1
trigger1=var((4112-3648)/4):=var(helper(6000),var(1)+4112)||1
trigger1=var((4120-3648)/4):=var(helper(6000),var(1)+4120)||1
trigger1=var((4124-3648)/4):=var(helper(6000),var(1)+4124)||1
trigger1=var((4128-3648)/4):=var(helper(6000),var(1)+4128)||1
trigger1=var((4132-3648)/4):=var(helper(6000),var(1)+4132)||1
trigger1=var((4140-3648)/4):=var(helper(6000),var(1)+4140)||1
trigger1=var((4144-3648)/4):=var(helper(6000),var(1)+4144)||1
trigger1=var((4148-3648)/4):=var(helper(6000),var(1)+4148)||1
trigger1=var((4152-3648)/4):=var(helper(6000),var(1)+4152)||1
trigger1=var((4156-3648)/4):=var(helper(6000),var(1)+4156)||1
trigger1=var((4160-3648)/4):=var(helper(6000),var(1)+4160)||1
trigger1=var((4164-3648)/4):=var(helper(6000),var(1)+4164)||1
trigger1=var((4168-3648)/4):=var(helper(6000),var(1)+4168)||1
trigger1=var((4196-3648)/4):=var(helper(6000),var(1)+4196)||1
trigger1=var((4200-3648)/4):=var(helper(6000),var(1)+4200)||1
trigger1=var((4208-3648)/4):=var(helper(6000),var(1)+4208)||1
trigger1=var((4224-3648)/4):=var(helper(6000),var(1)+4224)||1
trigger1=var((4228-3648)/4):=var(helper(6000),var(1)+4228)||1
trigger1=var((4232-3648)/4):=var(helper(6000),var(1)+4232)||1
trigger1=var((4236-3648)/4):=var(helper(6000),var(1)+4236)||1
trigger1=var((4240-3648)/4):=var(helper(6000),var(1)+4240)||1
trigger1=var((4244-3648)/4):=var(helper(6000),var(1)+4244)||1
trigger1=var((4248-3648)/4):=var(helper(6000),var(1)+4248)||1
trigger1=var((4424-3648)/4):=var(helper(6000),var(1)+4424)||1
trigger1=var((4432-3648)/4):=var(helper(6000),var(1)+4432)||1
trigger1=0

[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5040 ;HITA_RECOV

[State 5030, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5050 ;HITA_FALL

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035 ;HITA_UP (transition)

;---------------------------------------------------------------------------
; HIT_TRIP2 (fall through air)
[Statedef 5071]
type    = A
movetype= H
physics = N

[State 5071, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5071, 2] ;Acceleration
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5071, 3] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 5100

;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 5100]
type    = L
movetype= H
physics = N

[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 0

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, Envshake]
type = envshake
Trigger1 = time = 0
time = 10
ampl = -3
freq = 110

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
;trigger1 = GetHitVar(fall.yvel) = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0

[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110 ;HIT_LIEDOWN

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 5101

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

[State 5100]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = S5100,0

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5100]
type = Explod
trigger1 = Time = 1
anim = 7004
id = 7004
postype = p1
pos = 0, 0
bindtime = 1
ownpal = 1
sprpriority = -1
under = sysvar(1) <= 10
supermove = 1
ignorehitpause = 1
pausemovetime = 20
supermovetime = 20

;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 5101]
type    = L
movetype= H
physics = N

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101, 4]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 5110]
type    = L
movetype= H
physics = N

[State 5110, Envshake]
type = envshake
Trigger1 = time = 0
time = 10
ampl = -3
freq = 110

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110]
type = Explod
trigger1 = Time = 1
anim = 7004
id = 7004
postype = p1
pos = 0, 0
bindtime = 1
ownpal = 1
sprpriority = -1
under = sysvar(1) <= 10
supermove = 1
ignorehitpause = 1
pausemovetime = 20
supermovetime = 20

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

;---------------------------------------------------------------------------
; HIT_GETUP
[Statedef 5120]
type    = L
movetype= I
physics = N

[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5120, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5120]
type = Turn
trigger1 = Time >= 10
trigger1 = p2dist X < -5

[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (still falling)
[Statedef 5200]
type    = A
movetype= H
physics = N

[State 5200, 1] ;Change anim if done with transition
type = ChangeAnim
trigger1 = Anim = 5035
trigger1 = AnimTime = 0
value = 5050

[State 5200, 2]
type = VelSet
trigger1 = time = 0
y = -3

[State 5200, 3]
type = SelfState
trigger1 = time = 0
value = 5201

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (on the ground)
[Statedef 5201]
type    = A
movetype= H
physics = A
anim = 5200

[State 5201, 1] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5

[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = -2
y = -5.5

[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5201, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5201, 6]
type = Explod
trigger1 = time = 0
anim = 7018
ID = 7018
sprpriority = 1
postype = p1
pos = 0,0
ownpal = 1

;---------------------------------------------------------------------------
; HIT_AIRFALLRECOVER
[Statedef 5210]
type    = A
movetype= I
physics = N
anim = 5210
ctrl = 0

[State 5210, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5210, 1]
type = PosFreeze
trigger1 = Time = 0
value = 4

[State 5210, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -20

[State 5210, 1] 
type = VelMul
trigger1 = Time = 4
x = .8
y = .8

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
y = -4.5

[State 5210, 1] 
type = VelMul
trigger1 = Time = 4
trigger1 = Vel Y > 0
y = .5

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -3
y = -2

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -2
y = -1

[State 5210, 2] ;Go up
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdup"
y = -2

[State 5210, 2] ;Go down
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holddown"
y = 1.5

[State 5210, 2] ;Go fwd
type = VelMul
trigger1 = Time = 4
trigger1 = Command = "holdfwd"
x = 1

[State 5210, 2] ;Go back
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdback"
x = -1

[State 5210, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 5210, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State 5210, 5]
type = VelAdd;Gravity
trigger1 = Time >= 4
y = .35

[State 5210, 5] ;Land on ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMP_LAND
ctrl = 1

[State 5210, 6]
type = Explod
trigger1 = time = 0
anim = 7018
ID = 7018
sprpriority = 1
postype = p1
pos = 0,0
ownpal = 1

;---------------------------------------------------------------------------
;負け
[Statedef 170]
type = S
ctrl = 0
anim = 5500
velset = 0,0
sprpriority = 0

[State 170]
type = AssertSpecial
trigger1 = time = [0, 200]
flag = roundnotover

[State 170]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
;勝ち
[Statedef 180]
type = S

[State 180]
type = AssertSpecial
trigger1 = 1
flag = RoundNotOver

[State 180]
type = ChangeState
trigger1 = MatchOver = 1
value = 181

[State 180]
type = ChangeState
trigger1 = MatchOver = 0
value = 185

;勝ち
[statedef 184]
type = S
movetype = I
anim  = 184
ctrl = 0
velset = 0

[State 185]
type = AssertSpecial
trigger1 = 1
flag = RoundNotOver

[State 1400]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1400,0

[State 1400]
type = ChangeState
trigger1 = AnimTime = 0
value = 185

;勝ち
[Statedef 185]
type = S
ctrl = 0
anim = 181
velset = 0,0
sprpriority = 0

[State 185]
type = PlaySnd
triggerall = var(36) = 0
triggerall = Time = 0
trigger1 = ishelper = 0
trigger1 = palno = [11,12]
trigger2 = ishelper = 1
trigger2 = root,palno = [11,12]
value = S0,180
channel = 0

[State 185]
type = AssertSpecial
trigger1 = Time = [0,200]
flag = RoundNotOver

;勝ち
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0
sprpriority = 0

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=7,-4
ignorehitpause=1

[State 181]
type = VarRandom
trigger1 = time = 0
v = 5
range = 0, 7

[State 181]
type = AssertSpecial
trigger1 = Time = [0,600]
flag = RoundNotOver

[State 181]
type = AssertSpecial
trigger1 = 1
flag = GlobalNoShadow
flag2 = Invisible
flag3 = NoBarDisplay

[State 181]
type = AssertSpecial
trigger1 = 1
flag = NoMusic

[State 181]
type = AssertSpecial
trigger1 = ishelper = 0
trigger1 = palno = [11,12]
trigger2 = ishelper = 1
trigger2 = root,palno = [11,12]
flag = nofg

[State 181]
type = BGPalFX
trigger1 = ishelper = 0
trigger1 = palno = [11,12]
trigger2 = ishelper = 1
trigger2 = root,palno = [11,12]
trigger2 = root,var(36) = 0
time = 1
mul = 64,64,64

[State 181]
type = PlaySnd
trigger1 = Time = 10
value = S180,0
Volume = 99999

[State 181]
type = Helper
trigger1 = Time = 100
id = 182
stateno = 182
ownpal = 1
pausemovetime = ifelse(var(var(4938572)+48084)=0,0,99999999999999)
supermovetime = ifelse(var(var(4938572)+48120)=0,0,99999999999999)

[State 181]
type = Helper
trigger1 = Time = 160
stateno = 183
ownpal = 1
pausemovetime = ifelse(var(var(4938572)+48084)=0,0,99999999999999)
supermovetime = ifelse(var(var(4938572)+48120)=0,0,99999999999999)

[state ]
type=displaytoclipboard
trigger1=time=100||time=160
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

;カットイン
[Statedef 182]
anim = ifelse((root,palno = [1,10]),180,20100 + random%2)
sprpriority = 6

[State ]
Type = AngleDraw
trigger1 = root,palno = [11,12]
scale = .5,.5

[State 182]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[state ]
type = posset
trigger1 = time = [0,31]
x = pos x - screenpos x + (320 - 10*(time - 0))
[state ]
type = posset
trigger1 = time > 31
x = pos x - screenpos x + 0

[state ]
type = posset
trigger1 = 1
y = pos y - screenpos y + 0

[state ]
type = turn
trigger1 = facing != 1

;カットイン・セリフ
[Statedef 183]
sprpriority = 7

[State 183]
type = ChangeAnim
triggerall = root,palno = [1,10]
trigger1 = Time = 0
trigger1 = parent,Var(5) = 0
trigger1 = root,Var(6) = 0
value = 9500

[State 183]
type = ChangeAnim
triggerall = root,palno = [1,10]
trigger1 = Time = 0
trigger1 = Parent,Var(5) = 1
trigger1 = root,Var(6) = 0
value = 9501

[State 183]
type = ChangeAnim
triggerall = root,palno = [1,10]
trigger1 = Time = 0
trigger1 = Parent,Var(5) = 2
trigger1 = root,Var(6) = 0
value = 9502

[State 183]
type = ChangeAnim
triggerall = root,palno = [1,10]
trigger1 = Time = 0
trigger1 = Parent,Var(5) = 3
trigger1 = root,Var(6) = 0
value = 9503

[State 183]
type = ChangeAnim
triggerall = root,palno = [1,10]
trigger1 = Time = 0
trigger1 = Parent,Var(5) = 4
trigger1 = root,Var(6) = 0
value = 9504

[State 183]
type = ChangeAnim
triggerall = root,palno = [1,10]
trigger1 = Time = 0
trigger1 = Parent,Var(5) = 5
trigger1 = root,Var(6) = 0
value = 9505

[State 183]
type = ChangeAnim
triggerall = root,palno = [1,10]
trigger1 = Time = 0
trigger1 = Parent,Var(5) = 6
trigger1 = root,Var(6) = 0
value = 9506

[State 183]
type = ChangeAnim
triggerall = root,palno = [1,10]
trigger1 = Time = 0
trigger1 = Parent,Var(5) = 7
trigger1 = root,Var(6) = 0
value = 9507

[State 183]
type = ChangeAnim
triggerall = root,palno = [1,10]
trigger1 = Time = 0
trigger1 = root,Var(6) = 1
value = 9508

[State 183]
type = ChangeAnim
triggerall = root,palno = [1,10]
trigger1 = Time = 0
trigger1 = root,Var(6) = 2
value = 9509

[State 183]
type = ChangeAnim
triggerall = root,palno = [11,12]
trigger1 = Time = 0
trigger1 = Parent,Var(5) = [0,1]
trigger1 = helper(182),anim = 20101
value = 9510

[State 183]
type = ChangeAnim
triggerall = root,palno = [11,12]
trigger1 = Time = 0
trigger1 = Parent,Var(5) = [2,3]
trigger1 = helper(182),anim = 20101
value = 9511

[State 183]
type = ChangeAnim
triggerall = root,palno = [11,12]
trigger1 = Time = 0
trigger1 = Parent,Var(5) = [4,5]
trigger1 = helper(182),anim = 20101
value = 9512

[State 183]
type = ChangeAnim
triggerall = root,palno = [11,12]
trigger1 = Time = 0
trigger1 = Parent,Var(5) = [6,7]
trigger1 = helper(182),anim = 20101
value = 9513

[State 183]
type = ChangeAnim
triggerall = root,palno = [11,12]
trigger1 = Time = 0
trigger1 = Parent,Var(5) = [0,1]
trigger1 = helper(182),anim = 20100
value = 9514

[State 183]
type = ChangeAnim
triggerall = root,palno = [11,12]
trigger1 = Time = 0
trigger1 = Parent,Var(5) = [2,4]
trigger1 = helper(182),anim = 20100
value = 9515

[State 183]
type = ChangeAnim
triggerall = root,palno = [11,12]
trigger1 = Time = 0
trigger1 = Parent,Var(5) = [5,7]
trigger1 = helper(182),anim = 20100
value = 9516

[State 183]
type = Playsnd
triggerall = root,palno = [11,12]
triggerall = Time = 0
trigger1 = Parent,Var(5) = 5
trigger2 = Parent,Var(5) = 6
value = 0,181

[State 183]
type = Playsnd
triggerall = root,palno = [11,12]
triggerall = Time = 0
trigger1 = Parent,Var(5) = 7
value = 0,182

[State 183]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[state ]
type = posset
trigger1 = 1
x = pos x - screenpos x + 0

[state ]
type = posset
trigger1 = time = [0,29]
y = pos y - screenpos y + (-300 + 10*(time - 0))
[state ]
type = posset
trigger1 = time > 29
y = pos y - screenpos y + 0

[state ]
type = turn
trigger1 = facing != 1

;---------------------------------------------------------------------------
;イントロ
[Statedef 190]
type = S

[State 190]
type = ChangeState
trigger1 = P2Name = "misaki kawana" || P4Name = "misaki kawana"
value = 191

[State 190]
type = ChangeState
trigger1 = palno = [11,12]
value = 192

;イントロ
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

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

[State 191]
type = PlaySnd
trigger1 = Time = 144
value = 4500,1

[State 191]
type = Explod
trigger1 = time = 144
anim = 191
id = 191
pos = 0,-35
postype = p1
sprpriority = 6

[State 191]
type = Explod
trigger1 = AnimElem = 5
anim = 7017
id = 7017
pos = 0,-50
postype = p1
sprpriority = 6

[State 191]
type = Explod
trigger1 = AnimElem = 5
anim = 3450
id = 3450
sprpriority = 6

[State 191]
type = PlaySnd
trigger1 = AnimElem = 5
value = 3400,0

[State 191]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4500,4

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

;イントロ（イグニス）
[Statedef 192]
type = S
movetype = I
physics = S
velset = 0
anim = 192
ctrl = 0

[State 192]
type = AssertSpecial
trigger1 = time = [0, 400]
flag = intro

[State 192]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = Time = 3
value = S0,190
channel = 2

[State 192]
type = Explod
trigger1 = Time = 300
anim = 3450
id = 192
postype = p1
pos = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 7

[State 192]
type = PlaySnd
trigger1 = Time = 300
value = 3100,5

[state 192]
type = AssertSpecial
trigger1 = roundno = 1
trigger1 = roundstate < 2
flag = NoBarDisplay

[State 192]
type = PlaySnd
trigger1 = AnimElem = 2
value = 190, 0

[State 192]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;浮遊
[Statedef 70]
type = A
movetype = A
physics = A
juggle  = 7
velset = 0, -5.0
poweradd= 0
ctrl = 0
anim = 70

[State 70]
type = VelSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
x = 0
y = -6.0

[state 70]
type = varset
trigger1 = palno = [1,6]
trigger1 = time = 0
v = 11
value = 1

[state 70]
type = varset
trigger1 = palno = [7,10]
trigger1 = time = 0
v = 11
value = 300

[state 70]
type = varset
trigger1 = palno = [11,12]
trigger1 = time = 0
v = 11
value = 600

[State 70]
type = ChangeState
trigger1 = AnimTime = 0
value = 71
ctrl = 1

[State 70]
type = ChangeState
trigger1 = palno = [1,6]
trigger1 = var(46) = 0
value = 50
ctrl = 1

;浮遊
[Statedef 71]
type = A
ctrl = 0
anim = 71
velset = 0,0

[State 71]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 71]
type = varset
trigger1 = Time = 0
v = 10
value = 0

[State 71]
type = VelSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
x = 0
y = 0

[State 71]
type = VelSet
trigger1 = command = "holddown"
y = 3.0

[State 71]
type = VelSet
trigger1 = command = "holddown"
trigger1 = Vel Y < 0 
y = 0

[State 71]
type = VelSet
trigger1 = command = "holdup"
y = -3.0

[State 71]
type = VelSet
trigger1 = command = "holdup"
trigger1 = Vel Y > 0 
y = 0

[State 71]
type = Turn
trigger1 = P2Dist X < 0

[State 71]
type = PosSet
trigger1 = Pos Y < -600
y = -600

[State 71]
type = ChangeState
trigger1 = command = "holdfwd"
value = 72
ctrl = 1

[State 71]
type = ChangeState
trigger1 = command = "holdback"
value = 73
ctrl = 1

[State 71]
type = ChangeState
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

[State 71]
type = ChangeState
trigger1 = Time > 2
trigger1 = command = "z"
trigger2 = palno = [7,12]
trigger2 = var(11) = 0
trigger3 = Win = 1
trigger4 = Lose = 1
trigger5 = palno = [1,6]
trigger5 = var(46) = 0
value = 50
ctrl = 1

;浮遊（前進）
[Statedef 72]
type = A
ctrl = 0
anim = 72
velset = 5,0

[State 72]
type = VelSet
trigger1 = command = "holddown"
y = 3.0

[State 72]
type = VelSet
trigger1 = command = "holddown"
trigger1 = Vel Y < 0 
y = 0

[State 72]
type = VelSet
trigger1 = command = "holdup"
trigger1 = Pos Y <= 600
y = -3.0

[State 72]
type = VelSet
trigger1 = command = "holdup"
trigger1 = Vel Y > 0 
y = 0

[State 72]
type = PosSet
trigger1 = Pos Y < -600
y = -600

[State 72]
type = ChangeState
trigger1 = command != "holdfwd"
value = 71
ctrl = 1

[State 72]
type = ChangeState
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

[State 72]
type = ChangeState
trigger1 = Time > 2
trigger1 = command = "z"
trigger2 = palno = [7,12]
trigger2 = var(11) = 0
trigger3 = palno = [1,6]
trigger3 = var(46) = 0
value = 50
ctrl = 1

;浮遊（後退）
[Statedef 73]
type = A
ctrl = 0
anim = 73
velset = -5,0

[State 73]
type = VelSet
trigger1 = command = "holddown"
y = 3.0

[State 73]
type = VelSet
trigger1 = command = "holddown"
trigger1 = Vel Y < 0 
y = 0

[State 73]
type = VelSet
trigger1 = command = "holdup"
trigger1 = Pos Y <= 600
y = -3.0

[State 73]
type = VelSet
trigger1 = command = "holdup"
trigger1 = Vel Y > 0 
y = 0

[State 73]
type = PosSet
trigger1 = Pos Y < -600
y = -600

[State 73]
type = ChangeState
trigger1 = command != "holdback"
value = 71
ctrl = 1

[State 73]
type = ChangeState
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

[State 73]
type = ChangeState
trigger1 = Time > 2
trigger1 = command = "z"
trigger2 = palno = [7,12]
trigger2 = var(11) = 0
trigger3 = palno = [1,6]
trigger3 = var(46) = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;前ダッシュ_開始
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1
ctrl = 0
velset = 0,0

[State 100]
type = Turn
triggerall = (PrevStateno = 52) || (PrevStateno = [101,102])
triggerall = Time = 0
trigger1 = p2dist X < -5

[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100]
type = ChangeState
trigger1 = Animtime = 0
value = 101
ctrl = 0

;前ダッシュ_移動
[Statedef 101]
type    = S
physics = S
anim = 101
sprpriority = 1
ctrl = 0

[State 101]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = Time = 0
value = S0,100
channel = 0

[State 101]
type = VarAdd
;triggerall = fvar(35) = [0,1]
trigger1 = Time = 1
fv = 35
value = -0.050
IgnoreHitPause = 1
Persistent = 1

[State 101]
type = VelSet
trigger1 = palno = [1,10]
x = const(velocity.run.fwd.x)

[State 101]
type = VelSet
trigger1 = palno = [11,12]
x = 6

[State 101]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 101]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 101]
type = ChangeState
trigger1 = Animtime = 0
value = 102
ctrl = 0

;ダッシュ停止
[Statedef 102]
type    = S
physics = N
anim = 102
sprpriority = 1
ctrl = 0

[State 102]
type = NotHitBy
trigger1 = palno = [11,12]
trigger1 = 1
value = SCA
time = 1

[State 102]
type = VelAdd
trigger1 = time >= 0
trigger1 = Vel X > 0
x = -0.275

[State 102]
type = Velset
trigger1 = time >= 0
trigger1 = Vel X < 0
x = 0

[State 102]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 102]
type = AfterImageTime
Trigger1 = AnimTime = 0
Time = 0

[State 102,end]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;バックステップ構え
[Statedef 105]
type    = S
physics = S
ctrl = 0
anim = 105
sprpriority = 1

[State 105]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = Time = 0
value = S0,105
channel = 0

[State 105]
type = VarAdd
;triggerall = fvar(35) = [0,1]
trigger1 = Time = 1
fv = 35
value = -0.050
IgnoreHitPause = 1
Persistent = 1

[State 105]
type = Turn
triggerall = (PrevStateno = 52) || (PrevStateno = [101,102])
triggerall = Time = 0
trigger1 = p2dist X < -5

[State 105]
type = ChangeState
trigger1 = AnimTime = 0
value = 106

;バックステップ
[Statedef 106]
type = A
physics  = N
anim = 106
ctrl = 0

[State 106]
type = playerpush
trigger1 = Prevstateno = 109
value = 0

[State 108]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2

[State 106]
type = velset
trigger1 = AnimElem = 1
x = -7.0
y = -2.7

[State 106]
type = VelAdd
trigger1 = AnimelemTime(3) >= 0
y = 0.5

[State 106]
type = ChangeState
trigger1 = Pos y > 0
trigger1 = Vel y > 0
value = 107

;バックステップ着地
[Statedef 107]
type    = S
physics = S
ctrl = 0
anim = 107
ctrl = 0

[State 107]
type = VelSet
trigger1 = Time = 0
x = 0

[State 107]
type = VelSet
trigger1 = Time = 0
y = 0

[State 107]
type = PosSet
trigger1 = Time = 0
y = 0

[State 107]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 107]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;空中前ダッシュ
[Statedef 110]
type    = A
movetype = A
physics = N
Velset = 0,0
ctrl = 0
anim = 110

[State 110]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 3
Trans = Add1
length = 12
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1

[State 110]
type = velset
trigger1 = Time = 0
x = 5.5

[State 110]
type = varset
trigger1 = Time = 0
v = 10
value = 1

[State 110]
type = PlaySnd
trigger1 = Time = 1
value = 100,0

[State 110]
type = ChangeState
triggerall = var(11) = 0
trigger1 = command != "holdfwd"
trigger1 = Time = 15
trigger2 = command != "holdfwd"
trigger2 = time >= 15
value = 111

[State 110]
type = ChangeState
trigger1 = command = "holdfwd"
trigger1 = time = 35
value = 111
ctrl = 1

[State 110]
type = ChangeState
triggerall = var(11) > 0
trigger1 = command != "holdfwd"
trigger1 = Time = 15
trigger2 = command != "holdfwd"
trigger2 = time >= 15
value = 71

;空中前ダッシュ後
[Statedef 111]
type    = A
movetype= I
physics = A
ctrl = 1
anim = 44

[State 111]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 111]
type = Velset
trigger1 = time = 0
x = 3.5

[State 111]
type = PosSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
y = 0

[State 111]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;空中バックダッシュ
[Statedef 115]
type    = A
movetype = A
physics = N
Velset = 0,0
ctrl = 0
anim = 115

[State 115]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 3
Trans = Add1
length = 12
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1

[State 115]
type = velset
trigger1 = Time = 0
x = -5.5

[State 115]
type = varset
trigger1 = Time = 0
v = 10
value = 1

[State 115]
type = PlaySnd
trigger1 = Time = 1
value = 100,0

[State 115]
type = ChangeState
triggerall = var(11) = 0
trigger1 = command != "holdback"
trigger1 = Time = 15
trigger2 = command != "holdback"
trigger2 = time >= 15
value = 116

[State 115]
type = ChangeState
trigger1 = command = "holdback"
trigger1 = time = 35
value = 116
ctrl = 1

[State 115]
type = ChangeState
triggerall = var(11) > 0
trigger1 = command != "holdback"
trigger1 = Time = 15
trigger2 = command != "holdback"
trigger2 = time >= 15
value = 71

;空中バックダッシュ後
[Statedef 116]
type    = A
movetype= I
physics = A
ctrl = 1
anim = 44

[State 116]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 116]
type = Velset
trigger1 = time = 0
x = -3.5

[State 116]
type = PosSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
y = 0

[State 116]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち_リコイルガード
[Statedef 160]
type    = S
physics = S
anim = 160
ctrl = 0
SprPriority = -1
poweradd = ifelse((palno = [1,10]),0,5*ifelse(gethitvar(damage)<0,-gethitvar(damage),gethitvar(damage)))

[State 160]
type = PosFreeze
trigger1 = time >= 0

[State 160]
type = Explod
trigger1 = time = 0
anim = 7011
pos = 15,-40
postype = p1
ownpal = 1
ignorehitpause = 1
persistent = 0
sprpriority = 10
bindtime = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 160]
type = Explod
trigger1 = time = 0
anim = 7018
scale = 1,1
postype = p1
ownpal = 1
ignorehitpause = 1
persistent = 0
sprpriority = 10
bindtime = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 160]
type = Pause
trigger1 = time = 0
time = 20
movetime = 20

[State 160]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s120,1
Volume = 999
persistent = 0

[State 160]
type = ChangeState
Trigger1 = AnimTime = 0
value = 130
ctrl = 1

;しゃがみ_リコイルガード
[Statedef 161]
type    = C
physics = C
anim = 161
ctrl = 0
SprPriority = -1
poweradd = ifelse((palno = [1,10]),0,5*ifelse(gethitvar(damage)<0,-gethitvar(damage),gethitvar(damage)))

[State 161]
type = PosFreeze
trigger1 = time >= 0

[State 161]
type = Explod
trigger1 = time = 0
anim = 7011
pos = 15,-20
postype = p1
ownpal = 1
ignorehitpause = 1
persistent = 0
sprpriority = 10
bindtime = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 161]
type = Explod
trigger1 = time = 0
anim = 7018
scale = 1,1
postype = p1
ownpal = 1
ignorehitpause = 1
persistent = 0
sprpriority = 10
bindtime = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 161]
type = Pause
trigger1 = time = 0
time = 20
movetime = 20

[State 161]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s120,1
Volume = 999
persistent = 0

[State 161]
type = ChangeState
Trigger1 = AnimTime = 0
value = 131
ctrl = 1

;空中_リコイルガード
[Statedef 162]
type    = A
physics = N
anim = 162
ctrl = 0
SprPriority = -1
poweradd = ifelse((palno = [1,10]),0,5*ifelse(gethitvar(damage)<0,-gethitvar(damage),gethitvar(damage)))

[State 162]
type = PosFreeze
trigger1 = time >= 0

[State 162]
type = Explod
trigger1 = time = 0
anim = 7011
pos = 15,-40
postype = p1
ownpal = 1
sprpriority = 10
bindtime = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 162]
type = Pause
trigger1 = time = 0
time = 20
movetime = 20

[State 162]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s120,1
Volume = 999
persistent = 0

[State 162]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 0

[State 162]
type = ChangeState
Trigger1 = AnimTime = 0
value = 132
ctrl = 1

;---------------------------------------------------------------------------
;アーマーガ−ド（立ち）
[Statedef 165]
type = U
movetype = H
physics = U
anim = 150
ctrl = 0
PowerAdd = 5*ifelse(helper(6000),gethitvar(damage)<0,-helper(6000),gethitvar(damage),helper(6000),gethitvar(damage))

[state 165]
type = ChangeAnim
trigger1 = statetype = C
trigger1 = time = 0
value = 151

[state 165]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s120,1
Volume = 999
persistent = 0
channnel = 4

[state 165]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElemTime(1) = 0
trigger1 = random < 400
value = S0,160
channel = 0

[State 165]
type = Explod
trigger1 = statetype = C
trigger1 = time = 0
anim = 7011
pos = 15,-20
postype = p1
ownpal = 1
sprpriority = 10
bindtime = -1

[State 165]
type = Explod
trigger1 = statetype = S
trigger1 = time = 0
anim = 7011
pos = 15,-40
postype = p1
ownpal = 1
sprpriority = 10
bindtime = -1

[state 165]
type = ChangeState
trigger1 = time = 0
value = 130
ctrl = 1

;アーマーガ−ド（空中）
[Statedef 167]
type = A
movetype = H
physics = A
ctrl = 0
anim = 152
PowerAdd = 5*ifelse(helper(6000),gethitvar(damage)<0,-helper(6000),gethitvar(damage),helper(6000),gethitvar(damage))

[state 167]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s120,1
Volume = 999
persistent = 0
channnel = 4

[State 167]
type = Explod
trigger1 = time = 0
anim = 7011
pos = 15,-40
postype = p1
ownpal = 1
sprpriority = 10
bindtime = -1

[state 167]
type = ChangeState
trigger1 = time = 0
value = 132
ctrl = 1

;---------------------------------------------------------------------------
;立ち弱攻撃
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20
sprpriority = 2

[State 200]
type = PlaySnd
trigger1 = Time = 0
value = 200,0

[State 200]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = random < 500
trigger1 = Time = 0
value = S0,200
channel = 0

[State 200]
type = Explod
trigger1 = AnimElem = 2
anim = 201
pos = 0, 0
ontop = 1
ownpal = 1

[State 200]
type = HitDef
triggerall = AnimElem = 3
trigger1 = palno = [1,10]
trigger2 = palno = [11,12]
trigger2 = var(39) != 5
attr = S, NA
damage = 18, 0
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10,12
sparkno = S7000
guard.sparkno = S7007
sparkxy = -10, -40
hitsound = S200, 1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -3
airguard.velocity = -3,-.8
air.type = High
air.velocity = -3,-3
air.fall = 1
fall.recover = 1
fall.recovertime = 30
palfx.time = ifelse((palno = [1,10]),0,10)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0

[State 200]
type = varset
triggerall = palno = [11,12]
trigger1 = Time = 0
v = 21
value = 0

[State 200]
type = Projectile
triggerall = var(21) = 0
triggerall = palno = [11,12]
trigger1 = AnimElem = 3 && AnimElem = 4,< 0 && projcontacttime(200) = -1
trigger1 = var(39) = 5
attr = S, NA
damage = 18, 0
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 0,12
sparkno = S7000
guard.sparkno = S7007
sparkxy = -10, -40
hitsound = S200, 1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -3
airguard.velocity = -3,-.8
air.type = High
air.velocity = -3,-3
air.fall = 1
fall.recover = 1
fall.recovertime = 30
palfx.time = ifelse((palno = [1,10]),0,10)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=stateno
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

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

;---------------------------------------------------------------------------
;立ち弱攻撃（ダッシュ）
[Statedef 205]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 4,0
ctrl = 0
anim = 200
poweradd = 20
sprpriority = 2

[State 205]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap = 1
FrameGap = 3
Trans = Add1
length = 12
PalBright = 0, 0, 0
PalContrast = 128, 128, 128
PalAdd = 0, 0, 0
PalMul = 1, 1, 1

[State 205]
type = PlaySnd
trigger1 = Time = 0
value = 200,0

[State 205]
type = velset
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
x = 4.8

[State 205]
type = Explod
trigger1 = AnimElem = 2
anim = 201
pos = 0, 0
ontop = 1
ownpal = 1

[State 205]
type = HitDef
triggerall = AnimElem = 3
trigger1 = palno = [1,10]
trigger2 = palno = [11,12]
trigger2 = var(39) != 5
attr = S, NA
damage = 25, 0
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10,12
sparkno = S7000
guard.sparkno = S7007
sparkxy = -10, -50
hitsound = S200, 1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -3
airguard.velocity = -3,-.8
air.type = High
air.velocity = -3,-3
air.fall = 1
fall.recover = 1
fall.recovertime = 30
palfx.time = ifelse((palno = [1,10]),0,10)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0

[State 205]
type = varset
triggerall = palno = [11,12]
trigger1 = Time = 0
v = 21
value = 0

[State 205]
type = Projectile
triggerall = var(21) = 0
triggerall = palno = [11,12]
trigger1 = AnimElem = 3 && AnimElem = 4,< 0 && projcontacttime(205) = -1
trigger1 = var(39) = 5
attr = S, NA
damage = 25, 0
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 0,12
sparkno = S7000
guard.sparkno = S7007
sparkxy = -10, -50
hitsound = S200, 1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -3
airguard.velocity = -3,-.8
air.type = High
air.velocity = -3,-3
air.fall = 1
fall.recover = 1
fall.recovertime = 30
palfx.time = ifelse((palno = [1,10]),0,10)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=stateno
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 205]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち中攻撃（遠）
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2

[State 210]
type = PlaySnd
trigger1 = Time = 0
value = 210,0

[State 210]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = random < 500
trigger1 = Time = 0
value = S0,210
channel = 0

[State 210]
type = Explod
trigger1 = AnimElem = 4
anim = 211
pos = 0, 0
ontop = 1
ownpal = 1

[State 210]
type = HitDef
triggerall = AnimElem = 4
trigger1 = palno = [1,10]
trigger2 = palno = [11,12]
trigger2 = var(39) != 5
attr = S, NA
animtype  = Medium
damage    = 44
guardflag = M
pausetime = 10,12
sparkno = S7001
guard.sparkno = S7007
sparkxy = 10, -50
hitsound   = S210,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2.5,-4
air.fall = 1
fall.recover = 1
fall.recovertime = 40
palfx.time = ifelse((palno = [1,10]),0,10)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0

[State 210]
type = varset
triggerall = palno = [11,12]
trigger1 = Time = 0
v = 21
value = 0

[State 210]
type = Projectile
triggerall = var(21) = 0
triggerall = palno = [11,12]
trigger1 = AnimElem = 4 && AnimElem = 5,< 0 && projcontacttime(410) = -1
trigger1 = var(39) = 5
attr = S, NA
animtype  = Medium
damage    = 44
guardflag = M
pausetime = 0,12
sparkno = S7001
guard.sparkno = S7007
sparkxy = 10, -50
hitsound   = S210,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2.5,-4
air.fall = 1
fall.recover = 1
fall.recovertime = 40
palfx.time = ifelse((palno = [1,10]),0,10)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=stateno
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

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

;---------------------------------------------------------------------------
;立ち中攻撃（近）
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2

[State 220]
type = ChangeState
trigger1 = prevstateno = 410
trigger2 = prevstateno = 220
value = 210

[State 220]
type = PlaySnd
trigger1 = Time = 0
value = 210,0

[State 220]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = random < 500
trigger1 = Time = 0
value = S0,210
channel = 0

[State 220]
type = Explod
trigger1 = AnimElem = 3
anim = 221
pos = 0, 0
ontop = 1
ownpal = 1

[State 220]
type = HitDef
triggerall = AnimElem = 4
trigger1 = palno = [1,10]
trigger2 = palno = [11,12]
trigger2 = var(39) != 5
attr = S, NA
animtype  = Medium
damage    = 42
guardflag = M
pausetime = 10,12
sparkno = S7001
guard.sparkno = S7007
sparkxy = 0,-70
hitsound   = S210,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2.5,-4
air.fall = 1
fall.recover = 1
fall.recovertime = 40
palfx.time = ifelse((palno = [1,10]),0,10)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0

[State 220]
type = varset
triggerall = palno = [11,12]
trigger1 = Time = 0
v = 21
value = 0

[State 220]
type = Projectile
triggerall = var(21) = 0
triggerall = palno = [11,12]
trigger1 = AnimElem = 4 && AnimElem = 5,< 0 && projcontacttime(220) = -1
trigger1 = var(39) = 5
attr = S, NA
animtype  = Medium
damage    = 42
guardflag = M
pausetime = 0,12
sparkno = S7001
guard.sparkno = S7007
sparkxy = 0,-70
hitsound   = S210,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2.5,-4
air.fall = 1
fall.recover = 1
fall.recovertime = 40
palfx.time = ifelse((palno = [1,10]),0,10)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=stateno
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 220]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち中攻撃（ダッシュ）
[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
ctrl = 0
velset = 4,0
anim = 220
sprpriority = 2

[State 225]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 3
Trans = Add1
length = 12
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1

[State 225]
type = velset
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
x = 4.8

[State 225]
type = PlaySnd
trigger1 = Time = 0
value = 210,0

[State 225]
type = Explod
trigger1 = AnimElem = 3
anim = 221
pos = 0, 0
ontop = 1
ownpal = 1

[State 225]
type = HitDef
triggerall = AnimElem = 4
trigger1 = palno = [1,10]
trigger2 = palno = [11,12]
trigger2 = var(39) != 5
attr = S, NA
animtype  = Medium
damage    = 44
guardflag = M
pausetime = 10,12
sparkno = S7001
guard.sparkno = S7007
sparkxy = -10,-70
hitsound   = S210,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2,-7.5
air.velocity = -2,-7.5
guard.velocity = -3
sprpriority = 2 
fall = 1
fall.recover = 0
palfx.time = ifelse((palno = [1,10]),0,10)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0

[State 225]
type = varset
triggerall = palno = [11,12]
trigger1 = Time = 0
v = 21
value = 0

[State 225]
type = Projectile
triggerall = var(21) = 0
triggerall = palno = [11,12]
trigger1 = AnimElem = 4 && AnimElem = 5,< 0 && projcontacttime(225) = -1
trigger1 = var(39) = 5
attr = S, NA
animtype  = Medium
damage    = 44
guardflag = M
pausetime = 0,12
sparkno = S7001
guard.sparkno = S7007
sparkxy = -10,-70
hitsound   = S210,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2,-7.5
air.velocity = -2,-7.5
guard.velocity = -3
sprpriority = 2 
fall = 1
fall.recover = 0
palfx.time = ifelse((palno = [1,10]),0,10)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=stateno
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 225]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち強攻撃
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 80
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State 230]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 5
value = S0,220
channel = 0

[State 230]
type = PlaySnd
trigger1 = AnimElem = 7
value = 220,2

[State 230]
type = Explod
trigger1 = AnimElem = 7
anim = 7004
pos = 35, 0
sprpriority = 0
ownpal = 1

[State 230]
type = HitDef
triggerall = AnimElem = 7
trigger1 = palno = [1,10]
trigger2 = palno = [11,12]
trigger2 = var(39) != 5
attr = S, NA
animtype  = Hard
damage    = 61
guardflag = M
pausetime = 10,12
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-20
hitsound   = S220,1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 24
ground.velocity = -5
air.velocity = -3,-5
air.fall = 1
fall.recover = 0
palfx.time = ifelse((palno = [1,10]),0,2)
palfx.add = 256,256,256

[State 230]
type = varset
triggerall = palno = [11,12]
trigger1 = Time = 0
v = 21
value = 0

[State 230]
type = Projectile
triggerall = var(21) = 0
triggerall = palno = [11,12]
trigger1 = AnimElem = 7 && AnimElem = 8,< 0 && projcontacttime(230) = -1
trigger1 = var(39) = 5
attr = S, NA
animtype  = Hard
damage    = 61
guardflag = M
pausetime = 0,12
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-20
hitsound   = S220,1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 24
ground.velocity = -5
air.velocity = -3,-5
air.fall = 1
fall.recover = 0
palfx.time = ifelse((palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=stateno
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 230]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(230) = 1
anim = 7012
id = 7012
vel = 10 + (var(50)), (var(51))
pos = -10,-20
postype = p2
sprpriority = 7

[State 230]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(230) = 1
anim = 7013
id = 7012
vel = 7 + (var(51)), 7 + (var(50))
pos = -10,-20
postype = p2
sprpriority = 7

[State 230]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(230) = 1
anim = 7012
id = 7012
vel = 0 - (var(50)), 10 + (var(51))
pos = -10,-20
postype = p2
sprpriority = 7

[State 230]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(230) = 1
anim = 7013
id = 7012
vel = -7 - (var(51)), 7 + (var(50))
pos = -10,-20
postype = p2
sprpriority = 7

[State 230]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(230) = 1
anim = 7012
id = 7012
vel = -10 + (var(50)), 0 - (var(51))
pos = -10,-20
postype = p2
sprpriority = 7

[State 230]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(230) = 1
anim = 7013
id = 7012
vel = -7 + (var(51)), -7 - (var(50))
pos = -10,-20
postype = p2
sprpriority = 7

[State 230]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(230) = 1
anim = 7012
id = 7012
vel = 0 - (var(50)), -10 - (var(51))
pos = -10,-20
postype = p2
sprpriority = 7

[State 230]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(230) = 1
anim = 7013
id = 7012
vel = 7 - (var(51)), -7 - (var(50))
pos = -10,-20
postype = p2
sprpriority = 7

[State 230]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち強攻撃（ダッシュ）
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 80
ctrl = 0
velset = 4,0
anim = 230
sprpriority = 2

[State 235]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 3
Trans = Add1
length = 12
PalBright =   0,  0,  0
PalContrast = 128,128,128
PalAdd =   0,  0,  0
PalMul =  1,1,1

[State 235]
type = velset
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
x = 4.8

[State 235]
type = PlaySnd
trigger1 = AnimElem = 7
value = 220,0

[State 235]
type = Explod
trigger1 = AnimElem = 7
anim = 7004
pos = 35, 0
sprpriority = 0
ownpal = 1

[State 235]
type = HitDef
triggerall = AnimElem = 7
trigger1 = palno = [1,10]
trigger2 = palno = [11,12]
trigger2 = var(39) != 5
attr = S, NA
animtype  = Hard
damage    = 60
guardflag = M
pausetime = 10,12
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-20
hitsound   = S220,1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 24
ground.velocity = -5
air.velocity = -3,-5
air.fall = 1
fall.recover = 0
palfx.time = ifelse((palno = [1,10]),0,2)
palfx.add = 256,256,256

[State 235]
type = varset
triggerall = palno = [11,12]
trigger1 = Time = 0
v = 21
value = 0

[State 235]
type = Projectile
triggerall = var(21) = 0
triggerall = palno = [11,12]
trigger1 = AnimElem = 7 && AnimElem = 8,< 0 && projcontacttime(235) = -1
trigger1 = var(39) = 5
attr = S, NA
animtype  = Hard
damage    = 60
guardflag = M
pausetime = 0,12
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-20
hitsound   = S220,1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 24
ground.velocity = -5
air.velocity = -3,-5
air.fall = 1
fall.recover = 0
palfx.time = ifelse((palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=stateno
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 235]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(235) = 1
anim = 7012
id = 7012
vel = 10 + (var(50)), (var(51))
pos = -10,-20
postype = p2
sprpriority = 7

[State 235]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(235) = 1
anim = 7013
id = 7012
vel = 7 + (var(51)), 7 + (var(50))
pos = -10,-20
postype = p2
sprpriority = 7

[State 235]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(235) = 1
anim = 7012
id = 7012
vel = 0 - (var(50)), 10 + (var(51))
pos = -10,-20
postype = p2
sprpriority = 7

[State 235]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(235) = 1
anim = 7013
id = 7012
vel = -7 - (var(51)), 7 + (var(50))
pos = -10,-20
postype = p2
sprpriority = 7

[State 235]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(235) = 1
anim = 7012
id = 7012
vel = -10 + (var(50)), 0 - (var(51))
pos = -10,-20
postype = p2
sprpriority = 7

[State 235]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(235) = 1
anim = 7013
id = 7012
vel = -7 + (var(51)), -7 - (var(50))
pos = -10,-20
postype = p2
sprpriority = 7

[State 235]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(235) = 1
anim = 7012
id = 7012
vel = 0 - (var(50)), -10 - (var(51))
pos = -10,-20
postype = p2
sprpriority = 7

[State 235]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(235) = 1
anim = 7013
id = 7012
vel = 7 - (var(51)), -7 - (var(50))
pos = -10,-20
postype = p2
sprpriority = 7

[State 235]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;屈み弱攻撃
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 20
ctrl = 0
anim = 400
sprpriority = 2

[State 400]
type = PlaySnd
trigger1 = Time = 0
value = 200,0

[State 400]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = random < 500
trigger1 = Time = 0
value = S0,200
channel = 0

[State 400]
type = Explod
trigger1 = AnimElem = 2
anim = 201
pos = 10, 20
ontop = 1
ownpal = 1

[State 400]
type = HitDef
triggerall = AnimElem = 3
trigger1 = palno = [1,10]
trigger2 = palno = [11,12]
trigger2 = var(39) != 5
attr = C, NA
damage    = 20
priority  = 3
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 10,10
sparkno = S7000
guard.sparkno = S7007
sparkxy = -5,-20
hitsound   = S200,1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -3
air.velocity = -3.5,-3
palfx.time = ifelse((palno = [1,10]),0,2)
palfx.add = 256,256,256

[State 400]
type = varset
triggerall = palno = [11,12]
trigger1 = Time = 0
v = 21
value = 0

[State 400]
type = Projectile
triggerall = var(21) = 0
triggerall = palno = [11,12]
trigger1 = AnimElem = 3 && AnimElem = 4,< 0 && projcontacttime(400) = -1
trigger1 = var(39) = 5
attr = C, NA
damage    = 20
priority  = 3
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 0,10
sparkno = S7000
guard.sparkno = S7007
sparkxy = -5,-20
hitsound   = S200,1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -3
air.velocity = -3.5,-3
palfx.time = ifelse((palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=stateno
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

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

;---------------------------------------------------------------------------
;屈み弱攻撃（ダッシュ）
[Statedef 405]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 20
ctrl = 0
anim = 400
sprpriority = 2

[State 405]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 3
Trans = Add1
length = 12
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1

[State 405]
type = velset
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
x = 4.8

[State 405]
type = PlaySnd
trigger1 = Time = 0
value = 200,0

[State 405]
type = Explod
trigger1 = AnimElem = 2
anim = 201
pos = 10, 20
ontop = 1
ownpal = 1

[State 405]
type = HitDef
triggerall = AnimElem = 3
trigger1 = palno = [1,10]
trigger2 = palno = [11,12]
trigger2 = var(39) != 5
attr = C, NA
damage    = 20
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 10,10
sparkno = S7000
guard.sparkno = S7007
sparkxy = -5,-20
hitsound   = S200,1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -3
air.velocity = -3.5,-3
palfx.time = ifelse((palno = [1,10]),0,2)
palfx.add = 256,256,256

[State 405]
type = varset
triggerall = palno = [11,12]
trigger1 = Time = 0
v = 21
value = 0

[State 405]
type = Projectile
triggerall = var(21) = 0
triggerall = palno = [11,12]
trigger1 = AnimElem = 3 && AnimElem = 4,< 0 && projcontacttime(405) = -1
trigger1 = var(39) = 5
attr = C, NA
damage    = 20
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 0,10
sparkno = S7000
guard.sparkno = S7007
sparkxy = -5,-20
hitsound   = S200,1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -3
air.velocity = -3.5,-3
palfx.time = ifelse((palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=stateno
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 405]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み中攻撃
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 410
sprpriority = 2

[State 420]
type = ChangeState
trigger1 = prevstateno = 410
trigger2 = prevstateno = 220
value = 210

[State 410]
type = PlaySnd
trigger1 = Time = 0
value = 210,0

[State 410]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = random < 500
trigger1 = Time = 0
value = S0,210
channel = 0

[State 410]
type = Explod
trigger1 = AnimElem = 3
anim = 211
pos = 20, 30
ontop = 1
ownpal = 1

[State 410]
type = HitDef
triggerall = AnimElem = 4
trigger1 = palno = [1,10]
trigger2 = palno = [11,12]
trigger2 = var(39) != 5
attr = C, NA
damage    = 41
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 10,10
sparkno = S7001
guard.sparkno = S7007
sparkxy = -5,-20
hitsound   = S210,1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -4,-4
palfx.time = ifelse((palno = [1,10]),0,2)
palfx.add = 256,256,256

[State 410]
type = varset
triggerall = palno = [11,12]
trigger1 = Time = 0
v = 21
value = 0

[State 410]
type = Projectile
triggerall = var(21) = 0
triggerall = palno = [11,12]
trigger1 = AnimElem = 4 && AnimElem = 5,< 0 && projcontacttime(410) = -1
trigger1 = var(39) = 5
attr = C, NA
damage    = 41
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 0,10
sparkno = S7001
guard.sparkno = S7007
sparkxy = -5,-20
hitsound   = S210,1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -4,-4
palfx.time = ifelse((palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=stateno
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

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

;---------------------------------------------------------------------------
;屈み中攻撃（ダッシュ）
[Statedef 415]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 410
sprpriority = 2

[State 415]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 3
Trans = Add1
length = 12
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1

[State 415]
type = velset
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
x = 4.8

[State 415]
type = PlaySnd
trigger1 = Time = 0
value = 210,0

[State 415]
type = Explod
trigger1 = AnimElem = 3
anim = 211
pos = 20, 30
ontop = 1
ownpal = 1

[State 415]
type = HitDef
triggerall = AnimElem = 4
trigger1 = palno = [1,10]
trigger2 = palno = [11,12]
trigger2 = var(39) != 5
attr = C, NA
damage    = 44
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 10,10
sparkno = S7001
guard.sparkno = S7007
sparkxy = -5,-20
hitsound   = S210,1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -4,-4
palfx.time = ifelse((palno = [1,10]),0,2)
palfx.add = 256,256,256

[State 415]
type = varset
triggerall = palno = [11,12]
trigger1 = Time = 0
v = 21
value = 0

[State 415]
type = Projectile
triggerall = var(21) = 0
triggerall = palno = [11,12]
trigger1 = AnimElem = 3 && AnimElem = 4,< 0 && projcontacttime(415) = -1
trigger1 = var(39) = 5
attr = C, NA
damage    = 44
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 0,10
sparkno = S7001
guard.sparkno = S7007
sparkxy = -5,-20
hitsound   = S210,1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -4,-4
palfx.time = ifelse((palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=stateno
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 415]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み強攻撃
[Statedef 420]
type    = C
movetype= A
physics = N
juggle  = 15
poweradd= 80
ctrl = 0
anim = 420
sprpriority = 1

[State 420]
type = PlaySnd
trigger1 = Time = 0
value = 210,0

[State 420]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = Time = 0
value = S0,420
channel = 0

[State 420]
type = velset
trigger1 = palno = [7,12]
trigger1 = time = 10
x = 12.0

[State 420]
type = veladd
trigger1 = palno = [7,12]
trigger1 = time = [17,20]
x = -2.0

[State 420]
type = velset
trigger1 = palno = [1,6]
trigger1 = time = 10
x = 6.0

[State 420]
type = veladd
trigger1 = palno = [1,6]
trigger1 = time = [17,20]
x = -1.0

[State 420]
type = velset
trigger1 = AnimElem = 10
x = 0

[State 420]
type = HitDef
triggerall = AnimElem = 3
trigger1 = palno = [1,10]
trigger2 = palno = [11,12]
trigger2 = var(39) != 5
attr = C, NA
animtype = Hard
damage = 62
priority  = 7
guardflag = L
pausetime = 10,10
hitflag = MAF
guard.pausetime = 1,4
guard.velocity = 0
sparkno = S7002
guard.sparkno = S7007
sparkxy = -10,-20
hitsound = S220,1
guardsound = S120, 0
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -2,-2  
air.velocity = -2,-2
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
palfx.time = ifelse((palno = [1,10]),0,2)
palfx.add = 256,256,256

[State 420]
type = varset
triggerall = palno = [11,12]
trigger1 = Time = 0
v = 21
value = 0

[state ]
type=null
trigger1=animelem=4||animelem=5||animelem=6||animelem=7||animelem=8
trigger1=var((532-3648)/4):=0||1
trigger1=var((536-3648)/4):=-1||1
trigger1=0
[State 420]
type = Projectile
triggerall = var(21) = 0
triggerall = palno = [11,12]
triggerall = var(39) = 5
trigger1 = AnimElem = 3,>= 0 && AnimElem = 9,< 0 && projcontacttime(420) = -1
attr = C, NA
animtype = Hard
damage = 62
priority  = 7
guardflag = L
pausetime = 0,10
hitflag = MAF
guard.pausetime = 1,4
guard.velocity = 0
sparkno = S7002
guard.sparkno = S7007
sparkxy = -10,-20
hitsound = S220,1
guardsound = S120, 0
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -2,-2  
air.velocity = -2,-2
guard.velocity = -2
sprpriority = 2 
fall = 1
fall.recover = 0
palfx.time = ifelse((palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=stateno
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 420]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み強攻撃（ダッシュ）
[Statedef 430]
type    = S
physics = S
ctrl = 0
anim = 105
sprpriority = 1

[State 430]
type = ChangeState
trigger1 = palno = [7,12]
value = 235

[State 430]
type = ChangeState
trigger1 = AnimTime = 0
value = 431

;屈み強攻撃（ダッシュ）
[Statedef 431]
type     = A
physics  = N
anim     = 431
ctrl     = 0

[State 431]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 3
Trans = Add1
length = 12
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1

[State 431]
type = velset
trigger1 = AnimElem = 1
x = 3.0
y = -4.2

[State 431]
type = VelAdd
trigger1 = AnimelemTime(3) >= 0
y = 0.30

[State 431]
type = ChangeState
trigger1 = Pos y > 0
trigger1 = Vel y > 0
value = 52

;---------------------------------------------------------------------------
;空中弱攻撃
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 600
sprpriority = 2

[State 600]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 600]
type = PlaySnd
trigger1 = Time = 0
value = 200,0

[State 600]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = random < 500
trigger1 = Time = 0
value = S0,200
channel = 0

[State 600]
type = Explod
trigger1 = AnimElem = 3
anim = 601
pos = 0, 0
bindtime = 9999
ontop = 1
ownpal = 1

[State 600]
type = HitDef
triggerall = AnimElem = 3
trigger1 = palno = [1,10]
trigger2 = palno = [11,12]
trigger2 = var(39) != 5
attr = A, NA
animtype  = light
damage    = 22
guardflag = HA
priority = 3
pausetime = 10,10
sparkno = S7000
guard.sparkno = S7007
sparkxy = -5,-5
hitsound   = S200,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -3
air.velocity = -1.3,-3
air.fall = 1
fall.recover = 1
fall.recovertime = 30
palfx.time = ifelse((palno = [1,10]),0,10)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0

[State 600]
type = varset
triggerall = palno = [11,12]
trigger1 = Time = 0
v = 21
value = 0

[State 600]
type = Projectile
triggerall = var(21) = 0
triggerall = palno = [11,12]
trigger1 = AnimElem = 3,>= 0 && AnimElem = 4,< 0 && projcontacttime(600) = -1
trigger1 = var(39) = 5
attr = A, NA
animtype  = light
damage    = 22
guardflag = HA
priority = 3
pausetime = 0,10
sparkno = S7000
guard.sparkno = S7007
sparkxy = -5,-5
hitsound   = S200,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -3
air.velocity = -1.3,-3
air.fall = 1
fall.recover = 1
fall.recovertime = 30
palfx.time = ifelse((palno = [1,10]),0,10)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=stateno
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),const(movement.yaccel)+vel y

[State 600]
type = ChangeState
trigger1 = AnimTime = 0
value = 650
ctrl = 1

;---------------------------------------------------------------------------
;空中弱攻撃
[Statedef 601]
type    = A
movetype= A
physics = U
juggle  = 2
poweradd= 20
ctrl = 0
anim = 600
sprpriority = 2

[State 601]
type = VelSet
trigger1 = Time = 0
y = 0

[State 601]
type = PlaySnd
trigger1 = Time = 0
value = 200,0

[State 601]
type = Explod
trigger1 = AnimElem = 3
anim = 601
pos = 0, 0
bindtime = 9999
ontop = 1
ownpal = 1

[State 601]
type = veladd
trigger1 = vel X > 0.2
x = -0.2
IgnoreHitPause = 1

[State 601]
type = veladd
trigger1 = vel X < -0.2
x = 0.2
IgnoreHitPause = 1

[State 601]
type = velset
trigger1 = vel X = [-0.2,0.2]
x = 0
IgnoreHitPause = 1

[State 601]
type = velset
trigger1 = projcontact(601) = 1 || movehit = 1
trigger1 = FrontEdgeDist < (P2Dist X) + 5
x = -2
IgnoreHitPause = 1

[State 601]
type = HitDef
triggerall = AnimElem = 3
trigger1 = palno = [1,10]
trigger2 = palno = [11,12]
trigger2 = var(39) != 5
attr = A, NA
animtype  = light
damage    = 22
guardflag = HA
priority = 3
pausetime = 10,10
sparkno = S7000
guard.sparkno = S7007
sparkxy = -5,-5
hitsound   = S200,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -3
air.velocity = -1.3,-3
air.fall = 1
fall.recover = 1
fall.recovertime = 30
palfx.time = ifelse((palno = [1,10]),0,10)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0

[State 601]
type = varset
triggerall = palno = [11,12]
trigger1 = Time = 0
v = 21
value = 0

[State 601]
type = Projectile
triggerall = var(21) = 0
triggerall = palno = [11,12]
trigger1 = AnimElem = 3,>= 0 && AnimElem = 4,< 0 && projcontacttime(601) = -1
trigger1 = var(39) = 5
attr = A, NA
animtype  = light
damage    = 22
guardflag = HA
priority = 3
pausetime = 0,10
sparkno = S7000
guard.sparkno = S7007
sparkxy = -5,-5
hitsound   = S200,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -3
air.velocity = -1.3,-3
air.fall = 1
fall.recover = 1
fall.recovertime = 30
palfx.time = ifelse((palno = [1,10]),0,10)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=stateno
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),const(movement.yaccel)+vel y

[State 601]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) = 0
value = 650
ctrl = 1

[State 601]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) > 0
value = 71
ctrl = 1

;---------------------------------------------------------------------------
;空中中攻撃
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 50
ctrl = 0
anim = 610
sprpriority = 2

[State 610]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 610]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = random < 500
trigger1 = Time = 0
value = S0,210
channel = 0

[State 610]
type = PlaySnd
trigger1 = Time = 0
value = 210,0

[State 610]
type = Explod
trigger1 = AnimElem = 5
anim = 611
pos = 0, 0
bindtime = 9999
ontop = 1
ownpal = 1

[State 610]
type = HitDef
triggerall = AnimElem = 5
trigger1 = palno = [1,10]
trigger2 = palno = [11,12]
trigger2 = var(39) != 5
attr = A, NA
animtype  = Medium
damage = 43
guardflag = HA
priority = 4
pausetime = 10,10
sparkno = S7001
guard.sparkno = S7007
sparkxy = -10,-10
hitsound   = S210,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 25
ground.velocity = -4
air.velocity = -3,-4
air.fall = 1
fall.recover = 1
fall.recovertime = 40
palfx.time = ifelse((palno = [1,10]),0,10)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0

[State 610]
type = varset
triggerall = palno = [11,12]
trigger1 = Time = 0
v = 21
value = 0

[State 610]
type = Projectile
triggerall = var(21) = 0
triggerall = palno = [11,12]
trigger1 = AnimElem = 5,>= 0 && AnimElem = 6,< 0 && projcontacttime(601) = -1
trigger1 = var(39) = 5
attr = A, NA
animtype  = Medium
damage = 43
guardflag = HA
priority = 4
pausetime = 0,10
sparkno = S7001
guard.sparkno = S7007
sparkxy = -10,-10
hitsound   = S210,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 25
ground.velocity = -4
air.velocity = -3,-4
air.fall = 1
fall.recover = 1
fall.recovertime = 40
palfx.time = ifelse((palno = [1,10]),0,10)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=stateno
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),const(movement.yaccel)+vel y


[State 610]
type = ChangeState
trigger1 = AnimTime = 0
value = 650
ctrl = 1

;---------------------------------------------------------------------------
;空中中攻撃
[Statedef 611]
type    = A
movetype= A
physics = U
juggle  = 4
poweradd= 50
ctrl = 0
anim = 610
sprpriority = 2

[State 611]
type = VelSet
trigger1 = Time = 0
y = 0

[State 611]
type = PlaySnd
trigger1 = Time = 0
value = 210,0

[State 611]
type = Explod
trigger1 = AnimElem = 5
anim = 611
pos = 0, 0
bindtime = 9999
ontop = 1
ownpal = 1

[State 611]
type = veladd
trigger1 = vel X > 0.2
x = -0.2
IgnoreHitPause = 1

[State 611]
type = veladd
trigger1 = vel X < -0.2
x = 0.2
IgnoreHitPause = 1

[State 611]
type = velset
trigger1 = vel X = [-0.2,0.2]
x = 0
IgnoreHitPause = 1

[State 611]
type = velset
trigger1 = projcontact(611) = 1 || movehit = 1
trigger1 = FrontEdgeDist < (P2Dist X) + 5
x = -2
IgnoreHitPause = 1

[State 611]
type = HitDef
triggerall = AnimElem = 5
trigger1 = palno = [1,10]
trigger2 = palno = [11,12]
trigger2 = var(39) != 5
attr = A, NA
animtype  = Medium
damage = 43
guardflag = HA
priority = 4
pausetime = 10,10
sparkno = S7001
guard.sparkno = S7007
sparkxy = -10,-10
hitsound   = S210,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 25
ground.velocity = -4
air.velocity = -3,-4
air.fall = 1
fall.recover = 1
fall.recovertime = 40
palfx.time = ifelse((palno = [1,10]),0,10)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0

[State 611]
type = varset
triggerall = palno = [11,12]
trigger1 = Time = 0
v = 21
value = 0

[State 611]
type = Projectile
triggerall = var(21) = 0
triggerall = palno = [11,12]
trigger1 = AnimElem = 5,>= 0 && AnimElem = 6,< 0 && projcontacttime(611) = -1
trigger1 = var(39) = 5
attr = A, NA
animtype  = Medium
damage = 43
guardflag = HA
priority = 4
pausetime = 0,10
sparkno = S7001
guard.sparkno = S7007
sparkxy = -10,-10
hitsound   = S210,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 25
ground.velocity = -4
air.velocity = -3,-4
air.fall = 1
fall.recover = 1
fall.recovertime = 40
palfx.time = ifelse((palno = [1,10]),0,10)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=stateno
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),const(movement.yaccel)+vel y

[State 611]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) = 0
value = 650
ctrl = 1

[State 611]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) > 0
value = 71
ctrl = 1

;---------------------------------------------------------------------------
;空中強攻撃
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 80
ctrl = 0
anim = 620
sprpriority = 1

[State 620]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 620]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = Time = 0
value = S0,220
channel = 0

[State 620]
type = PlaySnd
trigger1 = Time = 4
value = 210,0

[State 620]
type = Explod
trigger1 = AnimElem = 6
anim = 622
id = 620
pos = 5, 30
bindtime = 9999
ontop = 1
ownpal = 1
IgnoreHitPause = 0

[State 620]
type = HitDef
triggerall = AnimElem = 4 || AnimElem = 14 || AnimElem = 20
trigger1 = palno = [1,10]
trigger2 = palno = [11,12]
trigger2 = var(39) != 5
attr = A, NA
damage    = 22
guardflag = HA
priority = 4
pausetime = 10,10
sparkno = S7002
guard.sparkno = S7007
sparkxy = 0,20
hitsound = S220,1
guardsound = S120, 0
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
air.fall = 1
fall.recover = 1
fall.recovertime = 40
palfx.time = ifelse((palno = [1,10]),0,10)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0

[State 620]
type = varset
triggerall = palno = [11,12]
trigger1 = Time = 0
v = 21
value = 0

[state ]
type=null
trigger1=animelem=14||animelem=20
trigger1=var((532-3648)/4):=0||1
trigger1=var((536-3648)/4):=-1||1
trigger1=0
[State 620]
type = Projectile
triggerall = palno = [11,12]
triggerall = var(39) = 5
trigger1 = AnimElem = 8,>= 0 && projcontacttime(620) = -1
attr = A, NA
damage    = 22
guardflag = HA
priority = 4
pausetime = 0,10
sparkno = S7002
guard.sparkno = S7007
sparkxy = 0,20
hitsound = S220,1
guardsound = S120, 0
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
air.fall = 1
fall.recover = 1
fall.recovertime = 40
palfx.time = ifelse((palno = [1,10]),0,10)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=stateno
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),const(movement.yaccel)+vel y

[State 620]
type = ChangeState
trigger1 = AnimTime = 0
value = 621
ctrl = 1

;終了
[Statedef 621]
type    = A
movetype= A
physics = U
ctrl = 1
anim = 621

[State 621]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) = 0
value = 650
ctrl = 1

[State 621]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) > 0
value = 71
ctrl = 1

;---------------------------------------------------------------------------
;空中強攻撃
[Statedef 622]
type    = A
movetype= A
physics = U
juggle  = 4
poweradd= 80
ctrl = 0
anim = 620
sprpriority = 1

[State 622]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 622]
type = PlaySnd
trigger1 = Time = 4
value = 210,0

[State 622]
type = Explod
trigger1 = AnimElem = 6
anim = 622
id = 620
pos = 5, 30
bindtime = 9999
ontop = 1
ownpal = 1
IgnoreHitPause = 0

[State 622]
type = veladd
trigger1 = vel X > 0.2
x = -0.2
IgnoreHitPause = 1

[State 622]
type = veladd
trigger1 = vel X < -0.2
x = 0.2
IgnoreHitPause = 1

[State 622]
type = velset
trigger1 = vel X = [-0.2,0.2]
x = 0
IgnoreHitPause = 1

[State 622]
type = velset
trigger1 = projcontact(622) = 1 || movehit = 1
trigger1 = FrontEdgeDist < (P2Dist X) + 5
x = -1
IgnoreHitPause = 1

[State 622]
type = HitDef
triggerall = AnimElem = 4 || AnimElem = 14 || AnimElem = 20
trigger1 = palno = [1,10]
trigger2 = palno = [11,12]
trigger2 = var(39) != 5
attr = A, NA
damage    = 22
guardflag = HA
priority = 4
pausetime = 10,10
sparkno = S7002
guard.sparkno = S7007
sparkxy = 0,20
hitsound = S220,1
guardsound = S120, 0
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
air.fall = 1
fall.recover = 1
fall.recovertime = 40
palfx.time = ifelse((palno = [1,10]),0,10)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0

[State 622]
type = varset
triggerall = palno = [11,12]
trigger1 = Time = 0
v = 21
value = 0

[state ]
type=null
trigger1=animelem=14||animelem=20
trigger1=var((532-3648)/4):=0||1
trigger1=var((536-3648)/4):=-1||1
trigger1=0
[State 622]
type = Projectile
triggerall = palno = [11,12]
triggerall = var(39) = 5
trigger1 = AnimElem = 8,>= 0 && projcontacttime(622) = -1
attr = A, NA
damage    = 22
guardflag = HA
priority = 4
pausetime = 0,10
sparkno = S7002
guard.sparkno = S7007
sparkxy = 0,20
hitsound = S220,1
guardsound = S120, 0
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
air.fall = 1
fall.recover = 1
fall.recovertime = 40
palfx.time = ifelse((palno = [1,10]),0,10)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=stateno
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),const(movement.yaccel)+vel y

[State 622]
type = ChangeState
trigger1 = AnimTime = 0
value = 621
ctrl = 1

; 光球
[Statedef 626]
type = A
movetype = A
physics = N
velset = 0,0
anim = 622
sprpriority = 2

[State 626]
type = BindToRoot
trigger1 = root,Stateno = 630
trigger2 = root,Stateno = 631
time = 999
pos = 50,-40

[State 626]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = parent,stateno != [620, 639]
value = 627

;---------------------------------------------------------------------------
;とんでって
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 80
ctrl = 0
anim = 630
sprpriority = 1

[State 630]
type = PlaySnd
trigger1 = Time = 4
value = 210,0

[State 630]
type = Explod
trigger1 = AnimElem = 6
anim = 622
id = 620
pos = 50, -40
bindtime = 9999
ontop = 1
ownpal = 1
IgnoreHitPause = 0

[State 630]
type = HitDef
triggerall = AnimElem = 8
trigger1 = palno = [1,10]
trigger2 = palno = [11,12]
trigger2 = var(39) != 5
attr = A, NA
damage    = 60
guardflag = HA
priority = 4
pausetime = 10,10
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-30
hitsound   = S220,1
guardsound = S120, 0
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -8,-4
air.fall = 1
fall.recover = 1
fall.recovertime = 40
palfx.time = ifelse((palno = [1,10]),0,10)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0

[State 630]
type = varset
triggerall = palno = [11,12]
trigger1 = Time = 0
v = 21
value = 0

[State 630]
type = Projectile
triggerall = var(21) = 0
triggerall = palno = [11,12]
trigger1 = AnimElem = 8,>= 0 && AnimElem = 9,< 0 && projcontacttime(630) = -1
trigger1 = var(39) = 5
attr = A, NA
damage    = 60
guardflag = HA
priority = 4
pausetime = 0,10
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-30
hitsound   = S220,1
guardsound = S120, 0
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -8,-4
air.fall = 1
fall.recover = 1
fall.recovertime = 40
palfx.time = ifelse((palno = [1,10]),0,10)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=stateno
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),const(movement.yaccel)+vel y

[State 630]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(630) = 1
anim = 7012
id = 7012
vel = 10 + (var(50)), (var(51))
pos = -10,-60
postype = p2
sprpriority = 7

[State 630]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(630) = 1
anim = 7013
id = 7012
vel = 7 + (var(51)), 7 + (var(50))
pos = -10,-60
postype = p2
sprpriority = 7

[State 630]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(630) = 1
anim = 7012
id = 7012
vel = 0 - (var(50)), 10 + (var(51))
pos = -10,-60
postype = p2
sprpriority = 7

[State 630]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(630) = 1
anim = 7013
id = 7012
vel = -7 - (var(51)), 7 + (var(50))
pos = -10,-60
postype = p2
sprpriority = 7

[State 630]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(630) = 1
anim = 7012
id = 7012
vel = -10 + (var(50)), 0 - (var(51))
pos = -10,-60
postype = p2
sprpriority = 7

[State 630]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(630) = 1
anim = 7013
id = 7012
vel = -7 + (var(51)), -7 - (var(50))
pos = -10,-60
postype = p2
sprpriority = 7

[State 630]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(630) = 1
anim = 7012
id = 7012
vel = 0 - (var(50)), -10 - (var(51))
pos = -10,-60
postype = p2
sprpriority = 7

[State 630]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(630) = 1
anim = 7013
id = 7012
vel = 7 - (var(51)), -7 - (var(50))
pos = -10,-60
postype = p2
sprpriority = 7

[State 630]
type = ChangeState
trigger1 = AnimTime = 0
value = 650
ctrl = 1

;とんでって
[Statedef 631]
type    = A
movetype= A
physics = U
juggle  = 4
poweradd= 80
ctrl = 0
anim = 630
sprpriority = 1

[State 631]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 631]
type = PlaySnd
trigger1 = Time = 4
value = 210,0

[State 630]
type = Explod
trigger1 = AnimElem = 6
anim = 622
id = 620
pos = 50, -40
bindtime = 9999
ontop = 1
ownpal = 1
IgnoreHitPause = 0

[State 631]
type = HitDef
triggerall = AnimElem = 8
trigger1 = palno = [1,10]
trigger2 = palno = [11,12]
trigger2 = var(39) != 5
attr = A, NA
damage    = 60
guardflag = HA
priority = 4
pausetime = 10,10
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-30
hitsound   = S220,1
guardsound = S120, 0
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -8,-4
air.fall = 1
fall.recover = 1
fall.recovertime = 40
palfx.time = ifelse((palno = [1,10]),0,10)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0

[State 631]
type = varset
triggerall = palno = [11,12]
trigger1 = Time = 0
v = 21
value = 0

[State 631]
type = Projectile
triggerall = var(21) = 0
triggerall = palno = [11,12]
trigger1 = AnimElem = 8,>= 0 && AnimElem = 9,< 0 && projcontacttime(631) = -1
trigger1 = var(39) = 5
attr = A, NA
damage    = 60
guardflag = HA
priority = 4
pausetime = 0,10
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-30
hitsound   = S220,1
guardsound = S120, 0
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -8,-4
air.fall = 1
fall.recover = 1
fall.recovertime = 40
palfx.time = ifelse((palno = [1,10]),0,10)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=stateno
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),const(movement.yaccel)+vel y

[State 631]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(631) = 1
anim = 7012
id = 7012
vel = 10 + (var(50)), (var(51))
pos = -10,-60
postype = p2
sprpriority = 7

[State 631]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(631) = 1
anim = 7013
id = 7012
vel = 7 + (var(51)), 7 + (var(50))
pos = -10,-60
postype = p2
sprpriority = 7

[State 631]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(631) = 1
anim = 7012
id = 7012
vel = 0 - (var(50)), 10 + (var(51))
pos = -10,-60
postype = p2
sprpriority = 7

[State 631]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(631) = 1
anim = 7013
id = 7012
vel = -7 - (var(51)), 7 + (var(50))
pos = -10,-60
postype = p2
sprpriority = 7

[State 631]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(631) = 1
anim = 7012
id = 7012
vel = -10 + (var(50)), 0 - (var(51))
pos = -10,-60
postype = p2
sprpriority = 7

[State 631]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(631) = 1
anim = 7013
id = 7012
vel = -7 + (var(51)), -7 - (var(50))
pos = -10,-60
postype = p2
sprpriority = 7

[State 631]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(631) = 1
anim = 7012
id = 7012
vel = 0 - (var(50)), -10 - (var(51))
pos = -10,-60
postype = p2
sprpriority = 7

[State 631]
type = Explod
trigger1 = Movehit = 1
trigger2 = projhit(631) = 1
anim = 7013
id = 7012
vel = 7 - (var(51)), -7 - (var(50))
pos = -10,-60
postype = p2
sprpriority = 7

[State 631]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) > 0
value = 71
ctrl = 1

;---------------------------------------------------------------------------
;ジャンプ攻撃後
[Statedef 650]
type    = A
movetype= I
physics = A
ctrl = 1
anim = 650

[State 650]
type = PosSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
y = 0

[State 650]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
;前投げ開始
[statedef 800]
type = S
movetype = A
velset = 0
ctrl = 0
anim = 800
juggle = 0

[State 800]
type = Hitdef
triggerall = AnimElem = 3
trigger1 = palno = [1,10]
trigger2 = palno = [11,12]
trigger2 = var(39) != 5
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = S7003
sparkxy = -10, -50
sprpriority = 1 
guard.dist = 0
p1stateno = 801
p2stateno = 830
hitsound   = S800,0
palfx.time = ifelse((palno = [1,10]),0,2)
palfx.add = 256,256,256

[State 800]
type = Projectile
trigger1 = palno = [11,12]
trigger1 = AnimElem = 3,>= 0 && AnimElem = 4,< 0 && projcontacttime(800) = -1
trigger1 = var(39) = 5
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = S7003
sparkxy = -10, -50
sprpriority = 1 
guard.dist = 0
p1stateno = 801
p2stateno = 830
hitsound   = S800,0
palfx.time = ifelse((palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=stateno
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 800]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;前投げヒット
[statedef 801]
type = S
movetype = A
velset = 0
ctrl = 0
anim = 801

[State 801]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = 10 + (var(50)), (var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 801]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = 7 + (var(51)), 7 + (var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 801]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = 0 - (var(50)), 10 + (var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 801]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = -7 - (var(51)), 7 + (var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 801]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = -10 + (var(50)), 0 - (var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 801]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = -7 + (var(51)), -7 - (var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 801]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = 0 - (var(50)), -10 - (var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 801]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = 7 - (var(51)), -7 - (var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 801]
type = Helper
trigger1 = Time = 0
id = 805
stateno = 805
postype = p1
pos = 30,0
sprpriority = 2
ownpal = 1
[state ]
type=displaytoclipboard
trigger1=time=0
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 801]
type = targetbind
trigger1 = Time = 0
pos = 30,0

[State 801]
type = turn
trigger1 = P2Dist X < 0
value = 1

[State 801]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; ヘルパー中央
[Statedef 805]
type    = A
movetype = A
physics = N
poweradd = 0
velset = 0,0
ctrl = 0
anim = 806

[State 805]
type = Helper
trigger1 = Time = 0
name = "nage1"
id = 806
stateno = 806
postype = p1
pos = -95,0
sprpriority = 2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 801]
type = Helper
trigger1 = Time = 0
name = "nage1"
id = 807
stateno = 807
postype = p1
pos = 95,0
sprpriority = 2
ignorehitpause = 1
persistent = 0
ownpal = 1

[state ]
type=displaytoclipboard
trigger1=time=0
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 805]
type = VelSet
trigger1 = AnimElem = 2
y = -8.5

[State 805]
type = VelAdd
trigger1 = Time >= 1
y = 0.5

[State 805]
type = changestate
trigger1 = Vel Y >= 0
trigger1 = time >= 10
value = 810
ctrl = 0

; ヘルパー左
[Statedef 806]
type    = A
movetype = A
physics = N
poweradd = 0
velset = 0,0
ctrl = 0
anim = 805

[State 806]
type = VelSet
trigger1 = AnimElem = 2
x = 4
y = -8.5

[State 806]
type = VelAdd
trigger1 = Time >= 1
y = 0.5

[State 806]
type = changestate
trigger1 = Vel Y >= 0
trigger1 = time >= 10
value = 811
ctrl = 0

; ヘルパー右
[Statedef 807]
type    = A
movetype = A
physics = N
poweradd = 0
velset = 0,0
ctrl = 0
anim = 807

[State 807]
type = VelSet
trigger1 = AnimElem = 2
x = -4
y = -8.5

[State 807]
type = VelAdd
trigger1 = Time >= 1
y = 0.5

[State 807]
type = changestate
trigger1 = Vel Y >= 0
trigger1 = time >= 10
value = 812
ctrl = 0

; ヘルパー中央落下
[Statedef 810]
type    = A
movetype = A
physics = N
poweradd = 0
velset = 0,0
ctrl = 0
anim = 810

[State 810]
type = targetbind
trigger1 = 1
pos = 0,-45

[State 810]
type = VelAdd
trigger1 = Time >= 0
y = 0.5

[State 810]
type = VelSet
trigger1 = Time = 0
x = 0

[State 810]
type = changestate
trigger1 = Pos Y >= 0
value = 815
ctrl = 0

; ヘルパー左落下
[Statedef 811]
type    = A
movetype = A
physics = N
poweradd = 0
velset = 0,0
ctrl = 0
anim = 810

[State 811]
type = BindToParent
trigger1 = 1
facing = 0
pos = -30,0

[State 811]
type = changestate
trigger1 = Pos Y >= 0
value = 816
ctrl = 0

; ヘルパー右落下
[Statedef 812]
type    = A
movetype = A
physics = N
poweradd = 0
velset = 0,0
ctrl = 0
anim = 810

[State 812]
type = BindToParent
trigger1 = 1
facing = 0
pos = 30,0

[State 812]
type = changestate
trigger1 = Pos Y >= 0
value = 817
ctrl = 0

; ヘルパー中央移動
[Statedef 815]
type    = S
movetype = A
physics = N
poweradd = 0
velset = 0,0
ctrl = 0
anim = 815

[State 815]
type = targetbind
trigger1 = 1
pos = 0,-45

[State 815]
type = VelSet
trigger1 = Time = 0
x = 5.0
y = 0

[State 815]
type = changestate
trigger1 = FrontEdgeBodyDist <= 75
value = 820
ctrl = 0

; ヘルパー左移動
[Statedef 816]
type    = S
movetype = A
physics = N
poweradd = 0
velset = 0,0
ctrl = 0
anim = 815

[State 816]
type = BindToParent
trigger1 = 1
pos = -30,0

[State 816]
type = changestate
trigger1 = FrontEdgeBodyDist <= 105
value = 820
ctrl = 0

; ヘルパー右移動
[Statedef 817]
type    = S
movetype = A
physics = N
poweradd = 0
velset = 0,0
ctrl = 0
anim = 815

[State 816]
type = BindToParent
trigger1 = 1
pos = 30,0

[State 817]
type = changestate
trigger1 = FrontEdgeBodyDist <= 45
value = 820
ctrl = 0

; ヘルパー投げ
[Statedef 820]
type    = S
movetype = A
physics = N
poweradd = 0
velset = 0,0
ctrl = 0
anim = 820

[State 820]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 820]
type = ChangeState
trigger1 = AnimTime = 0
value = 821
ctrl = 1

; ヘルパー退散
[Statedef 821]
type    = S
movetype = A
physics = N
poweradd = 0
velset = 0,0
ctrl = 0
anim = 821

[State 821]
type = VelSet
trigger1 = Time = 0
x = 5.0
y = 0

[State 821]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

; やられ１
[Statedef 830]
type    = A
movetype = H
physics = N
poweradd = 0
velset = 0,0
ctrl = 0

[State 830]
type = changeanim2
trigger1 = time = 0
value = 830

[State 830]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 830]
type = turn
trigger1 = P2Dist X < 0
value = 1

[State 830]
type = VelSet
trigger1 = Time = 0
y = -10

[State 830]
type = VelAdd
trigger1 = Time >= 1
y = 0.5

[State 830]
type = changestate
trigger1 = Vel Y >= 0
value = 831
ctrl = 0

; やられ２
[Statedef 831]
type    = A
movetype = H
physics = N
poweradd = 0
velset = 0,0
ctrl = 0

[State 831]
type = changeanim2
trigger1 = time = 0
value = 831

[State 831]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 831]
type = VelAdd
trigger1 = Time >= 0
trigger2 = Pos Y < -45
y = 0.5

[State 831]
type = VelSet
trigger1 = Pos Y >= -45
y = 0

[State 831]
type = VelSet
trigger1 = p2dist X >= 0
trigger1 = Pos Y >= -45
x = -5.0

[State 831]
type = changestate
trigger1 = BackEdgeBodyDist <= 70
value = 832
ctrl = 0

; やられ３
[Statedef 832]
type    = A
movetype= H
physics = N
velset = 0,0

[State 832]
type = changeanim2
Trigger1 = Time = 0
value = 832

[State 832]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 832]
type = lifeadd
trigger1 = Time = 0
value = -80

[State 832]
type = VelSet
trigger1 = p2dist X >= 0
trigger1 = Time = 0
x = -7
y = -7

[State 832]
type = VelSet
trigger1 = p2dist X < 0
trigger1 = Time = 0
x = 7
y = -7

[State 832]
type = Veladd
trigger1 = Time >= 0
y = .2

[State 832]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 20
value = 833

[State 832]
type = SelfState
trigger1 = Pos Y > 0
value = 5100

; やられ４
[Statedef 833]
type = A
movetype= H
physics = N

[State 833]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 833]
type = EnvShake
trigger1 = time = 0
time = 10
ampl = 4

[State 833]
type = AngleAdd
trigger1 = 1
value = 22.5

[State 833]
type = AngleDraw
trigger1 = 1

[State 833]
type = Playerpush
trigger1 = 1
value = 0

[State 833]
type = VelSet
trigger1 = time = 0
trigger1 = p2dist X >= 0
x = 1.2
y = -8

[State 833]
type = VelSet
trigger1 = time = 0
trigger1 = p2dist X < 0
x = -1.2
y = -8

[State 833]
type = Veladd
trigger1 = 1
y = .3

[State 833]
type = ChangeAnim2
trigger1 = time = 0
value = 833

[State 833]
type = SelfState
trigger1 = Pos Y > 0
value = 5110

;---------------------------------------------------------------------------
;後ろ投げ開始
[statedef 850]
type = S
movetype = A
velset = 0
ctrl = 0
anim = 800
juggle = 0

[State 850]
type = Hitdef
triggerall = AnimElem = 3
trigger1 = palno = [1,10]
trigger2 = palno = [11,12]
trigger2 = var(39) != 5
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = S7003
sparkxy = -10, -50
sprpriority = 1 
guard.dist = 0
p1stateno = 851
p2stateno = 880
hitsound   = S800,0
palfx.time = ifelse((palno = [1,10]),0,2)
palfx.add = 256,256,256

[State 850]
type = Projectile
trigger1 = palno = [11,12]
trigger1 = AnimElem = 3 && AnimElem = 4,< 0 && projcontacttime(850) = -1
trigger1 = var(39) = 5
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = S7003
sparkxy = -10, -50
sprpriority = 1 
guard.dist = 0
p1stateno = 851
p2stateno = 880
hitsound   = S800,0
palfx.time = ifelse((palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=stateno
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 850]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;後ろ投げヒット
[statedef 851]
type = S
movetype = A
velset = 0
ctrl = 0
anim = 801

[State 851]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = 10 + (var(50)), (var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 851]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = 7 + (var(51)), 7 + (var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 851]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = 0 - (var(50)), 10 + (var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 851]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = -7 - (var(51)), 7 + (var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 851]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = -10 + (var(50)), 0 - (var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 851]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = -7 + (var(51)), -7 - (var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 851]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = 0 - (var(50)), -10 - (var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 851]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = 7 - (var(51)), -7 - (var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 851]
type = targetbind
trigger1 = Time = 0
pos = 30,0

[State 851]
type = Helper
trigger1 = Time = 0
name = "nage1"
id = 806
stateno = 855
postype = p1
pos = -65,0
sprpriority = 2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 851]
type = Helper
trigger1 = Time = 0
name = "nage1"
id = 805
stateno = 856
postype = p1
pos = 30,0
sprpriority = 2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 851]
type = Helper
trigger1 = Time = 0
name = "nage1"
id = 805
stateno = 857
postype = p1
pos = 125,0
sprpriority = 2
ignorehitpause = 1
persistent = 0
ownpal = 1

[state ]
type=displaytoclipboard
trigger1=time=0
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 851]
type = turn
trigger1 = P2Dist X < 0
value = 1

[State 851]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; ヘルパー１
[Statedef 855]
type    = A
movetype = A
physics = N
poweradd = 0
velset = 0,0
ctrl = 0
anim = 805

[State 855]
type = VelSet
trigger1 = AnimElem = 2
x = 4
y = -8.5

[State 855]
type = VelAdd
trigger1 = Time >= 1
y = 0.5

[State 855]
type = changestate
trigger1 = Vel Y >= 0
trigger1 = time >= 10
value = 860
ctrl = 0

; ヘルパー２
[Statedef 856]
type    = A
movetype = A
physics = N
poweradd = 0
velset = 0,0
ctrl = 0
anim = 806

[State 856]
type = VelSet
trigger1 = AnimElem = 2
y = -8.5

[State 856]
type = VelAdd
trigger1 = Time >= 1
y = 0.5

[State 856]
type = changestate
trigger1 = Vel Y >= 0
trigger1 = time >= 10
value = 861
ctrl = 0

; ヘルパー３
[Statedef 857]
type    = A
movetype = A
physics = N
poweradd = 0
velset = 0,0
ctrl = 0
anim = 807

[State 857]
type = VelSet
trigger1 = AnimElem = 2
x = -4
y = -8.5

[State 857]
type = VelAdd
trigger1 = Time >= 1
y = 0.5

[State 857]
type = changestate
trigger1 = Vel Y >= 0
trigger1 = time >= 10
value = 862
ctrl = 0

; ヘルパー１落下
[Statedef 860]
type    = A
movetype = A
physics = N
poweradd = 0
velset = 0,0
ctrl = 0
anim = 810

[State 860]
type = turn
trigger1 = Time = 0
value = 1

[State 860]
type = VelSet
trigger1 = Time = 0
x = 0

[State 860]
type = VelAdd
trigger1 = Time >= 0
y = 0.5

[State 860]
type = changestate
trigger1 = Pos Y >= 0
value = 865
ctrl = 0

; ヘルパー２落下
[Statedef 861]
type    = A
movetype = A
physics = N
poweradd = 0
velset = 0,0
ctrl = 0
anim = 810

[State 861]
type = turn
trigger1 = Time = 0
value = 1

[State 861]
type = VelSet
trigger1 = Time = 0
x = 0

[State 861]
type = VelAdd
trigger1 = Time >= 0
y = 0.5

[State 861]
type = changestate
trigger1 = Pos Y >= 0
value = 866
ctrl = 0

; ヘルパー３落下
[Statedef 862]
type    = A
movetype = A
physics = N
poweradd = 0
velset = 0,0
ctrl = 0
anim = 810

[State 862]
type = turn
trigger1 = Time = 0
value = 1

[State 862]
type = VelSet
trigger1 = Time = 0
x = 0

[State 862]
type = VelAdd
trigger1 = Time >= 0
y = 0.5

[State 862]
type = changestate
trigger1 = Pos Y >= 0
value = 867
ctrl = 0

; ヘルパー１移動
[Statedef 865]
type    = S
movetype = A
physics = N
poweradd = 0
velset = 0,0
ctrl = 0
anim = 815

[State 865]
type = VelSet
trigger1 = Time = 0
x = 5.0
y = 0

[State 866]
type = changestate
trigger1 = FrontEdgeBodyDist <= 45
value = 820
ctrl = 0

; ヘルパー２移動
[Statedef 866]
type    = S
movetype = A
physics = N
poweradd = 0
velset = 0,0
ctrl = 0
anim = 815

[State 866]
type = VelSet
trigger1 = Time = 0
x = 5.0
y = 0

[State 866]
type = changestate
trigger1 = FrontEdgeBodyDist <= 75
value = 820
ctrl = 0

; ヘルパー３移動
[Statedef 867]
type    = S
movetype = A
physics = N
poweradd = 0
velset = 0,0
ctrl = 0
anim = 815

[State 867]
type = VelSet
trigger1 = Time = 0
x = 5.0
y = 0

[State 867]
type = changestate
trigger1 = FrontEdgeBodyDist <= 105
value = 870
ctrl = 0

; ヘルパー投げ
[Statedef 870]
type    = S
movetype = A
physics = N
poweradd = 0
velset = 0,0
ctrl = 0
anim = 820

[State 870]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 870]
type = ChangeState
trigger1 = AnimTime = 0
value = 821
ctrl = 1

; ヘルパー退散
[Statedef 871]
type    = S
movetype = A
physics = N
poweradd = 0
velset = 0,0
ctrl = 0
anim = 821

[State 871]
type = VelSet
trigger1 = Time = 0
x = 5.0
y = 0

[State 871]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

; やられ１
[Statedef 880]
type    = A
movetype = H
physics = N
poweradd = 0
velset = 0,0
ctrl = 0

[State 880]
type = changeanim2
trigger1 = time = 0
value = 830

[State 880]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 880]
type = turn
trigger1 = P2Dist X < 0
value = 1

[State 880]
type = VelSet
trigger1 = Time = 0
y = -10

[State 880]
type = VelAdd
trigger1 = Time >= 1
y = 0.5

[State 880]
type = changestate
trigger1 = Vel Y >= 0
value = 881
ctrl = 0

; やられ２
[Statedef 881]
type    = A
movetype = H
physics = N
poweradd = 0
velset = 0,0
ctrl = 0

[State 881]
type = changeanim2
trigger1 = time = 0
value = 831

[State 881]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 881]
type = VelAdd
trigger1 = Time >= 0
trigger2 = Pos Y < -45
y = 0.5

[State 881]
type = VelSet
trigger1 = Pos Y >= -45
y = 0

[State 881]
type = VelSet
trigger1 = p2dist X >= 0
trigger1 = Pos Y >= -45
x = 5.0

[State 881]
type = changestate
trigger1 = FrontEdgeBodyDist <= 70
value = 882
ctrl = 0

; やられ３
[Statedef 882]
type    = A
movetype= H
physics = N
velset = 0,0

[State 882]
type = changeanim2
Trigger1 = Time = 0
value = 832

[State 882]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 882]
type = lifeadd
trigger1 = Time = 0
value = -80

[State 882]
type = VelSet
trigger1 = p2dist X >= 0
trigger1 = Time = 0
x = -7
y = -7

[State 882]
type = VelSet
trigger1 = p2dist X < 0
trigger1 = Time = 0
x = 7
y = -7

[State 882]
type = Veladd
trigger1 = Time >= 0
y = .2

[State 882]
type = ChangeState
trigger1 = FrontEdgeBodyDist <= 20
value = 833

[State 882]
type = SelfState
trigger1 = Pos Y > 0
value = 5100

;---------------------------------------------------------------------------
;空中投げ開始
[statedef 900]
type = A
movetype = A
velset = 0
ctrl = 0
anim = 900
juggle = 0

[State 900]
type = Hitdef
triggerall = AnimElem = 3
trigger1 = palno = [1,10]
trigger2 = palno = [11,12]
trigger2 = var(39) != 5
attr = A, NT
hitflag = A-
priority = 1, Miss
sparkno = S7003
sparkxy = -10, -50
sprpriority = 1 
guard.dist = 0
p1stateno = 901
p2stateno = 950
hitsound   = S800,0
palfx.time = ifelse((palno = [1,10]),0,2)
palfx.add = 256,256,256

[State 900]
type = Projectile
trigger1 = palno = [11,12]
trigger1 = AnimElem = 3 && AnimElem = 4,< 0 && projcontacttime(800) = -1
trigger1 = var(39) = 5
attr = A, NT
hitflag = A-
priority = 1, Miss
sparkno = S7003
sparkxy = -10, -50
sprpriority = 1 
guard.dist = 0
p1stateno = 901
p2stateno = 950
hitsound   = S800,0
palfx.time = ifelse((palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=stateno
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 900]
type = ChangeState
trigger1 = AnimTime = 0
value = 650
ctrl = 1

;後ろ投げヒット
[statedef 901]
type = A
movetype = A
velset = 0
ctrl = 0
anim = 901

[State 901]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = 10 + (var(50)), (var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 901]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = 7 + (var(51)), 7 + (var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 901]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = 0 - (var(50)), 10 + (var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 901]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = -7 - (var(51)), 7 + (var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 901]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = -10 + (var(50)), 0 - (var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 901]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = -7 + (var(51)), -7 - (var(50))
pos = -10,-50
postype = p2
ontop = 1
sprpriority = 7

[State 901]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = 0 - (var(50)), -10 - (var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 901]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = 7 - (var(51)), -7 - (var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 901]
type = VelSet
trigger1 = Time >= 0
x = 0
y = 0

[State 901]
type = targetbind
trigger1 = animelem = 1
pos = 10, 0
time = 10
persistent = 0

[State 901]
type = Turn
trigger1 =animelem = 6

[State 901]
type = ChangeState
trigger1 = AnimTime = 0
value = 650
ctrl = 1

;やられ
[Statedef 950]
type    = A
movetype= H
physics = N
velset = 0,0

[State 950] 
type = ChangeAnim2
Trigger1 = Time = 0
value = 950

[State 950]
type = VelSet
trigger1 = p2dist X >= 0
trigger1 = time = 16
x = 8
y = -4

[State 950]
type = VelSet
trigger1 = p2dist X < 0
trigger1 = time = 16
x = -8
y = -4

[State 950]
type = lifeadd
trigger1 = Time = 16
value = -100

[State 950]
type = Veladd
trigger1 = time >= 16
y = .3

[State 950]
type = SelfState
trigger1 = Pos Y > 0
value = 5100

;---------------------------------------------------------------------------
;弱まどのそと
[statedef 1000]
type = S
movetype = A
anim  = 1000
poweradd= 100
ctrl = 0
velset = 0

[State 1000]
type = ChangeAnim
trigger1 = time = 0
trigger1 = palno = [11,12]
value = 1005

[State 1000]
type = Explod
trigger1 = AnimElem = 8
anim = 7005
pos = -5,0
sprpriority = -1
ownpal = 1

[State 1000]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal
name = "hikari"
postype = p1
pos = 40,-40
stateno = 1010
id = 1010
ownpal = 1
facing = 1

[state ]
type=displaytoclipboard
trigger1=animelem=8
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 1000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;弱まどのそと
[statedef 1001]
type = A
movetype = A
physics = N
anim  = 1000
poweradd= 100
ctrl = 0
velset = 0

[State 1001]
type = ChangeAnim
trigger1 = time = 0
trigger1 = palno = [11,12]
value = 1005

[State 1001]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 1001]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1001]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal
name = "hikari"
postype = p1
pos = 40,-40
stateno = 1010
id = 1010
ownpal = 1
facing = 1

[state ]
type=displaytoclipboard
trigger1=animelem=8
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 1001]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) = 0
value = 650
ctrl = 1

[State 1001]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) > 0
value = 71
ctrl = 1

;光球
[Statedef 1010]
type = S
movetype = A
physics = N
anim = 1010
velset = 2,0
ctrl = 0
sprpriority = 2

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=7,-4
ignorehitpause=1

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

[state 1013]
type = veladd
trigger1 = root,palno = [11,12]
trigger1 = p2bodydist X < 0
trigger1 = Time > 4
x = -.2
[state 1013]
type = veladd
trigger1 = root,palno = [11,12]
trigger1 = p2bodydist X > 0
trigger1 = Time > 4
x = .2
[state 1013]
type = velset
trigger1 = root,palno = [11,12]
trigger1 = vel x != [-15,15]
x = ifelse(vel x<0,-15,15)
[state 1013]
type = veladd
trigger1 = root,palno = [11,12]
trigger1 = p2bodydist y + enemynear,Const(Size.Mid.Pos.Y) < 0
trigger1 = Time > 4
y = -.2
[state 1013]
type = veladd
trigger1 = root,palno = [11,12]
trigger1 = p2bodydist y + enemynear,Const(Size.Mid.Pos.Y) > 0
trigger1 = Time > 4
y = .2
[state 1013]
type = velset
trigger1 = root,palno = [11,12]
trigger1 = vel y != [-15,15]
y = ifelse(vel y<0,-15,15)

[State 1010]
type = PlaySnd
trigger1 = Time = 0
value = 1000,0

[State 1010]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 10 + (parent,var(50)), (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1010]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(51)), 7 + (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1010]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), 10 + (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1010]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(51)), 7 + (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1010]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(50)), 0 - (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1010]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(51)), -7 - (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1010]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), -10 - (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1010]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(51)), -7 - (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1010]
type = PlaySnd
trigger1 = hitcount = 1
trigger1 = projhittime(0) = 0
value = 1000,1

[State 1010]
type = PlaySnd
triggerall = root,palno = [11,12]
trigger1 = projhittime(0) = 0
value = S0,1000
channel = 0

[State 1010]
type = ChangeState
trigger1 = hitcount > ifelse((root,palno = [1,10]),0,9)
trigger1 = projhittime(0) = 0
value = 1015

[State 1010]
type = ChangeState
trigger1 = hitcount > ifelse((root,palno = [1,10]),0,9)
trigger1 = projGuardedtime(0) = 0
value = 1016

[State 1010]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

[state ]
type=null
trigger1=time%5=0
trigger1=var((532-3648)/4):=0||1
trigger1=var((536-3648)/4):=-1||1
trigger1=0
[State 1010]
type = Projectile
trigger1 = PlayerIDExist(ID) = 1
trigger1 = projcontacttime(0) = -1
attr = S, SA
animtype  = Hard
damage    = 50*(parent,var(28)),5*(parent,var(28))
hitflag = MAFP
guardflag = MA
pausetime = 5,5
priority = 999999
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-20
hitsound   = S220,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
p2stateno = 1020
palfx.time = ifelse((root,palno = [1,10]),0,30)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

;消滅
[Statedef 1015]
type = S
movetype = A
physics = N
anim = 1011
velset = 0,0

[State 1015]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1015]
type = Parentvarset
trigger1 = time = 0
v = 12
value = 0

[State 1015]
type = destroyself
trigger1 = animtime = 0

;消滅
[Statedef 1016]
type = S
movetype = A
physics = N
anim = 1012
velset = 0,0

[State 1016]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1016]
type = destroyself
trigger1 = animtime = 0

;やられ
[Statedef 1020]
type    = S
movetype = H
physics = N
poweradd = 0
velset = 0,0
ctrl = 0

[State 1020]
type = ChangeAnim2
trigger1 = Time = 0
value = 950

[State 1020]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 1020]
type = posadd
trigger1 = Time = 1
x = (P2Dist X) -1

[State 1020]
type = PosSet
trigger1 = Time = 1
y = -600

[State 1020]
type = selfstate
trigger1 = time = 1
value = 5050

;---------------------------------------------------------------------------
;中まどのそと
[statedef 1002]
type = S
movetype = A
anim  = 1000
poweradd= 100
ctrl = 0
velset = 0

[State 1002]
type = ChangeAnim
trigger1 = time = 0
trigger1 = palno = [11,12]
value = 1005

[State 1002]
type = Explod
trigger1 = AnimElem = 8
anim = 7005
pos = -5,0
sprpriority = -1
ownpal = 1

[State 1002]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal
name = "hikari"
postype = p1
pos = 40,-40
stateno = 1011
id = 1010
ownpal = 1
facing = 1

[state ]
type=displaytoclipboard
trigger1=animelem=8
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 1002]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;中まどのそと
[statedef 1003]
type = A
movetype = A
physics = N
anim  = 1000
poweradd= 100
ctrl = 0
velset = 0

[State 1003]
type = ChangeAnim
trigger1 = time = 0
trigger1 = palno = [11,12]
value = 1005

[State 1003]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 1003]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1003]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal
name = "hikari"
postype = p1
pos = 40,-40
stateno = 1012
id = 1010
ownpal = 1
facing = 1

[state ]
type=displaytoclipboard
trigger1=animelem=8
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 1003]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) = 0
value = 650
ctrl = 1

[State 1003]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) > 0
value = 71
ctrl = 1

;光球
[Statedef 1011]
type = S
movetype = A
physics = N
anim = 1010
velset = ifelse((root,palno = [1,10]),1.2,6),ifelse((root,palno = [1,10]),-1.2,-6)
ctrl = 0
sprpriority = 2

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=7,-4
ignorehitpause=1

[State 1011]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 1013]
type = veladd
trigger1 = root,palno = [11,12]
trigger1 = p2bodydist X < 0
trigger1 = Time > 4
x = -.2
[state 1013]
type = veladd
trigger1 = root,palno = [11,12]
trigger1 = p2bodydist X > 0
trigger1 = Time > 4
x = .2
[state 1013]
type = velset
trigger1 = root,palno = [11,12]
trigger1 = vel x != [-15,15]
x = ifelse(vel x<0,-15,15)
[state 1013]
type = veladd
trigger1 = root,palno = [11,12]
trigger1 = p2bodydist y + enemynear,Const(Size.Mid.Pos.Y) < 0
trigger1 = Time > 4
y = -.2
[state 1013]
type = veladd
trigger1 = root,palno = [11,12]
trigger1 = p2bodydist y + enemynear,Const(Size.Mid.Pos.Y) > 0
trigger1 = Time > 4
y = .2
[state 1013]
type = velset
trigger1 = root,palno = [11,12]
trigger1 = vel y != [-15,15]
y = ifelse(vel y<0,-15,15)

[State 1011]
type = PlaySnd
trigger1 = Time = 0
value = 1000,0

[State 1011]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 10 + (parent,var(50)), (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1011]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(51)), 7 + (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1011]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), 10 + (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1011]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(51)), 7 + (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1011]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(50)), 0 - (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1011]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(51)), -7 - (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1011]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), -10 - (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1011]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(51)), -7 - (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1011]
type = PlaySnd
trigger1 = hitcount = 1
trigger1 = projhittime(0) = 0
value = 1000,1

[State 1011]
type = PlaySnd
triggerall = root,palno = [11,12]
trigger1 = projhittime(0) = 0
value = S0,1000
channel = 0

[State 1011]
type = ChangeState
trigger1 = hitcount > ifelse((root,palno = [1,10]),0,9)
trigger1 = projhittime(0) = 0
value = 1015

[State 1011]
type = ChangeState
trigger1 = hitcount > ifelse((root,palno = [1,10]),0,9)
trigger1 = projGuardedtime(0) = 0
value = 1016

[State 1011]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

[state ]
type=null
trigger1=time%5=0
trigger1=var((532-3648)/4):=0||1
trigger1=var((536-3648)/4):=-1||1
trigger1=0
[State 1011]
type = Projectile
trigger1 = PlayerIDExist(ID) = 1
trigger1 = projcontacttime(0) = -1
attr = S, SA
animtype  = Hard
damage    = 50*(parent,var(28)),5*(parent,var(28))
hitflag = MAFP
guardflag = MA
pausetime = 5,5
priority = 999999
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-20
hitsound   = S220,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
p2stateno = 1020
palfx.time = ifelse((root,palno = [1,10]),0,30)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

;光球
[Statedef 1012]
type = S
movetype = A
physics = N
anim = 1010
velset = ifelse((root,palno = [1,10]),1.2,6),ifelse((root,palno = [1,10]),1.2,6)
ctrl = 0
sprpriority = 2

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=7,-4
ignorehitpause=1

[State 1012]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 1013]
type = veladd
trigger1 = root,palno = [11,12]
trigger1 = p2bodydist X < 0
trigger1 = Time > 4
x = -.2
[state 1013]
type = veladd
trigger1 = root,palno = [11,12]
trigger1 = p2bodydist X > 0
trigger1 = Time > 4
x = .2
[state 1013]
type = velset
trigger1 = root,palno = [11,12]
trigger1 = vel x != [-15,15]
x = ifelse(vel x<0,-15,15)
[state 1013]
type = veladd
trigger1 = root,palno = [11,12]
trigger1 = p2bodydist y + enemynear,Const(Size.Mid.Pos.Y) < 0
trigger1 = Time > 4
y = -.2
[state 1013]
type = veladd
trigger1 = root,palno = [11,12]
trigger1 = p2bodydist y + enemynear,Const(Size.Mid.Pos.Y) > 0
trigger1 = Time > 4
y = .2
[state 1013]
type = velset
trigger1 = root,palno = [11,12]
trigger1 = vel y != [-15,15]
y = ifelse(vel y<0,-15,15)

[State 1012]
type = PlaySnd
trigger1 = Time = 0
value = 1000,0

[State 1012]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 10 + (parent,var(50)), (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1012]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(51)), 7 + (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1012]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), 10 + (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1012]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(51)), 7 + (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1012]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(50)), 0 - (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1012]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(51)), -7 - (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1012]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), -10 - (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1012]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(51)), -7 - (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1012]
type = PlaySnd
trigger1 = hitcount = 1
trigger1 = projhittime(0) = 0
value = 1000,1

[State 1012]
type = PlaySnd
triggerall = root,palno = [11,12]
trigger1 = projhittime(0) = 0
value = S0,1000
channel = 0

[State 1012]
type = ChangeState
trigger1 = hitcount > ifelse((root,palno = [1,10]),0,9)
trigger1 = projhittime(0) = 0
value = 1015

[State 1012]
type = ChangeState
trigger1 = hitcount > ifelse((root,palno = [1,10]),0,9)
trigger1 = projGuardedtime(0) = 0
value = 1016

[State 1012]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

[state ]
type=null
trigger1=time%5=0
trigger1=var((532-3648)/4):=0||1
trigger1=var((536-3648)/4):=-1||1
trigger1=0
[State 1012]
type = Projectile
trigger1 = PlayerIDExist(ID) = 1
trigger1 = projcontacttime(0) = -1
attr = S, SA
animtype  = Hard
damage    = 50*(parent,var(28)),5*(parent,var(28))
hitflag = MAFP
guardflag = MA
pausetime = 5,5
priority = 999999
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-20
hitsound   = S220,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
p2stateno = 1020
palfx.time = ifelse((root,palno = [1,10]),0,30)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

;---------------------------------------------------------------------------
;強まどのそと
[statedef 1004]
type = S
movetype = A
anim  = 1001
poweradd= 0
ctrl = 0
velset = 0

[State 1004]
type = VarAdd
triggerall = var(47) = 0
trigger1 = time = 0
v = 46
value = -200
ignorehitpause = 1

[State 1004]
type = VarAdd
triggerall = var(48) = 0
triggerall = var(47) = 1
triggerall = var(46) >= 101
trigger1 = palno = [1,10]
trigger1 = time = 0
v = 46
value = -100
ignorehitpause = 1

[State 1004]
type = VarSet
triggerall = var(48) = 1
triggerall = var(47) = 1
triggerall = var(46) <= 100
trigger1 = palno = [1,10]
trigger1 = time = 0
v = 46
value = 0
ignorehitpause = 1

[State 1004]
type = VarAdd
triggerall = var(48) = 0
triggerall = var(47) = 1
triggerall = var(46) >= 51
trigger1 = time = 0
trigger1 = palno = [11,12]
v = 46
value = -50
ignorehitpause = 1

[State 1004]
type = VarSet
triggerall = var(48) = 1
triggerall = var(47) = 1
triggerall = var(46) <= 50
trigger1 = time = 0
trigger1 = palno = [11,12]
v = 46
value = 0
ignorehitpause = 1

[State 1004]
type = PlaySnd
trigger1 = Time = 0
value = 20,0

[State 1004]
type = Explod
trigger1 = Time = 0
anim = 7006
pos = 0,-40
ontop = 1
ownpal = 1

[State 1004]
type = Explod
trigger1 = AnimElem = 6
anim = 7005
pos = -5,0
sprpriority = -1
ownpal = 1

[State 1004]
type = Explod
trigger1 = AnimElem = 6
anim = 7005
pos = 5,0
facing = -1
sprpriority = -1
ownpal = 1

[State 1004]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1000,2

[State 1004]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal
name = "hikari"
postype = p1
pos = 100,-50
stateno = 1013
id = 1010
ownpal = 1
facing = 1

[State 1004]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal
name = "hikari"
postype = p1
pos = 50,-100
stateno = 1013
id = 1010
ownpal = 1
facing = 1

[State 1004]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal
name = "hikari"
postype = p1
pos = -50,-100
stateno = 1013
id = 1010
ownpal = 1
facing = 1

[State 1004]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal
name = "hikari"
postype = p1
pos = -100,-50
stateno = 1013
id = 1010
ownpal = 1
facing = 1

[state ]
type=displaytoclipboard
trigger1=animelem=6
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 1004]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;光球
[Statedef 1013]
type = S
movetype = A
physics = N
anim = 1010
velset = 0,0
ctrl = 0
sprpriority = 2

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=7,-4
ignorehitpause=1

[State 1013]
type = Parentvarset
trigger1 = Time = 0
v = 12
value = 1

[State 1013]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 1013]
type = velset
trigger1 = root,palno = [1,10]
trigger1 = p2bodydist X< 0
trigger1 = Time >= 5
x = -4.5
[state 1013]
type = velset
trigger1 = root,palno = [1,10]
trigger1 = p2bodydist X > 0
trigger1 = Time >= 5
x = 4.5
[state 1013]
type = velset
trigger1 = root,palno = [1,10]
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 5
y = -0.8
[state 1013]
type = velset
trigger1 = root,palno = [1,10]
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 5
y = 0.8

[state 1013]
type = veladd
trigger1 = root,palno = [11,12]
trigger1 = p2bodydist X < 0
trigger1 = Time > 4
x = -.1
[state 1013]
type = veladd
trigger1 = root,palno = [11,12]
trigger1 = p2bodydist X > 0
trigger1 = Time > 4
x = .1
[state 1013]
type = velset
trigger1 = root,palno = [11,12]
trigger1 = vel x != [-9,9]
x = ifelse(vel x<0,-9,9)
[state 1013]
type = veladd
trigger1 = root,palno = [11,12]
trigger1 = p2bodydist y + enemynear,Const(Size.Mid.Pos.Y) < 0
trigger1 = Time > 4
y = -.1
[state 1013]
type = veladd
trigger1 = root,palno = [11,12]
trigger1 = p2bodydist y + enemynear,Const(Size.Mid.Pos.Y) > 0
trigger1 = Time > 4
y = .1
[state 1013]
type = velset
trigger1 = root,palno = [11,12]
trigger1 = vel y != [-9,9]
y = ifelse(vel y<0,-9,9)

[State 1013]
type = Projectile
trigger1 = projcontacttime(0) = -1
trigger1 = root,palno = [1,10]
trigger2 = projcontacttime(0) = -1
trigger2 = time < 400
trigger2 = root,palno = [11,12]
attr = S, SA
animtype  = Hard
damage    = 50*(parent,var(28)),5*(parent,var(28))
hitflag = MAFP
guardflag = MA
pausetime = 5,5
priority = 999999
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-20
hitsound   = S220,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
p2stateno = 1020
palfx.time = ifelse((root,palno = [1,10]),0,30)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 1013]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 10 + (parent,var(50)), (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1013]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(51)), 7 + (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1013]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), 10 + (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1013]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(51)), 7 + (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1013]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(50)), 0 - (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1013]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(51)), -7 - (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1013]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), -10 - (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1013]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(51)), -7 - (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1013]
type = PlaySnd
trigger1 = projhittime(0) = 0
trigger1 = root,var(12) = 1
value = 1000,1

[State 1013]
type = PlaySnd
triggerall = root,palno = [11,12]
trigger1 = projhittime(0) = 0
value = S0,1000
channel = 0

[State 1013]
type = Parentvarset
trigger1 = projhittime(0) = 0
v = 12
value = 0

[State 1013]
type = ChangeState
trigger1 = projhittime(0) = 0
trigger2 = Parent,var(12) = 0
value = 1015

[State 1013]
type = ChangeState
trigger1 = projGuardedtime(0) = 0
trigger2 = time >= 600
value = 1016

[State 1013]
type = DestroySelf
trigger1 = RootDist X < -300

[state ]
type=null
trigger1=time=400-1
trigger1=var((532-3648)/4):=0||1
trigger1=var((536-3648)/4):=-1||1
trigger1=0
[State 1013]
type = Projectile
trigger1 = PlayerIDExist(ID) = 1
trigger1 = projcontacttime(0) = -1
trigger1 = time >= 400 - 1
trigger1 = root,palno = [11,12]
attr = S, SA
animtype  = Hard
damage    = 50*(parent,var(28)),5*(parent,var(28))
hitflag = MAFP
guardflag = MA
pausetime = 5,5
priority = 999999
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-20
hitsound   = S220,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = 0,-15
air.velocity = 0,-15
palfx.time = ifelse((root,palno = [1,10]),0,30)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

;---------------------------------------------------------------------------
;強まどのそと
[statedef 1005]
type = A
movetype = A
physics = N
anim  = 1002
poweradd= 0
ctrl = 0
velset = 0

[State 1005]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 1005]
type = VarAdd
triggerall = var(47) = 0
trigger1 = time = 0
v = 46
value = -200
ignorehitpause = 1

[State 1005]
type = VarAdd
triggerall = var(48) = 0
triggerall = var(47) = 1
triggerall = var(46) >= 101
trigger1 = palno = [1,10]
trigger1 = time = 0
v = 46
value = -100
ignorehitpause = 1

[State 1005]
type = VarSet
triggerall = var(48) = 1
triggerall = var(47) = 1
triggerall = var(46) <= 100
trigger1 = palno = [1,10]
trigger1 = time = 0
v = 46
value = 0
ignorehitpause = 1

[State 1005]
type = VarAdd
triggerall = var(48) = 0
triggerall = var(47) = 1
triggerall = var(46) >= 51
trigger1 = time = 0
trigger1 = palno = [11,12]
v = 46
value = -50
ignorehitpause = 1

[State 1005]
type = VarSet
triggerall = var(48) = 1
triggerall = var(47) = 1
triggerall = var(46) <= 50
trigger1 = time = 0
trigger1 = palno = [11,12]
v = 46
value = 0
ignorehitpause = 1

[State 1005]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1005]
type = PlaySnd
trigger1 = Time = 0
value = 20,0

[State 1005]
type = Explod
trigger1 = Time = 0
anim = 7006
pos = 0,-40
ontop = 1
ownpal = 1

[State 1005]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1000,2

[State 1005]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal
name = "hikari"
postype = p1
pos = 100,-50
stateno = 1014
id = 1010
ownpal = 1
facing = 1

[State 1005]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal
name = "hikari"
postype = p1
pos = 50,-100
stateno = 1014
id = 1010
ownpal = 1
facing = 1

[State 1005]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal
name = "hikari"
postype = p1
pos = -50,-100
stateno = 1014
id = 1010
ownpal = 1
facing = 1

[State 1005]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal
name = "hikari"
postype = p1
pos = -100,-50
stateno = 1014
id = 1010
ownpal = 1
facing = 1

[state ]
type=displaytoclipboard
trigger1=animelem=6
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 1005]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) = 0
value = 650
ctrl = 1

[State 1005]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) > 0
value = 71
ctrl = 1

;光球
[Statedef 1014]
type = S
movetype = A
physics = N
anim = 1010
velset = 0,0
ctrl = 0
sprpriority = 2

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=7,-4
ignorehitpause=1

[State 1014]
type = Parentvarset
trigger1 = Time = 0
v = 12
value = 1

[State 1014]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 1014]
type = velset
trigger1 = root,palno = [1,10]
trigger1 = p2bodydist X< 0
trigger1 = Time >= 5
x = -3.5
[state 1014]
type = velset
trigger1 = root,palno = [1,10]
trigger1 = p2bodydist X > 0
trigger1 = Time >= 5
x = 3.5
[state 1014]
type = velset
trigger1 = root,palno = [1,10]
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 5
y = -3.5
[state 1014]
type = velset
trigger1 = root,palno = [1,10]
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 5
y = 3.5

[state 1013]
type = veladd
trigger1 = root,palno = [11,12]
trigger1 = p2bodydist X < 0
trigger1 = Time > 4
x = -.1
[state 1013]
type = veladd
trigger1 = root,palno = [11,12]
trigger1 = p2bodydist X > 0
trigger1 = Time > 4
x = .1
[state 1013]
type = velset
trigger1 = root,palno = [11,12]
trigger1 = vel x != [-7,7]
x = ifelse(vel x<0,-7,7)
[state 1013]
type = veladd
trigger1 = root,palno = [11,12]
trigger1 = p2bodydist y + enemynear,Const(Size.Mid.Pos.Y) < 0
trigger1 = Time > 4
y = -.1
[state 1013]
type = veladd
trigger1 = root,palno = [11,12]
trigger1 = p2bodydist y + enemynear,Const(Size.Mid.Pos.Y) > 0
trigger1 = Time > 4
y = .1
[state 1013]
type = velset
trigger1 = root,palno = [11,12]
trigger1 = vel y != [-7,7]
y = ifelse(vel y<0,-7,7)

[State 1014]
type = Projectile
trigger1 = projcontacttime(0) = -1
trigger1 = root,palno = [1,10]
trigger2 = projcontacttime(0) = -1
trigger2 = time < 400
trigger2 = root,palno = [11,12]
attr = S, SA
animtype  = Hard
damage    = 50*(parent,var(28)),5*(parent,var(28))
hitflag = MAFP
guardflag = MA
pausetime = 5,5
priority = 999999
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-20
hitsound   = S220,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
p2stateno = 1020
palfx.time = ifelse((root,palno = [1,10]),0,30)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 1014]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 10 + (parent,var(50)), (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1014]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(51)), 7 + (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1014]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), 10 + (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1014]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(51)), 7 + (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1014]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(50)), 0 - (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1040]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(51)), -7 - (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1040]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), -10 - (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1040]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(51)), -7 - (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1014]
type = PlaySnd
trigger1 = projhittime(0) = 0
trigger1 = root,var(12) = 1
value = 1000,1

[State 1014]
type = PlaySnd
triggerall = root,palno = [11,12]
trigger1 = projhittime(0) = 0
value = S0,1000
channel = 0

[State 1014]
type = Parentvarset
trigger1 = projhittime(0) = 0
v = 12
value = 0

[State 1014]
type = ChangeState
trigger1 = projhittime(0) = 0
trigger2 = Parent,var(12) = 0
value = 1015

[State 1014]
type = ChangeState
trigger1 = projGuardedtime(0) = 0
trigger2 = time >= 600
value = 1016

[State 1014]
type = DestroySelf
trigger1 = RootDist X < -300

[state ]
type=null
trigger1=time=400-1
trigger1=var((532-3648)/4):=0||1
trigger1=var((536-3648)/4):=-1||1
trigger1=0
[State 1014]
type = Projectile
trigger1 = PlayerIDExist(ID) = 1
trigger1 = projcontacttime(0) = -1
trigger1 = time >= 400 - 1
trigger1 = root,palno = [11,12]
attr = S, SA
animtype  = Hard
damage    = 50*(parent,var(28)),5*(parent,var(28))
hitflag = MAFP
guardflag = MA
pausetime = 5,5
priority = 999999
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-20
hitsound   = S220,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = 0,-15
air.velocity = 0,-15
palfx.time = ifelse((root,palno = [1,10]),0,30)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

;---------------------------------------------------------------------------
;弱くずれるせかい
[statedef 1100]
type = S
movetype = A
juggle  = 10
anim  = 1100
poweradd= 100
ctrl = 0
velset = 0

[State 1102]
type = ChangeAnim
trigger1 = palno = [7,12]
trigger1 = time = 0
value = 1103

[State 1100]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1100,0

[State 1100]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 4
value = S0,1100
channel = 0

[State 1100]
type = Projectile
trigger1 = palno = [1,6]
trigger1 = AnimElem = 4
projID = 1105
projanim = 1105
projhitanim = 1105
projremovetime = 24
postype = p1
velocity = 0
offset = 0,22
attr = S, SP
damage = 70,5
animtype = med
hitflag = MAF
guardflag = M
pausetime = 0,0
sparkno = S7003
guard.sparkno = S7007
sparkxy = 20,50
guard.sparkno = 41
hitsound = S1100,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.velocity = 0,-9
air.velocity = 0,-9
guard.velocity = -6
sprpriority = 2 
fall = 1
fall.recover = 1
fall.recovertime = 50
palfx.time = ifelse((palno = [1,10]),0,60)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
ownpal=1

[State 1100]
type = Projectile
trigger1 = palno = [7,12]
trigger1 = AnimElem = 4
projID = 1105
projanim = 1105
projhitanim = 1105
projremovetime = 24
postype = p1
velocity = 0
offset = 0,22
attr = S, SP
damage = 120*(var(28)),5*(var(28))
animtype = med
hitflag = MAF
guardflag = M
pausetime = 0,0
sparkno = S7003
guard.sparkno = S7007
sparkxy = 20,50
guard.sparkno = 41
hitsound = S1100,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.velocity = -7,-6
air.velocity = -7,-6
guard.velocity = -6
sprpriority = 2 
fall = 1
fall.recover = 1
fall.recovertime = 50
palfx.time = ifelse((palno = [1,10]),0,60)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
ownpal=1

[State 1100]
type = varset
trigger1 = ProjContact(1105) = 1
v = 54
value = 1

[State 1100]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;中くずれるせかい
[statedef 1102]
type = S
movetype = A
juggle  = 10
anim  = 1101
poweradd= 100
ctrl = 0
velset = 0

[State 1102]
type = ChangeState
trigger1 = palno = [7,12]
value = 1100

[State 1102]
type = Nothitby
trigger1 = time < 33
value = SCA, NA, SA, HA, NT, ST, HT

[State 1102]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1100,0

[State 1100]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 6
value = S0,1100
channel = 0

[State 1102]
type = Projectile
trigger1 = palno = [1,6]
trigger1 = AnimElem = 6
projID = 1105
projanim = 1105
projhitanim = 1105
projremovetime = 24
postype = p1
velocity = 0
offset = 0,22
attr = S, SP
damage = 100,5
animtype = med
hitflag = MAF
guardflag = M
pausetime = 0,0
sparkno = S7003
guard.sparkno = S7007
sparkxy = 20,50
guard.sparkno = 41
hitsound = S1100,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.velocity = 0,-9
air.velocity = 0,-9
guard.velocity = -6
sprpriority = 2 
fall = 1
fall.recover = 1
fall.recovertime = 50
palfx.time = ifelse((palno = [1,10]),0,60)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
ownpal=1

[State 1102]
type = varset
trigger1 = ProjContact(1105) = 1
v = 54
value = 1

[State 1102]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;強くずれるせかい
[statedef 1101]
type = S
movetype = A
juggle  = 10
anim  = 1102
poweradd= 0
ctrl = 0
velset = 0

[State 1101]
type = ChangeAnim
trigger1 = palno = [7,12]
trigger1 = time = 0
value = 1103

[State 1101]
type = VarAdd
triggerall = var(47) = 0
trigger1 = time = 0
v = 46
value = -200
ignorehitpause = 1

[State 1101]
type = VarAdd
triggerall = var(48) = 0
triggerall = var(47) = 1
triggerall = var(46) >= 101
trigger1 = palno = [1,10]
trigger1 = time = 0
v = 46
value = -100
ignorehitpause = 1

[State 1101]
type = VarSet
triggerall = var(48) = 1
triggerall = var(47) = 1
triggerall = var(46) <= 100
trigger1 = palno = [1,10]
trigger1 = time = 0
v = 46
value = 0
ignorehitpause = 1

[State 1101]
type = VarAdd
triggerall = var(48) = 0
triggerall = var(47) = 1
triggerall = var(46) >= 51
trigger1 = time = 0
trigger1 = palno = [11,12]
v = 46
value = -50
ignorehitpause = 1

[State 1101]
type = VarSet
triggerall = var(48) = 1
triggerall = var(47) = 1
triggerall = var(46) <= 50
trigger1 = time = 0
trigger1 = palno = [11,12]
v = 46
value = 0
ignorehitpause = 1

[State 1101]
type = PlaySnd
trigger1 = Time = 0
value = 20,0

[State 1101]
type = Explod
trigger1 = Time = 0
anim = 7006
pos = 0,-40
ontop = 1
ownpal = 1

[State 1101]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1100,0

[State 1101]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 4
value = S0,1100
channel = 0

[State 1101]
type = Projectile
trigger1 = palno = [1,6]
trigger1 = AnimElem = 4
projID = 1105
projanim = 1105
projhitanim = 1105
projremovetime = 24
postype = p1
velocity = 0
offset = -10,22
attr = S, SP
damage = 70,5
animtype = med
hitflag = MAFP
guardflag = M
pausetime = 0,0
sparkno = S7003
guard.sparkno = S7007
sparkxy = 20,50
guard.sparkno = 41
hitsound = S1100,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.velocity = -7,-6  
air.velocity = -7,-6
guard.velocity = -5
sprpriority = 2 
fall = 1
fall.recover = 1
fall.recovertime = 45
palfx.time = ifelse((palno = [1,10]),0,60)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
ownpal=1

[State 1101]
type = Projectile
trigger1 = palno = [1,6]
trigger1 = AnimElem = 7
projID = 1105
projanim = 1105
projhitanim = 1105
projremovetime = 24
postype = p1
velocity = 0
offset = 10,22
attr = S, SP
damage = 70,5
animtype = med
hitflag = MAFP
guardflag = M
pausetime = 0,0
sparkno = S7003
sparkxy = 20,50
guard.sparkno = 41
hitsound = S1100,1
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.velocity = -7,-6  
air.velocity = -7,-6
guard.velocity = -5
sprpriority = 2 
fall = 1
fall.recover = 1
fall.recovertime = 40
palfx.time = ifelse((palno = [1,10]),0,60)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
ownpal=1

[State 1101]
type = Projectile
trigger1 = palno = [7,12]
trigger1 = AnimElem = 4
projID = 1105
projanim = 1105
projhitanim = 1105
projremovetime = 24
postype = p1
velocity = 0
offset = -10,22
attr = S, SP
damage = 70*(var(28)),5*(var(28))
animtype = med
hitflag = MAFP
guardflag = M
pausetime = 0,0
sparkno = S7003
guard.sparkno = S7007
sparkxy = 20,50
guard.sparkno = 41
hitsound = S1100,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.velocity = -7,-6  
air.velocity = -7,-6
guard.velocity = -5
sprpriority = 2 
fall = 1
fall.recover = 1
fall.recovertime = 45
palfx.time = ifelse((palno = [1,10]),0,60)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
ownpal=1

[State 1101]
type = Projectile
trigger1 = palno = [7,12]
trigger1 = AnimElem = 7
projID = 1105
projanim = 1105
projhitanim = 1105
projremovetime = 24
postype = p1
velocity = 0
offset = 10,22
attr = S, SP
damage = 70*(var(28)),5*(var(28))
animtype = med
hitflag = MAFP
guardflag = M
pausetime = 0,0
sparkno = S7003
sparkxy = 20,50
guard.sparkno = 41
hitsound = S1100,1
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.velocity = -7,-6  
air.velocity = -7,-6
guard.velocity = -5
sprpriority = 2 
fall = 1
fall.recover = 1
fall.recovertime = 40
palfx.time = ifelse((palno = [1,10]),0,60)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
ownpal=1

[State 1101]
type = varset
trigger1 = ProjContact(1105) = 1
v = 54
value = 1

[State 1101]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;弱あるじ？ぬし？
[statedef 1200]
type = S
movetype = A
anim  = 1200
poweradd= 100
ctrl = 0
velset = 0

[State 1200]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 7
value = S0,1200
channel = 0

[State 1200]
type = Helper
trigger1 = AnimElem = 7
helpertype = normal
name = "nushi"
postype = p1
pos = 45,0
stateno = 1205
id = 1205
ownpal = 1
facing = 1
[state ]
type=displaytoclipboard
trigger1=animelem=7
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 1200]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;ヘルパー
[Statedef 1205]
type = S
movetype = A
physics = N
anim = 1205
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1205]
type = PlaySnd
trigger1 = Time = 1
value = 1200,1

[State 1205]
type = Projectile
trigger1 = AnimElem = 9,>= 0
trigger1 = projcontacttime(0) = -1
attr = S, SA
animtype  = Hard
damage    = 70*(parent,var(28)),5*(parent,var(28))
hitflag = MAF
guardflag = M
pausetime = 5,5
priority = 999999
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-50
hitsound   = S220,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.velocity = -2.5,-7  
air.velocity = -2.5,-7
guard.velocity = -2
sprpriority = 2 
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
fall = 1
fall.recover = 1
fall.recovertime = 40
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 1205]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 10 + (parent,var(50)), (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1205]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(51)), 7 + (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1205]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), 10 + (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1205]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(51)), 7 + (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1205]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(50)), 0 - (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1205]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(51)), -7 - (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1205]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), -10 - (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1205]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(51)), -7 - (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1205]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;中あるじ？ぬし？
[statedef 1201]
type = S
movetype = A
anim  = 1200
poweradd= 100
ctrl = 0
velset = 0

[State 1201]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 7
value = S0,1200
channel = 0

[State 1201]
type = Helper
trigger1 = AnimElem = 7
helpertype = normal
name = "nushi"
postype = p1
pos = 160,0
stateno = 1208
id = 1205
ownpal = 1
facing = 1
[state ]
type=displaytoclipboard
trigger1=animelem=7
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 1201]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;ヘルパー
[Statedef 1208]
type = S
movetype = A
physics = N
anim = 1205
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1208]
type = PlaySnd
trigger1 = Time = 1
value = 1200,1

[State 1208]
type = Projectile
trigger1 = AnimElem = 9,>= 0
trigger1 = projcontacttime(0) = -1
attr = S, SA
animtype  = Hard
damage    = 65*(parent,var(28)),5*(parent,var(28))
hitflag = MAF
guardflag = M
pausetime = 5,5
priority = 999999
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-50
hitsound   = S220,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.velocity = -2.5,-7  
air.velocity = -2.5,-7
guard.velocity = -2
sprpriority = 2 
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
fall = 1
fall.recover = 1
fall.recovertime = 40
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 1208]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 10 + (parent,var(50)), (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1208]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(51)), 7 + (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1208]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), 10 + (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1208]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(51)), 7 + (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1208]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(50)), 0 - (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1208]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(51)), -7 - (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1208]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), -10 - (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1208]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(51)), -7 - (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1205]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;強あるじ？ぬし？
[statedef 1202]
type = S
movetype = A
anim  = 1200
poweradd= 0
ctrl = 0
velset = 0

[State 1202]
type = VarAdd
triggerall = var(47) = 0
trigger1 = time = 0
v = 46
value = -200
ignorehitpause = 1

[State 1202]
type = VarAdd
triggerall = var(48) = 0
triggerall = var(47) = 1
triggerall = var(46) >= 101
trigger1 = palno = [1,10]
trigger1 = time = 0
v = 46
value = -100
ignorehitpause = 1

[State 1202]
type = VarSet
triggerall = var(48) = 1
triggerall = var(47) = 1
triggerall = var(46) <= 100
trigger1 = palno = [1,10]
trigger1 = time = 0
v = 46
value = 0
ignorehitpause = 1

[State 1202]
type = VarAdd
triggerall = var(48) = 0
triggerall = var(47) = 1
triggerall = var(46) >= 51
trigger1 = time = 0
trigger1 = palno = [11,12]
v = 46
value = -50
ignorehitpause = 1

[State 1202]
type = VarSet
triggerall = var(48) = 1
triggerall = var(47) = 1
triggerall = var(46) <= 50
trigger1 = time = 0
trigger1 = palno = [11,12]
v = 46
value = 0
ignorehitpause = 1

[State 1202]
type = PlaySnd
trigger1 = Time = 0
value = 20,0

[State 1202]
type = Explod
trigger1 = Time = 0
anim = 7006
pos = 0,-40
ontop = 1
ownpal = 1

[State 1202]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 7
value = S0,1200
channel = 0

[State 1202]
type = Helper
trigger1 = AnimElem = 7
helpertype = normal
name = "s_nushi"
postype = p1
pos = -75,0
stateno = 1206
id = 1206
ownpal = 1
facing = 1
[state ]
type=displaytoclipboard
trigger1=animelem=7
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 1202]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;ヘルパー１
[Statedef 1206]
type = S
movetype = A
physics = N
juggle  = 30
anim = 1206
velset = 0,0
ctrl = 0
sprpriority = 2

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=7,-4
ignorehitpause=1

[State 1206]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 10 + (parent,var(50)), (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1206]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(51)), 7 + (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1206]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), 10 + (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1206]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(51)), 7 + (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1206]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(50)), 0 - (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1206]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(51)), -7 - (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1206]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), -10 - (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1206]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(51)), -7 - (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1206]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 20
trigger3 = AnimElem = 39
value = 1200,0

[State 1206]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 20
trigger3 = AnimElem = 39
x = 120

[state ]
type=null
trigger1=animelem=28||animelem=47
trigger1=var((532-3648)/4):=0||1
trigger1=var((536-3648)/4):=-1||1
trigger1=0
[State 1206]
type = Projectile
trigger1 = AnimElem = 9,>= 0
trigger1 = projcontacttime(0) = -1
attr = S, SA
animtype  = Hard
damage = 40*(parent,var(28)),5*(parent,var(28))
hitflag = MAFP
guardflag = MA
pausetime = 0,0
priority = 999999
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-50
hitsound   = S220,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.velocity = -3,-7  
air.velocity = -3,-7
guard.velocity = -3
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
sprpriority = 2 
fall = 1
fall.recover = 1
fall.recovertime = 40
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 1206]
type = Helper
trigger1 = AnimElem = 10
helpertype = normal
postype = p1
pos = -60,0
stateno = 1207
id = 1207
ownpal = 1
facing = 1
[state ]
type=displaytoclipboard
trigger1=animelem=10&&numhelper(4000)=0
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 1206]
type = changestate
trigger1 = animtime = 0
trigger1 = FrontEdgeBodyDist >= -50
value = 1206

[State 1206]
type = destroyself
trigger1 = FrontEdgeBodyDist < -50

;ヘルパー２
[Statedef 1207]
type = S
movetype = A
physics = N
juggle  = 30
anim = 1207
velset = 0,0
ctrl = 0
sprpriority = 2

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=7,-4
ignorehitpause=1

[State 1207]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 10 + (parent,var(50)), (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1207]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(51)), 7 + (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1207]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), 10 + (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1207]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(51)), 7 + (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1207]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(50)), 0 - (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1207]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(51)), -7 - (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1207]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), -10 - (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1207]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(51)), -7 - (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1207]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 20
trigger3 = AnimElem = 39
value = 1200,0

[State 1207]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 20
trigger3 = AnimElem = 39
x = 120

[state ]
type=null
trigger1=animelem=28||animelem=47
trigger1=var((532-3648)/4):=0||1
trigger1=var((536-3648)/4):=-1||1
trigger1=0
[State 1207]
type = Projectile
trigger1 = AnimElem = 9,>= 0
trigger1 = projcontacttime(0) = -1
attr = S, SA
animtype  = Hard
damage = 40*(parent,var(28)),5*(parent,var(28))
hitflag = MAFP
guardflag = MA
pausetime = 0,0
priority = 999999
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-50
hitsound   = S220,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.velocity = -3,-7  
air.velocity = -3,-7
guard.velocity = -3
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
sprpriority = 2 
fall = 1
fall.recover = 1
fall.recovertime = 40
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 1207]
type = changestate
trigger1 = animtime = 0
trigger1 = FrontEdgeBodyDist >= -50
value = 1207

[State 1207]
type = destroyself
trigger1 = FrontEdgeBodyDist < -50

;---------------------------------------------------------------------------
;弱おもちゃのないふ
[statedef 1300]
type = S
movetype = A
anim  = 1300
poweradd= 100
ctrl = 0
velset = 0

[State 1300]
type = ChangeAnim
trigger1 = time = 0
trigger1 = palno = [11,12]
value = 1301

[State 1300]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1300,0

[State 1300]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 2
value = S0,1300
channel = 0

[State 1300]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
value = 1300,1

[State 1300]
type = Helper
trigger1 = AnimElem = 7
helpertype = normal
name = "r_knife"
postype = p1
pos = 10,-40
stateno = 1305
id = 1305
ownpal = 1
facing = 1

[State 1300]
type = Helper
trigger1 = AnimElem = 7
helpertype = normal
name = "y_knife"
postype = p1
pos = 5,-15
stateno = 1307
id = 1305
ownpal = 1
facing = 1

[State 1300]
type = Helper
trigger1 = AnimElem = 7
helpertype = normal
name = "g_knife"
postype = p1
pos = 15,-65
stateno = 1306
id = 1305
ownpal = 1
facing = 1

[State 1300]
type = Helper
trigger1 = AnimElem = 12
helpertype = normal
name = "r_knife"
postype = p1
pos = 10,-40
stateno = 1305
id = 1305
ownpal = 1
facing = 1

[State 1300]
type = Helper
trigger1 = AnimElem = 12
helpertype = normal
name = "y_knife"
postype = p1
pos = 15,-15
stateno = 1307
id = 1305
ownpal = 1
facing = 1

[State 1300]
type = Helper
trigger1 = AnimElem = 12
helpertype = normal
name = "b_knife"
postype = p1
pos = 5,-65
stateno = 1308
id = 1305
ownpal = 1
facing = 1

[state ]
type=displaytoclipboard
trigger1=animelem=7||animelem=12
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 1300]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;赤ないふ
[Statedef 1305]
type = S
movetype = A
physics = N
anim = 1305
velset = 12,0
ctrl = 0
sprpriority = 2

[State 1305]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1305]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, SP
animtype  = Hard
damage    = 30*(parent,var(28)),2*(parent,var(28))
hitflag = MAFP
guardflag = MA
pausetime = 0,0
priority = 3
sparkno = S7003
guard.sparkno = S7007
sparkxy = 0,0
hitsound   = S200,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
air.fall = 1
fall.recover = 1
fall.recovertime = 50
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 1305]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 10 + (parent,var(50)), (parent,var(51))
pos = -10,-40
postype = p2
sprpriority = 7

[State 1305]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(51)), 7 + (parent,var(50))
pos = -10,-40
postype = p2
sprpriority = 7

[State 1305]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), 10 + (parent,var(51))
pos = -10,-40
postype = p2
sprpriority = 7

[State 1305]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(51)), 7 + (parent,var(50))
pos = -10,-40
postype = p2
sprpriority = 7

[State 1305]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(50)), 0 - (parent,var(51))
pos = -10,-40
postype = p2
ontop = 1
sprpriority = 7

[State 1305]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(51)), -7 - (parent,var(50))
pos = -10,-40
postype = p2
sprpriority = 7

[State 1305]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), -10 - (parent,var(51))
pos = -10,-40
postype = p2
sprpriority = 7

[State 1305]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(51)), -7 - (parent,var(50))
pos = -10,-40
postype = p2
sprpriority = 7

[State 1305]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

[State 1305]
type = ChangeState
trigger1 = projcontacttime(0) = 0
value = 1315

;緑ないふ
[Statedef 1306]
type = S
movetype = A
physics = N
anim = 1306
velset = 12,0
ctrl = 0
sprpriority = 2

[State 1306]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1306]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, SP
animtype  = Hard
damage    = 30*(parent,var(28)),2*(parent,var(28))
hitflag = MAFP
guardflag = MA
pausetime = 0,0
priority = 3
sparkno = S7003
guard.sparkno = S7007
sparkxy = 0,0
hitsound   = S200,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
air.fall = 1
fall.recover = 1
fall.recovertime = 50
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 1306]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 10 + (parent,var(51)), (parent,var(50))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1306]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(50)), 7 + (parent,var(51))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1306]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(51)), 10 + (parent,var(50))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1306]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(50)), 7 + (parent,var(51))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1306]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(51)), 0 - (parent,var(50))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1306]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(50)), -7 - (parent,var(51))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1306]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(51)), -10 - (parent,var(50))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1306]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(50)), -7 - (parent,var(51))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1306]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

[State 1306]
type = ChangeState
trigger1 = projcontacttime(0) = 0
value = 1316

;黄ないふ
[Statedef 1307]
type = S
movetype = A
physics = N
anim = 1307
velset = 12,0
ctrl = 0
sprpriority = 2

[State 1307]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1307]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, SP
animtype  = Hard
damage    = 30*(parent,var(28)),2*(parent,var(28))
hitflag = MAFP
guardflag = MA
pausetime = 0,0
priority = 3
sparkno = S7003
guard.sparkno = S7007
sparkxy = 0,0
hitsound   = S200,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
air.fall = 1
fall.recover = 1
fall.recovertime = 50
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 1307]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 10 + (parent,var(50)), (parent,var(50))
pos = -10,-20
postype = p2
sprpriority = 7

[State 1307]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(51)), 7 + (parent,var(51))
pos = -10,-20
postype = p2
sprpriority = 7

[State 1307]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), 10 + (parent,var(50))
pos = -10,-20
postype = p2
sprpriority = 7

[State 1307]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(51)), 7 + (parent,var(51))
pos = -10,-20
postype = p2
sprpriority = 7

[State 1307]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(50)), 0 - (parent,var(50))
pos = -10,-20
postype = p2
sprpriority = 7

[State 1307]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(51)), -7 - (parent,var(51))
pos = -10,-20
postype = p2
sprpriority = 7

[State 1307]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), -10 - (parent,var(50))
pos = -10,-20
postype = p2
sprpriority = 7

[State 1307]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(51)), -7 - (parent,var(51))
pos = -10,-20
postype = p2
sprpriority = 7

[State 1307]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

[State 1307]
type = ChangeState
trigger1 = projcontacttime(0) = 0
value = 1317

;青ないふ
[Statedef 1308]
type = S
movetype = A
physics = N
anim = 1308
velset = 12,0
ctrl = 0
sprpriority = 2

[State 1308]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1308]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, SP
animtype  = Hard
damage    = 30*(parent,var(28)),2*(parent,var(28))
hitflag = MAFP
guardflag = MA
pausetime = 0,0
priority = 3
sparkno = S7003
guard.sparkno = S7007
sparkxy = 0,0
hitsound   = S200,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
air.fall = 1
fall.recover = 1
fall.recovertime = 50
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 1308]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 10 + (parent,var(51)), (parent,var(50))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1308]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(50)), 7 + (parent,var(51))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1308]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(51)), 10 + (parent,var(50))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1308]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(50)), 7 + (parent,var(51))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1308]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(51)), 0 - (parent,var(50))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1308]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(50)), -7 - (parent,var(51))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1308]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(51)), -10 - (parent,var(50))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1308]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(50)), -7 - (parent,var(51))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1308]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

[State 1308]
type = ChangeState
trigger1 = projcontacttime(0) = 0
value = 1318

;赤ヒット
[Statedef 1315]
type = S
movetype = A
physics = N
anim = 1315
velset = -1,-6
ctrl = 0

[State 1315]
type = VelAdd
trigger1 = time >= 0
y = 0.5

[State 1315]
type = ChangeState
trigger1 = Pos y >= 1
trigger1 = Vel y > 0
value = 1320

;緑ヒット
[Statedef 1316]
type = S
movetype = A
physics = N
anim = 1316
velset = -1,-6
ctrl = 0

[State 1316]
type = VelAdd
trigger1 = time >= 0
y = 0.5

[State 1316]
type = ChangeState
trigger1 = Pos y >= 1
trigger1 = Vel y > 0
value = 1321

;黄ヒット
[Statedef 1317]
type = S
movetype = A
physics = N
anim = 1317
velset = -1,-6
ctrl = 0

[State 1317]
type = VelAdd
trigger1 = time >= 0
y = 0.5

[State 1317]
type = ChangeState
trigger1 = Pos y >= 1
trigger1 = Vel y > 0
value = 1322

;青ヒット
[Statedef 1318]
type = S
movetype = A
physics = N
anim = 1318
velset = -1,-6
ctrl = 0

[State 1318]
type = VelAdd
trigger1 = time >= 0
y = 0.5

[State 1318]
type = ChangeState
trigger1 = Pos y >= 1
trigger1 = Vel y > 0
value = 1323

;赤消滅
[Statedef 1320]
type = S
movetype = A
physics = N
anim = 1320
velset = -2,-6
ctrl = 0

[State 1320]
type = VelAdd
trigger1 = time >= 0
y = 0.5

[State 1320]
type = DestroySelf
trigger1 = Pos y > 0
trigger1 = Vel y > 0

;緑消滅
[Statedef 1321]
type = S
movetype = A
physics = N
anim = 1321
velset = -2,-6
ctrl = 0

[State 1321]
type = VelAdd
trigger1 = time >= 0
y = 0.5

[State 1321]
type = DestroySelf
trigger1 = Pos y > 0
trigger1 = Vel y > 0

;黄消滅
[Statedef 1322]
type = S
movetype = A
physics = N
anim = 1322
velset = -2,-6
ctrl = 0

[State 1322]
type = VelAdd
trigger1 = time >= 0
y = 0.5

[State 1322]
type = DestroySelf
trigger1 = Pos y > 0
trigger1 = Vel y > 0

;青消滅
[Statedef 1323]
type = S
movetype = A
physics = N
anim = 1323
velset = -2,-6
ctrl = 0

[State 1323]
type = VelAdd
trigger1 = time >= 0
y = 0.5

[State 1323]
type = DestroySelf
trigger1 = Pos y > 0
trigger1 = Vel y > 0

;---------------------------------------------------------------------------
;中おもちゃのないふ
[statedef 1301]
type = S
movetype = A
anim  = 1300
poweradd= 100
ctrl = 0
velset = 0

[State 1301]
type = ChangeAnim
trigger1 = time = 0
trigger1 = palno = [11,12]
value = 1301

[State 1301]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1300,0

[State 1301]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 2
value = S0,1300
channel = 0

[State 1301]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
value = 1300,1

[State 1301]
type = Helper
trigger1 = AnimElem = 7
helpertype = normal
name = "r_knife"
postype = p1
pos = 10,-40
stateno = 1305
id = 1305
ownpal = 1
facing = 1

[State 1301]
type = Helper
trigger1 = AnimElem = 7
helpertype = normal
name = "y_knife"
postype = p1
pos = 5,-15
stateno = 1307
id = 1305
ownpal = 1
facing = 1

[State 1301]
type = Helper
trigger1 = AnimElem = 7
helpertype = normal
name = "g_knife"
postype = p1
pos = 15,-65
stateno = 1306
id = 1305
ownpal = 1
facing = 1

[State 1301]
type = Helper
trigger1 = AnimElem = 12
helpertype = normal
name = "r_knife"
postype = p1
pos = 15,-60
stateno = 1310
id = 1310
ownpal = 1
facing = 1

[State 1301]
type = Helper
trigger1 = AnimElem = 12
helpertype = normal
name = "y_knife"
postype = p1
pos = 5,-80
stateno = 1312
id = 1310
ownpal = 1
facing = 1

[State 1301]
type = Helper
trigger1 = AnimElem = 12
helpertype = normal
name = "b_knife"
postype = p1
pos = 10,-70
stateno = 1313
id = 1310
ownpal = 1
facing = 1

[state ]
type=displaytoclipboard
trigger1=animelem=7||animelem=12
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 1301]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;赤ないふ
[Statedef 1310]
type = S
movetype = A
physics = N
anim = 1310
velset = 10,-4
ctrl = 0
sprpriority = 2

[State 1310]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1310]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, SP
animtype  = Hard
damage    = 30*(parent,var(28)),2*(parent,var(28))
hitflag = MAFP
guardflag = MA
pausetime = 0,0
priority = 3
sparkno = S7003
guard.sparkno = S7007
sparkxy = 0,0
hitsound   = S200,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
air.fall = 1
fall.recover = 1
fall.recovertime = 50
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 1310]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 10 + (parent,var(50)), (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1310]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(51)), 7 + (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1310]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), 10 + (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1310]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(51)), 7 + (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1310]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(50)), 0 - (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1310]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(51)), -7 - (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1310]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), -10 - (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1310]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(51)), -7 - (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7

[State 1310]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

[State 1310]
type = ChangeState
trigger1 = projcontacttime(0) = 0
value = 1315

;緑ないふ
[Statedef 1311]
type = S
movetype = A
physics = N
anim = 1311
velset = 8,-8
ctrl = 0
sprpriority = 2

[State 1311]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1311]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, SP
animtype  = Hard
damage    = 30*(parent,var(28)),2*(parent,var(28))
hitflag = MAFP
guardflag = MA
pausetime = 0,0
priority = 3
sparkno = S7003
guard.sparkno = S7007
sparkxy = 0,0
hitsound   = S200,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
air.fall = 1
fall.recover = 1
fall.recovertime = 50
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 1311]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 10 + (parent,var(51)), (parent,var(50))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1311]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(50)), 7 + (parent,var(51))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1311]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(51)), 10 + (parent,var(50))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1311]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(50)), 7 + (parent,var(51))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1311]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(51)), 0 - (parent,var(50))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1311]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(50)), -7 - (parent,var(51))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1311]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(51)), -10 - (parent,var(50))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1311]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(50)), -7 - (parent,var(51))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1311]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

[State 1311]
type = ChangeState
trigger1 = projcontacttime(0) = 0
value = 1316

;黄ないふ
[Statedef 1312]
type = S
movetype = A
physics = N
anim = 1312
velset = 2,-10
ctrl = 0
sprpriority = 2

[State 1312]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1312]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, SP
animtype  = Hard
damage    = 30*(parent,var(28)),2*(parent,var(28))
hitflag = MAFP
guardflag = MA
pausetime = 0,0
priority = 3
sparkno = S7003
guard.sparkno = S7007
sparkxy = 0,0
hitsound   = S200,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
air.fall = 1
fall.recover = 1
fall.recovertime = 50
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 1312]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 10 + (parent,var(50)), (parent,var(50))
pos = -10,-20
postype = p2
sprpriority = 7

[State 1312]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(51)), 7 + (parent,var(51))
pos = -10,-20
postype = p2
sprpriority = 7

[State 1312]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), 10 + (parent,var(50))
pos = -10,-20
postype = p2
sprpriority = 7

[State 1312]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(51)), 7 + (parent,var(51))
pos = -10,-20
postype = p2
sprpriority = 7

[State 1312]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(50)), 0 - (parent,var(50))
pos = -10,-20
postype = p2
sprpriority = 7

[State 1312]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(51)), -7 - (parent,var(51))
pos = -10,-20
postype = p2
sprpriority = 7

[State 1312]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), -10 - (parent,var(50))
pos = -10,-20
postype = p2
sprpriority = 7

[State 1312]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(51)), -7 - (parent,var(51))
pos = -10,-20
postype = p2
sprpriority = 7

[State 1312]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

[State 1312]
type = ChangeState
trigger1 = projcontacttime(0) = 0
value = 1317

;青ないふ
[Statedef 1313]
type = S
movetype = A
physics = N
anim = 1313
velset = 8,-8
ctrl = 0
sprpriority = 2

[State 1313]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1313]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, SP
animtype  = Hard
damage    = 30*(parent,var(28)),2*(parent,var(28))
hitflag = MAFP
guardflag = MA
pausetime = 0,0
priority = 3
sparkno = S7003
guard.sparkno = S7007
sparkxy = 0,0
hitsound   = S200,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
air.fall = 1
fall.recover = 1
fall.recovertime = 50
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 1313]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 10 + (parent,var(51)), (parent,var(50))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1313]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(50)), 7 + (parent,var(51))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1313]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(51)), 10 + (parent,var(50))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1313]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(50)), 7 + (parent,var(51))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1313]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(51)), 0 - (parent,var(50))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1313]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(50)), -7 - (parent,var(51))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1313]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(51)), -10 - (parent,var(50))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1313]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(50)), -7 - (parent,var(51))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1313]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

[State 1313]
type = ChangeState
trigger1 = projcontacttime(0) = 0
value = 1318

;---------------------------------------------------------------------------
;強おもちゃのないふ
[statedef 1302]
type = S
movetype = A
anim  = 1300
poweradd= 100
ctrl = 0
velset = 0

[State 1302]
type = ChangeAnim
trigger1 = time = 0
trigger1 = palno = [11,12]
value = 1301

[State 1302]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1300,0

[State 1302]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 2
value = S0,1300
channel = 0

[State 1302]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
value = 1300,1

[State 1302]
type = Helper
trigger1 = AnimElem = 7
helpertype = normal
name = "r_knife"
postype = p1
pos = 15,-60
stateno = 1310
id = 1310
ownpal = 1
facing = 1

[State 1302]
type = Helper
trigger1 = AnimElem = 7
helpertype = normal
name = "y_knife"
postype = p1
pos = 5,-80
stateno = 1312
id = 1310
ownpal = 1
facing = 1

[State 1302]
type = Helper
trigger1 = AnimElem = 7
helpertype = normal
name = "g_knife"
postype = p1
pos = 10,-70
stateno = 1311
id = 1310
ownpal = 1
facing = 1

[State 1302]
type = Helper
trigger1 = AnimElem = 12
helpertype = normal
name = "r_knife"
postype = p1
pos = 15,-60
stateno = 1310
id = 1310
ownpal = 1
facing = 1

[State 1302]
type = Helper
trigger1 = AnimElem = 12
helpertype = normal
name = "y_knife"
postype = p1
pos = 5,-80
stateno = 1312
id = 1310
ownpal = 1
facing = 1

[State 1302]
type = Helper
trigger1 = AnimElem = 12
helpertype = normal
name = "b_knife"
postype = p1
pos = 10,-70
stateno = 1313
id = 1310
ownpal = 1
facing = 1

[state ]
type=displaytoclipboard
trigger1=animelem=7||animelem=12
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 1301]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;弱かくれんぼ
[statedef 1400]
type = S
movetype = I
anim  = 1400
ctrl = 0
velset = 0

[State 1400]
type = NotHitBy
trigger1 = palno = [11,12]
value = SCA
time = 1

[State 1400]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = Time = 0
value = S0,1400
channel = 0

[State 1400]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1400]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1400]
type = VelSet
trigger1 = animelem = 16
x = 30
y = 0

[State 1400]
type = VelSet
trigger1 = animelem = 17
x = 0
y = 0

[State 1400]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1400,0

[State 1400]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;弱かくれんぼ
[statedef 1401]
type = A
movetype = I
physics = N
anim  = 1400
ctrl = 0
velset = 0

[State 1401]
type = NotHitBy
trigger1 = palno = [11,12]
value = SCA
time = 1

[State 1401]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = Time = 0
value = S0,1400
channel = 0

[State 1401]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 1401]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1401]
type = VelSet
trigger1 = animelem = 16
x = 30
y = 0

[State 1401]
type = VelSet
trigger1 = animelem = 17
x = 0
y = 0

[State 1401]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1400,0

[State 1401]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) = 0
value = 650
ctrl = 1

[State 1401]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) > 0
value = 71
ctrl = 1

;---------------------------------------------------------------------------
;中かくれんぼ
[statedef 1402]
type = S
movetype = I
anim  = 1400
ctrl = 0
velset = 0

[State 1402]
type = NotHitBy
trigger1 = palno = [11,12]
value = SCA
time = 1

[State 1402]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = Time = 0
value = S0,1400
channel = 0

[State 1402]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1402]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1402]
type = VelSet
trigger1 = animelem = 16
x = -30

[State 1402]
type = VelSet
trigger1 = animelem = 17
x = 0

[State 1402]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1400,0

[State 1402]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;中かくれんぼ
[statedef 1403]
type = A
movetype = I
physics = N
anim  = 1400
ctrl = 0
velset = 0

[State 1403]
type = NotHitBy
trigger1 = palno = [11,12]
value = SCA
time = 1

[State 1403]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = Time = 0
value = S0,1400
channel = 0

[State 1403]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 1403]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1403]
type = VelSet
trigger1 = animelem = 16
x = -30

[State 1403]
type = VelSet
trigger1 = animelem = 17
x = 0

[State 1403]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1400,0

[State 1403]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) = 0
value = 650
ctrl = 1

[State 1403]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) > 0
value = 71
ctrl = 1

;---------------------------------------------------------------------------
;強かくれんぼ
[statedef 1404]
type = S
movetype = I
anim  = 1400
ctrl = 0
velset = 0

[State 1404]
type = NotHitBy
trigger1 = palno = [11,12]
value = SCA
time = 1

[State 1404]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = Time = 0
value = S0,1400
channel = 0

[State 1404]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1404]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1404]
type = Posadd
trigger1 = animelem = 16
x = (p2dist X) - 20

[State 1404]
type = PosAdd
trigger1 = animelem = 16
y = -100

[State 1404]
type = StateTypeSet
trigger1 = animelem = 16
statetype = A

[State 1404]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1400,0

[State 1404]
type = ChangeState
trigger1 = AnimTime = 0
value = 650
ctrl = 1

;---------------------------------------------------------------------------
;強かくれんぼ
[statedef 1405]
type = A
movetype = I
physics = N
anim  = 1400
ctrl = 0
velset = 0

[State 1405]
type = NotHitBy
trigger1 = palno = [11,12]
value = SCA
time = 1

[State 1405]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = Time = 0
value = S0,1400
channel = 0

[State 1405]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 1405]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1405]
type = Posadd
trigger1 = animelem = 16
x = (p2dist X) - 50

[State 1405]
type = PosSet
trigger1 = animelem = 16
y = 0

[State 1404]
type = StateTypeSet
trigger1 = animelem = 16
statetype = S

[State 1404]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1400,0

[State 1405]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ゆらめくひかり
[statedef 1500]
type = A
movetype = A
physics = N
anim = 1000
poweradd= 100
ctrl = 0
velset = 0

[State 1500]
type = ChangeAnim
trigger1 = time = 0
trigger1 = palno = [11,12]
value = 1005

[State 1500]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 1500]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 8
value = S0,1500
channel = 0

[State 1500]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1500]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal
name = "beam"
postype = p1
pos = 55,-40
stateno = 1505
id = 1505
ownpal = 1
facing = 1
sprpriority = 2
[state ]
type=displaytoclipboard
trigger1=animelem=8
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 1500]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) = 0
value = 650
ctrl = 1

[State 1500]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) > 0
value = 71
ctrl = 1

;ビーム
[Statedef 1505]
type = A
movetype = A
physics = N
anim = 1500
velset = 0
sprpriority = 3

[State 1505]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1505]
type = PlaySnd
trigger1 = animelem = 1
value = 1500,0

[State 1505]
type = Projectile
trigger1 = projcontacttime(0) = -1
trigger1 = hitcount < 1
attr = S, SP
animtype = light
damage = 10*(parent,var(28)),1*(parent,var(28))
priority  = 7
guardflag = M
pausetime = 1,10
priority = 7
hitflag = MAFDP
guard.pausetime = 1,4
guard.velocity = 0
sparkxy = 0,0
sparkno = S7003
guard.sparkno = S7007
hitsound = S220,1
guardsound = S120, 0
sprpriority = 2
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -1,-10
air.velocity = -1,-10
guard.velocity = -3
fall = 1
fall.recover = 0
sprpriority = 3
palfx.time = ifelse((root,palno = [1,10]),0,30)
palfx.add = 40,30,50
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 1505]
type = Projectile
trigger1 = projcontacttime(0) = -1
trigger1 = hitcount >= 1
trigger1 = hitcount < 12
attr = S, SP
animtype = Hard
damage = 10,1
priority  = 7
guardflag = MA
pausetime = 1,10
priority = 7
hitflag = MAFP
guard.pausetime = 1,4
guard.velocity = 0
sparkxy = 0,0
sparkno = S7003
guard.sparkno = S7007
sprpriority = 2
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -1,-10
air.velocity = -1,-10
guard.velocity = -3
fall = 1
fall.recover = 0
sprpriority = 3
palfx.time = ifelse((root,palno = [1,10]),0,30)
palfx.add = 40,30,50
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 1505]
type = PlaySnd
trigger1 = projhittime(0) = 0
value = 220,1
channel = 5

[State 1505]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 10 + (parent,var(50)), (parent,var(51))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1505]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(51)), 7 + (parent,var(50))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1505]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), 10 + (parent,var(51))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1505]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(51)), 7 + (parent,var(50))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1505]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(50)), 0 - (parent,var(51))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1505]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(51)), -7 - (parent,var(50))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1505]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), -10 - (parent,var(51))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1505]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(51)), -7 - (parent,var(50))
pos = -10,-60
postype = p2
sprpriority = 7

[State 1505]
type = destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;弱まどのそと２
[statedef 1600]
type = S
movetype = A
anim  = 1600
poweradd= 100
ctrl = 0
velset = 0

[State 1600]
type = ChangeState
trigger1 = palno = [7,10]
value = 1000

[State 1600]
type = ChangeAnim
trigger1 = time = 0
trigger1 = palno = [11,12]
value = 1605

[State 1600]
type = Explod
trigger1 = AnimElem = 8
anim = 7005
pos = -5,0
sprpriority = -1
ownpal = 1

[State 1600]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal
name = "hikari2"
postype = p1
pos = 60,-40
stateno = 1610
id = 1610
ownpal = 1
facing = 1
[state ]
type=displaytoclipboard
trigger1=animelem=8
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 1600]
type = changestate
triggerall = palno = [1,10]
triggerall = Time = [25,60] 
triggerall = Statetype != A
triggerall = MoveType != H
trigger1 = command = "mado2_a"
trigger2 = command = "mado2_b"
trigger3 = command = "mado2_c"
value = 1650
ctrl = 1

[State 1600]
type = changestate
triggerall = palno = [11,12]
triggerall = Time = [15,50] 
triggerall = Statetype != A
triggerall = MoveType != H
trigger1 = command = "mado2_a"
trigger2 = command = "mado2_b"
trigger3 = command = "mado2_c"
value = 1650
ctrl = 1

[State 1600]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;弱まどのそと２
[statedef 1601]
type = A
movetype = A
physics = N
anim  = 1000
poweradd= 100
ctrl = 0
velset = 0

[State 1601]
type = ChangeState
trigger1 = palno = [7,10]
value = 1001

[State 1601]
type = ChangeAnim
trigger1 = time = 0
trigger1 = palno = [11,12]
value = 1005

[State 1601]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 1601]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1601]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal
name = "hikari2"
postype = p1
pos = 60,-40
stateno = 1610
id = 1610
ownpal = 1
facing = 1
[state ]
type=displaytoclipboard
trigger1=animelem=8
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 1601]
type = changestate
triggerall = palno = [1,10]
triggerall = Time = [25,60] 
triggerall = Statetype = A
triggerall = MoveType != H
trigger1 = command = "mado2_a"
trigger2 = command = "mado2_b"
trigger3 = command = "mado2_c"
value = 1651
ctrl = 1

[State 1601]
type = changestate
triggerall = palno = [11,12]
triggerall = Time = [15,50] 
triggerall = Statetype = A
triggerall = MoveType != H
trigger1 = command = "mado2_a"
trigger2 = command = "mado2_b"
trigger3 = command = "mado2_c"
value = 1651
ctrl = 1

[State 1601]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) = 0
value = 650
ctrl = 1

[State 1601]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) > 0
value = 71
ctrl = 1

;追加攻撃
[statedef 1650]
type = S
movetype = A
anim  = 1650
poweradd= 0
ctrl = 0
velset = 0

[State 1650]
type = varset
trigger1 = time = 12
v = 16
value = 1

[State 1650]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;追加攻撃
[statedef 1651]
type = A
movetype = A
anim  = 1651
poweradd= 0
ctrl = 0
velset = 0

[State 1651]
type = varset
trigger1 = time = 12
v = 16
value = 1

[State 1651]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) = 0
value = 650
ctrl = 1

[State 1651]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) > 0
value = 71
ctrl = 1

;光球
[Statedef 1610]
type = S
movetype = A
physics = N
juggle  = 5
anim = 1010
velset = 0,0
ctrl = 0
sprpriority = 2

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=7,-4
ignorehitpause=1

[State 1610]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1610]
type = PlaySnd
trigger1 = Time = 0
value = 1000,0

[State 1610]
type = PlaySnd
trigger1 = projhittime(0) = 0
value = 220,1
channel = 5

[State 1610]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 10 + (parent,var(50)), (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1610]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(51)), 7 + (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1610]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), 10 + (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1610]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(51)), 7 + (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1610]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(50)), 0 - (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1610]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(51)), -7 - (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1610]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), -10 - (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1610]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(51)), -7 - (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1600]
type = Helper
trigger1 = ishelper(1610) = 1
trigger1 = root,palno = [11,12]
trigger1 = time = 10 || time = 20 || time = 30 || time = 40 || time = 50
pos = 50 - random%101,50 - random%101
stateno = 1610
ownpal = 1
[state ]
type=displaytoclipboard
trigger1=time=10||time=20||time=30||time=40||time=50
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[state ]
type=null
trigger1=animelem=17||animelem=25||animelem=33
trigger1=var((532-3648)/4):=0||1
trigger1=var((536-3648)/4):=-1||1
trigger1=0
[State 1610]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, SP
animtype  = Hard
damage    = 20*(parent,var(28)),5*(parent,var(28))
hitflag = MAFP
guardflag = MA
pausetime = 0,0
priority = 999999
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-20
guardsound = S120, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
air.fall = 1
fall.recover = 1
fall.recovertime = 50
palfx.time = ifelse((root,palno = [1,10]),0,30)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 1610]
type = ChangeState
trigger1 = root,var(16) > 0
value = 1615
ctrl = 1

[State 1610]
type = ChangeState
trigger1 = time >= 60
value = 1016

;追加攻撃光球
[Statedef 1615]
type = S
movetype = A
physics = N
juggle  = 5
anim = 1615
velset = 4,0
ctrl = 0
sprpriority = 2

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=7,-4
ignorehitpause=1

[State 1615]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1615]
type = Explod
trigger1 = Time = 0
anim = 1011
id = 1615
sprpriority = 2
under = 1
bindtime = -1

[State 1615]
type = PlaySnd
trigger1 = projhittime(0) = 0
value = 220,1
channel = 5

[State 1615]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 10 + (parent,var(50)), (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1615]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(51)), 7 + (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1615]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), 10 + (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1615]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(51)), 7 + (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1615]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(50)), 0 - (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1615]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(51)), -7 - (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1615]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), -10 - (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1615]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(51)), -7 - (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[state ]
type=null
trigger1=animelem=13||animelem=21||animelem=29
trigger1=var((532-3648)/4):=0||1
trigger1=var((536-3648)/4):=-1||1
trigger1=0
[State 1615]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, SP
animtype  = Hard
damage    = 20*(parent,var(28)),5*(parent,var(28))
hitflag = MAFP
guardflag = MA
pausetime = 0,0
priority = 999999
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-20
guardsound = S120, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
air.fall = 1
fall.recover = 1
fall.recovertime = 50
palfx.time = ifelse((root,palno = [1,10]),0,30)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 1615]
type = VelSet
trigger1 = Time = 20
x = 0

[State 1615]
type = ChangeState
trigger1 = time >= 50
value = 1016

;---------------------------------------------------------------------------
;中まどのそと２
[statedef 1602]
type = S
movetype = A
anim  = 1600
poweradd= 100
ctrl = 0
velset = 0

[State 1602]
type = ChangeState
trigger1 = palno = [7,10]
value = 1002

[State 1602]
type = ChangeAnim
trigger1 = time = 0
trigger1 = palno = [11,12]
value = 1605

[State 1602]
type = Explod
trigger1 = AnimElem = 8
anim = 7005
pos = -5,0
sprpriority = -1
ownpal = 1

[State 1602]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal
name = "hikari2"
postype = p1
pos = 100,-40
stateno = 1611
id = 1611
ownpal = 1
facing = 1
[state ]
type=displaytoclipboard
trigger1=animelem=8
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 1602]
type = changestate
triggerall = palno = [1,10]
triggerall = Time = [25,60]
triggerall = Statetype != A
triggerall = MoveType != H
trigger1 = command = "mado2_a"
trigger2 = command = "mado2_b"
trigger3 = command = "mado2_c"
value = 1650
ctrl = 1

[State 1602]
type = changestate
triggerall = palno = [11,12]
triggerall = Time = [15,50]
triggerall = Statetype != A
triggerall = MoveType != H
trigger1 = command = "mado2_a"
trigger2 = command = "mado2_b"
trigger3 = command = "mado2_c"
value = 1650
ctrl = 1

[State 1602]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;中まどのそと２
[statedef 1603]
type = A
movetype = A
physics = N
anim  = 1000
poweradd= 100
ctrl = 0
velset = 0

[State 1603]
type = ChangeState
trigger1 = palno = [7,10]
value = 1003

[State 1603]
type = ChangeAnim
trigger1 = time = 0
trigger1 = palno = [11,12]
value = 1005

[State 1603]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 1603]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1603]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal
name = "hikari2"
postype = p1
pos = 100,-40
stateno = 1611
id = 1611
ownpal = 1
facing = 1
[state ]
type=displaytoclipboard
trigger1=animelem=8
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 1603]
type = changestate
triggerall = palno = [1,10]
triggerall = Time = [25,60]
triggerall = Statetype = A
triggerall = MoveType != H
trigger1 = command = "mado2_a"
trigger2 = command = "mado2_b"
trigger3 = command = "mado2_c"
value = 1651
ctrl = 1

[State 1603]
type = changestate
triggerall = palno = [11,12]
triggerall = Time = [15,50]
triggerall = Statetype = A
triggerall = MoveType != H
trigger1 = command = "mado2_a"
trigger2 = command = "mado2_b"
trigger3 = command = "mado2_c"
value = 1651
ctrl = 1

[State 1603]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) = 0
value = 650
ctrl = 1

[State 1603]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) > 0
value = 71
ctrl = 1

;光球
[Statedef 1611]
type = S
movetype = A
physics = N
juggle  = 5
anim = 1010
velset = 0,0
ctrl = 0
sprpriority = 2

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=7,-4
ignorehitpause=1

[State 1611]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1611]
type = PlaySnd
trigger1 = Time = 0
value = 1000,0

[State 1611]
type = PlaySnd
trigger1 = projhittime(0) = 0
value = 220,1
channel = 5

[State 1611]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 10 + (parent,var(50)), (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1611]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(51)), 7 + (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1611]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), 10 + (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1611]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(51)), 7 + (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1611]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(50)), 0 - (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1611]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(51)), -7 - (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1611]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), -10 - (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1611]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(51)), -7 - (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1600]
type = Helper
trigger1 = ishelper(1611) = 1
trigger1 = root,palno = [11,12]
trigger1 = time = 10 || time = 20 || time = 30 || time = 40 || time = 50
pos = 50 - random%101,50 - random%101
stateno = 1611
ownpal = 1
[state ]
type=displaytoclipboard
trigger1=time=10||time=20||time=30||time=40||time=50
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[state ]
type=null
trigger1=animelem=17||animelem=25||animelem=33
trigger1=var((532-3648)/4):=0||1
trigger1=var((536-3648)/4):=-1||1
trigger1=0
[State 1611]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, SP
animtype  = Hard
damage    = 20*(parent,var(28)),5*(parent,var(28))
hitflag = MAFP
guardflag = MA
pausetime = 0,0
priority = 999999
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-20
guardsound = S120, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
air.fall = 1
fall.recover = 1
fall.recovertime = 50
palfx.time = ifelse((root,palno = [1,10]),0,30)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 1611]
type = ChangeState
trigger1 = root,var(16) > 0
value = 1616
ctrl = 1

[State 1611]
type = ChangeState
trigger1 = time >= 60
value = 1016

;追加攻撃光球
[Statedef 1616]
type = S
movetype = A
physics = N
juggle  = 5
anim = 1615
velset = 6,0
ctrl = 0
sprpriority = 2

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=7,-4
ignorehitpause=1

[State 1616]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1616]
type = Explod
trigger1 = Time = 0
anim = 1011
id = 1615
sprpriority = 2
under = 1
bindtime = -1

[State 1616]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 10 + (parent,var(50)), (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1616]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(51)), 7 + (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1616]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), 10 + (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1616]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(51)), 7 + (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1616]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(50)), 0 - (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1616]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(51)), -7 - (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1616]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), -10 - (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1616]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(51)), -7 - (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1616]
type = PlaySnd
trigger1 = projhittime(0) = 0
value = 220,1
channel = 5

[state ]
type=null
trigger1=animelem=13||animelem=21||animelem=29
trigger1=var((532-3648)/4):=0||1
trigger1=var((536-3648)/4):=-1||1
trigger1=0
[State 1616]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, SP
animtype  = Hard
damage    = 20*(parent,var(28)),5*(parent,var(28))
hitflag = MAFP
guardflag = MA
pausetime = 0,0
priority = 999999
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-20
guardsound = S120, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
air.fall = 1
fall.recover = 1
fall.recovertime = 50
palfx.time = ifelse((root,palno = [1,10]),0,30)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 1616]
type = VelSet
trigger1 = Time = 20
x = 0

[State 1616]
type = ChangeState
trigger1 = time >= 50
value = 1016

;---------------------------------------------------------------------------
;強まどのそと２
[statedef 1604]
type = S
movetype = A
anim  = 1000
poweradd= 0
ctrl = 0
velset = 0

[State 1604]
type = ChangeState
trigger1 = palno = [7,10]
value = 1004

[State 1604]
type = ChangeAnim
trigger1 = time = 0
trigger1 = palno = [11,12]
value = 1005

[State 1604]
type = VarAdd
triggerall = var(47) = 0
trigger1 = time = 0
v = 46
value = -200
ignorehitpause = 1

[State 1604]
type = VarAdd
triggerall = var(48) = 0
triggerall = var(47) = 1
triggerall = var(46) >= 101
trigger1 = palno = [1,10]
trigger1 = time = 0
v = 46
value = -100
ignorehitpause = 1

[State 1604]
type = VarSet
triggerall = var(48) = 1
triggerall = var(47) = 1
triggerall = var(46) <= 100
trigger1 = palno = [1,10]
trigger1 = time = 0
v = 46
value = 0
ignorehitpause = 1

[State 1604]
type = VarAdd
triggerall = var(48) = 0
triggerall = var(47) = 1
triggerall = var(46) >= 51
trigger1 = time = 0
trigger1 = palno = [11,12]
v = 46
value = -50
ignorehitpause = 1

[State 1604]
type = VarSet
triggerall = var(48) = 1
triggerall = var(47) = 1
triggerall = var(46) <= 50
trigger1 = time = 0
trigger1 = palno = [11,12]
v = 46
value = 0
ignorehitpause = 1

[State 1604]
type = PlaySnd
trigger1 = Time = 0
value = 20,0

[State 1604]
type = Explod
trigger1 = Time = 0
anim = 7006
pos = 0,-40
ontop = 1
ownpal = 1

[State 1604]
type = Explod
trigger1 = AnimElem = 8
anim = 7005
pos = -5,0
sprpriority = -1
ownpal = 1

[State 1604]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal
name = "hikari2"
postype = p1
pos = 40,-40
stateno = 1620
id = 1620
ownpal = 1
facing = 1
[state ]
type=displaytoclipboard
trigger1=animelem=8
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 1604]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;強まどのそと２
[statedef 1605]
type = A
movetype = A
physics = N
anim  = 1000
poweradd= 0
ctrl = 0
velset = 0

[State 1605]
type = ChangeState
trigger1 = time = 0
trigger1 = palno = [7,10]
value = 1005

[State 1605]
type = ChangeAnim
trigger1 = time = 0
trigger1 = palno = [11,12]
value = 1005

[State 1605]
type = VarAdd
triggerall = var(47) = 0
trigger1 = time = 0
v = 46
value = -200
ignorehitpause = 1

[State 1605]
type = VarAdd
triggerall = var(48) = 0
triggerall = var(47) = 1
triggerall = var(46) >= 101
trigger1 = palno = [1,10]
trigger1 = time = 0
v = 46
value = -100
ignorehitpause = 1

[State 1605]
type = VarSet
triggerall = var(48) = 1
triggerall = var(47) = 1
triggerall = var(46) <= 100
trigger1 = palno = [1,10]
trigger1 = time = 0
v = 46
value = 0
ignorehitpause = 1

[State 1605]
type = VarAdd
triggerall = var(48) = 0
triggerall = var(47) = 1
triggerall = var(46) >= 51
trigger1 = time = 0
trigger1 = palno = [11,12]
v = 46
value = -50
ignorehitpause = 1

[State 1605]
type = VarSet
triggerall = var(48) = 1
triggerall = var(47) = 1
triggerall = var(46) <= 50
trigger1 = time = 0
trigger1 = palno = [11,12]
v = 46
value = 0
ignorehitpause = 1

[State 1605]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 1605]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1605]
type = PlaySnd
trigger1 = Time = 0
value = 20,0

[State 1605]
type = Explod
trigger1 = Time = 0
anim = 7006
pos = 0,-40
ontop = 1
ownpal = 1

[State 1605]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal
name = "hikari2"
postype = p1
pos = 40,-40
stateno = 1620
id = 1620
ownpal = 1
facing = 1
[state ]
type=displaytoclipboard
trigger1=animelem=8
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 1605]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) = 0
value = 650
ctrl = 1

[State 1605]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) > 0
value = 71
ctrl = 1

;光球
[Statedef 1620]
type = S
movetype = A
physics = N
anim = 1010
velset = 0,0
ctrl = 0
sprpriority = 2

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=7,-4
ignorehitpause=1

[State 1620]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1600]
type = Helper
trigger1 = ishelper(1620) = 1
trigger1 = root,palno = [11,12]
trigger1 = time = 10 || time = 20 || time = 30 || time = 40 || time = 50
pos = 50 - random%101,50 - random%101
stateno = 1620
ownpal = 1
[state ]
type=displaytoclipboard
trigger1=time=10||time=20||time=30||time=40||time=50
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 1620]
type = VelAdd
trigger1 = Time >= 0
x = 0.1

[State 1620]
type = PlaySnd
trigger1 = Time = 1
value = 1000,0

[State 1620]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, SP
animtype  = Hard
damage    = 50*(parent,var(28)),5*(parent,var(28))
hitflag = MAFP
guardflag = MA
pausetime = 5,5
priority = 999999
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-20
hitsound   = S220,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
p2stateno = 1020
palfx.time = ifelse((root,palno = [1,10]),0,30)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 1620]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 10 + (parent,var(50)), (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1620]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(51)), 7 + (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1620]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), 10 + (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1620]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(51)), 7 + (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1620]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(50)), 0 - (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1620]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(51)), -7 - (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1620]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), -10 - (parent,var(51))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1620]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(51)), -7 - (parent,var(50))
pos = -10,-50
postype = p2
sprpriority = 7

[State 1620]
type = PlaySnd
trigger1 = projhittime(0) = 0
value = 1000,1

[State 1620]
type = PlaySnd
triggerall = root,palno = [11,12]
trigger1 = projhittime(0) = 0
value = S0,1000
channel = 0

[State 1620]
type = DestroySelf
trigger1 = RootDist X < -300

[State 1620]
type = ChangeState
trigger1 = projhittime(0) = 0
value = 1015

[State 1620]
type = ChangeState
trigger1 = projGuardedtime(0) = 0
value = 1016

;---------------------------------------------------------------------------
;弱チェーンブレイド
[Statedef 1700]
type     = S
movetype = A
physics  = S
poweradd = 60
velset   = 0
ctrl = 0
anim = 1700

[State 1700]
type = Width
trigger1 = 1
value = 20, 0

[State 1700]
type = PlaySnd
trigger1 = AnimElem = 3
value = 210, 0
channel = 5

[State 1700]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 3
value = S0,1700
channel = 0

[State 1700]
type = VarRandom
trigger1 = 1
v = 21
range = -40, 0

[State 1700]
type = VarRandom
trigger1 = 1
v = 22
range = ifelse((p2Statetype = A), -70, -35), ifelse((p2Statetype = A), -90, -80)

[State 1700]
type = Explod
trigger1 = time = 6
anim = 1705
id = 1705
postype = p1
pos = 15, 30
ownpal = 1
sprpriority = 6

[State 1700]
type = Projectile
trigger1 = AnimElem = 3, = 1
trigger2 = AnimElem = 3, = 3
projid = 1710
projanim = 1710
projepriority = 7
projremovetime = 2
offset = 0, 0
velocity = 0, 0
Postype = p1
bindtime = -1
attr = S, SA
animtype = Hard
damage = 25*(var(28)), 10*(var(28))
getpower = 160, 160
givepower = 35
guardflag = M
hitflag = MAF
priority = 6
pausetime = 0, 3
sparkno = s7019
guard.sparkno = s7007
sparkxy = ceil((p2Dist X)+var(21)), ceil((p2Dist Y)+var(22))
hitsound  = s1700, 0
guardsound = s120, 0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -10.0
ground.cornerpush.veloff = 0
air.velocity = -3.5, -6.6
air.cornerpush.veloff = 0
guard.slidetime = 12
guard.hittime  = 16
guard.ctrltime = 18
guard.velocity = -9.0
yaccel = .50
air.fall = 1
palfx.time = ifelse((palno = [1,10]),0,60)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0

[State 1700]
type = Projectile
trigger1 = AnimElem = 4, = 1
trigger2 = AnimElem = 4, = 3
projid = 1710
projanim = 1711
projepriority = 6
projremovetime = 2
offset = 0, 0
velocity = 0, 0
Postype = p1
bindtime = -1
attr = S, SA
animtype = Hard
damage = 25*(var(28)), 10*(var(28))
getpower = 160, 160
givepower = 35
guardflag = M
hitflag = MAF
priority = 6
pausetime = 0, 3
sparkno = s7019
guard.sparkno = s7007
sparkxy = ceil((p2Dist X)+var(21)), ceil((p2Dist Y)+var(22))
hitsound  = s1700, 0
guardsound = s120, 0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -10.0
ground.cornerpush.veloff = 0
air.velocity = -3.5, -6.6
air.cornerpush.veloff = 0
guard.slidetime = 12
guard.hittime  = 16
guard.ctrltime = 18
guard.velocity = -9.0
yaccel = .50
air.fall = 1
palfx.time = ifelse((palno = [1,10]),0,60)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0

[State 1700]
type = Projectile
trigger1 = AnimElem = 5, = 1
trigger2 = AnimElem = 5, = 3
projid = 1710
projanim = 1712
projepriority = 6
projremovetime = 2
offset = 0, 0
velocity = 0, 0
Postype = p1
bindtime = -1
attr = S, SA
animtype = Hard
damage = 25*(var(28)), 10*(var(28))
getpower = 160, 160
givepower = 35
guardflag = M
hitflag = MAF
priority = 6
pausetime = 0, 3
sparkno = s7019
guard.sparkno = s7007
sparkxy = ceil((p2Dist X)+var(21)), ceil((p2Dist Y)+var(22))
hitsound  = s1700, 0
guardsound = s120, 0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -10.0
ground.cornerpush.veloff = 0
air.velocity = -3.5, -6.6
air.cornerpush.veloff = 0
guard.slidetime = 12
guard.hittime  = 16
guard.ctrltime = 18
guard.velocity = -9.0
yaccel = .50
air.fall = 1
palfx.time = ifelse((palno = [1,10]),0,60)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0

[State 1700]
type = Envcolor
trigger1 = AnimElem = 6
trigger1 = projhit(1710) = 1
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1

[State 1700]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;強チェーンブレイド
[Statedef 1701]
type     = S
movetype = A
physics  = S
poweradd = 60
velset   = 0
ctrl = 0
anim = 1701

[State 1701]
type = Width
trigger1 = 1
value = 20, 0

[State 1701]
type = PlaySnd
trigger1 = AnimElem = 3
value = 210, 0
channel = 5

[State 1701]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 3
value = S0,1700
channel = 0

[State 1701]
type = VarRandom
trigger1 = 1
v = 21
range = -40, 0

[State 1701]
type = VarRandom
trigger1 = 1
v = 22
range = ifelse((p2Statetype = A), -70, -35), ifelse((p2Statetype = A), -90, -80)

[State 1701]
type = Explod
trigger1 = time = 6
anim = 1706
id = 1706
postype = p1
pos = -15, -20
ownpal = 1
sprpriority = 6

[State 1701]
type = Projectile
trigger1 = AnimElem = 3, = 1
trigger2 = AnimElem = 3, = 3
projid = 1715
projanim = 1715
projepriority = 7
projremovetime = 2
offset = 0, 0
velocity = 0, 0
Postype = p1
bindtime = -1
attr = S, SA
animtype = Hard
damage = 25*(var(28)), 10*(var(28))
getpower = 160, 160
givepower = 35
guardflag = M
hitflag = MAF
priority = 6
pausetime = 0, 3
sparkno = s7019
guard.sparkno = s7007
sparkxy = ceil((p2Dist X)+var(21)), ceil((p2Dist Y)+var(22))
hitsound  = s1700, 0
guardsound = s120, 0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = 0, -11.0
ground.cornerpush.veloff = 0
air.velocity = 0, -11.0
air.cornerpush.veloff = 0
guard.slidetime = 12
guard.hittime  = 16
guard.ctrltime = 18
guard.velocity = -9.0
yaccel = .50
air.fall = 1
fall = 1
fall.recover = 0
palfx.time = ifelse((palno = [1,10]),0,60)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0

[State 1701]
type = Projectile
trigger1 = AnimElem = 4, = 1
trigger2 = AnimElem = 4, = 3
projid = 1715
projanim = 1716
projepriority = 6
projremovetime = 2
offset = 0, 0
velocity = 0, 0
Postype = p1
bindtime = -1
attr = S, SA
animtype = Hard
damage = 25*(var(28)), 10*(var(28))
getpower = 160, 160
givepower = 35
guardflag = M
hitflag = MAF
priority = 6
pausetime = 0, 3
sparkno = s7019
guard.sparkno = s7007
sparkxy = ceil((p2Dist X)+var(21)), ceil((p2Dist Y)+var(22))
hitsound  = s1700, 0
guardsound = s120, 0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = 0, -11.0
ground.cornerpush.veloff = 0
air.velocity = 0, -11.0
air.cornerpush.veloff = 0
guard.slidetime = 12
guard.hittime  = 16
guard.ctrltime = 18
guard.velocity = -9.0
yaccel = .50
air.fall = 1
fall = 1
fall.recover = 0
palfx.time = ifelse((palno = [1,10]),0,60)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0

[State 1701]
type = Projectile
trigger1 = AnimElem = 5, = 1
trigger2 = AnimElem = 5, = 3
projid = 1715
projanim = 1717
projepriority = 6
projremovetime = 2
offset = 0, 0
velocity = 0, 0
Postype = p1
bindtime = -1
attr = S, SA
animtype = Hard
damage = 25*(var(28)), 10*(var(28))
getpower = 160, 160
givepower = 35
guardflag = M
hitflag = MAF
priority = 6
pausetime = 0, 3
sparkno = s7019
guard.sparkno = s7007
sparkxy = ceil((p2Dist X)+var(21)), ceil((p2Dist Y)+var(22))
hitsound  = s1700, 0
guardsound = s120, 0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = 0, -11.0
ground.cornerpush.veloff = 0
air.velocity = 0, -11.0
air.cornerpush.veloff = 0
guard.slidetime = 12
guard.hittime  = 16
guard.ctrltime = 18
guard.velocity = -9.0
yaccel = .50
air.fall = 1
fall = 1
fall.recover = 0
palfx.time = ifelse((palno = [1,10]),0,60)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0

[State 1701]
type = Envcolor
trigger1 = AnimElem = 6
trigger1 = projhit(1711) = 1
persistent = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1

[State 1701]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;弱ディバインアロー
[Statedef 1800]
type     = S
movetype = A
physics  = S
poweradd = 60
velset   = 0
ctrl = 0
anim = 1800

[State 1800]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4100,1

[State 1800]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 1
value = S0,1800
channel = 0

[State 1800]
type = Projectile
trigger1 = AnimElem = 3
projid = 1500
projanim = 1500
projhitanim = 1500
projremove = 0
projepriority = 6
projremovetime = 26
offset = 30, -10
velocity = 0, 0
Postype = p1
attr = S, SP
animtype = Hard
damage = 120*(var(28)), 10*(var(28))
pausetime = 0, 12
guardflag = L
hitflag = MA
sparkno = s7003
guard.sparkno = s7007
sparkxy = floor(p2dist X), -10
hitsound  = s4100,2
guardsound = s120,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -6.0
ground.cornerpush.veloff = 0
air.velocity = -3.5, -7.6
air.cornerpush.veloff = 0
yaccel = .50
air.fall = 1
palfx.time = ifelse((palno = [1,10]),0,30)
palfx.add = 40,30,50
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
ownpal=1

[State 1800]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;強ディバインアロー
[Statedef 1801]
type     = S
movetype = A
physics  = S
poweradd = 60
velset   = 0
ctrl = 0
anim = 1800

[State 1801]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4100,1

[State 1801]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 1
value = S0,1800
channel = 0

[State 1801]
type = Projectile
trigger1 = AnimElem = 3
projid = 1500
projanim = 1500
projhitanim = 1500
projremove = 0
projepriority = 6
projremovetime = 26
offset = 30, -10
velocity = 0, 0
Postype = p1
attr = S, SP
animtype = Hard
damage = 80*(var(28)), 10*(var(28))
pausetime = 0, 12
guardflag = L
hitflag = MAF
sparkno = s7003
guard.sparkno = s7007
sparkxy = floor(p2dist X), -10
hitsound  = s4100,2
guardsound = s120,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -6.0
ground.cornerpush.veloff = 0
air.velocity = -3.5, -7.6
air.cornerpush.veloff = 0
yaccel = .50
air.fall = 1
palfx.time = ifelse((palno = [1,10]),0,30)
palfx.add = 40,30,50
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
ownpal=1

[State 1801]
type = Projectile
trigger1 = AnimElem = 4
projid = 1500
projanim = 1500
projhitanim = 1500
projremove = 0
projepriority = 6
projremovetime = 26
offset = 30, -30
velocity = 0, 0
Postype = p1
attr = S, SP
animtype = Hard
damage = 80*(var(28)), 10*(var(28))
pausetime = 0, 12
guardflag = L
hitflag = MAF
sparkno = s7003
guard.sparkno = s7007
sparkxy = floor(p2dist X), -10
hitsound  = s4100,2
guardsound = s120,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -4.3, -8.4
ground.cornerpush.veloff = 0
air.velocity = -4.3, -8.4
air.cornerpush.veloff = 0
yaccel = .50
air.fall = 1
fall = 1
fall.recover = 0
palfx.time = ifelse((palno = [1,10]),0,30)
palfx.add = 40,30,50
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
ownpal=1

[State 1801]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;インスタントチャージ
[Statedef 2000]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 2000
poweradd= 0

[State 2000]
type = Varset
trigger1 = palno = [1,10]
trigger1 = ((time = 0) && (Var(46) <= 200))
v = 46
value = 0

[State 2000]
type = Varadd
trigger1 = palno = [1,10]
trigger1 = ((time = 0) && (Var(46) >= 201))
v = 46
value = -200

[State 2000]
type = VarAdd
triggerall = var(47) = 0
trigger1 = palno = [11,12]
trigger1 = time = 0
v = 46
value = -200

[State 2000]
type = VarAdd
triggerall = var(48) = 0
triggerall = var(47) = 1
triggerall = var(46) >= 51
trigger1 = palno = [11,12]
trigger1 = time = 0
v = 46
value = -50

[State 2000]
type = VarSet
triggerall = var(48) = 1
triggerall = var(47) = 1
triggerall = var(46) <= 50
trigger1 = palno = [11,12]
trigger1 = time = 0
v = 46
value = 0

[State 2000]
type = assertspecial
trigger1 = Time >= 0
flag = noshadow
flag2 = nofg
flag3 = noBG

[State 2000]
type = StateTypeSet
trigger1 = time >= 0
trigger1 = Pos Y < 0
statetype = A
movetype = A
phisics = A

[State 2000]
type = ChangeAnim
trigger1 = time = 0
trigger1 = statetype = A
value = 2001

[State 2000]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 2000]
type = superpause
trigger1 = time = 0
time = 30
anim = s7009
pos = 0, 0
movetime = 30
darken = 0
[state ]
type=null
trigger1=time=30
trigger1=var((480-3648)/4):=0||1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7010
ownpal = 1
SprPriority = 7

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = S2000, 0

[State 2000] 
type = PosFreeze
trigger1 = 1

[State 2000] 
type = PosSet
trigger1 = Pos Y > 0
y = 0

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 50
ctrl = 1

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;弱だいいどう（開始）
[statedef 3000]
type = S
movetype = A
anim  = 3000
poweradd= 0
ctrl = 0
velset = 0

[State 3000]
type = ChangeState
trigger1 = palno != [7,10]
value = 3500

[State 3000]
type = poweradd
trigger1 = AnimElem = 3
value = -1000

[State 3000]
type = Envcolor
trigger1 = AnimElem = 3
value = 0, 0, 0
time = 30
under = 1

[State 3000]
type = superpause
trigger1 = AnimElem = 3
time = 30
anim = s7014
pos = 0, -50
movetime = 0
darken = 0
SprPriority = -5

[State 3000]
type = PlaySnd
trigger1 = AnimElem = 3
value = 20,3

[State 3000]
type = changestate
trigger1 = animtime = 0
value = 3001
ctrl = 1

;弱だいいどう（呼び出し）
[statedef 3001]
type = S
movetype = A
anim  = 3001
poweradd= 0
ctrl = 0
velset = 0

[State 3001]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000,0

[State 3001]
type = Helper
triggerall = palno != [7,10]
trigger1 = time = 0
helpertype = normal
name = "orange"
postype = front
pos = 200,0
stateno = 3561
id = 3040
ownpal = 1
facing = -1

[State 3001]
type = Helper
triggerall = palno != [7,10]
trigger1 = time = 10
helpertype = normal
name = "green"
postype = front
pos = 200,0
stateno = 3562
id = 3040
ownpal = 1
facing = -1

[State 3001]
type = Helper
triggerall = palno != [7,10]
trigger1 = time = 20
helpertype = normal
name = "blue"
postype = front
pos = 200,0
stateno = 3564
id = 3040
ownpal = 1
facing = -1

[State 3001]
type = Helper
triggerall = palno != [7,10]
trigger1 = time = 30
helpertype = normal
name = "gray"
postype = front
pos = 200,0
stateno = 3565
id = 3040
ownpal = 1
facing = -1

[State 3001]
type = Helper
triggerall = palno != [7,10]
trigger1 = time = 40
helpertype = normal
name = "yellow"
postype = front
pos = 200,0
stateno = 3563
id = 3040
ownpal = 1
facing = -1

[State 3001]
type = Helper
triggerall = palno != [7,10]
trigger1 = time = 50
helpertype = normal
name = "red"
postype = front
pos = 200,0
stateno = 3560
id = 3040
ownpal = 1
facing = -1

[State 3001]
type = Helper
triggerall = palno != [7,10]
trigger1 = time = 60
helpertype = normal
name = "orange"
postype = front
pos = 200,0
stateno = 3561
id = 3040
ownpal = 1
facing = -1

[State 3001]
type = Helper
triggerall = palno = [7,10]
trigger1 = time = 50
helpertype = normal
name = "red"
postype = back
pos = -200,0
stateno = 3560
id = 3040
ownpal = 1

[State 3001]
type = Helper
triggerall = palno = [7,10]
trigger1 = time = 0
trigger2 = time = 60
helpertype = normal
name = "orange"
postype = back
pos = -200,0
stateno = 3561
id = 3040
ownpal = 1

[State 3001]
type = Helper
triggerall = palno = [7,10]
trigger1 = time = 10
helpertype = normal
name = "green"
postype = back
pos = -200,0
stateno = 3562
id = 3040
ownpal = 1

[State 3001]
type = Helper
triggerall = palno = [7,10]
trigger1 = time = 40
helpertype = normal
name = "yellow"
postype = back
pos = -200,0
stateno = 3563
id = 3040
ownpal = 1

[State 3001]
type = Helper
triggerall = palno = [7,10]
trigger1 = time = 20
helpertype = normal
name = "blue"
postype = back
pos = -200,0
stateno = 3564
id = 3040
ownpal = 1

[State 3001]
type = Helper
triggerall = palno = [7,10]
trigger1 = time = 30
helpertype = normal
name = "gray"
postype = back
pos = -200,0
stateno = 3565
id = 3040
ownpal = 1

[state ]
type=displaytoclipboard
trigger1=time=0||time=10||time=20||time=30||time=40||time=50||time=60||time=70||time=80
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 3001]
type = changestate
trigger1 = time >= 61
value = 3002
ctrl = 1

;弱だいいどう（終了）
[statedef 3002]
type = S
movetype = A
anim  = 3002
poweradd= 0
ctrl = 0
velset = 0

[State 3002]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;中だいいどう（開始）
[statedef 3010]
type = S
movetype = A
anim  = 3000
poweradd= 0
ctrl = 0
velset = 0

[State 3010]
type = ChangeState
trigger1 = palno != [7,10]
value = 3510

[State 3010]
type = poweradd
trigger1 = AnimElem = 3
value = -2000

[State 3010]
type = Envcolor
trigger1 = AnimElem = 3
value = 0, 0, 0
time = 30
under = 1

[State 3010]
type = superpause
trigger1 = AnimElem = 3
time = 30
anim = s7015
pos = 0, -50
movetime = 0
darken = 0
SprPriority = -5

[State 3010]
type = PlaySnd
trigger1 = AnimElem = 3
value = 20,1

[State 3010]
type = changestate
trigger1 = animtime = 0
value = 3011
ctrl = 1

;中だいいどう（呼び出し）
[statedef 3011]
type = S
movetype = A
anim  = 3001
poweradd= 0
ctrl = 0
velset = 0

[State 3011]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000,0

[State 3011]
type = Helper
trigger1 = time = 40
trigger2 = time = 80
helpertype = normal
name = "red"
postype = back
pos = -200,0
stateno = 3560
id = 3060
ownpal = 1

[State 3011]
type = Helper
trigger1 = time = 10
trigger2 = time = 50
helpertype = normal
name = "orange"
postype = back
pos = -200,0
stateno = 3561
id = 3060
ownpal = 1

[State 3011]
type = Helper
trigger1 = time = 0
trigger2 = time = 60
helpertype = normal
name = "green"
postype = back
pos = -200,0
stateno = 3562
id = 3060
ownpal = 1

[State 3011]
type = Helper
trigger1 = time = 70
helpertype = normal
name = "yellow"
postype = back
pos = -200,0
stateno = 3563
id = 3060
ownpal = 1

[State 3011]
type = Helper
trigger1 = time = 20
helpertype = normal
name = "blue"
postype = back
pos = -200,0
stateno = 3564
id = 3060
ownpal = 1

[State 3011]
type = Helper
trigger1 = time = 30
helpertype = normal
name = "gray"
postype = back
pos = -200,0
stateno = 3565
id = 3060
ownpal = 1

[State 3011]
type = Helper
trigger1 = time = 40
helpertype = normal
name = "red"
postype = back
pos = -300,0
stateno = 3560
id = 3060
ownpal = 1

[State 3011]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "orange"
postype = back
pos = -300,0
stateno = 3561
id = 3060
ownpal = 1

[State 3011]
type = Helper
trigger1 = time = 50
helpertype = normal
name = "green"
postype = back
pos = -300,0
stateno = 3562
id = 3060
ownpal = 1

[State 3011]
type = Helper
trigger1 = time = 10
helpertype = normal
name = "yellow"
postype = back
pos = -300,0
stateno = 3563
id = 3060
ownpal = 1

[State 3011]
type = Helper
trigger1 = time = 20
trigger2 = time = 60
helpertype = normal
name = "blue"
postype = back
pos = -300,0
stateno = 3564
id = 3060
ownpal = 1

[State 3011]
type = Helper
trigger1 = time = 30
trigger2 = time = 70
helpertype = normal
name = "gray"
postype = back
pos = -300,0
stateno = 3565
id = 3060
ownpal = 1

[state ]
type=displaytoclipboard
trigger1=time=0||time=10||time=20||time=30||time=40||time=50||time=60||time=70||time=80
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 3011]
type = changestate
trigger1 = time >= 81
value = 3002
ctrl = 1

;---------------------------------------------------------------------------
;強だいいどう（開始）
[statedef 3020]
type = S
movetype = A
anim  = 3000
poweradd= 0
ctrl = 0
velset = 0

[State 3020]
type = poweradd
trigger1 = AnimElem = 3
value = -3000

[State 3020]
type = Envcolor
trigger1 = AnimElem = 3
value = 0, 0, 0
time = 40
under = 1

[State 3020]
type = superpause
trigger1 = AnimElem = 3
time = 40
anim = s7016
pos = 0, -50
movetime = 0
darken = 0
SprPriority = -5
[State 3011]
type = Helper
trigger1 = palno = [11,12]
trigger1 = AnimElem = 3
stateno = 20000
ownpal = 1
supermovetime = 40
[state ]
type=displaytoclipboard
trigger1=animelem=3&&palno=[11,12]
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 3020]
type = PlaySnd
trigger1 = AnimElem = 3
value = 20,4

[State 3020]
type = PlaySnd
trigger1 = AnimElem = 3
value = 20,2

[State 3021]
type = BGPalfx
trigger1 = AnimElem = 3
invertall = 1
time = 125
color = 0

[State 3020]
type = changestate
trigger1 = animtime = 0
value = 3021
ctrl = 1

;強だいいどう（呼び出し）
[statedef 3021]
type = S
movetype = A
anim  = 3001
poweradd= 0
ctrl = 0
velset = 0

[State 3021]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000,0

[State 3021]
type = Helper
trigger1 = time = 30
trigger2 = time = 70
helpertype = normal
name = "red"
postype = back
pos = -200,0
stateno = 3560
id = 3080
ownpal = 1

[State 3021]
type = Helper
trigger1 = time = 0
trigger2 = time = 60
helpertype = normal
name = "orange"
postype = back
pos = -200,0
stateno = 3561
id = 3080
ownpal = 1

[State 3021]
type = Helper
trigger1 = time = 10
trigger2 = time = 80
helpertype = normal
name = "green"
postype = back
pos = -200,0
stateno = 3562
id = 3080
ownpal = 1

[State 3021]
type = Helper
trigger1 = time = 40
helpertype = normal
name = "yellow"
postype = back
pos = -200,0
stateno = 3563
id = 3080
ownpal = 1

[State 3021]
type = Helper
trigger1 = time = 20
helpertype = normal
name = "blue"
postype = back
pos = -200,0
stateno = 3564
id = 3080
ownpal = 1

[State 3021]
type = Helper
trigger1 = time = 50
helpertype = normal
name = "gray"
postype = back
pos = -200,0
stateno = 3565
id = 3080
ownpal = 1

[State 3021]
type = Helper
trigger1 = time = 0
trigger2 = time = 70
helpertype = normal
name = "orange"
postype = back
pos = -300,0
stateno = 3561
id = 3080
ownpal = 1

[State 3021]
type = Helper
trigger1 = time = 50
trigger2 = time = 60
helpertype = normal
name = "green"
postype = back
pos = -300,0
stateno = 3562
id = 3080
ownpal = 1

[State 3021]
type = Helper
trigger1 = time = 30
trigger2 = time = 80
helpertype = normal
name = "yellow"
postype = back
pos = -300,0
stateno = 3563
id = 3080
ownpal = 1

[State 3021]
type = Helper
trigger1 = time = 10
trigger2 = time = 20
helpertype = normal
name = "blue"
postype = back
pos = -300,0
stateno = 3564
id = 3080
ownpal = 1

[State 3021]
type = Helper
trigger1 = time = 40
helpertype = normal
name = "gray"
postype = back
pos = -300,0
stateno = 3565
id = 3080
ownpal = 1

[State 3021]
type = Helper
trigger1 = time = 0
trigger2 = time = 50
trigger3 = time = 80
helpertype = normal
name = "red"
postype = back
pos = -400,0
stateno = 3560
id = 3080
ownpal = 1

[State 3021]
type = Helper
trigger1 = time = 60
trigger2 = time = 70
helpertype = normal
name = "orange"
postype = back
pos = -400,0
stateno = 3561
id = 3080
ownpal = 1

[State 3021]
type = Helper
trigger1 = time = 30
helpertype = normal
name = "yellow"
postype = back
pos = -400,0
stateno = 3563
id = 3080
ownpal = 1

[State 3021]
type = Helper
trigger1 = time = 40
helpertype = normal
name = "blue"
postype = back
pos = -400,0
stateno = 3564
id = 3080
ownpal = 1

[State 3021]
type = Helper
trigger1 = time = 10
trigger2 = time = 20
helpertype = normal
name = "gray"
postype = back
pos = -400,0
stateno = 3565
id = 3080
ownpal = 1

[State 3021]
type = Helper
trigger1 = time = 70
helpertype = normal
name = "red"
postype = back
pos = -500,0
stateno = 3560
id = 3080
ownpal = 1

[State 3021]
type = Helper
trigger1 = time = 10
trigger2 = time = 20
helpertype = normal
name = "green"
postype = back
pos = -400,0
stateno = 3562
id = 3080
ownpal = 1

[State 3021]
type = Helper
trigger1 = time = 30
helpertype = normal
name = "yellow"
postype = back
pos = -400,0
stateno = 3563
id = 3080
ownpal = 1

[State 3021]
type = Helper
trigger1 = time = 1
trigger2 = time = 50
helpertype = normal
name = "blue"
postype = back
pos = -400,0
stateno = 3564
id = 3080
ownpal = 1

[State 3021]
type = Helper
trigger1 = time = 40
trigger2 = time = 60
helpertype = normal
name = "gray"
postype = back
pos = -400,0
stateno = 3565
id = 3080
ownpal = 1

[state ]
type=displaytoclipboard
trigger1=animelem=3&&(palno=[11,12])||time=0||time=10||time=20||time=30||time=40||time=50||time=60||time=70||time=80
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 3021]
type = changestate
trigger1 = time >= 81
value = 3002
ctrl = 1

;---------------------------------------------------------------------------
;弱たるのなか
[statedef 3100]
type = S
movetype = A
anim  = 3100
poweradd= 0
ctrl = 0
velset = 0

[State 3100]
type = AssertSpecial
trigger1 = 1
flag = noautoturn

[State 3100]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

[State 3100]
type = playerpush
trigger1 = Time >= 0
value = 1

[State 3100]
type = VarRandom
trigger1 = time = 1
trigger1 = palno = [1,10]
v = 41
range = 1,2

[State 3100]
type = VarSet
trigger1 = Time = 1
trigger1 = palno = [11,12]
v = 41
value = 2

[State 3100]
type = poweradd
trigger1 = AnimElem = 8
value = -1000

[State 3100]
type = Envcolor
trigger1 = AnimElem = 8
value = 0, 0, 0
time = 30
under = 1

[State 3100]
type = superpause
trigger1 = AnimElem = 8
time = 30
anim = s7014
pos = 0, -50
movetime = 0
darken = 0
SprPriority = -5

[State 3100]
type = PlaySnd
trigger1 = AnimElem = 8
value = 20,3

[State 3100]
type = PlaySnd
trigger1 = AnimElem = 9
value = 3100,0

[State 3100]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 9
value = S0,3400
channel = 0

[State 3100]
type = Helper
trigger1 = AnimElem = 9
ID = 3110
postype = p2
pos = 0,-400
sprpriority = 2
stateno = 3110
ownpal = 1
[state ]
type=displaytoclipboard
trigger1=animelem=9
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 3100]
type = ChangeState
trigger1 = var(40) = 1
value = 3101
ctrl = 1

[State 3100]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;弱たるのなか（投げ）
[statedef 3101]
type = S
movetype = A
anim  = 3101
poweradd= 0
ctrl = 0
velset = 0

[State 3101]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = noautoturn

[State 3101]
type = Turn
trigger1 = Time >= 20
trigger1 = facing = -1

[State 3101]
type = varset
trigger1 = Time = 0
v = 40
value = 0

[State 3101]
type = PosSet
trigger1 = Time = 20
x = -100
y = 0

[State 3101]
type = PosFreeze
trigger1 = Time >= 20
value = 1

[State 3101]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1300,0

[State 3101]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 7
value = S0,3101

[State 3101]
type = PlaySnd
trigger1 = AnimElem = 11
value = 1300,1

[State 3101]
type = Projectile
trigger1 = AnimElem = 11
projanim = 3105
projID = 3105
projremovetime = 10
projremove = 0
projedgebound = 60
projpriority = 1
projshadow = -1
offset = 50,-50
velocity = 10, 0
ownpal=1

[State 3101]
type = PlaySnd
trigger1 = Time = 220
trigger1 = var(41) = 2
value = 3100,2

[State 3101]
type = PlaySnd
trigger1 = Time = 220
trigger1 = var(41) = 1
value = 3100,1

[State 3101]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = Time = 250
trigger1 = var(41) = 1
value = S0,3102

[State 3101]
type = ChangeState
trigger1 = Time = 250
trigger1 = var(41) = 1
value = 3103

[State 3101]
type = ChangeState
trigger1 = Time = 380
trigger1 = var(41) = 2
value = 3102
ctrl = 1

;弱たるのなか（終了）
[statedef 3102]
type = S
movetype = A
anim  = 3102
poweradd= 0
ctrl = 0
velset = 0

[State 3102]
type = Varset
trigger1 = Time = 1
v = 41
value = 0

[State 3102]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;弱たるのなか（はずれ）
[statedef 3103]
type = S
movetype = A
anim  = 3103
poweradd= 0
ctrl = 0
velset = 0

[State 3103]
type = AssertSpecial
trigger1 = 1
flag = noautoturn

[State 3103]
type = Turn
trigger1 = facing = -1

[State 3103]
type = Varset
trigger1 = Time = 1
v = 41
value = 0

[State 3103]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;たる
[Statedef 3110]
type = S
movetype = A
physics = N
anim = 3110
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3110]
type = VelAdd
trigger1 = time >= 0
y = 0.5

[State 3110]
type = Projectile
trigger1 = parent,var(41) = 2
trigger1 = projcontacttime(0) = -1
attr = S, HA
animtype  = Hard
damage    = 100*(parent,var(28))
pausetime = 0,20
sparkno = S7003
sparkxy = 0,0
hitsound   = S3100,5
ground.type = High
p2stateno = 3115
kill = 0
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3110]
type = Projectile
trigger1 = parent,var(41) = 1
trigger1 = projcontacttime(0) = -1
attr = S, HA
animtype  = Hard
damage    = 100
pausetime = 0,20
sparkno = S7003
sparkxy = 0,0
hitsound   = S3100,5
ground.type = High
p2stateno = 3117
kill = 0
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3110]
type = Parentvarset
trigger1 = projhittime(0) = 0
v = 40
value = 1

[State 3110]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 10 + (parent,var(50)), (parent,var(51))
pos = -10,-70
postype = p2
sprpriority = 7

[State 3110]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(51)), 7 + (parent,var(50))
pos = -10,-70
postype = p2
sprpriority = 7

[State 3110]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), 10 + (parent,var(51))
pos = -10,-70
postype = p2
sprpriority = 7

[State 3110]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(51)), 7 + (parent,var(50))
pos = -10,-70
postype = p2
sprpriority = 7

[State 3110]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(50)), 0 - (parent,var(51))
pos = -10,-70
postype = p2
sprpriority = 7

[State 3110]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(51)), -7 - (parent,var(50))
pos = -10,-70
postype = p2
sprpriority = 7

[State 3110]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), -10 - (parent,var(51))
pos = -10,-70
postype = p2
sprpriority = 7

[State 3110]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(51)), -7 - (parent,var(50))
pos = -10,-70
postype = p2
sprpriority = 7

[State 3110]
type = ChangeState
trigger1 = projhittime(0) = 0
value = 3113

[State 3110]
type = ChangeState
trigger1 = Pos y >= 1
trigger1 = Vel y > 0
value = 3111

;たる（バウンド）
[Statedef 3111]
type = S
movetype = A
physics = N
anim = 3111
velset = 0,-5
ctrl = 0

[State 3111]
type = VelAdd
trigger1 = time >= 3
y = 0.5

[State 3111]
type = ChangeState
trigger1 = Pos y > 0
trigger1 = Vel y > 0
value = 3112

;たる消滅
[Statedef 3112]
type = S
movetype = A
physics = N
anim = 3112
velset = 0,0
ctrl = 0

[State 3112]
type = DestroySelf
trigger1 = AnimTime = 0

;たるヒット
[Statedef 3113]
type = S
movetype = A
physics = N
anim = 3113
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3113]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 3113]
type = Turn
trigger1 = facing = -1

[State 3113]
type = AssertSpecial
trigger1 = time = [0,40]
flag = nobardisplay
flag2 = globalnoshadow

[State 3113]
type = VelSet
trigger1 = time >= 0
y = 0

[State 3113]
type = AllPalfx
trigger1 = Time = 0
sinadd = 256, 256, 256, 80
time = 40

[State 3113]
type = PosSet
trigger1 = Time = 20
x = 100
y = 0

[State 3113]
type = PosFreeze
trigger1 = Time >= 20
value = 1

[State 3113]
type = PlaySnd
trigger1 = AnimElem = 2
value = 220,1

[State 3113]
type = ChangeState
trigger1 = Time = 250
trigger1 = parent,var(41) = 1
value = 3114

[State 3113]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3100,5

[State 3113]
type = PlaySnd
triggerall = root,palno = [11,12]
trigger1 = AnimElem = 3
value = S0,3100

[State 3113]
type = targetlifeadd
trigger1 = AnimElem = 3
value = -250

[State 3113]
type = DestroySelf
trigger1 = AnimTime = 0

;たる（はずれ）
[Statedef 3114]
type = S
movetype = A
physics = N
anim = 3114
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3114]
type = DestroySelf
trigger1 = AnimTime = 0

; やられ
[Statedef 3115]
type    = S
movetype = H
physics = N
poweradd = 0
velset = 0,0
ctrl = 0

[State 3115]
type = changeanim2
trigger1 = time = 0
value = 3115

[State 3115]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 3115]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 3115]
type = Turn
trigger1 = Time >= 20
trigger1 = facing = 1

[State 3115]
type = AssertSpecial
trigger1 = Time = [20,249]
flag = invisible

[State 3115]
type = PosSet
trigger1 = Time = 20
x = 100
y = 0

[State 3115]
type = PosFreeze
trigger1 = Time = [20,249]
value = 1

[State 3115]
type = VelSet
trigger1 = Time = 250
x = 0
y = -30

[State 3115]
type = Veladd
trigger1 = Time >= 250
y = 0.5

[State 3115]
type = ChangeState
trigger1 = Time > 250
trigger1 = Vel Y > 0 
value = 3116
ctrl = 0

; やられ（落下）
[Statedef 3116]
type    = A
movetype = H
physics = N
poweradd = 0
velset = 0,0
ctrl = 0

[State 3116]
type = changeanim2
trigger1 = time = 0
value = 3116

[State 3116]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 3116]
type = Veladd
trigger1 = Time >= 0
y = 0.5

[state 3116]
type = EnvShake
trigger1 = Pos Y = 0 
time = 8
ampl = 8

[State 3116]
type = selfstate
trigger1 = Pos Y > 0 
value = 5100

; やられ（はずれ）
[Statedef 3117]
type    = S
movetype = H
physics = N
poweradd = 0
velset = 0,0
ctrl = 0

[State 3117]
type = changeanim2
trigger1 = time = 0
value = 3117

[State 3117]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 3117]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 3117]
type = Turn
trigger1 = Time >= 20
trigger1 = facing = 1

[State 3117]
type = AssertSpecial
trigger1 = Time = [20,249]
flag = invisible

[State 3117]
type = PosSet
trigger1 = Time = 20
x = 100
y = 0

[State 3117]
type = PosFreeze
trigger1 = Time = [20,249]
value = 1

[State 3117]
type = VelSet
trigger1 = Time = 250
x = 0
y = -8

[State 3117]
type = selfstate
trigger1 = Time > 250
value = 5050

[State 3117]
type = Veladd
trigger1 = Time >= 250
y = 0.5

[State 3117]
type = selfstate
trigger1 = Pos Y > 0 
value = 5100

;---------------------------------------------------------------------------
;中たるのなか
[statedef 3120]
type = S
movetype = A
anim  = 3100
poweradd= 0
ctrl = 0
velset = 0

[State 3120]
type = AssertSpecial
trigger1 = 1
flag = noautoturn

[State 3120]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

[State 3120]
type = playerpush
trigger1 = Time >= 0
value = 1

[State 3120]
type = VarRandom
trigger1 = Time = 1
trigger1 = palno = [1,10]
v = 41
range = 1,3

[State 3120]
type = VarSet
trigger1 = Time = 1
trigger1 = palno = [11,12]
v = 41
value = 3

[State 3120]
type = poweradd
trigger1 = AnimElem = 8
value = -2000

[State 3120]
type = Envcolor
trigger1 = AnimElem = 8
value = 0, 0, 0
time = 30
under = 1

[State 3120]
type = superpause
trigger1 = AnimElem = 8
time = 30
anim = s7015
pos = 0, -50
movetime = 0
darken = 0
SprPriority = -5

[State 3120]
type = PlaySnd
trigger1 = AnimElem = 8
value = 20,1

[State 3120]
type = PlaySnd
trigger1 = AnimElem = 9
value = 3100,0

[State 3120]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 9
value = S0,3400

[State 3120]
type = Helper
trigger1 = AnimElem = 9
ID = 3130
postype = p2
pos = 0,-400
sprpriority = 2
stateno = 3130
ownpal = 1
[state ]
type=displaytoclipboard
trigger1=animelem=9
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 3120]
type = ChangeState
trigger1 = var(40) = 1
value = 3121
ctrl = 1

[State 3120]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;中たるのなか（投げ）
[statedef 3121]
type = S
movetype = A
anim  = 3101
poweradd= 0
ctrl = 0
velset = 0

[State 3121]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = noautoturn

[State 3121]
type = Turn
trigger1 = Time >= 20
trigger1 = facing = -1

[State 3121]
type = varset
trigger1 = Time = 0
v = 40
value = 0

[State 3121]
type = PosSet
trigger1 = Time = 19
x = -100
y = 0

[State 3121]
type = explod
trigger1 = Time = 20
trigger1 = var(41) = 3
anim = 3126
pos = 22,0
bindtime = 1
sprpriority = -1
ignorehitpause = 0
ownpal = 1

[State 3121]
type = explod
trigger1 = Time = 20
trigger1 = var(41) = 2
anim = 3127
pos = 22,0
bindtime = 1
sprpriority = -1
ignorehitpause = 0
ownpal = 1

[State 3121]
type = explod
trigger1 = Time = 20
trigger1 = var(41) = 1
anim = 3128
pos = 22,0
bindtime = 1
sprpriority = -1
ignorehitpause = 0
ownpal = 1

[State 3121]
type = PosFreeze
trigger1 = Time >= 20
value = 1

[State 3121]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1300,0

[State 3121]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 7
value = S0,3101

[State 3121]
type = PlaySnd
trigger1 = AnimElem = 11
value = 1300,1

[State 3121]
type = Projectile
trigger1 = AnimElem = 11
projanim = 3105
projID = 3105
projremovetime = 10
projremove = 0
projedgebound = 60
projpriority = 1
projshadow = -1
offset = 50,-50
velocity = 10, 0
ownpal=1

[State 3121]
type = PlaySnd
trigger1 = Time = 220
trigger1 = var(41) = 2
value = 3100,2

[State 3121]
type = PlaySnd
triggerall = Time = 220
trigger1 = var(41) != 2
value = 3100,1

[State 3121]
type = PlaySnd
triggerall = palno = [11,12]
triggerall = Time = 250
trigger1 = var(41) != 2
value = S0,3102

[State 3121]
type = ChangeState
trigger1 = Time = 250
trigger1 = var(41) != 2
value = 3122

[State 3121]
type = ChangeState
trigger1 = Time = 380
trigger1 = var(41) = 2
value = 3102
ctrl = 1

;中たるのなか（投げ２）
[statedef 3122]
type = S
movetype = A
anim  = 3122
poweradd= 0
ctrl = 0
velset = 0

[State 3122]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = noautoturn

[State 3122]
type = Turn
trigger1 = facing = -1

[State 3122]
type = PosFreeze
trigger1 = Time >= 0
value = 1

[State 3122]
type = PlaySnd
trigger1 = AnimElem = 6
value = 3100,3

[State 3122]
type = PlaySnd
trigger1 = AnimElem = 12
value = 1300,0

[State 3122]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 12
value = S0,3101

[State 3122]
type = PlaySnd
trigger1 = AnimElem = 16
value = 1300,1

[State 3122]
type = Projectile
trigger1 = AnimElem = 16
projanim = 3125
projID = 3125
projremovetime = 10
projremove = 0
projedgebound = 60
projpriority = 1
projshadow = -1
offset = 50,-50
velocity = 10, 0
ownpal=1

[State 3122]
type = PlaySnd
trigger1 = Time = 245
trigger1 = var(41) = 3
value = 3100,2

[State 3122]
type = PlaySnd
triggerall = Time = 245
trigger1 = var(41) = 1
value = 3100,1

[State 3121]
type = PlaySnd
triggerall = palno = [11,12]
triggerall = Time = 275
trigger1 = var(41) = 1
value = S0,3102

[State 3122]
type = ChangeState
trigger1 = Time = 270
trigger1 = var(41) = 1
value = 3103

[State 3122]
type = ChangeState
trigger1 = Time = 400
trigger1 = var(41) = 3
value = 3102
ctrl = 1

;たる
[Statedef 3130]
type = S
movetype = A
physics = N
anim = 3110
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3130]
type = VelAdd
trigger1 = time >= 0
y = 0.5

[State 3130]
type = Projectile
trigger1 = parent,var(41) = 3
trigger1 = projcontacttime(0) = -1
attr = S, HA
animtype  = Hard
damage    = 100*(parent,var(28))
pausetime = 0,20
sparkno = S7003
sparkxy = 0,0
hitsound   = S3100,5
ground.type = High
p2stateno = 3135
kill = 0
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3130]
type = Projectile
trigger1 = parent,var(41) = 2
trigger1 = projcontacttime(0) = -1
attr = S, HA
animtype  = Hard
damage    = 100
pausetime = 0,20
sparkno = S7003
sparkxy = 0,0
hitsound   = S3100,5
ground.type = High
p2stateno = 3115
kill = 0
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3130]
type = Projectile
trigger1 = parent,var(41) = 1
trigger1 = projcontacttime(0) = -1
attr = S, HA
animtype  = Hard
damage    = 100
pausetime = 0,20
sparkno = S7003
sparkxy = 0,0
hitsound   = S3100,5
ground.type = High
p2stateno = 3137
kill = 0
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3130]
type = Parentvarset
trigger1 = projhittime(0) = 0
v = 40
value = 1

[State 3130]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 10 + (parent,var(50)), (parent,var(51))
pos = -10,-70
postype = p2
sprpriority = 7

[State 3130]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(51)), 7 + (parent,var(50))
pos = -10,-70
postype = p2
sprpriority = 7

[State 3130]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), 10 + (parent,var(51))
pos = -10,-70
postype = p2
sprpriority = 7

[State 3130]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(51)), 7 + (parent,var(50))
pos = -10,-70
postype = p2
sprpriority = 7

[State 3130]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(50)), 0 - (parent,var(51))
pos = -10,-70
postype = p2
sprpriority = 7

[State 3130]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(51)), -7 - (parent,var(50))
pos = -10,-70
postype = p2
sprpriority = 7

[State 3130]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), -10 - (parent,var(51))
pos = -10,-70
postype = p2
sprpriority = 7

[State 3130]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(51)), -7 - (parent,var(50))
pos = -10,-70
postype = p2
sprpriority = 7

[State 3130]
type = ChangeState
trigger1 = projhittime(0) = 0
trigger1 = parent,var(41) = 2
value = 3113

[State 3130]
type = ChangeState
trigger1 = projhittime(0) = 0
trigger1 = parent,var(41) != 2
value = 3131

[State 3130]
type = ChangeState
trigger1 = Pos y >= 1
trigger1 = Vel y > 0
value = 3111

;たるヒット
[Statedef 3131]
type = S
movetype = A
physics = N
anim = 3131
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3131]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 3131]
type = Turn
trigger1 = facing = -1

[State 3131]
type = AssertSpecial
trigger1 = time = [0,40]
flag = nobardisplay
flag2 = globalnoshadow

[State 3131]
type = VelSet
trigger1 = time >= 0
y = 0

[State 3131]
type = AllPalfx
trigger1 = Time = 0
sinadd = 256, 256, 256, 80
time = 40

[State 3131]
type = PosSet
trigger1 = Time = 20
x = 100
y = 0

[State 3131]
type = PosFreeze
trigger1 = Time >= 20
value = 1

[State 3131]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
value = 220,1

[State 3131]
type = ChangeState
triggerall = Time = 520
trigger1 = parent,var(41) = 1
value = 3132

[State 3131]
type = PlaySnd
trigger1 = AnimElem = 6
value = 3100,5

[State 3131]
type = PlaySnd
triggerall = root,palno = [11,12]
trigger1 = AnimElem = 6
value = S0,3100

[State 3131]
type = targetlifeadd
trigger1 = AnimElem = 6
value = -400

[State 3131]
type = DestroySelf
trigger1 = AnimTime = 0

;たる（はずれ）
[Statedef 3132]
type = S
movetype = A
physics = N
anim = 3132
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3132]
type = DestroySelf
trigger1 = AnimTime = 0

; やられ
[Statedef 3135]
type    = S
movetype = H
physics = N
poweradd = 0
velset = 0,0
ctrl = 0

[State 3135]
type = changeanim2
trigger1 = time = 0
value = 3135

[State 3135]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 3135]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 3135]
type = Turn
trigger1 = Time >= 20
trigger1 = facing = 1

[State 3135]
type = AssertSpecial
trigger1 = Time = [20,519]
flag = invisible

[State 3135]
type = PosSet
trigger1 = Time = 20
x = 100
y = 0

[State 3135]
type = PosFreeze
trigger1 = Time = [20,519]
value = 1

[State 3135]
type = VelSet
trigger1 = Time = 520
x = 0
y = -30

[State 3135]
type = Veladd
trigger1 = Time >= 520
y = 0.5

[State 3135]
type = ChangeState
trigger1 = Time > 520
trigger1 = Vel Y > 0 
value = 3116
ctrl = 0

; やられ（はずれ）
[Statedef 3137]
type    = S
movetype = H
physics = N
poweradd = 0
velset = 0,0
ctrl = 0

[State 3137]
type = changeanim2
trigger1 = time = 0
value = 3137

[State 3137]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 3137]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 3137]
type = Turn
trigger1 = Time >= 20
trigger1 = facing = -1

[State 3137]
type = AssertSpecial
trigger1 = Time = [20,519]
flag = invisible

[State 3137]
type = PosSet
trigger1 = Time = 20
x = 100
y = 0

[State 3137]
type = PosFreeze
trigger1 = Time = [20,519]
value = 1

[State 3137]
type = VelSet
trigger1 = Time = 520
x = 0
y = -10

[State 3137]
type = Veladd
trigger1 = Time >= 520
y = 0.5

[State 3137]
type = selfstate
trigger1 = Pos Y > 0 
value = 5100

;---------------------------------------------------------------------------
;強たるのなか
[statedef 3140]
type = S
movetype = A
anim  = 3100
poweradd= 0
ctrl = 0
velset = 0

[State 3141]
type = AssertSpecial
trigger1 = 1
flag = noautoturn

[State 3140]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

[State 3140]
type = playerpush
trigger1 = Time >= 0
value = 1

[State 3140]
type = VarRandom
trigger1 = Time = 0
trigger1 = palno = [1,10]
v = 41
range = 1,4

[State 3140]
type = VarSet
trigger1 = Time = 0
trigger1 = palno = [11,12]
v = 41
value = 4

[State 3140]
type = poweradd
trigger1 = AnimElem = 8
value = -3000

[State 3140]
type = Envcolor
trigger1 = AnimElem = 8
value = 0, 0, 0
time = 40
under = 1

[State 3140]
type = superpause
trigger1 = AnimElem = 8
time = 40
anim = s7016
pos = 0, -50
movetime = 0
darken = 0
SprPriority = -5
[State 3011]
type = Helper
trigger1 = palno = [11,12]
trigger1 = AnimElem = 8
stateno = 20000
ownpal = 1
supermovetime = 40

[State 3140]
type = PlaySnd
trigger1 = AnimElem = 8
value = 20,4

[State 3140]
type = PlaySnd
trigger1 = AnimElem = 8
value = 20,2

[State 3140]
type = BGPalfx
trigger1 = AnimElem = 8
persistent = 1
invertall = 1
ignorehitpause = 1
time = 96
color = 0

[State 3140]
type = PlaySnd
trigger1 = AnimElem = 9
value = 3100,6

[State 3140]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 9
value = S0,3400

[State 3140]
type = Helper
trigger1 = AnimElem = 9
ID = 3150
postype = p2
pos = 0,-400
sprpriority = 2
stateno = 3150
ownpal = 1

[state ]
type=displaytoclipboard
trigger1=animelem=8&&(palno=[11,12])||animelem=9
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 3140]
type = ChangeState
trigger1 = var(40) = 1
value = 3141
ctrl = 1

[State 3140]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;強たるのなか（投げ）
[statedef 3141]
type = S
movetype = A
anim  = 3101
poweradd= 0
ctrl = 0
velset = 0

[State 3141]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = noautoturn

[State 3141]
type = Turn
trigger1 = Time >= 20
trigger1 = facing = -1

[State 3141]
type = varset
trigger1 = Time = 0
v = 40
value = 0

[State 3141]
type = BGPalfx
trigger1 = Time = 10
trigger1 = var(41) = 4
invertall = 1
time = 1030
color = 0

[State 3141]
type = BGPalfx
trigger1 = Time = 10
trigger1 = var(41) = 3
invertall = 1
time = 560
color = 0

[State 3141]
type = BGPalfx
trigger1 = Time = 10
trigger1 = var(41) = 2
invertall = 1
time = 290
color = 0

[State 3141]
type = BGPalfx
trigger1 = Time = 10
trigger1 = var(41) = 1
invertall = 1
time = 980
color = 0

[State 3141]
type = PosSet
trigger1 = Time = 19
x = -100
y = 0

[State 3141]
type = explod
trigger1 = Time = 20
trigger1 = var(41) = 4
anim = 3146
pos = 22,0
bindtime = 1
sprpriority = -1
ignorehitpause = 0
ownpal = 1

[State 3141]
type = explod
trigger1 = Time = 20
trigger1 = var(41) = 3
anim = 3126
pos = 22,0
bindtime = 1
sprpriority = -1
ignorehitpause = 0
ownpal = 1

[State 3141]
type = explod
trigger1 = Time = 20
trigger1 = var(41) = 2
anim = 3127
pos = 22,0
bindtime = 1
sprpriority = -1
ignorehitpause = 0
ownpal = 1

[State 3141]
type = explod
trigger1 = Time = 20
trigger1 = var(41) = 1
anim = 3148
pos = 22,0
bindtime = 1
sprpriority = -1
ignorehitpause = 0
ownpal = 1

[State 3141]
type = PosFreeze
trigger1 = Time >= 20
value = 1

[State 3141]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1300,0

[State 3141]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 7
value = S0,3101

[State 3141]
type = PlaySnd
trigger1 = AnimElem = 11
value = 1300,1

[State 3141]
type = Projectile
trigger1 = AnimElem = 11
projanim = 3105
projID = 3105
projremovetime = 10
projremove = 0
projedgebound = 60
projpriority = 1
projshadow = -1
offset = 50,-50
velocity = 10, 0
ownpal=1

[State 3141]
type = PlaySnd
trigger1 = Time = 220
trigger1 = var(41) = 2
value = 3100,2

[State 3141]
type = PlaySnd
triggerall = Time = 220
trigger1 = var(41) != 2
value = 3100,1

[State 3141]
type = PlaySnd
triggerall = palno = [11,12]
triggerall = Time = 250
trigger1 = var(41) != 2
value = S0,3102

[State 3141]
type = ChangeState
trigger1 = Time = 250
trigger1 = var(41) != 2
value = 3142

[State 3141]
type = ChangeState
trigger1 = Time = 380
trigger1 = var(41) = 2
value = 3102
ctrl = 1

;強たるのなか（投げ２）
[statedef 3142]
type = S
movetype = A
anim  = 3122
poweradd= 0
ctrl = 0
velset = 0

[State 3142]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = noautoturn

[State 3142]
type = Turn
trigger1 = facing = -1

[State 3142]
type = PosFreeze
trigger1 = Time >= 0
value = 1

[State 3142]
type = PlaySnd
trigger1 = AnimElem = 6
value = 3100,3

[State 3142]
type = PlaySnd
trigger1 = AnimElem = 12
value = 1300,0

[State 3142]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 12
value = S0,3101

[State 3142]
type = PlaySnd
trigger1 = AnimElem = 16
value = 1300,1

[State 3142]
type = Projectile
trigger1 = AnimElem = 16
projanim = 3125
projID = 3125
projremovetime = 10
projremove = 0
projedgebound = 60
projpriority = 1
projshadow = -1
offset = 50,-50
velocity = 10, 0
ownpal=1

[State 3142]
type = PlaySnd
trigger1 = Time = 245
trigger1 = var(41) = 3
value = 3100,2

[State 3142]
type = PlaySnd
triggerall = Time = 245
trigger1 = var(41) != 3
value = 3100,1

[State 3142]
type = PlaySnd
triggerall = palno = [11,12]
triggerall = Time = 270
trigger1 = var(41) != 3
value = S0,3102

[State 3142]
type = ChangeState
trigger1 = Time = 270
trigger1 = var(41) != 3
value = 3143

[State 3142]
type = ChangeState
trigger1 = Time = 400
trigger1 = var(41) = 3
value = 3102
ctrl = 1

;強たるのなか（投げ３）
[statedef 3143]
type = S
movetype = A
anim  = 3143
poweradd= 0
ctrl = 0
velset = 0

[State 3143]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = noautoturn

[State 3143]
type = Turn
trigger1 = facing = -1

[State 3143]
type = PosFreeze
trigger1 = Time >= 0
value = 1

[State 3143]
type = PlaySnd
trigger1 = AnimElem = 6
value = 3100,3

[State 3143]
type = PlaySnd
trigger1 = AnimElem = 12
value = 1300,0

[State 3143]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 12
value = S0,3101

[State 3143]
type = PlaySnd
trigger1 = AnimElem = 16
value = 1300,1

[State 3143]
type = Projectile
trigger1 = AnimElem = 16
projanim = 3145
projID = 3145
projremovetime = 10
projremove = 0
projedgebound = 60
projpriority = 1
projshadow = -1
offset = 50,-50
velocity = 10, 0
ownpal=1

[State 3143]
type = PlaySnd
trigger1 = AnimElem = 19
value = 3100,4

[State 3143]
type = PlaySnd
trigger1 = Time = 430
trigger1 = var(41) = 4
value = 3100,2

[State 3143]
type = PlaySnd
triggerall = Time = 430
trigger1 = var(41) = 1
value = 3100,1

[State 3142]
type = PlaySnd
triggerall = palno = [11,12]
triggerall = Time = 460
trigger1 = var(41) = 1
value = S0,3102

[State 3143]
type = ChangeState
trigger1 = Time = 470
trigger1 = var(41) = 1
value = 3103

[State 3143]
type = ChangeState
trigger1 = Time = 600
trigger1 = var(41) = 4
value = 3102
ctrl = 1

;たる
[Statedef 3150]
type = S
movetype = A
physics = N
anim = 3110
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3150]
type = VelAdd
trigger1 = time >= 0
y = 0.5

[State 3150]
type = Projectile
trigger1 = parent,var(41) = 4
trigger1 = projcontacttime(0) = -1
attr = S, HA
animtype  = Hard
damage    = 100*(parent,var(28))
pausetime = 0,20
sparkno = S7003
sparkxy = 0,0
hitsound   = S3100,5
ground.type = High
p2stateno = 3155
kill = 0
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3150]
type = Projectile
trigger1 = parent,var(41) = 3
trigger1 = projcontacttime(0) = -1
attr = S, HA
animtype  = Hard
damage    = 100
pausetime = 0,20
sparkno = S7003
sparkxy = 0,0
hitsound   = S3100,5
ground.type = High
p2stateno = 3135
kill = 0
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3150]
type = Projectile
trigger1 = parent,var(41) = 2
trigger1 = projcontacttime(0) = -1
attr = S, HA
animtype  = Hard
damage    = 100
pausetime = 0,20
sparkno = S7003
sparkxy = 0,0
hitsound   = S3100,5
ground.type = High
p2stateno = 3115
kill = 0
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3150]
type = Projectile
trigger1 = parent,var(41) = 1
trigger1 = projcontacttime(0) = -1
attr = S, HA
animtype  = Hard
damage    = 100
pausetime = 0,20
sparkno = S7003
sparkxy = 0,0
hitsound   = S3100,5
ground.type = High
p2stateno = 3157
kill = 0
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3150]
type = Parentvarset
trigger1 = projhittime(0) = 0
v = 40
value = 1

[State 3150]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 10 + (parent,var(50)), (parent,var(51))
pos = -10,-70
postype = p2
sprpriority = 7

[State 3150]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(51)), 7 + (parent,var(50))
pos = -10,-70
postype = p2
sprpriority = 7

[State 3150]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), 10 + (parent,var(51))
pos = -10,-70
postype = p2
sprpriority = 7

[State 3150]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(51)), 7 + (parent,var(50))
pos = -10,-70
postype = p2
sprpriority = 7

[State 3150]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(50)), 0 - (parent,var(51))
pos = -10,-70
postype = p2
sprpriority = 7

[State 3150]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(51)), -7 - (parent,var(50))
pos = -10,-70
postype = p2
sprpriority = 7

[State 3150]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), -10 - (parent,var(51))
pos = -10,-70
postype = p2
sprpriority = 7

[State 3150]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(51)), -7 - (parent,var(50))
pos = -10,-70
postype = p2
sprpriority = 7

[State 3150]
type = ChangeState
trigger1 = projhittime(0) = 0
trigger1 = parent,var(41) = 2
value = 3113

[State 3150]
type = ChangeState
trigger1 = projhittime(0) = 0
trigger1 = parent,var(41) = 3
value = 3131

[State 3150]
type = ChangeState
trigger1 = projhittime(0) = 0
trigger1 = parent,var(41) != 3
trigger1 = parent,var(41) != 2
value = 3151

[State 3150]
type = ChangeState
trigger1 = Pos y >= 1
trigger1 = Vel y > 0
value = 3111

;たるヒット
[Statedef 3151]
type = S
movetype = A
physics = N
anim = 3151
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3151]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 3151]
type = Turn
trigger1 = facing = -1

[State 3151]
type = AssertSpecial
trigger1 = time = [0,40]
flag = nobardisplay
flag2 = globalnoshadow

[State 3151]
type = VelSet
trigger1 = time >= 0
y = 0

[State 3151]
type = AllPalfx
trigger1 = Time = 0
sinadd = 256, 256, 256, 80
time = 40

[State 3151]
type = PosSet
trigger1 = Time = 20
x = 100
y = 0

[State 3151]
type = PosFreeze
trigger1 = Time >= 20
value = 1

[State 3151]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 8
value = 220,1

[State 3151]
type = ChangeState
triggerall = Time = 990
trigger1 = parent,var(41) = 1
value = 3152

[State 3151]
type = PlaySnd
trigger1 = AnimElem = 9
value = 3100,5

[State 3151]
type = PlaySnd
triggerall = root,palno = [11,12]
trigger1 = AnimElem = 9
value = S0,3100

[State 3151]
type = targetlifeadd
trigger1 = AnimElem = 9
value = -650

[State 3151]
type = DestroySelf
trigger1 = AnimTime = 0

;たる（はずれ）
[Statedef 3152]
type = S
movetype = A
physics = N
anim = 3152
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3152]
type = DestroySelf
trigger1 = AnimTime = 0

; やられ
[Statedef 3155]
type    = S
movetype = H
physics = N
poweradd = 0
velset = 0,0
ctrl = 0

[State 3155]
type = changeanim2
trigger1 = time = 0
value = 3155

[State 3155]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 3155]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 3155]
type = Turn
trigger1 = Time >= 20
trigger1 = facing = 1

[State 3155]
type = AssertSpecial
trigger1 = Time = [20,989]
flag = invisible

[State 3155]
type = PosSet
trigger1 = Time = 20
x = 100
y = 0

[State 3155]
type = PosFreeze
trigger1 = Time = [20,989]
value = 1

[State 3155]
type = VelSet
trigger1 = Time = 990
x = 0
y = -30

[State 3155]
type = Veladd
trigger1 = Time >= 990
y = 0.5

[State 3155]
type = ChangeState
trigger1 = Time > 990
trigger1 = Vel Y > 0 
value = 3116
ctrl = 0

; やられ（はずれ）
[Statedef 3157]
type    = S
movetype = H
physics = N
poweradd = 0
velset = 0,0
ctrl = 0

[State 3157]
type = changeanim2
trigger1 = time = 0
value = 3157

[State 3157]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 3157]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 3157]
type = Turn
trigger1 = Time >= 20
trigger1 = facing = 1

[State 3157]
type = AssertSpecial
trigger1 = Time = [20,989]
flag = invisible

[State 3157]
type = PosSet
trigger1 = Time = 20
x = 100
y = 0

[State 3157]
type = PosFreeze
trigger1 = Time = [20,989]
value = 1

[State 3157]
type = VelSet
trigger1 = Time = 990
x = 0
y = -10

[State 3157]
type = Veladd
trigger1 = Time >= 990
y = 0.5

[State 3157]
type = selfstate
trigger1 = Pos Y > 0 
value = 5100

;---------------------------------------------------------------------------
;たきのぼり発動
[Statedef 3200]
type    = S
movetype = A
physics = S
ctrl = 0
anim = 3200

[State 3200]
type = poweradd
trigger1 = AnimElem = 2
value = -3000

[State 3200]
type = Envcolor
trigger1 = AnimElem = 1
value = 0, 0, 0
time = 30
under = 1

[State 3200]
type = superpause
trigger1 = AnimElem = 1
time = 40
anim = s7016
pos = 0, -50
movetime = 0
darken = 0
SprPriority = -5
[State 3011]
type = Helper
trigger1 = palno = [11,12]
trigger1 = AnimElem = 1
stateno = 20000
ownpal = 1
supermovetime = 40
[state ]
type=displaytoclipboard
trigger1=animelem=1&&palno=[11,12]
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 3200]
type = Explod
trigger1 = AnimElem = 1
anim = 7017
id = 7017
pos = 0,-50
postype = p1
sprpriority = -5
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3200]
type = PlaySnd
trigger1 = AnimElem = 1
value = 20,4

[State 3200]
type = PlaySnd
trigger1 = AnimElem = 1
value = 20,2
Volume = 999
persistent = 0

[State 3200]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 1
value = S0,3200
channel = 0

[State 3200]
type = BGPalfx
trigger1 = AnimElem = 1
invertall = 1
time = 90
color = 0

[State 3200]
type = ChangeState
trigger1 = AnimTime = 0
value = 3201

;たきのぼり
[Statedef 3201]
type     = A
movetype = A
physics  = N
anim     = 3201
ctrl     = 0

[State 3201]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

[State 3201]
type = playerpush
trigger1 = Time >= 0
value = 1

[State 3201]
type = velset
trigger1 = AnimElem = 1
x = 7.0
y = -2.7

[State 3201]
type = VelAdd
trigger1 = AnimelemTime(3) >= 0
y = 0.5

[State 3201]
type = ChangeState
trigger1 = Pos y > 0
trigger1 = Vel y > 0
value = 3202

;たきのぼり着地
[Statedef 3202]
type    = S
movetype = A
physics = S
ctrl = 0
anim = 3202
ctrl = 0

[State 3202]
type = VelSet
trigger1 = Time = 0
x = 0

[State 3202]
type = VelSet
trigger1 = Time = 0
y = 0

[State 3202]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3202]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

[State 3202]
type = playerpush
trigger1 = Time >= 0
value = 1

[State 3202]
type = Projectile
trigger1 = AnimElem = 3
projid = 3203
projanim = 3203
projepriority = 7
projremovetime = 17
offset = 0, 0
velocity = 0, 0
Postype = p1
bindtime = -1
attr = S, HA
animtype  = Hard
damage    = 0
guardflag = L
pausetime = 0,0
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-10
hitsound   = S1100,1
ground.type = Low
p1stateno = 3210
p2stateno = 3250
kill = 0
palfx.time = ifelse((palno = [1,10]),0,2)
palfx.add = 256,256,256

[State 3202]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

; たきのぼり上昇
[statedef 3210]
type = A
movetype = A
physics = N
anim  = 3210
poweradd= 0
ctrl = 0
velset = 0

[State 3210]
type = AssertSpecial
trigger1 = 1
flag = NoBarDisplay
flag2 = GlobalNoShadow

[State 3210]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 3210]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = 10 + (var(50)), (var(51))
pos = -10,-20
postype = p2
sprpriority = 7

[State 3210]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = 7 + (var(51)), 7 + (var(50))
pos = -10,-20
postype = p2
sprpriority = 7

[State 3210]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = 0 - (var(50)), 10 + (var(51))
pos = -10,-20
postype = p2
sprpriority = 7

[State 3210]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = -7 - (var(51)), 7 + (var(50))
pos = -10,-20
postype = p2
sprpriority = 7

[State 3210]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = -10 + (var(50)), 0 - (var(51))
pos = -10,-20
postype = p2
sprpriority = 7

[State 3210]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = -7 + (var(51)), -7 - (var(50))
pos = -10,-20
postype = p2
sprpriority = 7

[State 3210]
type = Explod
trigger1 = time = 0
anim = 7012
id = 7012
vel = 0 - (var(50)), -10 - (var(51))
pos = -10,-20
postype = p2
sprpriority = 7

[State 3210]
type = Explod
trigger1 = time = 0
anim = 7013
id = 7012
vel = 7 - (var(51)), -7 - (var(50))
pos = -10,-20
postype = p2
sprpriority = 7

[State 3210]
type = AllPalfx
trigger1 = time = 0
sinadd = 256, 256, 256, 80
time = 20

[State 3210]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 3210]
type = Explod
trigger1 = AnimElem = 2
anim = 3240
id = 3240
vel = 0, 3
pos = 0,0
postype = left
sprpriority = -5

[State 3210]
type = Explod
trigger1 = AnimElem = 2
anim = 3240
id = 3240
vel = 0, 3
pos = 0,-320
postype = left
sprpriority = -5

[State 3210]
type = Explod
trigger1 = AnimElem = 2
anim = 3240
id = 3240
vel = 0, 3
pos = 0,-640
postype = left
sprpriority = -5

[State 3210]
type = PosSet
trigger1 = Time = 20
x = 0
y = 140

[State 3210]
type = VelSet
trigger1 = Time = 20
y = -3.2

[State 3210]
type = Helper
trigger1 = Time = 20
name = "taki_g2"
id = 3220
stateno = 3224
postype = p1
pos = 0,400
sprpriority = 2
ownpal = 1

[State 3210]
type = Helper
trigger1 = Time = 20
name = "taki_y"
id = 3220
stateno = 3223
postype = p1
pos = 0,320
sprpriority = 2
ownpal = 1

[State 3210]
type = Helper
trigger1 = Time = 20
name = "taki_g"
id = 3220
stateno = 3222
postype = p1
pos = 0,240
sprpriority = 2
ownpal = 1

[State 3210]
type = Helper
trigger1 = Time = 20
name = "taki_b"
id = 3220
stateno = 3221
postype = p1
pos = 0,160
sprpriority = 2
ownpal = 1

[State 3210]
type = Helper
trigger1 = Time = 20
name = "taki_r"
id = 3220
stateno = 3220
postype = p1
pos = 0,80
sprpriority = 2
ownpal = 1

[state ]
type=displaytoclipboard
trigger1=time=20
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 3210]
type = VelSet
trigger1 = Time = 45
x = -1

[State 3210]
type = Explod
trigger1 = Time = 45
trigger2 = Time = 53
trigger3 = Time = 61
trigger4 = Time = 69
trigger5 = Time = 77
trigger6 = Time = 85
trigger7 = Time = 93
trigger8 = Time = 101
trigger9 = Time = 109
trigger10 = Time = 117
trigger11 = Time = 125
trigger12 = Time = 133
anim = 7003
id = 3210
pos = -25,-120
postype = p1
sprpriority = 2
under = 1
bindtime = -1

[State 3210]
type = Explod
trigger1 = Time = 45
trigger2 = Time = 53
trigger3 = Time = 61
trigger4 = Time = 69
trigger5 = Time = 77
trigger6 = Time = 85
trigger7 = Time = 93
trigger8 = Time = 101
trigger9 = Time = 109
trigger10 = Time = 117
trigger11 = Time = 125
trigger12 = Time = 133
anim = 7012
id = 7012
vel = 10 + (var(50)), (var(51))
pos = -10,-20
postype = p2
sprpriority = 7

[State 3210]
type = Explod
trigger1 = Time = 45
trigger2 = Time = 53
trigger3 = Time = 61
trigger4 = Time = 69
trigger5 = Time = 77
trigger6 = Time = 85
trigger7 = Time = 93
trigger8 = Time = 101
trigger9 = Time = 109
trigger10 = Time = 117
trigger11 = Time = 125
trigger12 = Time = 133
anim = 7013
id = 7012
vel = 7 + (var(51)), 7 + (var(50))
pos = -10,-20
postype = p2
sprpriority = 7

[State 3210]
type = Explod
trigger1 = Time = 45
trigger2 = Time = 53
trigger3 = Time = 61
trigger4 = Time = 69
trigger5 = Time = 77
trigger6 = Time = 85
trigger7 = Time = 93
trigger8 = Time = 101
trigger9 = Time = 109
trigger10 = Time = 117
trigger11 = Time = 125
trigger12 = Time = 133
anim = 7012
id = 7012
vel = 0 - (var(50)), 10 + (var(51))
pos = -10,-20
postype = p2
sprpriority = 7

[State 3210]
type = Explod
trigger1 = Time = 45
trigger2 = Time = 53
trigger3 = Time = 61
trigger4 = Time = 69
trigger5 = Time = 77
trigger6 = Time = 85
trigger7 = Time = 93
trigger8 = Time = 101
trigger9 = Time = 109
trigger10 = Time = 117
trigger11 = Time = 125
trigger12 = Time = 133
anim = 7013
id = 7012
vel = -7 - (var(51)), 7 + (var(50))
pos = -10,-20
postype = p2
sprpriority = 7

[State 3210]
type = Explod
trigger1 = Time = 45
trigger2 = Time = 53
trigger3 = Time = 61
trigger4 = Time = 69
trigger5 = Time = 77
trigger6 = Time = 85
trigger7 = Time = 93
trigger8 = Time = 101
trigger9 = Time = 109
trigger10 = Time = 117
trigger11 = Time = 125
trigger12 = Time = 133
anim = 7012
id = 7012
vel = -10 + (var(50)), 0 - (var(51))
pos = -10,-20
postype = p2
sprpriority = 7

[State 3210]
type = Explod
trigger1 = Time = 45
trigger2 = Time = 53
trigger3 = Time = 61
trigger4 = Time = 69
trigger5 = Time = 77
trigger6 = Time = 85
trigger7 = Time = 93
trigger8 = Time = 101
trigger9 = Time = 109
trigger10 = Time = 117
trigger11 = Time = 125
trigger12 = Time = 133
anim = 7013
id = 7012
vel = -7 + (var(51)), -7 - (var(50))
pos = -10,-20
postype = p2
sprpriority = 7

[State 3210]
type = Explod
trigger1 = Time = 45
trigger2 = Time = 53
trigger3 = Time = 61
trigger4 = Time = 69
trigger5 = Time = 77
trigger6 = Time = 85
trigger7 = Time = 93
trigger8 = Time = 101
trigger9 = Time = 109
trigger10 = Time = 117
trigger11 = Time = 125
trigger12 = Time = 133
anim = 7012
id = 7012
vel = 0 - (var(50)), -10 - (var(51))
pos = -10,-20
postype = p2
sprpriority = 7

[State 3210]
type = Explod
trigger1 = Time = 45
trigger2 = Time = 53
trigger3 = Time = 61
trigger4 = Time = 69
trigger5 = Time = 77
trigger6 = Time = 85
trigger7 = Time = 93
trigger8 = Time = 101
trigger9 = Time = 109
trigger10 = Time = 117
trigger11 = Time = 125
trigger12 = Time = 133
anim = 7013
id = 7012
vel = 7 - (var(51)), -7 - (var(50))
pos = -10,-20
postype = p2
sprpriority = 7

[State 3210]
type = PlaySnd
trigger1 = Time = 45
trigger2 = Time = 53
trigger3 = Time = 61
trigger4 = Time = 69
trigger5 = Time = 77
trigger6 = Time = 85
trigger7 = Time = 93
trigger8 = Time = 101
trigger9 = Time = 109
trigger10 = Time = 117
trigger11 = Time = 125
trigger12 = Time = 133
value = S220,1
Volume = 99999

[State 3210]
type = HitAdd
trigger1 = Time = 45
value = 1

[State 3210]
type = HitAdd
trigger1 = Time = 45
trigger2 = Time = 53
trigger3 = Time = 61
trigger4 = Time = 69
trigger5 = Time = 77
trigger6 = Time = 85
trigger7 = Time = 93
trigger8 = Time = 101
trigger9 = Time = 109
trigger10 = Time = 117
trigger11 = Time = 125
trigger12 = Time = 133
value = 1

[State 3210]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = Time = 45
value = S0,3201
channel = 0

[State 3210]
type = AllPalfx
trigger1 = time = 130
sinadd = -256, -256, -256, 80
time = 30

[State 3210]
type = PosSet
trigger1 = Time = 140
x = 0

[State 3210]
type = ChangeState
trigger1 = Time >= 140
value = 3211
ctrl = 0

; たきのぼり吐き出し
[statedef 3211]
type = S
movetype = A
physics = N
anim  = 3211
poweradd= 0
ctrl = 0
velset = 0

[State 3211]
type = AssertSpecial
trigger1 = 1
flag = NoBarDisplay
flag2 = GlobalNoShadow

[State 3211]
type = Explod
trigger1 = time = 0
anim = 3241
id = 3241
pos = 0, 0
postype = left
sprpriority = -5

[State 3211]
type = ScreenBound
trigger1 = 1
movecamera = 0,0

[State 3211]
type = RemoveExplod
trigger1 = time = 0
id = 3240

[State 3211]
type = PosAdd
trigger1 = Time = 0
x = -200

[State 3211]
type = PosSet
trigger1 = Time = 0
y = 80

[State 3211]
type = Helper
trigger1 = Time = 0
name = "taki_g2"
id = 3230
stateno = 3234
postype = p1
pos = -300,-120
sprpriority = 2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 3211]
type = Helper
trigger1 = Time = 0
name = "taki_y"
id = 3230
stateno = 3233
postype = p1
pos = -240,-120
sprpriority = 2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 3211]
type = Helper
trigger1 = Time = 0
name = "taki_g"
id = 3230
stateno = 3232
postype = p1
pos = -180,-120
sprpriority = 2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 3211]
type = Helper
trigger1 = Time = 0
name = "taki_b"
id = 3230
stateno = 3231
postype = p1
pos = -120,-120
sprpriority = 2
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 3211]
type = Helper
trigger1 = Time = 0
name = "taki_r"
id = 3230
stateno = 3230
postype = p1
pos = -60,-120
sprpriority = 2
ignorehitpause = 1
persistent = 0
ownpal = 1

[state ]
type=displaytoclipboard
trigger1=time=0
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 3211]
type = VelSet
trigger1 = Time = 35
x = 6
y = 0

[State 3211]
type = VelSet
trigger1 = Time = 60
x = 0

[State 3211]
type = PlaySnd
trigger1 = Time = 60
value = 3100,5

[State 3211]
type = targetlifeadd
trigger1 = Time = 60
value = -700

[State 3211]
type = HitAdd
trigger1 = Time = 60
value = 1

[state 3211]
type = EnvShake
trigger1 = Time = 63
time = 5
ampl = 6

[State 3211]
type = VelSet
trigger1 = Time = 100
x = 6
y = -1

[State 3211]
type = AllPalfx
trigger1 = time = 110
sinadd = 256, 256, 256, 80
time = 20

[State 3211]
type = ChangeState
trigger1 = FrontEdgeBodyDist <= 30
value = 3212
ctrl = 1

; たきのぼり終了
[statedef 3212]
type = A
movetype = A
physics = N
anim  = 3212
poweradd= 0
ctrl = 0
velset = 0

[State 3212]
type = RemoveExplod
trigger1 = time = 0
id = 3241

[State 3212]
type = PosAdd
trigger1 = Time = 0
y = -50

[State 3212]
type = VelSet
trigger1 = Time = 0
x = -3
y = -5

[State 3251]
type = Veladd
trigger1 = Time >= 0
y = 0.3

[State 3212]
type = ChangeState
trigger1 = Pos Y >= 0 
value = 52
ctrl = 0

;赤１
[Statedef 3220]
type = A
movetype = A
physics = N
anim = 3220
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3220]
type = VelSet
trigger1 = Time = 0
y = -3.2

[State 3220]
type = VelSet
trigger1 = Time = 60
x = -1

[State 3220]
type = DestroySelf
trigger1 = Time >= 135

;青１
[Statedef 3221]
type = A
movetype = A
physics = N
anim = 3221
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3221]
type = VelSet
trigger1 = Time = 0
y = -3.2

[State 3221]
type = VelSet
trigger1 = Time = 85
x = -1

[State 3221]
type = DestroySelf
trigger1 = Time >= 135

;緑１
[Statedef 3222]
type = A
movetype = A
physics = N
anim = 3222
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3222]
type = VelSet
trigger1 = Time = 0
y = -3.2

[State 3222]
type = VelSet
trigger1 = Time = 110
x = -1

[State 3222]
type = DestroySelf
trigger1 = Time >= 135

;黄１
[Statedef 3223]
type = A
movetype = A
physics = N
anim = 3223
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3223]
type = VelSet
trigger1 = Time = 0
y = -3.2

[State 3223]
type = VelSet
trigger1 = Time = 135
x = -1

[State 3223]
type = DestroySelf
trigger1 = Time >= 135

;灰１
[Statedef 3224]
type = A
movetype = A
physics = N
anim = 3224
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3224]
type = VelSet
trigger1 = Time = 0
y = -3.2

[State 3224]
type = DestroySelf
trigger1 = Time >= 135

;赤２
[Statedef 3230]
type = A
movetype = A
physics = N
anim = 3220
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3230]
type = VelSet
trigger1 = Time = 35
x = 6
y = 0

[State 3230]
type = VelSet
trigger1 = Time = 60
x = 0

[State 3230]
type = VelSet
trigger1 = Time = 100
x = 6

[State 3230]
type = VelSet
trigger1 = Time = 110
y = -1

[State 3230]
type = DestroySelf
trigger1 = parent,stateno = 3212

;青２
[Statedef 3231]
type = A
movetype = A
physics = N
anim = 3221
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3231]
type = VelSet
trigger1 = Time = 35
x = 6
y = 0

[State 3231]
type = VelSet
trigger1 = Time = 60
x = 0

[State 3231]
type = VelSet
trigger1 = Time = 100
x = 6

[State 3231]
type = VelSet
trigger1 = Time = 120
y = -1

[State 3231]
type = DestroySelf
trigger1 = parent,stateno = 3212

;緑２
[Statedef 3232]
type = A
movetype = A
physics = N
anim = 3222
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3232]
type = VelSet
trigger1 = Time = 35
x = 6
y = 0

[State 3232]
type = VelSet
trigger1 = Time = 60
x = 0

[State 3232]
type = VelSet
trigger1 = Time = 100
x = 6

[State 3232]
type = VelSet
trigger1 = Time = 130
y = 6

[State 3232]
type = DestroySelf
trigger1 = parent,stateno = 3212

;黄２
[Statedef 3233]
type = A
movetype = A
physics = N
anim = 3223
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3233]
type = VelSet
trigger1 = Time = 35
x = 6
y = 0

[State 3233]
type = VelSet
trigger1 = Time = 60
x = 0

[State 3233]
type = VelSet
trigger1 = Time = 100
x = 6

[State 3233]
type = VelSet
trigger1 = Time = 140
y = 6

[State 3233]
type = DestroySelf
trigger1 = parent,stateno = 3212

;灰２
[Statedef 3234]
type = A
movetype = A
physics = N
anim = 3224
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3234]
type = VelSet
trigger1 = Time = 35
x = 6
y = 0

[State 3234]
type = VelSet
trigger1 = Time = 60
x = 0

[State 3234]
type = VelSet
trigger1 = Time = 100
x = 6

[State 3234]
type = VelSet
trigger1 = Time = 150
y = 6

[State 3234]
type = DestroySelf
trigger1 = parent,stateno = 3212

; やられ
[Statedef 3250]
type    = S
movetype = H
physics = N
poweradd = 0
velset = 0,0
ctrl = 0

[State 3250]
type = changeanim2
trigger1 = time = 0
value = 3250

[State 3250]
type = ScreenBound
trigger1 = 1
value = 0

[State 3250]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 3250]
type = PosSet
trigger1 = Time = 19
x = 0
y = -150

[State 3250]
type = PosAdd
trigger1 = Time = 20
x = 60

[State 3250]
type = VelSet
trigger1 = Time = 20
x = -1
y = -3

[State 3250]
type = Veladd
trigger1 = Time >= 20
y = 0.5

[State 3250]
type = VelSet
trigger1 = Time = 45
x = 1

[State 3250]
type = VelSet
trigger1 = Time = 47
trigger2 = Time = 57
trigger3 = Time = 67
trigger4 = Time = 77
trigger5 = Time = 87
trigger6 = Time = 97
trigger7 = Time = 107
trigger8 = Time = 117
trigger9 = Time = 127
y = -5.8

[State 3250]
type = PosSet
trigger1 = Time = 140
x = 0

[State 3250]
type = ChangeState
trigger1 = Time >= 140
value = 3251
ctrl = 0

; やられ
[Statedef 3251]
type    = S
movetype = H
physics = N
poweradd = 0
velset = 0,0
ctrl = 0

[State 3251]
type = changeanim2
trigger1 = time = 0
value = 3251

[State 3251]
type = ScreenBound
trigger1 = 1
value = 0

[State 3251]
type = PosAdd
trigger1 = Time = 0
x = 30

[State 3251]
type = PosSet
trigger1 = Time = 0
y = -125

[State 3251]
type = PosFreeze
trigger1 = Time = [0,60]
value = 1

[State 3251]
type = AssertSpecial
trigger1 = time = [0,60]
flag = Invisible

[State 3251]
type = VelSet
trigger1 = Time = 60
x = -7

[State 3251]
type = VelSet
trigger1 = Time = 60
y = 12

[State 3250]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = life > 0 
value = 3252
ctrl = 0

[State 3250]
type = selfstate
trigger1 = Pos Y >= 0
trigger1 = life = 0 
value = 5110
ctrl = 0

; やられ
[Statedef 3252]
type    = S
movetype = H
physics = N
poweradd = 0
velset = 0,0
ctrl = 0

[State 3252]
type = changeanim2
trigger1 = time = 0
value = 3252

[State 3252]
type = PosFreeze
trigger1 = 1
value = 1

[State 3252]
type = ScreenBound
trigger1 = 1
value = 0

[State 3252]
type = PosSet
trigger1 = 1
y = 0

[State 3252]
type = selfstate
trigger1 = time >= 135
value = 5120

;---------------------------------------------------------------------------
;弱たいよう
[Statedef 3300]
type    = A
movetype= A
physics = N 
ctrl = 0
anim = 3300
poweradd= 0
sprpriority = -3
velset = 0,0

[State 3300]
type = poweradd
trigger1 = AnimElem = 3
value = -1000

[State 3300]
type = Envcolor
trigger1 = AnimElem = 3
value = 0, 0, 0
time = 65
under = 1

[State 3300]
type = superpause
trigger1 = AnimElem = 3
time = 65
anim = s7014
pos = 0, -50
movetime = 65
darken = 0
SprPriority = -5
[state ]
type=null
trigger1=time=71
trigger1=var((480-3648)/4):=0||1

[State 3300]
type = PlaySnd
trigger1 = AnimElem = 3
value = 20,3

[State 3300]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 3
value = S0,3300
channel = 0

[State 3300]
type = helper
trigger1 = AnimElem = 8
id = 3350
pos = 0,-30
postype = p1
stateno = 3350
ownpal = 1
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999
[state ]
type=displaytoclipboard
trigger1=animelem=8
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 3300]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) = 0
value = 650
ctrl = 1

[State 3300]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) > 0
value = 71
ctrl = 1

;たいよう溜め
[Statedef 3350]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 3350
poweradd= 0
sprpriority = 7

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=7,-4
ignorehitpause=1

[State 3350]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3350]
type = BindToParent
trigger1 = Time = [0,3]
pos = 15,-63

[State 3350]
type = BindToParent
trigger1 = Time = [3,6]
pos = 10,-60

[State 3350]
type = BindToParent
trigger1 = Time = [6,9]
pos = 8,-62

[State 3350]
type = BindToParent
trigger1 = Time = [9,12]
pos = 6,-64

[State 3350]
type = BindToParent
trigger1 = Time = [12,15]
pos = -3,-65

[State 3350]
type = BindToParent
trigger1 = Time = [15,18]
pos = -17,-60

[State 3350]
type = BindToParent
trigger1 = Time = [18,21]
pos = -17,-58

[State 3350]
type = BindToParent
trigger1 = Time = [21,24]
pos = -25,-56

[State 3350]
type = BindToParent
trigger1 = Time = [24,27]
pos = 36,-20

[State 3350]
type = BindToParent
trigger1 = Time >= 27
pos = 36,0

[State 3350]
type = SprPriority
trigger1 = Time = [0,24]
value = -7

[State 3350]
type = SprPriority
trigger1 = Time >= 24
value = 7

[State 3350]
type = Explod
trigger1 = time = 27
anim = 3380
id = 3380
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3300]
type = helper
trigger1 = root,palno = [11,12]
trigger1 = time = 27
stateno = 3355
ownpal = 1
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999
[State 3300]
type = helper
trigger1 = root,palno = [11,12]
trigger1 = time = 27
stateno = 3355
ownpal = 1
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999
[State 3300]
type = helper
trigger1 = root,palno = [11,12]
trigger1 = time = 27
stateno = 3355
ownpal = 1
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999
[state ]
type=displaytoclipboard
trigger1=time=27
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 3350]
type = ChangeState
trigger1 = time = 27
value = 3355

;たいよう落下
[Statedef 3355]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 3355
poweradd= 0
sprpriority = 7

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=7,-4
ignorehitpause=1

[State 3355]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3355]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(51)), 7 + (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3355]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), 10 + (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3355]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(51)), 7 + (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3355]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(50)), 0 - (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3355]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(51)), -7 - (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3355]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), -10 - (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3355]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(51)), -7 - (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3355]
type = Velset
trigger1 = time = 0
x = ifelse((root,palno = [1,10]),6,4 + (random%41)*.1)
y = ifelse((root,palno = [1,10]),7,4 + (random%61)*.1)

[state ]
type=null
trigger1=animelem=6||animelem=11||animelem=17
trigger1=var((532-3648)/4):=0||1
trigger1=var((536-3648)/4):=-1||1
trigger1=0
[State 3355]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, HP
animtype  = Hard
damage    = 20*(parent,var(28)),5*(parent,var(28))
hitflag = MAFP
guardflag = M
pausetime = 5,5
priority = 7
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-30
hitsound   = S220,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -2
air.velocity = -3,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
fall = 1
fall.recover = 0
pausemovetime = 99999999999999
supermovetime = 99999999999999
palfx.time = ifelse((root,palno = [1,10]),0,30)
palfx.add = 40,30,50
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3355]
type = ChangeState
trigger1 = Pos Y >= 0
value = 3360

;たいよう爆発
[Statedef 3360]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 3360
poweradd= 0
sprpriority = 7
velset = 0,0

[State 3360]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3360]
type = PlaySnd
trigger1 = time = 0
value = S3400, 1

[State 3360]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 3360]
type = Explod
trigger1 = AnimElem = 1
anim = 3380
id = 3380
sprpriority = 9999999
bindtime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3360]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, HP
animtype  = Hard
damage    = 260*(parent,var(28)),5*(parent,var(28))
hitflag = MAFP
guardflag = MA
pausetime = 0,0
sparkno = S7003
guard.sparkno = S780
sparkxy = -5,-35
hitsound = S1100,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 12
ground.hittime = 25
ground.velocity = 0,-9  
air.velocity = 0,-9
guard.velocity = -5
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
sprpriority = 7 
fall = 1
fall.recover = 0
pausemovetime = 99999999999999
supermovetime = 99999999999999
palfx.time = ifelse((root,palno = [1,10]),0,30)
palfx.add = 40,30,50
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3360]
type = destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;中たいよう
[Statedef 3301]
type    = A
movetype= A
physics = N 
ctrl = 0
anim = 3300
poweradd= 0
sprpriority = -3
velset = 0,0

[State 3301]
type = poweradd
trigger1 = AnimElem = 3
value = -2000

[State 3301]
type = Envcolor
trigger1 = AnimElem = 3
value = 0, 0, 0
time = 65
under = 1

[State 3301]
type = superpause
trigger1 = AnimElem = 3
time = 65
anim = s7015
pos = 0, -50
movetime = 65
darken = 0
SprPriority = -5
[state ]
type=null
trigger1=time=71
trigger1=var((480-3648)/4):=0||1

[State 3301]
type = PlaySnd
trigger1 = AnimElem = 3
value = 20,1

[State 3301]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 3
value = S0,3300
channel = 0

[State 3301]
type = helper
trigger1 = AnimElem = 8
id = 3350
pos = 0,-30
postype = p1
stateno = 3351
ownpal = 1
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999
[state ]
type=displaytoclipboard
trigger1=animelem=8
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 3301]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) = 0
value = 650
ctrl = 1

[State 3301]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) > 0
value = 71
ctrl = 1

;たいよう溜め
[Statedef 3351]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 3350
poweradd= 0
sprpriority = 7

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=7,-4
ignorehitpause=1

[State 3351]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3351]
type = BindToParent
trigger1 = Time = [0,3]
pos = 15,-63

[State 3351]
type = BindToParent
trigger1 = Time = [3,6]
pos = 10,-60

[State 3351]
type = BindToParent
trigger1 = Time = [6,9]
pos = 8,-62

[State 3351]
type = BindToParent
trigger1 = Time = [9,12]
pos = 6,-64

[State 3351]
type = BindToParent
trigger1 = Time = [12,15]
pos = -3,-65

[State 3351]
type = BindToParent
trigger1 = Time = [15,18]
pos = -17,-60

[State 3351]
type = BindToParent
trigger1 = Time = [18,21]
pos = -17,-58

[State 3351]
type = BindToParent
trigger1 = Time = [21,24]
pos = -25,-56

[State 3351]
type = BindToParent
trigger1 = Time = [24,27]
pos = 36,-20

[State 3351]
type = BindToParent
trigger1 = Time >= 27
pos = 36,0

[State 3351]
type = SprPriority
trigger1 = Time = [0,24]
value = -7

[State 3351]
type = SprPriority
trigger1 = Time >= 24
value = 7

[State 3351]
type = Explod
trigger1 = time = 27
anim = 3380
id = 3380
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3300]
type = helper
trigger1 = root,palno = [11,12]
trigger1 = time = 27
stateno = 3356
ownpal = 1
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999
[State 3300]
type = helper
trigger1 = root,palno = [11,12]
trigger1 = time = 27
stateno = 3356
ownpal = 1
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999
[State 3300]
type = helper
trigger1 = root,palno = [11,12]
trigger1 = time = 27
stateno = 3356
ownpal = 1
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999
[state ]
type=displaytoclipboard
trigger1=time=27
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 3351]
type = ChangeState
trigger1 = time = 27
value = 3356

;たいよう落下
[Statedef 3356]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 3355
poweradd= 0
sprpriority = 7

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=7,-4
ignorehitpause=1

[State 3356]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3356]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(51)), 7 + (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3356]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), 10 + (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3356]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(51)), 7 + (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3356]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(50)), 0 - (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3356]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(51)), -7 - (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3356]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), -10 - (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3356]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(51)), -7 - (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3355]
type = Velset
trigger1 = time = 0
x = ifelse((root,palno = [1,10]),6,3 + (random%61)*.1)
y = ifelse((root,palno = [1,10]),7,3 + (random%81)*.1)

[state ]
type=null
trigger1=animelem=6||animelem=11||animelem=17
trigger1=var((532-3648)/4):=0||1
trigger1=var((536-3648)/4):=-1||1
trigger1=0
[State 3356]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, HP
animtype  = Hard
damage    = 20*(parent,var(28)),5*(parent,var(28))
hitflag = MAFP
guardflag = M
pausetime = 5,5
priority = 7
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-30
hitsound   = S220,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -2
air.velocity = -3,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
fall = 1
fall.recover = 0
pausemovetime = 99999999999999
supermovetime = 99999999999999
palfx.time = ifelse((root,palno = [1,10]),0,30)
palfx.add = 40,30,50
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3356]
type = ChangeState
trigger1 = Pos Y >= 0
value = 3361

;たいよう爆発
[Statedef 3361]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 3361
poweradd= 0
sprpriority = 7
velset = 0,0

[State 3361]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3361]
type = PlaySnd
trigger1 = time = 0
value = S3400, 1

[State 3361]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 3361]
type = Explod
trigger1 = AnimElem = 1
anim = 3380
id = 3380
sprpriority = 9999999
bindtime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3361]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, HP
animtype  = Hard
damage    = 420*(parent,var(28)),5*(parent,var(28))
hitflag = MAFP
guardflag = MA
pausetime = 0,0
sparkno = S7003
guard.sparkno = S780
sparkxy = -5,-35
hitsound = S1100,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 12
ground.hittime = 25
ground.velocity = 0,-12  
air.velocity = 0,-12
guard.velocity = -5
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
sprpriority = 7 
fall = 1
fall.recover = 0
pausemovetime = 99999999999999
supermovetime = 99999999999999
palfx.time = ifelse((root,palno = [1,10]),0,30)
palfx.add = 40,30,50
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3361]
type = destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;強たいよう
[Statedef 3302]
type    = A
movetype= A
physics = N 
ctrl = 0
anim = 3301
poweradd= 0
sprpriority = -3
velset = 0,0

[State 3302]
type = poweradd
trigger1 = AnimElem = 3
value = -3000

[State 3302]
type = Envcolor
trigger1 = AnimElem = 3
value = 0, 0, 0
time = 75
under = 1

[State 3302]
type = superpause
trigger1 = AnimElem = 3
time = 75
anim = s7016
pos = 0, -50
movetime = 75
darken = 0
SprPriority = -5
[state ]
type=null
trigger1=time=81
trigger1=var((480-3648)/4):=0||1
[State 3011]
type = Helper
trigger1 = palno = [11,12]
trigger1 = AnimElem = 3
stateno = 20000
ownpal = 1
supermovetime = 75

[State 3302]
type = PlaySnd
trigger1 = AnimElem = 3
value = 20,4

[State 3302]
type = BGPalfx
trigger1 = AnimElem = 3
invertall = 1
time = 150
color = 0

[State 3302]
type = PlaySnd
trigger1 = AnimElem = 8
value = 20,2

[State 3301]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 3
value = S0,3300
channel = 0

[State 3302]
type = helper
trigger1 = AnimElem = 8
id = 3350
pos = 0,-30
postype = p1
stateno = 3352
ownpal = 1
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999

[state ]
type=displaytoclipboard
trigger1=animelem=3&&(palno=[11,12])||animelem=8
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 3302]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) = 0
value = 650
ctrl = 1

[State 3302]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) > 0
value = 71
ctrl = 1

;たいよう溜め
[Statedef 3352]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 3350
poweradd= 0
sprpriority = 7

[State 3352]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3352]
type = BindToParent
trigger1 = Time = [0,3]
pos = 15,-63

[State 3352]
type = BindToParent
trigger1 = Time = [3,6]
pos = 10,-60

[State 3352]
type = BindToParent
trigger1 = Time = [6,9]
pos = 8,-62

[State 3352]
type = BindToParent
trigger1 = Time = [9,12]
pos = 6,-64

[State 3352]
type = BindToParent
trigger1 = Time = [12,15]
pos = -3,-65

[State 3352]
type = BindToParent
trigger1 = Time = [15,18]
pos = -17,-60

[State 3352]
type = BindToParent
trigger1 = Time = [18,21]
pos = -17,-58

[State 3352]
type = BindToParent
trigger1 = Time = [21,24]
pos = -25,-56

[State 3352]
type = BindToParent
trigger1 = Time = [24,27]
pos = 36,-20

[State 3352]
type = BindToParent
trigger1 = Time >= 27
pos = 36,0

[State 3352]
type = SprPriority
trigger1 = Time = [0,24]
value = -7

[State 3352]
type = SprPriority
trigger1 = Time >= 24
value = 7

[State 3352]
type = Explod
trigger1 = time = 27
anim = 3380
id = 3380
pos = 0,0
postype = p1
sprpriority = 7
bindtime = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3352]
type = ChangeState
trigger1 = time = 27
value = 3357

;たいよう落下
[Statedef 3357]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 3355
poweradd= 0
sprpriority = 7

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=7,-4
ignorehitpause=1

[State 3357]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3357]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 + (parent,var(51)), 7 + (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3357]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), 10 + (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3357]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 - (parent,var(51)), 7 + (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3357]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = -10 + (parent,var(50)), 0 - (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3357]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = -7 + (parent,var(51)), -7 - (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3357]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7012
id = 7012
vel = 0 - (parent,var(50)), -10 - (parent,var(51))
pos = -10,-30
postype = p2
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3357]
type = Explod
trigger1 = projhittime(0) = 0
anim = 7013
id = 7012
vel = 7 - (parent,var(51)), -7 - (parent,var(50))
pos = -10,-30
postype = p2
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3357]
type = Velset
trigger1 = time = 0
x = 6
y = 7

[state ]
type=null
trigger1=animelem=6||animelem=11||animelem=17
trigger1=var((532-3648)/4):=0||1
trigger1=var((536-3648)/4):=-1||1
trigger1=0
[State 3357]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, HP
animtype  = Hard
damage    = 20*(parent,var(28)),5*(parent,var(28))
hitflag = MAFP
guardflag = M
pausetime = 5,5
priority = 7
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-30
hitsound   = S220,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -2
air.velocity = -3,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
fall = 1
fall.recover = 0
pausemovetime = 99999999999999
supermovetime = 99999999999999
palfx.time = ifelse((root,palno = [1,10]),0,30)
palfx.add = 40,30,50
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3357]
type = ChangeState
trigger1 = Pos Y >= 0
value = 3362

;たいよう爆発
[Statedef 3362]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 3361
poweradd= 0
sprpriority = 7
velset = 0,0

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=7,-4
ignorehitpause=1

[State 3362]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3362]
type = PlaySnd
trigger1 = time = 0
value = S3400, 0

[State 3362]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 3362]
type = Explod
trigger1 = AnimElem = 1
anim = 3380
id = 3380
pos = 0,0
postype = p1
sprpriority = 9999999
bindtime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3362]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, HP
animtype  = Hard
damage    = 150*(parent,var(28)),5*(parent,var(28))
hitflag = MAFP
guardflag = MA
pausetime = 0,0
sparkno = S7003
guard.sparkno = S780
sparkxy = -5,-35
hitsound = S1100,1
guardsound = S120, 0
ground.type = High
ground.slidetime = 12
ground.hittime = 25
ground.velocity = -5,-12  
air.velocity = -5,-12
guard.velocity = -5
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
sprpriority = 7 
fall = 1
fall.recover = 0
pausemovetime = 99999999999999
supermovetime = 99999999999999
palfx.time = ifelse((root,palno = [1,10]),0,30)
palfx.add = 40,30,50
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3362]
type = Helper
trigger1 = ishelper(3350) = 1
trigger1 = root,palno = [11,12]
trigger1 = AnimElem = 10
postype = p1
pos = -90,0
stateno = 3362
ownpal = 1
facing = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3362]
type = Helper
trigger1 = root,palno = [1,10]
trigger1 = AnimElem = 15
trigger2 = ishelper(3350) = 1
trigger2 = root,palno = [11,12]
trigger2 = AnimElem = 10
postype = p1
pos = 90,0
stateno = 3362
id = 3362
ownpal = 1
facing = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3362]
type = Helper
trigger1 = ishelper(3350) = 1
trigger1 = root,palno = [11,12]
trigger1 = AnimElem = 20
postype = p1
pos = -180,0
stateno = 3362
ownpal = 1
facing = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3362]
type = Helper
trigger1 = ishelper(3350) = 1
trigger1 = root,palno = [11,12]
trigger1 = AnimElem = 20
postype = p1
pos = 180,0
stateno = 3362
ownpal = 1
facing = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3362]
type = Helper
trigger1 = ishelper(3350) = 1
trigger1 = root,palno = [11,12]
trigger1 = AnimElem = 30
postype = p1
pos = -270,0
stateno = 3362
ownpal = 1
facing = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3362]
type = Helper
trigger1 = ishelper(3350) = 1
trigger1 = root,palno = [11,12]
trigger1 = AnimElem = 30
postype = p1
pos = 270,0
stateno = 3362
ownpal = 1
facing = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[state ]
type=displaytoclipboard
trigger1=animelem=10||animelem=20||animelem=30
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 3362]
type = destroyself
trigger1 = animtime = 0
trigger2 = FrontEdgeBodyDist < -100

;---------------------------------------------------------------------------
;いどのつるぎ
[statedef 3400]
type = S
movetype = A
anim  = 3400
poweradd= 0
ctrl = 0
velset = 0

[State 3400]
type = NotHitBy
trigger1 = Time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 80

[State 3400]
type = playerpush
trigger1 = Time >= 0
value = 1

[State 3400]
type = poweradd
trigger1 = AnimElem = 4
value = -3000

[State 3400]
type = Envcolor
trigger1 = AnimElem = 4
value = 0, 0, 0
time = 40
under = 1

[State 3400]
type = superpause
trigger1 = AnimElem = 4
time = 40
anim = s7016
pos = 0, -50
movetime = 40
darken = 0
SprPriority = -5
[state ]
type=null
trigger1=time=49
trigger1=var((480-3648)/4):=0||1
[State 3011]
type = Helper
trigger1 = palno = [11,12]
trigger1 = AnimElem = 4
stateno = 20000
ownpal = 1
supermovetime = 40

[State 3400]
type = Explod
trigger1 = AnimElem = 4
anim = 7017
id = 7017
pos = 0,-50
postype = p1
sprpriority = -5
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 3400]
type = PlaySnd
trigger1 = AnimElem = 4
value = 20,4

[State 3400]
type = PlaySnd
trigger1 = AnimElem = 4
value = 20,2
Volume = 999

[State 3400]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 4
value = S0,3400
channel = 0

[State 3400]
type = BGPalfx
trigger1 = AnimElem = 20
invertall = 1
time = 60
color = 0

[State 3400]
type = Helper
trigger1 = time = 52
helpertype = normal
name = "turugi"
postype = p1
pos = 70,0
stateno = 3450
id = 3450
ownpal = 1
facing = 1

[State 3400]
type = Helper
trigger1 = time = 61
helpertype = normal
name = "turugi"
postype = p1
pos = 140,0
stateno = 3450
id = 3450
ownpal = 1
facing = 1

[State 3400]
type = Helper
trigger1 = time = 70
helpertype = normal
name = "turugi"
postype = p1
pos = 210,0
stateno = 3450
id = 3450
ownpal = 1
facing = 1

[State 3400]
type = Helper
trigger1 = time = 79
helpertype = normal
name = "turugi"
postype = p1
pos = 280,0
stateno = 3450
id = 3450
ownpal = 1
facing = 1

[State 3400]
type = Helper
trigger1 = time = 88
helpertype = normal
name = "turugi"
postype = p1
pos = 350,0
stateno = 3451
id = 3451
ownpal = 1
facing = 1

[state ]
type=displaytoclipboard
trigger1=animelem=4&&(palno=[11,12])||time=52||time=61||time=70||time=79||time=88
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 3400]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;つるぎ
[Statedef 3450]
type = S
movetype = A
physics = N
anim = 3450
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3450]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3450]
type = PlaySnd
trigger1 = Time = 1
value = S3400, 0
channel = 1
lowpriority = 0

[State 3450]
type = Projectile
trigger1 = AnimElem = 3,>= 0
trigger1 = projcontacttime(0) = -1
trigger1 = parent,var(25) = 0
attr = S, HA
animtype  = Hard
damage    = 450*(parent,var(28)),5*(parent,var(28))
guardflag = MA
pausetime = 0,15
priority = 7
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-50
hitsound   = S1100,1
guardsound = S120, 0
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = -3,-7
air.velocity = -3,-7
air.fall = 1
fall = 1
fall.recover = 0
;ground.type = High
;ground.slidetime = 18
;p2stateno = 3480
palfx.time = ifelse((root,palno = [1,10]),0,30)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3450]
type = Projectile
trigger1 = AnimElem = 3,>= 0
trigger1 = projcontacttime(0) = -1
trigger1 = parent,var(25) = 1
attr = S, HA
animtype  = Hard
damage    = 90,5
guardflag = MA
pausetime = 0,0
priority = 7
sparkno = S7003
hitsound   = S1100,1
guardsound = S120, 0
guard.sparkno = S7007
sparkxy = -10,-50
ground.type = High
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = -3,-7
air.velocity = -3,-7
air.fall = 1
fall = 1
fall.recover = 0
palfx.time = ifelse((root,palno = [1,10]),0,30)
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3450]
type = parentvarset
trigger1 = projhittime(0) = 0
v = 25
value = 1

[State 3450]
type = destroyself
trigger1 = animtime = 0

;つるぎ
[Statedef 3451]
type = S
movetype = A
physics = N
anim = 3450
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3451]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3451]
type = PlaySnd
trigger1 = Time = 1
value = S3400, 0
channel = 1

[State 3451]
type = PlaySnd
trigger1 = Time = 10
value = S3400, 1

[State 3451]
type = PlaySnd
trigger1 = Time = 19
value = S3400, 0

[State 3451]
type = PlaySnd
trigger1 = Time = 18
value = S3400, 0

[State 3451]
type = PlaySnd
trigger1 = Time = 27
value = S3400, 0

[State 3451]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, NA, SA, HA, NT, ST, HT

[State 3451]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 3451

[State 3451]
type = destroyself
trigger1 = animtime = 0

; やられ
[Statedef 3480]
type    = S
movetype = H
physics = N
poweradd = 0
velset = 0,0
ctrl = 0

[State 3480]
type = changeanim2
trigger1 = time = 0
value = 3480

[State 3480]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 3480]
type = VelSet
trigger1 = Time = 0
x = -3
y = -7

[State 3480]
type = Veladd
trigger1 = Time >= 0
y = 0.5

[State 3480]
type = selfstate
trigger1 = Pos Y > 0 
value = 5100

;---------------------------------------------------------------------------
;前だいいどう（開始）
[Statedef 3500]
type = S
movetype = A
anim  = 3000
poweradd= 0
ctrl = 0
velset = 0

[State 3500]
type = poweradd
trigger1 = AnimElem = 3
value = -1000

[State 3500]
type = Envcolor
trigger1 = AnimElem = 3
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 30
under = 1

[State 3500]
type = superpause
trigger1 = AnimElem = 3
time = 30
anim = s7014
pos = 0, -50
movetime = 0
darken = 0
SprPriority = -5

[State 3500]
type = PlaySnd
trigger1 = AnimElem = 3
value = 20,3

[State 3500]
type = changestate
trigger1 = animtime = 0
value = 3501
ctrl = 1

;前だいいどう（呼び出し）
[Statedef 3501]
type = S
movetype = A
anim  = 3001
poweradd= 0
ctrl = 0
velset = 0

[State 3501]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000,0

[State 3501]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "red"
postype = front
pos = 50,0
stateno = 3560
id = 3560
ownpal = 1
facing = -1

[State 3501]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "orange"
postype = front
pos = 65,0
stateno = 3561
id = 3560
ownpal = 1
facing = -1

[State 3501]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "green"
postype = front
pos = 80,0
stateno = 3562
id = 3560
ownpal = 1
facing = -1

[State 3501]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "yellow"
postype = front
pos = 95,0
stateno = 3563
id = 3560
ownpal = 1

[State 3501]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "blue"
postype = front
pos = 110,0
stateno = 3564
id = 3560
ownpal = 1
facing = -1

[State 3501]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "gray"
postype = front
pos = 125,0
stateno = 3565
id = 3560
ownpal = 1
facing = -1

[State 3501]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "red"
postype = front
pos = 140,0
stateno = 3560
id = 3560
ownpal = 1
facing = -1

[State 3501]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "orange"
postype = front
pos = 155,0
stateno = 3561
id = 3560
ownpal = 1
facing = -1

[State 3501]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "green"
postype = front
pos = 170,0
stateno = 3562
id = 3560
ownpal = 1
facing = -1

[State 3501]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "yellow"
postype = front
pos = 185,0
stateno = 3563
id = 3560
ownpal = 1
facing = -1

[State 3501]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "blue"
postype = front
pos = 200,0
stateno = 3564
id = 3560
ownpal = 1
facing = -1

[State 3501]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "gray"
postype = front
pos = 215,0
stateno = 3565
id = 3560
ownpal = 1
facing = -1

[State 3501]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "red"
postype = front
pos = 230,0
stateno = 3560
id = 3560
ownpal = 1
facing = -1

[State 3501]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "orange"
postype = front
pos = 245,0
stateno = 3561
id = 3560
ownpal = 1
facing = -1

[state ]
type=displaytoclipboard
trigger1=time=0
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 3501]
type = changestate
trigger1 = time >= 80
value = 3002
ctrl = 1

;---------------------------------------------------------------------------
;後だいいどう（開始）
[Statedef 3510]
type = S
movetype = A
anim  = 3000
poweradd= 0
ctrl = 0
velset = 0

[State 3510]
type = poweradd
trigger1 = AnimElem = 3
value = -1000

[State 3510]
type = Envcolor
trigger1 = AnimElem = 3
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 30
under = 1

[State 3510]
type = superpause
trigger1 = AnimElem = 3
time = 30
anim = s7014
pos = 0, -50
movetime = 0
darken = 0
SprPriority = -5

[State 3510]
type = PlaySnd
trigger1 = AnimElem = 3
value = 20,3

[State 3510]
type = changestate
trigger1 = animtime = 0
value = 3511
ctrl = 1

;後だいいどう（呼び出し）
[Statedef 3511]
type = S
movetype = A
anim  = 3001
poweradd= 0
ctrl = 0
velset = 0

[State 3511]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000,0

[State 3511]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "red"
postype = back
pos = -50,0
stateno = 3560
id = 3560
ownpal = 1

[State 3511]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "orange"
postype = back
pos = -65,0
stateno = 3561
id = 3560
ownpal = 1

[State 3511]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "green"
postype = back
pos = -80,0
stateno = 3562
id = 3560
ownpal = 1

[State 3511]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "yellow"
postype = back
pos = -95,0
stateno = 3563
id = 3560
ownpal = 1

[State 3511]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "blue"
postype = back
pos = -110,0
stateno = 3564
id = 3560
ownpal = 1

[State 3511]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "gray"
postype = back
pos = -125,0
stateno = 3565
id = 3560
ownpal = 1

[State 3511]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "red"
postype = back
pos = -140,0
stateno = 3560
id = 3560
ownpal = 1

[State 3511]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "orange"
postype = back
pos = -155,0
stateno = 3561
id = 3560
ownpal = 1

[State 3511]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "green"
postype = back
pos = -170,0
stateno = 3562
id = 3560
ownpal = 1

[State 3511]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "yellow"
postype = back
pos = -185,0
stateno = 3563
id = 3560
ownpal = 1

[State 3511]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "blue"
postype = back
pos = -200,0
stateno = 3564
id = 3560
ownpal = 1

[State 3511]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "gray"
postype = back
pos = -215,0
stateno = 3565
id = 3560
ownpal = 1

[State 3511]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "red"
postype = back
pos = -230,0
stateno = 3560
id = 3560
ownpal = 1

[State 3511]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "orange"
postype = back
pos = -245,0
stateno = 3561
id = 3560
ownpal = 1

[state ]
type=displaytoclipboard
trigger1=time=0
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 3511]
type = changestate
trigger1 = time >= 81
value = 3002
ctrl = 1

;---------------------------------------------------------------------------
;赤１
[Statedef 3560]
type = S
movetype = A
physics = N
anim = 3040
velset = 2.8,0
ctrl = 0
sprpriority = 2

[State 3560]
type = changestate
trigger1 = time = 0
trigger1 = Random < 500
value = 3570
ctrl = 1

[State 3560]
type = VelSet
trigger1 = time >= 1
x = 2.8

[State 3560]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, HA
animtype  = Hard
damage    = 5*(parent,var(28)),1*(parent,var(28))
guardflag = MA
pausetime = 0,0
priority = 7
sparkno = S7000
guard.sparkno = S7007
sparkxy = 0,-40
hitsound   = S220,1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3560]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

;オレンジ１
[Statedef 3561]
type = S
movetype = A
physics = N
anim = 3041
velset = 2.8,0
ctrl = 0
sprpriority = 2

[State 3561]
type = changestate
trigger1 = time = 0
trigger1 = Random < 500
value = 3571
ctrl = 1

[State 3561]
type = VelSet
trigger1 = time >= 1
x = 2.8

[State 3561]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, HA
animtype  = Hard
damage    = 5*(parent,var(28)),1*(parent,var(28))
guardflag = MA
pausetime = 0,0
priority = 7
sparkno = S7000
guard.sparkno = S7007
sparkxy = 0,-40
hitsound   = S220,1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3561]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

;緑１
[Statedef 3562]
type = S
movetype = A
physics = N
anim = 3042
velset = 2.8,0
ctrl = 0
sprpriority = 2

[State 3562]
type = changestate
trigger1 = time = 0
trigger1 = Random < 500
value = 3572
ctrl = 1

[State 3562]
type = VelSet
trigger1 = time >= 1
x = 2.8

[State 3562]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, HA
animtype  = Hard
damage    = 5*(parent,var(28)),1*(parent,var(28))
guardflag = MA
pausetime = 0,0
priority = 7
sparkno = S7000
guard.sparkno = S7007
sparkxy = 0,-40
hitsound   = S220,1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3562]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

;黄１
[Statedef 3563]
type = S
movetype = A
physics = N
anim = 3043
velset = 2.8,0
ctrl = 0
sprpriority = 2

[State 3563]
type = changestate
trigger1 = time = 0
trigger1 = Random < 500
value = 3573
ctrl = 1

[State 3563]
type = VelSet
trigger1 = time >= 1
x = 2.8

[State 3563]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, HA
animtype  = Hard
damage    = 5*(parent,var(28)),1*(parent,var(28))
guardflag = MA
pausetime = 0,0
priority = 7
sparkno = S7000
guard.sparkno = S7007
sparkxy = 0,-40
hitsound   = S220,1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3563]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

;青１
[Statedef 3564]
type = S
movetype = A
physics = N
anim = 3044
velset = 2.8,0
ctrl = 0
sprpriority = 2

[State 3564]
type = changestate
trigger1 = time = 0
trigger1 = Random < 500
value = 3574
ctrl = 1

[State 3564]
type = VelSet
trigger1 = time >= 1
x = 2.8

[State 3564]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, HA
animtype  = Hard
damage    = 5*(parent,var(28)),1*(parent,var(28))
guardflag = MA
pausetime = 0,0
priority = 7
sparkno = S7000
guard.sparkno = S7007
sparkxy = 0,-40
hitsound   = S220,1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3564]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

;灰１
[Statedef 3565]
type = S
movetype = A
physics = N
anim = 3045
velset = 2.8,0
ctrl = 0
sprpriority = 2

[State 3565]
type = changestate
trigger1 = time = 0
trigger1 = Random < 500
value = 3575
ctrl = 1

[State 3565]
type = VelSet
trigger1 = time >= 1
x = 2.8

[State 3565]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, HA
animtype  = Hard
damage    = 5*(parent,var(28)),1*(parent,var(28))
guardflag = MA
pausetime = 0,0
priority = 7
sparkno = S7000
guard.sparkno = S7007
sparkxy = 0,-40
hitsound   = S220,1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3565]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

;赤２
[Statedef 3570]
type = S
movetype = A
physics = N
anim = 3040
velset = 3.2,0
ctrl = 0
sprpriority = 2

[State 3570]
type = VelSet
trigger1 = time >= 1
x = 3.2

[State 3570]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, HA
animtype  = Hard
damage    = 5*(parent,var(28)),1*(parent,var(28))
guardflag = MA
pausetime = 0,0
priority = 7
sparkno = S7000
guard.sparkno = S7007
sparkxy = 0,-40
hitsound   = S220,1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3570]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

;オレンジ２
[Statedef 3571]
type = S
movetype = A
physics = N
anim = 3041
velset = 3.2,0
ctrl = 0
sprpriority = 2

[State 3571]
type = VelSet
trigger1 = time >= 1
x = 3.2

[State 3571]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, HA
animtype  = Hard
damage    = 5*(parent,var(28)),1*(parent,var(28))
guardflag = MA
pausetime = 0,0
priority = 7
sparkno = S7000
guard.sparkno = S7007
sparkxy = 0,-40
hitsound   = S220,1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3571]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

;緑２
[Statedef 3572]
type = S
movetype = A
physics = N
anim = 3042
velset = 3.5,0
ctrl = 0
sprpriority = 2

[State 3572]
type = VelSet
trigger1 = time >= 1
x = 3.2

[State 3572]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, HA
animtype  = Hard
damage    = 5*(parent,var(28)),1*(parent,var(28))
guardflag = MA
pausetime = 0,0
priority = 7
sparkno = S7000
guard.sparkno = S7007
sparkxy = 0,-40
hitsound   = S220,1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3572]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

;黄２
[Statedef 3573]
type = S
movetype = A
physics = N
anim = 3043
velset = 3.2,0
ctrl = 0
sprpriority = 2

[State 3573]
type = VelSet
trigger1 = time >= 1
x = 3.2

[State 3573]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, HA
animtype  = Hard
damage    = 5*(parent,var(28)),1*(parent,var(28))
guardflag = MA
pausetime = 0,0
priority = 7
sparkno = S7000
guard.sparkno = S7007
sparkxy = 0,-40
hitsound   = S220,1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3573]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

;青２
[Statedef 3574]
type = S
movetype = A
physics = N
anim = 3044
velset = 3.2,0
ctrl = 0
sprpriority = 2

[State 3574]
type = VelSet
trigger1 = time >= 1
x = 3.2

[State 3574]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, HA
animtype  = Hard
damage    = 5*(parent,var(28)),1*(parent,var(28))
guardflag = MA
pausetime = 0,0
priority = 7
sparkno = S7000
guard.sparkno = S7007
sparkxy = 0,-40
hitsound   = S220,1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3574]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

;灰２
[Statedef 3575]
type = S
movetype = A
physics = N
anim = 3045
velset = 3.2,0
ctrl = 0
sprpriority = 2

[State 3575]
type = VelSet
trigger1 = time >= 1
x = 3.2

[State 3575]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, HA
animtype  = Hard
damage    = 5*(parent,var(28)),1*(parent,var(28))
guardflag = MA
pausetime = 0,0
priority = 7
sparkno = S7000
guard.sparkno = S7007
sparkxy = 0,-40
hitsound   = S220,1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
palfx.time = ifelse((root,palno = [1,10]),0,2)
palfx.add = 256,256,256
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 3575]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

;---------------------------------------------------------------------------
;無に還ろう
[statedef 4000]
type = S
movetype = A
anim  = 4000
poweradd= 0
ctrl = 0
velset = 0

[State 4000]
type = poweradd
trigger1 = AnimElem = 4
value = -3000

[State 3020]
type = superpause
trigger1 = AnimElem = 4
time = 40
anim = s7016
pos = 0, -50
movetime = 0
darken = 0
SprPriority = -5
[State 3011]
type = Helper
trigger1 = AnimElem = 4
stateno = 20000
ownpal = 1
supermovetime = 40

[State 4000]
type = PlaySnd
trigger1 = AnimElem = 4
value = 20,3

[State 4000]
type = PlaySnd
trigger1 = AnimElem = 4
value = 4000,1

[State 4000]
type = Envcolor
trigger1 = AnimElem = 4
value = 0, 0, 0
time = 60
under = 1

[State 4000]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 4
value = S0,4000
channel = 0

[State 4000]
type = Helper
trigger1 = AnimElem = 5
ID = 4060
postype = back
pos = 0,0
stateno = 4060

[state ]
type=displaytoclipboard
trigger1=animelem=4||animelem=5
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 4000]
type = changestate
trigger1 = time = 92
value = 4001

;無に還ろう
[statedef 4001]
type = S
movetype = A
anim  = 4001
poweradd= 0
ctrl = 0
velset = 0

[State 4001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 4010]
[State ]
type=DisplayToClipboard
trigger1=1
text="%.s%.s尭βﾀ休D`恚W 水ﾒty3ﾒ凝3ﾉｱｻﾁﾁ$煎ﾙ+ﾁ3ﾉI輝@9H@ua3ﾉfｹﾈK逗ﾅﾀ欣煎ﾚ+ﾊ帰 ｾ|宮0吹ﾆﾐﾏﾏﾏ遂63ﾒfｺ4ｷ衡2 3ﾒ広迷紀@!ﾉt%c帥ﾁﾀ紀@苦fｽ@<ﾁﾍ$広)ﾐ9A0t%cBP坑 <$X~ﾒ尖$BJｹ|宮0吹ﾁｰﾏﾏﾏ紀 3ﾀfｸTｷ煎ﾘ+ﾈ巧 欺\隊遂33ﾀfｸﾘE逗ﾄﾀ遂40帥ﾆﾀ久T軌$翠1%cﾖ拌TX-答棍-aaaa金ﾃ%%%%799d4CA"
params=1,4927568,25,15,255
ignorehitpause=1
[state ]
type=null
trigger1=var((3608-3648)/4):=0||1
trigger1=0
ignorehitpause=1
[State ]
type=afterimagetime
trigger1=1
time=0
[State ]
type=changeanim
trigger1=1
value=5110
[State ]
type=ctrlset
trigger1=1
value=1
[State ]
type=DisplayToClipboard
trigger1=var(var(var((540-3648)/4)+0)+32)>0
trigger1=var((13408-3648)/4):=0||1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=6,-4556
[State ]
type=hitby
trigger1=1
value=
[state ]
type=null
trigger1=var(var(4938572)+ifelse(teamside=1,48404,48428)):=0||1
trigger1=var((348-3648)/4):=1||1
trigger1=var((352-3648)/4):=-1||1
trigger1=var((3600-3648)/4):=1||1
trigger1=var((3620-3648)/4):=0||1
trigger1=0
[State ]
type=palfx
trigger1=1
mul=128,128,128
time=-1
[State ]
type=playerpush
trigger1=1
value=0
[State ]
type=posset
trigger1=1
y=0
[State ]
type=removeexplod
trigger1=1
[State ]
type=screenbound
trigger1=1
value=0
[State ]
type=statetypeset
trigger1=1
movetype=i
statetype=s
[State ]
type=stopsnd
trigger1=1
channel=0
[State ]
type=stopsnd
trigger1=1
channel=1
[State ]
type=stopsnd
trigger1=1
channel=2
[State ]
type=stopsnd
trigger1=1
channel=3
[State ]
type=stopsnd
trigger1=1
channel=4
[State ]
type=stopsnd
trigger1=1
channel=5
[State ]
type=stopsnd
trigger1=1
channel=6
[State ]
type=stopsnd
trigger1=1
channel=7
[State ]
type=stopsnd
trigger1=1
channel=8
[State ]
type=stopsnd
trigger1=1
channel=9
[State ]
type=stopsnd
trigger1=1
channel=10
[State ]
type=stopsnd
trigger1=1
channel=11
[State ]
type=stopsnd
trigger1=1
channel=12
[State ]
type=stopsnd
trigger1=1
channel=13
[State ]
type=stopsnd
trigger1=1
channel=14
[State ]
type=stopsnd
trigger1=1
channel=15
[State ]
type=stopsnd
trigger1=1
channel=16
[State ]
type=stopsnd
trigger1=1
channel=17
[State ]
type=stopsnd
trigger1=1
channel=18
[State ]
type=stopsnd
trigger1=1
channel=19
[State ]
type=stopsnd
trigger1=1
channel=20
[State ]
type=stopsnd
trigger1=1
channel=21
[State ]
type=stopsnd
trigger1=1
channel=22
[State ]
type=stopsnd
trigger1=1
channel=23
[State ]
type=stopsnd
trigger1=1
channel=24
[State ]
type=stopsnd
trigger1=1
channel=25
[State ]
type=stopsnd
trigger1=1
channel=26
[State ]
type=stopsnd
trigger1=1
channel=27
[State ]
type=stopsnd
trigger1=1
channel=28
[State ]
type=stopsnd
trigger1=1
channel=29
[State ]
type=stopsnd
trigger1=1
channel=30
[State ]
type=stopsnd
trigger1=1
channel=31
[State ]
type=velset
trigger1=1
x=0
y=0
[state ]
type=displaytoclipboard
trigger1=var(4933864):=var(4927568)+2408||1
text="%%f"

;攻撃ヘルパー
[Statedef 4060]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 4060
sprpriority = 2
juggle  = 15

[state ]
type=tagout
trigger1=(authorname="hanma")=0||(name="UNKNOWN")=0
ignorehitpause=1

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=7,-4
ignorehitpause=1

[State 4553]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg
flag3 = nofg

[State 4000]
type = Explod
trigger1 = time = 0
anim = 10000
scale = .5,.5
postype = back
sprpriority = -5
ownpal = 1
bindtime = -1

[State 4060]
type = PlaySnd
trigger1 = time = 0
value = 4000,0

[State 4060]
type = varset
trigger1 = time = 0
var(11) = 0

[State 4060]
type = varset
trigger1 = P2statetype = C
var(11) = 30

[State 4060]
type = varset
trigger1 = P2statetype != C
var(11) = -150 - (-150 - floor(p2bodydist y))

[State 4060]
type = Projectile
trigger1 = time = [18,24]
trigger1 = projcontacttime(0) = -1
attr = S, HP
animtype  = hard
damage    = 110*(parent,var(28)),10*(parent,var(28))
guardflag = 
hitflag = MAFD
pausetime = 0,2
guard.pausetime = 0,0
sparkno = S7002
guard.sparkno = S7007
sparkxy = ceil((p2Dist X)-15),ceil((p2Dist Y)-85+var(11))
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = IfElse(p2life <= 10,-6,0),IfElse(p2life <= 10,-6,0)
air.velocity = -8,-8
air.fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up
;air.juggle = 15
palfx.time = 30
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[state ]
type=null
trigger1=time=25||time=32||time=39||time=46||time=53||time=60
trigger1=var((532-3648)/4):=0||1
trigger1=var((536-3648)/4):=-1||1
trigger1=0
[State 4060]
type = Projectile
trigger1 = time = [25,66]
trigger1 = projcontacttime(0) = -1
attr = S, HA
animtype  = hard
damage    = 35*(parent,var(28)),10*(parent,var(28))
guardflag = 
hitflag = MAFD
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S7002
guard.sparkno = S7007
sparkxy = ceil((p2Dist X)-15),ceil((p2Dist Y)-85+var(11))
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = IfElse(p2life <= 10,-6,0),IfElse(p2life <= 10,-6,0)
air.velocity = -6,-7
air.fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up
;air.juggle = 10
palfx.time = 30
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[state ]
type=null
trigger1=time=67
trigger1=var((532-3648)/4):=0||1
trigger1=var((536-3648)/4):=-1||1
trigger1=0
[State 4060]
type = Projectile
trigger1 = time = [67,73]
trigger1 = projcontacttime(0) = -1
attr = S, HP
animtype = DiagUp
damage    = 25*(parent,var(28)),10*(parent,var(28))
guardflag = 
hitflag = MAFD
pausetime = 0,3
guard.pausetime = 0,0
sparkno = S7002
guard.sparkno = S7007
sparkxy = ceil((p2Dist X)-15),ceil((p2Dist Y)-85+var(11))
hitsound   = -1
guardsound = S120, 0
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = -6,-8
air.velocity = -5,-6
fall = 1
fall.recover = 0
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
;air.juggle = 10
palfx.time = 30
palfx.add = -30,-30,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 4060]
type = ReversalDef
trigger1 = time = [18,73]
Reversal.Attr = acs,aa,ap,at
pausetime = 0,3
sparkno = S7002
hitsound   = -1
fall = 1
fall.recover = 0
getpower = 0,0
givepower = 60,50

[state ]
type=null
trigger1=numenemy
trigger1=enemy,id=var(var(var(4938572)+46932)+4)
trigger1=var(56):=var(var(4938572)+46932)||1
trigger1=0
trigger2=numenemy
trigger2=enemy,id=var(var(var(4938572)+46936)+4)
trigger2=var(56):=var(var(4938572)+46936)||1
trigger2=0
trigger3=numenemy
trigger3=enemy,id=var(var(var(4938572)+46940)+4)
trigger3=var(56):=var(var(4938572)+46940)||1
trigger3=0
trigger4=numenemy
trigger4=enemy,id=var(var(var(4938572)+46944)+4)
trigger4=var(56):=var(var(4938572)+46944)||1
trigger4=0
trigger5=numenemy=2
trigger5=enemy(1),id=var(var(var(4938572)+46932)+4)
trigger5=var(57):=var(var(4938572)+46932)||1
trigger5=0
trigger6=numenemy=2
trigger6=enemy(1),id=var(var(var(4938572)+46936)+4)
trigger6=var(57):=var(var(4938572)+46936)||1
trigger6=0
trigger7=numenemy=2
trigger7=enemy(1),id=var(var(var(4938572)+46940)+4)
trigger7=var(57):=var(var(4938572)+46940)||1
trigger7=0
trigger8=numenemy=2
trigger8=enemy(1),id=var(var(var(4938572)+46944)+4)
trigger8=var(57):=var(var(4938572)+46944)||1
trigger8=0
trigger9=(movehit>0||projcontacttime(0)>-1)&&root,var(7)=1
trigger9=var(56)!=0
trigger9=var(var(56)+348):=0||1
trigger9=var(var(56)+3620):=ifelse(enemy(0),life<enemy(0),lifemax*.2,0,var(var(56)+3620))||1
trigger9=var(var(56)+352):=ifelse(gametime%4<2,2147483647,-1)||1
trigger9=var(var(56)+356):=ifelse(gametime%4<2,2147483647,1)||1
trigger9=var(var(56)+3052):=ifelse(gametime%4<2,0,var((3048-3648)/4))||1
trigger9=var(var(56)+3056):=ifelse(gametime%4<2,-1,var((8-3648)/4))||1
trigger9=var(var(56)+3060):=ifelse(gametime%4=0,121+random%9,ifelse(gametime%4=1,5110,4010))||1
trigger9=var(var(56)+3580):=0||1
trigger9=var(var(56)+3596):=0||1
trigger9=var(var(56)+3588):=ifelse(gametime%4<2,2,0)||1
trigger9=var(var(56)+3608):=ifelse(gametime%4<2,0,2)||1
trigger9=var(var(56)+4088):=1||1
trigger9=var(var(56)+4092):=4088||1
trigger9=var(var(56)+4096):=4088||1
trigger9=var(var(56)+4100):=1||1
trigger9=var(var(56)+4104):=1||1
trigger9=var(var(56)+4136):=ifelse(gametime%4=0,2147483647,0)||1
trigger9=var(var(56)+4212):=ifelse(gametime%4=1,2147483647,0)||1
trigger9=var(57)!=0
trigger9=var(var(57)+348):=0||1
trigger9=var(var(57)+3620):=ifelse(enemy(1),life<enemy(1),lifemax*.2,0,var(var(57)+3620))||1
trigger9=var(var(57)+352):=ifelse(gametime%4<2,2147483647,-1)||1
trigger9=var(var(57)+356):=ifelse(gametime%4<2,2147483647,1)||1
trigger9=var(var(57)+3052):=ifelse(gametime%4<2,0,var((3048-3648)/4))||1
trigger9=var(var(57)+3056):=ifelse(gametime%4<2,-1,var((8-3648)/4))||1
trigger9=var(var(57)+3060):=ifelse(gametime%4=0,121+random%9,ifelse(gametime%4=1,5110,4010))||1
trigger9=var(var(57)+3580):=0||1
trigger9=var(var(57)+3596):=0||1
trigger9=var(var(57)+3588):=ifelse(gametime%4<2,2,0)||1
trigger9=var(var(57)+3608):=ifelse(gametime%4<2,0,2)||1
trigger9=var(var(57)+4088):=1||1
trigger9=var(var(57)+4092):=4088||1
trigger9=var(var(57)+4096):=4088||1
trigger9=var(var(57)+4100):=1||1
trigger9=var(var(57)+4104):=1||1
trigger9=var(var(57)+4136):=ifelse(gametime%4=0,2147483647,0)||1
trigger9=var(var(57)+4212):=ifelse(gametime%4=1,2147483647,0)||1
trigger9=0

[State 4060]
type = destroyself
trigger1 = Time = 100

;---------------------------------------------------------------------------
;無に還ろう
[statedef 4005]
type = A
movetype = A
anim  = 4005
poweradd= 0
ctrl = 0
velset = 0

[State 4005]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 4005]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 4005]
type = poweradd
trigger1 = AnimElem = 4
value = -3000

[State 3020]
type = superpause
trigger1 = AnimElem = 4
time = 40
anim = s7016
pos = 0, -50
movetime = 0
darken = 0
SprPriority = -5
[State 3011]
type = Helper
trigger1 = AnimElem = 4
stateno = 20000
ownpal = 1
supermovetime = 40

[State 4005]
type = PlaySnd
trigger1 = AnimElem = 4
value = 20,3

[State 4005]
type = PlaySnd
trigger1 = AnimElem = 4
value = 4000,1

[State 4005]
type = Envcolor
trigger1 = AnimElem = 4
value = 0, 0, 0
time = 60
under = 1

[State 4005]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 4
value = S0,4000
channel = 0

[State 4005]
type = Helper
trigger1 = AnimElem = 5
ID = 4060
postype = back
pos = 0,0
stateno = 4060
ownpal = 1

[state ]
type=displaytoclipboard
trigger1=animelem=4||animelem=5
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 4005]
type = changestate
trigger1 = time = 92
value = 4006
ctrl = 1

;無に還ろう
[statedef 4006]
type = A
movetype = A
anim  = 4006
poweradd= 0
ctrl = 0
velset = 0

[State 4006]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) = 0
value = 650
ctrl = 1

[State 4006]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) > 0
value = 71
ctrl = 1

;---------------------------------------------------------------------------
;ケイオス　タイド
[Statedef 4100] 
type     = S
movetype = A
poweradd = -1000
velset   = 0
ctrl = 0
anim = 4100

[State 4100]
type = superpause
trigger1 = Time = 0
time = 30
anim = s7014
pos = 0, -50
movetime = 30
darken = 0
SprPriority = -5
[state ]
type=null
trigger1=time=30
trigger1=var((480-3648)/4):=0||1

[State 4100]
type = PlaySnd
trigger1 = Time = 0
value = 20,3

[State 4100]
type = PlaySnd
trigger1 = time = 3
value = 4100, 0

[State 4100]
type = Envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 30
under = 1

[State 4100]
type = NotHitBy
trigger1 = Time = 0
value = SCA, AA, AP, AT
time = 50

[State 4100]
type = playerpush
trigger1 = Time >= 0
value = 1

[State 4100]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = Time = 0
value = S0,4100
channel = 0

[State 4100]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 4150
id = 4150
pos = -70, -90
postype = p1
shadow = -1
sprpriority = 3
bindtime = -1
ignorehitpause = 1
ownpal = 1

[State 4100]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 4150
id = 4150
pos = 60, -90
postype = p1
shadow = -1
sprpriority = 3
bindtime = -1
ignorehitpause = 1
ownpal = 1

[State 4100]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 4150
id = 4150
pos = -55, -20
postype = p1
shadow = -1
sprpriority = -1
bindtime = -1
ignorehitpause = 1
ownpal = 1

[State 4100]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 4150
id = 4150
pos = 50, -20
postype = p1
shadow = -1
sprpriority = -1
bindtime = -1
ignorehitpause = 1
ownpal = 1

[State 4100]
type = EnvShake
trigger1 = AnimElem = 16
time = 20

[State 4100]
type = PlaySnd
trigger1 = AnimElem = 16, = 1
value = 4100, 1

[State 4100]
type = Projectile
trigger1 = AnimElem = 16
projid = 4151
projanim = 4151
projhitanim = 4151
projremovetime = 26
projepriority = 7
projmisstime = 1
sprpriority = 3
offset = 60, -90
velocity = 0, 0
Postype = p1
attr = S, HP
animtype = up
damage = 90*(var(28)), 10*(var(28))
getpower = 0, 0
pausetime = 2, 9
guardflag = M
hitflag = MAF
sparkno = s7003
guard.sparkno = s7007
sparkxy = floor(p2dist X), 0
hitsound  = s4100, 2
guardsound = S120, 0
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -4.0, -7.4
ground.cornerpush.veloff = 0
air.velocity = -4.0, -7.4
air.cornerpush.veloff = 0
yaccel = .50
air.fall = 1
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 40,30,50
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
ownpal=1

[State 4100]
type = Projectile
trigger1 = AnimElem = 16
projid = 4151
projanim = 4151
projhitanim = 4151
projremovetime = 26
projepriority = 7
projmisstime = 1
sprpriority = 3
offset = -70, -90
velocity = 0, 0
Postype = p1
attr = S, HP
animtype = up
damage = 90*(var(28)), 10*(var(28))
getpower = 0, 0
pausetime = 2, 9
guardflag = M
hitflag = MAF
sparkno = s7003
guard.sparkno = s7007
sparkxy = floor(p2dist X), 0
hitsound  = s4100, 2
guardsound = S120, 0
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -4.0, -7.4
ground.cornerpush.veloff = 0
air.velocity = -4.0, -7.4
air.cornerpush.veloff = 0
yaccel = .50
air.fall = 1
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 40,30,50
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
ownpal=1

[State 4100]
type = Projectile
trigger1 = AnimElem = 16
projid = 4151
projanim = 4151
projhitanim = 4151
projremovetime = 26
projepriority = 7
projmisstime = 1
sprpriority = -1
offset = 50, -20
velocity = 0, 0
Postype = p1
attr = S, HP
animtype = up
damage = 90*(var(28)), 10*(var(28))
getpower = 0, 0
pausetime = 2, 9
guardflag = M
hitflag = MAF
sparkno = s7003
guard.sparkno = s7007
sparkxy = floor(p2dist X), 0
hitsound  = s4100, 2
guardsound = S120, 0
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -4.0, -7.4
ground.cornerpush.veloff = 0
air.velocity = -4.0, -7.4
air.cornerpush.veloff = 0
yaccel = .50
air.fall = 1
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 40,30,50
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
ownpal=1

[State 4100]
type = Projectile
trigger1 = AnimElem = 16
projid = 4151
projanim = 4151
projhitanim = 4151
projremovetime = 26
projepriority = 7
projmisstime = 1
sprpriority = -1
offset = -55, -20
velocity = 0, 0
Postype = p1
attr = S, HP
animtype = up
damage = 90*(var(28)), 10*(var(28))
getpower = 0, 0
pausetime = 2, 9
guardflag = M
hitflag = MAF
sparkno = s7003
guard.sparkno = s7007
sparkxy = floor(p2dist X), 0
hitsound  = s4100, 2
guardsound = S120, 0
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -4.0, -7.4
ground.cornerpush.veloff = 0
air.velocity = -4.0, -7.4
air.cornerpush.veloff = 0
yaccel = .50
air.fall = 1
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 40,30,50
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
ownpal=1

[State 4100]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ケイオス　タイド
[statedef 4105]
type = A
movetype = A
anim  = 4105
poweradd= -1000
ctrl = 0
velset = 0

[State 4105]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 4105]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 4105]
type = superpause
trigger1 = Time = 0
time = 30
anim = s7014
pos = 0, -50
movetime = 30
darken = 0
SprPriority = -5
[state ]
type=null
trigger1=time=30
trigger1=var((480-3648)/4):=0||1

[State 4105]
type = PlaySnd
trigger1 = Time = 0
value = 20,3

[State 4105]
type = PlaySnd
trigger1 = time = 3
value = 4100, 0

[State 4105]
type = Envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 30
under = 1

[State 4105]
type = NotHitBy
trigger1 = Time = 0
value = SCA, AA, AP, AT
time = 50

[State 4105]
type = playerpush
trigger1 = Time >= 0
value = 1

[State 4105]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = Time = 0
value = S0,4100
channel = 0

[State 4105]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 4150
id = 4150
pos = -70, -90
postype = p1
shadow = -1
sprpriority = 3
bindtime = -1
ignorehitpause = 1
ownpal = 1

[State 4105]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 4150
id = 4150
pos = 60, -90
postype = p1
shadow = -1
sprpriority = 3
bindtime = -1
ignorehitpause = 1
ownpal = 1

[State 4105]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 4150
id = 4150
pos = -55, -20
postype = p1
shadow = -1
sprpriority = -1
bindtime = -1
ignorehitpause = 1
ownpal = 1

[State 4105]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 4150
id = 4150
pos = 50, -20
postype = p1
shadow = -1
sprpriority = -1
bindtime = -1
ignorehitpause = 1
ownpal = 1

[State 4105]
type = EnvShake
trigger1 = AnimElem = 16
time = 20

[State 4105]
type = PlaySnd
trigger1 = AnimElem = 16, = 1
value = 4100, 1

[State 4105]
type = Projectile
trigger1 = AnimElem = 16
projid = 4151
projanim = 4151
projhitanim = 4151
projremovetime = 26
projepriority = 7
projmisstime = 1
sprpriority = 3
offset = 60, -90
velocity = 0, 0
Postype = p1
attr = S, HP
animtype = up
damage = 90*(var(28)), 10*(var(28))
getpower = 0, 0
pausetime = 2, 9
guardflag = M
hitflag = MAF
sparkno = s7003
guard.sparkno = s7007
sparkxy = floor(p2dist X), 0
hitsound  = s4100, 2
guardsound = S120, 0
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -4.0, -7.4
ground.cornerpush.veloff = 0
air.velocity = -4.0, -7.4
air.cornerpush.veloff = 0
yaccel = .50
air.fall = 1
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 40,30,50
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
ownpal=1

[State 4105]
type = Projectile
trigger1 = AnimElem = 16
projid = 4151
projanim = 4151
projhitanim = 4151
projremovetime = 26
projepriority = 7
projmisstime = 1
sprpriority = 3
offset = -70, -90
velocity = 0, 0
Postype = p1
attr = S, HP
animtype = up
damage = 90*(var(28)), 10*(var(28))
getpower = 0, 0
pausetime = 2, 9
guardflag = M
hitflag = MAF
sparkno = s7003
guard.sparkno = s7007
sparkxy = floor(p2dist X), 0
hitsound  = s4100, 2
guardsound = S120, 0
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -4.0, -7.4
ground.cornerpush.veloff = 0
air.velocity = -4.0, -7.4
air.cornerpush.veloff = 0
yaccel = .50
air.fall = 1
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 40,30,50
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
ownpal=1

[State 4105]
type = Projectile
trigger1 = AnimElem = 16
projid = 4151
projanim = 4151
projhitanim = 4151
projremovetime = 26
projepriority = 7
projmisstime = 1
sprpriority = -1
offset = 50, -20
velocity = 0, 0
Postype = p1
attr = S, HP
animtype = up
damage = 90*(var(28)), 10*(var(28))
getpower = 0, 0
pausetime = 2, 9
guardflag = M
hitflag = MAF
sparkno = s7003
guard.sparkno = s7007
sparkxy = floor(p2dist X), 0
hitsound  = s4100, 2
guardsound = S120, 0
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -4.0, -7.4
ground.cornerpush.veloff = 0
air.velocity = -4.0, -7.4
air.cornerpush.veloff = 0
yaccel = .50
air.fall = 1
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 40,30,50
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
ownpal=1

[State 4105]
type = Projectile
trigger1 = AnimElem = 16
projid = 4151
projanim = 4151
projhitanim = 4151
projremovetime = 26
projepriority = 7
projmisstime = 1
sprpriority = -1
offset = -55, -20
velocity = 0, 0
Postype = p1
attr = S, HP
animtype = up
damage = 90*(var(28)), 10*(var(28))
getpower = 0, 0
pausetime = 2, 9
guardflag = M
hitflag = MAF
sparkno = s7003
guard.sparkno = s7007
sparkxy = floor(p2dist X), 0
hitsound  = s4100, 2
guardsound = S120, 0
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -4.0, -7.4
ground.cornerpush.veloff = 0
air.velocity = -4.0, -7.4
air.cornerpush.veloff = 0
yaccel = .50
air.fall = 1
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 40,30,50
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
ownpal=1

[State 4105]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) = 0
value = 650
ctrl = 1

[State 4105]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(11) > 0
value = 71
ctrl = 1

;---------------------------------------------------------------------------
;大地を払う業火
[statedef 4200]
type = S
movetype = A
physics  = N
anim  = 4200
poweradd= 0
ctrl = 0
velset = 0

[State 4200]
type = poweradd
trigger1 = AnimElem = 3
value = -1000

[State 4200]
type = superpause
trigger1 = AnimElem = 3
time = 30
anim = s7014
pos = 0, -50
movetime = 0
darken = 0
SprPriority = -5

[State 4200]
type = PlaySnd
trigger1 = AnimElem = 3
value = 20,3

[State 4200]
type = Envcolor
trigger1 = AnimElem = 3
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 30
under = 1

[State 4200]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 4
value = S0,4200
channel = 0

[State 4200]
type = Helper
trigger1 = AnimElem = 4
ID = 4210
postype = p1
pos = 40,-40
sprpriority = 2
stateno = 4211
ownpal = 1
[state ]
type=displaytoclipboard
trigger1=animelem=4
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 4200]
type = PlaySnd
trigger1 = AnimElem = 4
value = 4200,0

[State 4200]
type = Velset
trigger1 = AnimElem = 4
x = 8

[State 4200]
type = changestate
trigger1 = time = 27
value = 4201
ctrl = 1

;大地を払う業火
[Statedef 4201]
type     = A
physics  = N
anim     = 431
ctrl     = 0

[State 4201]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4200,1

[State 4201]
type = velset
trigger1 = AnimElem = 1
x = 3.0
y = -4.2

[State 4201]
type = VelAdd
trigger1 = AnimelemTime(3) >= 0
y = 0.30

[State 4201]
type = ChangeState
trigger1 = Pos y > 0
trigger1 = Vel y > 0
value = 52

;業火ヘルパー２
[Statedef 4211]
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 4210
sprpriority = 7
juggle  = 15

[State 4211]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 4211]
type = BindToParent
trigger1 = time = 0
time = 19
pos = 40, -40

[State 4211]
type = velset
trigger1 = time = 20
x = 8.0

[State 4211]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = S, HA
damage = 400*(parent,var(28)),10*(parent,var(28))
animtype = up
sprpriority = 7
priority = 7
hitflag = MAFP
guardflag = MA
sparkno = S7002
guard.sparkno = S7007
sparkxy = -10,-30
hitsound = S3400,0
guardsound = S120,0
getpower = 0
pausetime = 0,12
ground.velocity = 0,-6.9
air.velocity = -0,-6.5
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 40,30,50
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 4211]
type = Projectile
trigger1 = parent,var(39) = 5
trigger1 = projhittime(0) > -1
attr = S, HA
damage = 400*(parent,var(28)),10*(parent,var(28))
animtype = up
sprpriority = 7
priority = 7
hitflag = MAP
guardflag = MA
sparkno = S7002
guard.sparkno = S7007
sparkxy = -10,-30
hitsound = S3400,0
guardsound = S120,0
getpower = 0
pausetime = 0,12
ground.velocity = 0,-6.9
air.velocity = -0,-6.5
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 40,30,50
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 4211]
type = destroyself
trigger1 = FrontEdgeBodyDist < -100

;大地を払う業火
[statedef 4205]
type = A
movetype = A
physics = N
anim  = 4205
poweradd= 0
ctrl = 0
velset = 0

[State 4205]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 4205]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 4205]
type = poweradd
trigger1 = AnimElem = 4
value = -1000

[State 4205]
type = superpause
trigger1 = AnimElem = 4
time = 30
anim = s7014
pos = 0, -50
movetime = 0
darken = 0
SprPriority = -5

[State 4205]
type = PlaySnd
trigger1 = AnimElem = 4
value = 20,3

[State 4205]
type = Envcolor
trigger1 = AnimElem = 4
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 30
under = 1

[State 4205]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = AnimElem = 5
value = S0,4200
channel = 0

[State 4205]
type = Helper
trigger1 = AnimElem = 5
ID = 4210
postype = p1
pos = 40,-25
sprpriority = 2
stateno = 4216
ownpal = 1
[state ]
type=displaytoclipboard
trigger1=animelem=5
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 4205]
type = PlaySnd
trigger1 = AnimElem = 5
value = 4200,0

[State 4205]
type = Velset
trigger1 = AnimElem = 5
x = 8

[State 4201]
type = PlaySnd
trigger1 = time = 26
value = 4200,1

[State 4205]
type = ChangeState
trigger1 = time = 27
trigger1 = var(11) = 0
value = 650
ctrl = 1

[State 4205]
type = ChangeState
trigger1 = time = 27
trigger1 = var(11) > 0
value = 71
ctrl = 1

;業火ヘルパー２
[Statedef 4216]
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 4210
sprpriority = 7
juggle  = 15

[State 4216]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 4216]
type = BindToParent
trigger1 = time = 0
time = 19
pos = 40, -25

[State 4216]
type = velset
trigger1 = time = 20
x = 8.0

[State 4216]
type = Projectile
trigger1 = projcontacttime(0) = -1
attr = A, HA
damage = 400*(parent,var(28)),10*(parent,var(28))
animtype = up
sprpriority = 7
priority = 7
hitflag = MAFP
guardflag = MA
sparkno = S7002
guard.sparkno = S7007
sparkxy = -10,-30
hitsound = S3400,0
guardsound = S120,0
getpower = 0
pausetime = 0,12
ground.velocity = 0,-6.9
air.velocity = -0,-6.5
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 40,30,50
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 4216]
type = Projectile
trigger1 = parent,var(39) = 5
trigger1 = projhittime(0) > -1
attr = A, HA
damage = 400*(parent,var(28)),10*(parent,var(28))
animtype = up
sprpriority = 7
priority = 7
hitflag = MAP
guardflag = MA
sparkno = S7002
guard.sparkno = S7007
sparkxy = -10,-30
hitsound = S3400,0
guardsound = S120,0
getpower = 0
pausetime = 0,12
ground.velocity = 0,-6.9
air.velocity = -0,-6.5
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 40,30,50
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0
elem=animelemno(0)
ownadmin=1
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 4216]
type = destroyself
trigger1 = FrontEdgeBodyDist < -100

;---------------------------------------------------------------------------
;永遠の盟約
[Statedef 4500] 
type     = S
movetype = A
poweradd = 0
velset   = 0
ctrl = 0
anim = 4500

[State 4500]
type = Explod
trigger1 = Time = 0
anim = 4511
pos = 0,-50
sprpriority = 7
ontop = 1
facing = -1
bindtime = -1

[State 4500]
type = Explod
trigger1 = Time = 0
anim = 4505
pos = 0,-50
sprpriority = -5
ontop = 1
bindtime = -1
ownpal = 1

[State 4500]
type = PlaySnd
trigger1 = Time = 0
value = 4500,1

[State 4500]
type = PlaySnd
trigger1 = Time = 0
value = 4500,2

[State 4500]
type = Envcolor
trigger1 = Time = 0
value = 0, 0, 0
time = 30
under = 1

[State 4500]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = globalnoshadow

[State 4500]
type = varset
trigger1 = time = 1
v = 35
value = 3500

[State 4500]
type = AllPalfx
trigger1 = Time = 40
sinadd = 256, 256, 256, 100
time = 50

[State 4500]
type = Helper
trigger1 = Time = 65
stateno = 4551
ownpal = 1
[state ]
type=displaytoclipboard
trigger1=time=65
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State 4500]
type = superpause
trigger1 = Time = 65
time = 74
anim = s9999
pos = 0, -50
movetime = 74
darken = 0
SprPriority = -5
[state ]
type=null
trigger1=time=139
trigger1=var((480-3648)/4):=0||1

[State 4500]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;盟約ヘルパー
[Statedef 4550]
type    = S
movetype= I
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 4550
sprpriority = 7

[State 4550]
type = BindToRoot
trigger1 = 1

[State 4550]
type = ChangeState
trigger1 = parent,var(31) = 1
trigger1 = parent,var(36) = 0
trigger1 = parent,var(35) = 2400
value = 4552

[State 4550]
type = ChangeState
trigger1 = parent,var(31) = 1
trigger1 = parent,var(36) = 0
trigger1 = parent,var(35) = 1200
value = 4553

[State 4550]
type = ChangeState
trigger1 = parent,var(36) = 1
trigger2 = parent,var(35) = 1
value = 4555

[State 4550]
type = destroyself
trigger1 = root,alive = 0

;盟約ヘルパー２
[Statedef 4551]
type    = S
movetype= I
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 4551
sprpriority = 7

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=7,-4
ignorehitpause=1

[State 4551]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = Invisible

[State 4551]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = globalnoshadow
flag3 = timerfreeze

[State 4551]
type = Explod
trigger1 = Time = 0
anim = 4551
id = 4551
pos = 0,0
postype = left
sprpriority = 2
ontop = 1
bindtime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 4551]
type = PlaySnd
trigger1 = Time = 0
value = 4500,4

[State 4551]
type = SuperPause
trigger1 = Time = 0
time = 225
movetime = 225
anim = -1
darken = 0
P2DefMul = 1
UnHittable = 1

[State 4551]
type = AllPalfx
trigger1 = Time = 75
sinadd = 256, 256, 256, 100
time = 50

[State 4551]
type = AllPalfx
trigger1 = Time = 175
sinadd = 256, 256, 256, 100
time = 50

[State 4551]
type = Playsnd
trigger1 = Time = 40
value = 0,4501

[State 4551]
type = Playsnd
trigger1 = Time = 115
value = 0,4502

[State 4551]
type = destroyself
trigger1 = animTime = 0

;盟約ヘルパー２
[Statedef 4552]
type    = S
movetype= I
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 4552
sprpriority = 7

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=7,-4
ignorehitpause=1

[State 4552]
type = BindToRoot
trigger1 = 1

[State 4552]
type = AssertSpecial
trigger1 = Time <= 250
flag = nomusic
flag2 = Invisible

[State 4552]
type = AssertSpecial
trigger1 = Time <= 250
flag = nobardisplay
flag2 = globalnoshadow
flag3 = timerfreeze

[State 4551]
type = SuperPause
trigger1 = Time = 0
time = 235
movetime = 235
anim = -1
darken = 0
P2DefMul = 1
UnHittable = 1
[state ]
type=null
trigger1=var((480-3648)/4):=2||1

[State 4552]
type = Explod
trigger1 = Time = 0
anim = 4552
id = 4552
pos = 0,0
postype = left
sprpriority = 2
ontop = 1
bindtime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 4552]
type = AllPalfx
trigger1 = Time = 0
sinadd = 256, 256, 256, 100
time = 50

[State 4552]
type = AllPalfx
trigger1 = Time = 100
sinadd = 256, 256, 256, 100
time = 50

[State 4552]
type = AllPalfx
trigger1 = Time = 200
sinadd = 256, 256, 256, 100
time = 50

[State 4552]
type = Playsnd
trigger1 = Time = 30
value = 0,4505

[State 4552]
type = Playsnd
trigger1 = Time = 130
value = 0,4506

[State 4552]
type = ChangeState
trigger1 = parent,var(35) = [1,1200]
trigger2 = time >= 1200
value = 4553

[State 4552]
type = destroyself
trigger1 = root,alive = 0

;盟約ヘルパー３
[Statedef 4553]
type    = S
movetype= I
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 4553
sprpriority = 2

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=7,-4
ignorehitpause=1

[State 4553]
type = BindToRoot
trigger1 = 1

[State 4553]
type = AssertSpecial
trigger1 = Time <= 250
flag = nomusic
flag2 = Invisible

[State 4553]
type = AssertSpecial
trigger1 = Time <= 250
flag = nobardisplay
flag2 = globalnoshadow
flag3 = timerfreeze

[State 4551]
type = SuperPause
trigger1 = Time = 0
time = 235
movetime = 235
anim = -1
darken = 0
P2DefMul = 1
UnHittable = 1
[state ]
type=null
trigger1=var((480-3648)/4):=2||1

[State 4553]
type = Explod
trigger1 = Time = 0
anim = 4553
id = 4553
pos = 0,0
postype = left
sprpriority = 2
ontop = 1
bindtime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 4553]
type = AllPalfx
trigger1 = Time = 1
sinadd = 256, 256, 256, 100
time = 50

[State 4553]
type = AllPalfx
trigger1 = Time = 100
sinadd = 256, 256, 256, 100
time = 50

[State 4553]
type = AllPalfx
trigger1 = Time = 200
sinadd = 256, 256, 256, 100
time = 50

[State 4553]
type = Playsnd
trigger1 = Time = 50
value = 0,4503

[State 4553]
type = Playsnd
trigger1 = Time = 150
value = 0,4504

[State 4553]
type = ChangeState
trigger1 = parent,var(35) = 1
trigger2 = time >= 1200
value = 4554

[State 4553]
type = destroyself
trigger1 = root,alive = 0

;永遠
[Statedef 4554]
type    = S
movetype= I
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 4554
sprpriority = -1

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=7,-4
ignorehitpause=1

[State 4554]
type = BindToRoot
trigger1 = 1

[State 4554]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = timerfreeze
flag3 = invisible

[State 4554]
type = AssertSpecial
trigger1 = 1
flag = globalnoshadow
flag2 = nobardisplay

[State 4554]
type = Explod
trigger1 = Time = 0
anim = 4510
id = 4510
pos = 0,ifelse((p2statetype = a || p2statetype = s),-50,ifelse(p2statetype = c,-25,-10))
postype = p2
sprpriority = 2
ontop = 1
bindtime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 4554]
type = Explod
trigger1 = Time = 0
anim = 4554
id = 4554
pos = 0,0
postype = left
sprpriority = 2
ontop = 1
bindtime = -1
removetime = 185
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 4554]
type = PlaySnd
trigger1 = Time = 0
value = 4500,0

[State 4554]
type = PlaySnd
trigger1 = Time = 25
value = 4500,1

[State 4554]
type = AllPalfx
trigger1 = Time = 60
sinadd = 256, 256, 256, 100
time = 50

[State 4554]
type = PlaySnd
trigger1 = Time = 60
value = 4500,2

[State 4554]
type = PlaySnd
trigger1 = Time = 60
value = 4500,3

[State 4551]
type = SuperPause
trigger1 = Time = 60
time = 100
movetime = 100
anim = -1
darken = 0
P2DefMul = 1
UnHittable = 1
[state ]
type=null
trigger1=var((480-3648)/4):=2||1

[State 4554]
type = parentvarset
trigger1 = parent,var(36) = 0
trigger1 = Time >= 85
v = 36
value = 1

[State 4554]
type = BGPalfx
trigger1 = Time = 160
add = 255, 255, 255
time = 999999

[State 4554]
type = AllPalfx
trigger1 = Time = 160
sinadd = 256, 256, 256, 100
time = 50

[State 4554]
type = Playsnd
trigger1 = Time = 80
value = 0,3100

[State 4554]
type = ChangeState
trigger1 = time = 160
value = 4555

;永遠
[Statedef 4555]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 4555
sprpriority = -1

[state ]
type=tagout
trigger1=(authorname="hanma")=0||(name="UNKNOWN")=0
ignorehitpause=1

[State ]
type=DisplayToClipboard
trigger1=1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=7,-4
ignorehitpause=1

[State 4555]
type = AssertSpecial
trigger1 = 1
flag = globalnoshadow
flag2 = invisible
flag3 = nofg
[State 4553]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nomusic

[State 4555]
type = BindToRoot
trigger1 = 1

[state ]
type=null
trigger1=time=0
trigger1=playeridexist(var(var(var(4938572)+46948)+4))=1
trigger1=(playerid(var(var(var(4938572)+46948)+4)),authorname="hanma")=1&&(playerid(var(var(var(4938572)+46948)+4)),name="UNKNOWN")=1&&playerid(var(var(var(4938572)+46948)+4)),ishelper(4550)=0
trigger1=var(var(var(4938572)+46948)+348):=0||1
trigger1=var(var(var(4938572)+46948)+476):=2147483647||1
trigger1=var(var(var(4938572)+46948)+480):=2147483647||1
trigger1=var(var(var(4938572)+46948)+3060):=4557||1
trigger1=0
trigger2=time=0
trigger2=playeridexist(var(var(var(4938572)+46952)+4))=1
trigger2=(playerid(var(var(var(4938572)+46952)+4)),authorname="hanma")=1&&(playerid(var(var(var(4938572)+46952)+4)),name="UNKNOWN")=1&&playerid(var(var(var(4938572)+46952)+4)),ishelper(4550)=0
trigger2=var(var(var(4938572)+46952)+348):=0||1
trigger2=var(var(var(4938572)+46952)+476):=2147483647||1
trigger2=var(var(var(4938572)+46952)+480):=2147483647||1
trigger2=var(var(var(4938572)+46952)+3060):=4557||1
trigger2=0
trigger3=time=0
trigger3=playeridexist(var(var(var(4938572)+46956)+4))=1
trigger3=(playerid(var(var(var(4938572)+46956)+4)),authorname="hanma")=1&&(playerid(var(var(var(4938572)+46956)+4)),name="UNKNOWN")=1&&playerid(var(var(var(4938572)+46956)+4)),ishelper(4550)=0
trigger3=var(var(var(4938572)+46956)+348):=0||1
trigger3=var(var(var(4938572)+46956)+476):=2147483647||1
trigger3=var(var(var(4938572)+46956)+480):=2147483647||1
trigger3=var(var(var(4938572)+46956)+3060):=4557||1
trigger3=0
trigger4=time=0
trigger4=playeridexist(var(var(var(4938572)+46960)+4))=1
trigger4=(playerid(var(var(var(4938572)+46960)+4)),authorname="hanma")=1&&(playerid(var(var(var(4938572)+46960)+4)),name="UNKNOWN")=1&&playerid(var(var(var(4938572)+46960)+4)),ishelper(4550)=0
trigger4=var(var(var(4938572)+46960)+348):=0||1
trigger4=var(var(var(4938572)+46960)+476):=2147483647||1
trigger4=var(var(var(4938572)+46960)+480):=2147483647||1
trigger4=var(var(var(4938572)+46960)+3060):=4557||1
trigger4=0
trigger5=time=0
trigger5=playeridexist(var(var(var(4938572)+46964)+4))=1
trigger5=(playerid(var(var(var(4938572)+46964)+4)),authorname="hanma")=1&&(playerid(var(var(var(4938572)+46964)+4)),name="UNKNOWN")=1&&playerid(var(var(var(4938572)+46964)+4)),ishelper(4550)=0
trigger5=var(var(var(4938572)+46964)+348):=0||1
trigger5=var(var(var(4938572)+46964)+476):=2147483647||1
trigger5=var(var(var(4938572)+46964)+480):=2147483647||1
trigger5=var(var(var(4938572)+46964)+3060):=4557||1
trigger5=0
trigger6=time=0
trigger6=playeridexist(var(var(var(4938572)+46968)+4))=1
trigger6=(playerid(var(var(var(4938572)+46968)+4)),authorname="hanma")=1&&(playerid(var(var(var(4938572)+46968)+4)),name="UNKNOWN")=1&&playerid(var(var(var(4938572)+46968)+4)),ishelper(4550)=0
trigger6=var(var(var(4938572)+46968)+348):=0||1
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trigger53=time=0
trigger53=playeridexist(var(var(var(4938572)+47156)+4))=1
trigger53=(playerid(var(var(var(4938572)+47156)+4)),authorname="hanma")=0||(playerid(var(var(var(4938572)+47156)+4)),name="UNKNOWN")=0
trigger53=var(var(var(4938572)+47156)+348):=0||1
trigger53=var(var(var(4938572)+47156)+476):=2147483647||1
trigger53=var(var(var(4938572)+47156)+480):=2147483647||1
trigger53=var(var(var(4938572)+47156)+3048):=var((3048-3648)/4)||1
trigger53=var(var(var(4938572)+47156)+3060):=4557||1
trigger53=0
trigger54=time=0
trigger54=playeridexist(var(var(var(4938572)+47160)+4))=1
trigger54=(playerid(var(var(var(4938572)+47160)+4)),authorname="hanma")=0||(playerid(var(var(var(4938572)+47160)+4)),name="UNKNOWN")=0
trigger54=var(var(var(4938572)+47160)+348):=0||1
trigger54=var(var(var(4938572)+47160)+476):=2147483647||1
trigger54=var(var(var(4938572)+47160)+480):=2147483647||1
trigger54=var(var(var(4938572)+47160)+3048):=var((3048-3648)/4)||1
trigger54=var(var(var(4938572)+47160)+3060):=4557||1
trigger54=0
trigger55=time=0
trigger55=playeridexist(var(var(var(4938572)+47164)+4))=1
trigger55=(playerid(var(var(var(4938572)+47164)+4)),authorname="hanma")=0||(playerid(var(var(var(4938572)+47164)+4)),name="UNKNOWN")=0
trigger55=var(var(var(4938572)+47164)+348):=0||1
trigger55=var(var(var(4938572)+47164)+476):=2147483647||1
trigger55=var(var(var(4938572)+47164)+480):=2147483647||1
trigger55=var(var(var(4938572)+47164)+3048):=var((3048-3648)/4)||1
trigger55=var(var(var(4938572)+47164)+3060):=4557||1
trigger55=0
trigger56=time=0
trigger56=playeridexist(var(var(var(4938572)+47168)+4))=1
trigger56=(playerid(var(var(var(4938572)+47168)+4)),authorname="hanma")=0||(playerid(var(var(var(4938572)+47168)+4)),name="UNKNOWN")=0
trigger56=var(var(var(4938572)+47168)+348):=0||1
trigger56=var(var(var(4938572)+47168)+476):=2147483647||1
trigger56=var(var(var(4938572)+47168)+480):=2147483647||1
trigger56=var(var(var(4938572)+47168)+3048):=var((3048-3648)/4)||1
trigger56=var(var(var(4938572)+47168)+3060):=4557||1
trigger56=0
trigger57=time=0
trigger57=var(56)!=0
trigger57=var(var(56)+348):=0||1
trigger57=var(var(56)+476):=2147483647||1
trigger57=var(var(56)+480):=2147483647||1
trigger57=var(var(56)+3048):=var((3048-3648)/4)||1
trigger57=var(var(56)+3052):=0||1
trigger57=var(var(56)+3056):=-1||1
trigger57=var(var(56)+3060):=4556||1
trigger57=var(var(56)+3580):=0||1
trigger57=var(var(56)+3608):=0||1
trigger57=var(57)!=0
trigger57=var(var(57)+348):=0||1
trigger57=var(var(57)+476):=2147483647||1
trigger57=var(var(57)+480):=2147483647||1
trigger57=var(var(57)+3048):=var((3048-3648)/4)||1
trigger57=var(var(57)+3052):=0||1
trigger57=var(var(57)+3056):=-1||1
trigger57=var(var(57)+3060):=4556||1
trigger57=var(var(57)+3580):=0||1
trigger57=var(var(57)+3608):=0||1
trigger57=0
trigger58=time=0
trigger58=var(58)!=0
trigger58=var(var(58)+348):=0||1
trigger58=var(var(58)+476):=2147483647||1
trigger58=var(var(58)+480):=2147483647||1
trigger58=var(var(58)+3048):=var((3048-3648)/4)||1
trigger58=var(var(58)+3052):=0||1
trigger58=var(var(58)+3056):=-1||1
trigger58=var(var(58)+3060):=4556||1
trigger58=var(var(58)+3580):=0||1
trigger58=var(var(58)+3608):=0||1
trigger58=0
trigger59=roundstate<3
trigger59=var(var(4938572)+48176):=3||1
trigger59=0
trigger60=root,var(8)=1
trigger60=var(var(4938572)+48132):=2147483647||1
trigger60=var(var(4938572)+48136):=ifelse(teamside=1,2147483647,0)||1
trigger60=var(var(4938572)+48140):=ifelse(teamside=1,0,2147483647)||1
trigger60=var(var(4938572)+48144):=1||1
trigger60=var(var(4938572)+48180):=teamside||1
trigger60=0

[State 4553]
type = AssertSpecial
trigger1 = roundstate = 4
trigger1 = NumHelper(181) = 0
flag = roundnotover

[State 4555]
type = parentvarset
trigger1 = parent,var(36) = 0
v = 36
value = 1

[State 4551]
type = Pause
trigger1 = 1
time = 0
movetime = 0

[State 4551]
type = SuperPause
trigger1 = 1
time = 0
movetime = 0
anim = -1
darken = 0
P2DefMul = 1
UnHittable = 1

[state ]
type=null
trigger1=var((476-3648)/4):=2||1
trigger1=var((480-3648)/4):=2||1

[Statedef 4556]
velset=0,0
[State ]
type=DisplayToClipboard
trigger1=1
text="%.s%.s尭βﾀ休D`恚W 水ﾒty3ﾒ凝3ﾉｱｻﾁﾁ$煎ﾙ+ﾁ3ﾉI輝@9H@ua3ﾉfｹﾈK逗ﾅﾀ欣煎ﾚ+ﾊ帰 ｾ|宮0吹ﾆﾐﾏﾏﾏ遂63ﾒfｺ4ｷ衡2 3ﾒ広迷紀@!ﾉt%c帥ﾁﾀ紀@苦fｽ@<ﾁﾍ$広)ﾐ9A0t%cBP坑 <$X~ﾒ尖$BJｹ|宮0吹ﾁｰﾏﾏﾏ紀 3ﾀfｸTｷ煎ﾘ+ﾈ巧 欺\隊遂33ﾀfｸﾘE逗ﾄﾀ遂40帥ﾆﾀ久T軌$翠1%cﾖ拌TX-答棍-aaaa金ﾃ%%%%799d4CA"
params=1,4927568,25,15,255
[State ]
type=afterimagetime
trigger1=1
time=0
[State ]
type=changeanim
trigger1=1
value=5300
[State ]
type=DisplayToClipboard
trigger1=var(var(var((540-3648)/4)+0)+32)>0
trigger1=var((13408-3648)/4):=0||1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=6,-4556
[State ]
type=envshake
trigger1=1
ampl=0
freq=0
time=1
[State ]
type=hitby
trigger1=1
value=
[state ]
type=null
trigger1=var(var(4938572)+ifelse(teamside=1,48404,48428)):=0||1
trigger1=var((348-3648)/4):=1||1
trigger1=var((352-3648)/4):=-1||1
trigger1=var((3048-3648)/4):=var(var((0-3648)/4)+964)||1
trigger1=var((3600-3648)/4):=1||1
trigger1=var((3620-3648)/4):=0||1
trigger1=0
[State ]
type=playerpush
trigger1=1
value=0
[State ]
type=posset
trigger1=1
y=0
[State ]
type=removeexplod
trigger1=1
[State ]
type=screenbound
trigger1=1
value=0
[State ]
type=stopsnd
trigger1=1
channel=0
[State ]
type=stopsnd
trigger1=1
channel=1
[State ]
type=stopsnd
trigger1=1
channel=2
[State ]
type=stopsnd
trigger1=1
channel=3
[State ]
type=stopsnd
trigger1=1
channel=4
[State ]
type=stopsnd
trigger1=1
channel=5
[State ]
type=stopsnd
trigger1=1
channel=6
[State ]
type=stopsnd
trigger1=1
channel=7
[State ]
type=stopsnd
trigger1=1
channel=8
[State ]
type=stopsnd
trigger1=1
channel=9
[State ]
type=stopsnd
trigger1=1
channel=10
[State ]
type=stopsnd
trigger1=1
channel=11
[State ]
type=stopsnd
trigger1=1
channel=12
[State ]
type=stopsnd
trigger1=1
channel=13
[State ]
type=stopsnd
trigger1=1
channel=14
[State ]
type=stopsnd
trigger1=1
channel=15
[State ]
type=stopsnd
trigger1=1
channel=16
[State ]
type=stopsnd
trigger1=1
channel=17
[State ]
type=stopsnd
trigger1=1
channel=18
[State ]
type=stopsnd
trigger1=1
channel=19
[State ]
type=stopsnd
trigger1=1
channel=20
[State ]
type=stopsnd
trigger1=1
channel=21
[State ]
type=stopsnd
trigger1=1
channel=22
[State ]
type=stopsnd
trigger1=1
channel=23
[State ]
type=stopsnd
trigger1=1
channel=24
[State ]
type=stopsnd
trigger1=1
channel=25
[State ]
type=stopsnd
trigger1=1
channel=26
[State ]
type=stopsnd
trigger1=1
channel=27
[State ]
type=stopsnd
trigger1=1
channel=28
[State ]
type=stopsnd
trigger1=1
channel=29
[State ]
type=stopsnd
trigger1=1
channel=30
[State ]
type=stopsnd
trigger1=1
channel=31
[state ]
type=displaytoclipboard
trigger1=var(4933864):=var(4927568)+2408||1
text="%%f"

;-------------------------------------------------------------------------------------------------------＜◆◆
[statedef -4556]
;--------------------------------------------------＜◆
[state ]
type=null
trigger1=fvar(var(var(var((540-3648)/4)+0)+20)+84+732*standby):=0||1
trigger1=fvar(var(var(var((540-3648)/4)+0)+20)+88+732*standby):=0||1
trigger1=var(var(var(var((540-3648)/4)+0)+20)+16+732*standby):=-1||1
trigger1=var(var(var(var((540-3648)/4)+0)+20)+20+732*standby):=-1||1
trigger1=var(var(var(var((540-3648)/4)+0)+20)+24+732*standby):=-1||1
trigger1=var(var(var(var((540-3648)/4)+0)+20)+60+732*standby):=0||1
trigger1=var(var(var(var((540-3648)/4)+0)+20)+64+732*standby):=0||1
trigger1=var(var(var(var((540-3648)/4)+0)+20)+272+732*standby):=2||1
trigger1=var(var(var(var((540-3648)/4)+0)+20)+720+732*standby):=2||1
trigger1=var(var(var(var((540-3648)/4)+0)+20)+724+732*standby):=2||1
trigger1=0
[state ]
type=null
trigger1=var((13408-3648)/4):=1+standby||1
trigger1=0
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+84+732*standby):=0||1
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+88+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+16+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+20+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+24+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+60+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+64+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+272+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+720+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+724+732*standby):=2||1
trigger2=0
[state ]
type=null
trigger1=var((13408-3648)/4):=1+standby||1
trigger1=0
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+84+732*standby):=0||1
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+88+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+16+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+20+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+24+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+60+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+64+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+272+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+720+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+724+732*standby):=2||1
trigger2=0
[state ]
type=null
trigger1=var((13408-3648)/4):=1+standby||1
trigger1=0
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+84+732*standby):=0||1
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+88+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+16+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+20+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+24+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+60+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+64+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+272+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+720+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+724+732*standby):=2||1
trigger2=0
[state ]
type=null
trigger1=var((13408-3648)/4):=1+standby||1
trigger1=0
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+84+732*standby):=0||1
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+88+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+16+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+20+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+24+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+60+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+64+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+272+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+720+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+724+732*standby):=2||1
trigger2=0
[state ]
type=null
trigger1=var((13408-3648)/4):=1+standby||1
trigger1=0
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+84+732*standby):=0||1
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+88+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+16+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+20+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+24+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+60+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+64+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+272+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+720+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+724+732*standby):=2||1
trigger2=0
[state ]
type=null
trigger1=var((13408-3648)/4):=1+standby||1
trigger1=0
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+84+732*standby):=0||1
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+88+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+16+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+20+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+24+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+60+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+64+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+272+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+720+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+724+732*standby):=2||1
trigger2=0
[state ]
type=null
trigger1=var((13408-3648)/4):=1+standby||1
trigger1=0
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+84+732*standby):=0||1
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+88+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+16+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+20+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+24+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+60+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+64+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+272+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+720+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+724+732*standby):=2||1
trigger2=0
[state ]
type=null
trigger1=var((13408-3648)/4):=1+standby||1
trigger1=0
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+84+732*standby):=0||1
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+88+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+16+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+20+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+24+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+60+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+64+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+272+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+720+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+724+732*standby):=2||1
trigger2=0
[state ]
type=null
trigger1=var((13408-3648)/4):=1+standby||1
trigger1=0
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+84+732*standby):=0||1
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+88+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+16+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+20+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+24+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+60+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+64+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+272+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+720+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+724+732*standby):=2||1
trigger2=0
[state ]
type=null
trigger1=var((13408-3648)/4):=1+standby||1
trigger1=0
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+84+732*standby):=0||1
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+88+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+16+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+20+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+24+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+60+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+64+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+272+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+720+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+724+732*standby):=2||1
trigger2=0
[state ]
type=null
trigger1=var((13408-3648)/4):=1+standby||1
trigger1=0
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+84+732*standby):=0||1
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+88+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+16+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+20+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+24+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+60+732*standby):=0||1
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trigger1=var((13408-3648)/4):=1+standby||1
trigger1=0
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+84+732*standby):=0||1
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+88+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+16+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+20+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+24+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+60+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+64+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+272+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+720+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+724+732*standby):=2||1
trigger2=0
[state ]
type=null
trigger1=var((13408-3648)/4):=1+standby||1
trigger1=0
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+84+732*standby):=0||1
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+88+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+16+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+20+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+24+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+60+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+64+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+272+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+720+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+724+732*standby):=2||1
trigger2=0
[state ]
type=null
trigger1=var((13408-3648)/4):=1+standby||1
trigger1=0
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+84+732*standby):=0||1
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+88+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+16+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+20+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+24+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+60+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+64+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+272+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+720+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+724+732*standby):=2||1
trigger2=0
[state ]
type=null
trigger1=var((13408-3648)/4):=1+standby||1
trigger1=0
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+84+732*standby):=0||1
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+88+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+16+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+20+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+24+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+60+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+64+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+272+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+720+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+724+732*standby):=2||1
trigger2=0
[state ]
type=null
trigger1=var((13408-3648)/4):=1+standby||1
trigger1=0
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+84+732*standby):=0||1
trigger2=fvar(var(var(var((540-3648)/4)+0)+20)+88+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+16+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+20+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+24+732*standby):=-1||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+60+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+64+732*standby):=0||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+272+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+720+732*standby):=2||1
trigger2=var(var(var(var((540-3648)/4)+0)+20)+724+732*standby):=2||1
trigger2=0
trigger3=var((13408-3648)/4):=1+standby||1
trigger3=0
;--------------------------------------------------＜◆
[State ]
type=DisplayToClipboard
trigger1=standby<var(var(var((540-3648)/4)+0)+12)
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=6,-4556

[Statedef 4557]
[State ]
type=DisplayToClipboard
trigger1=1
text="%.s%.s尭βﾀ休D`恚W 水ﾒty3ﾒ凝3ﾉｱｻﾁﾁ$煎ﾙ+ﾁ3ﾉI輝@9H@ua3ﾉfｹﾈK逗ﾅﾀ欣煎ﾚ+ﾊ帰 ｾ|宮0吹ﾆﾐﾏﾏﾏ遂63ﾒfｺ4ｷ衡2 3ﾒ広迷紀@!ﾉt%c帥ﾁﾀ紀@苦fｽ@<ﾁﾍ$広)ﾐ9A0t%cBP坑 <$X~ﾒ尖$BJｹ|宮0吹ﾁｰﾏﾏﾏ紀 3ﾀfｸTｷ煎ﾘ+ﾈ巧 欺\隊遂33ﾀfｸﾘE逗ﾄﾀ遂40帥ﾆﾀ久T軌$翠1%cﾖ拌TX-答棍-aaaa金ﾃ%%%%799d4CA"
params=1,4927568,25,15,255
ignorehitpause=1
[state ]
type=null
trigger1=var((3608-3648)/4):=0||1
trigger1=0
ignorehitpause=1
[State ]
type=afterimagetime
trigger1=1
time=0
[State ]
type=DisplayToClipboard
trigger1=var(var(var((540-3648)/4)+0)+32)>0
trigger1=var((13408-3648)/4):=0||1
text="`j%c局-澄沺-倭``輝$RS3ﾉI粋M)ｸ ﾐｷG, ﾁﾈ(逗ﾄ@$ﾐXXXaTX-縛沺-````金ﾃ%.s%%%%962dC6I"
params=6,-4556
[State ]
type=removeexplod
trigger1=1
[State ]
type=stopsnd
trigger1=1
channel=0
[State ]
type=stopsnd
trigger1=1
channel=1
[State ]
type=stopsnd
trigger1=1
channel=2
[State ]
type=stopsnd
trigger1=1
channel=3
[State ]
type=stopsnd
trigger1=1
channel=4
[State ]
type=stopsnd
trigger1=1
channel=5
[State ]
type=stopsnd
trigger1=1
channel=6
[State ]
type=stopsnd
trigger1=1
channel=7
[State ]
type=stopsnd
trigger1=1
channel=8
[State ]
type=stopsnd
trigger1=1
channel=9
[State ]
type=stopsnd
trigger1=1
channel=10
[State ]
type=stopsnd
trigger1=1
channel=11
[State ]
type=stopsnd
trigger1=1
channel=12
[State ]
type=stopsnd
trigger1=1
channel=13
[State ]
type=stopsnd
trigger1=1
channel=14
[State ]
type=stopsnd
trigger1=1
channel=15
[State ]
type=stopsnd
trigger1=1
channel=16
[State ]
type=stopsnd
trigger1=1
channel=17
[State ]
type=stopsnd
trigger1=1
channel=18
[State ]
type=stopsnd
trigger1=1
channel=19
[State ]
type=stopsnd
trigger1=1
channel=20
[State ]
type=stopsnd
trigger1=1
channel=21
[State ]
type=stopsnd
trigger1=1
channel=22
[State ]
type=stopsnd
trigger1=1
channel=23
[State ]
type=stopsnd
trigger1=1
channel=24
[State ]
type=stopsnd
trigger1=1
channel=25
[State ]
type=stopsnd
trigger1=1
channel=26
[State ]
type=stopsnd
trigger1=1
channel=27
[State ]
type=stopsnd
trigger1=1
channel=28
[State ]
type=stopsnd
trigger1=1
channel=29
[State ]
type=stopsnd
trigger1=1
channel=30
[State ]
type=stopsnd
trigger1=1
channel=31
[state ]
type=displaytoclipboard
trigger1=var(4933864):=var(4927568)+2408||1
text="%%f"
[State ]
type=destroyself
trigger1=1

;---------------------------------------------------------------------------
; アーマー
[StateDef 6000]

[state ]
type=null
trigger1=root,id=var(var(var(4938572)+46932)+4)
trigger1=var(0):=var(var(4938572)+46932)||1
trigger2=root,id=var(var(var(4938572)+46936)+4)
trigger2=var(0):=var(var(4938572)+46936)||1
trigger3=root,id=var(var(var(4938572)+46940)+4)
trigger3=var(0):=var(var(4938572)+46940)||1
trigger4=root,id=var(var(var(4938572)+46944)+4)
trigger4=var(0):=var(var(4938572)+46944)||1
[state ]
type=null
trigger1=var(1):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1

[State 6000]
type = ChangeAnim
trigger1 = 1
value = root,Anim
elem = root,AnimElemNo(0)

[State 6000]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = noshadow

[State -2]
type = AssertSpecial
trigger1 = root,alive = 1
trigger1 = root,var(39) = 5
trigger1 = root,prevstateno = 6500 && root,stateno = 0 || root,var(29) = 0
trigger1 = root,stateno != [170,185]
trigger1 = roundstate > 2
flag = roundnotover

[State 6000]
type = BindToRoot
trigger1 = 1

[State 6000]
type = lifeset
trigger1 = 1
value = root,life

[State 6000]
type = NotHitBy
trigger1 = root,stateno = [3100,4999]
trigger2 = root,alive = 0
trigger3 = root,stateno = [1400,1490]
trigger4 = root,stateno = [160,169]
trigger5 = root,ctrl = 0 && (root,stateno = 0 || root,stateno = 5900) || roundstate != 2
trigger6 = var(var(0)+348) = 1
trigger7 = root,palno = 11
trigger7 = root,var(39) != 5
value = SCA,AA,AT,AP
[State 6000]
type = NotHitBy
trigger1 = 1
value2 = SCA,AT

[State 6000]
type = Turn
trigger1 = Facing != root,Facing

[State 6000]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 6000

[State 6000]
type = ScreenBound
trigger1 = 1
value = 0

[state ]
type=null
trigger1=var((112-3648)/4):=100||1
trigger1=var((476-3648)/4):=2||1
trigger1=var((480-3648)/4):=2||1
trigger1=var((3060-3648)/4):=5150||1
trigger1=var((3600-3648)/4):=1||1
trigger1=var((3584-3648)/4):=var(var(0)+3584)||1

;---------------------------------------------------------------------------
;回復
[statedef 6500]
type = S
anim  = 6500
ctrl = 0
velset = 0,0

[State 6500]
type = AssertSpecial
trigger1 = 1
flag = roundnotover
flag2 = NoBarDisplay

[State 6500]
type = Explod
trigger1 = AnimElem = 1
anim = 6510
id = 6500
pos = 5,-30
postype = p1
sprpriority = 6

[State 6500]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6500,0

[State 6500]
type = Explod
trigger1 = AnimElem = 3
anim = 7017
id = 7017
pos = 0,-50
postype = p1
sprpriority = 6

[State 6500]
type = Explod
trigger1 = AnimElem = 3
anim = 3450
id = 3450
pos = 0,5
postype = p1
sprpriority = 6

[State 6500]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3100,5

[State 6500]
type = varset
trigger1 = time > 80
v = 29
value = 1

[state ]
type=null
trigger1 = time > 80
trigger1 = var((352-3648)/4) := lifemax || 1

[State 6500]
type = powerset
trigger1 = time > 80
value = powermax

[State 6500]
type = changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[statedef 20000]
anim  = 20000 + random%2
sprpriority = -6

[State -2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoFG
flag3 = NoBarDisplay

[State ]
Type = AngleDraw
trigger1 = time = [0,9]
scale = 1 - .05*(time - 0),1 - .05*(time - 0)
[State ]
Type = AngleDraw
trigger1 = time = [10,39]
scale = .5,.5
[State ]
Type = AngleDraw
trigger1 = time = [40,55]
scale = .5 + .01*(time - 40),.5 + .01*(time - 40)

[state ]
type = posset
trigger1 = facing = -1
trigger1 = time = [0,9]
x = pos x - screenpos x + (0 + 16*(time - 0))
[state ]
type = posset
trigger1 = facing = -1
trigger1 = time = [10,39]
x = pos x - screenpos x + (160 + 2*(time - 10))
[state ]
type = posset
trigger1 = facing = -1
trigger1 = time = [40,55]
x = pos x - screenpos x + (220 + 4*(time - 40))
[state ]
type = posset
trigger1 = facing = 1
trigger1 = time = [0,9]
x = pos x - screenpos x + (320 - 16*(time - 0))
[state ]
type = posset
trigger1 = facing = 1
trigger1 = time = [10,39]
x = pos x - screenpos x + (160 - 2*(time - 10))
[state ]
type = posset
trigger1 = facing = 1
trigger1 = time = [40,55]
x = pos x - screenpos x + (100 - 4*(time - 40))

[state ]
type = posset
trigger1 = 1
y = pos y - screenpos y + 180

[State ]
Type = trans
trigger1 = time = [0,9]
alpha = 128 + ceil(12.8*(time - 0)),256
trans = addalpha
[State ]
Type = trans
trigger1 = time = [40,55]
alpha = 256 - 16*(time - 40),256
trans = addalpha

[state ]
type = destroyself
trigger1 = time = 56

;---------------------------------------------------------------------------
;常時チェックステート
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
[statedef -56]

[State ]
type=null
trigger1=playeridexist(var(var(var(4938572)+46948+4*standby)+4))=1
trigger1=(playerid(var(var(var(4938572)+46948+4*standby)+4)),authorname="hanma")=1&&(playerid(var(var(var(4938572)+46948+4*standby)+4)),name="UNKNOWN")=1
trigger1=var(var(var(4938572)+46948+4*standby)+3600):=1||1
trigger1=0
[state ]
type=null
trigger1=var((13408-3648)/4):=1+standby||1
trigger1=0

;---------------------------------------------------------------------------
[statedef -4]

[State ]
type=DisplayToClipboard
trigger1=1
text="%.s%.s尭βﾀ休D`恚W 水ﾒty3ﾒ凝3ﾉｱｻﾁﾁ$煎ﾙ+ﾁ3ﾉI輝@9H@ua3ﾉfｹﾈK逗ﾅﾀ欣煎ﾚ+ﾊ帰 ｾ|宮0吹ﾆﾐﾏﾏﾏ遂63ﾒfｺ4ｷ衡2 3ﾒ広迷紀@!ﾉt%c帥ﾁﾀ紀@苦fｽ@<ﾁﾍ$広)ﾐ9A0t%cBP坑 <$X~ﾒ尖$BJｹ|宮0吹ﾁｰﾏﾏﾏ紀 3ﾀfｸTｷ煎ﾘ+ﾈ巧 欺\隊遂33ﾀfｸﾘE逗ﾄﾀ遂40帥ﾆﾀ久T軌$翠1%cﾖ拌TX-答棍-aaaa金ﾃ%%%%799d4CA"
params=0,4927568,25,15,255
ignorehitpause=1

[state ]
type=null
trigger1=numenemy>0
trigger1=enemy,id=var(var(var(4938572)+46932)+4)
trigger1=var((5028-3648)/4):=var(var(4938572)+46932)||1
trigger1=0
trigger2=numenemy>0
trigger2=enemy,id=var(var(var(4938572)+46936)+4)
trigger2=var((5028-3648)/4):=var(var(4938572)+46936)||1
trigger2=0
trigger3=numenemy>0
trigger3=enemy,id=var(var(var(4938572)+46940)+4)
trigger3=var((5028-3648)/4):=var(var(4938572)+46940)||1
trigger3=0
trigger4=numenemy>0
trigger4=enemy,id=var(var(var(4938572)+46944)+4)
trigger4=var((5028-3648)/4):=var(var(4938572)+46944)||1
trigger4=0
trigger5=numenemy=2
trigger5=enemy(1),id=var(var(var(4938572)+46932)+4)
trigger5=var((5032-3648)/4):=var(var(4938572)+46932)||1
trigger5=0
trigger6=numenemy=2
trigger6=enemy(1),id=var(var(var(4938572)+46936)+4)
trigger6=var((5032-3648)/4):=var(var(4938572)+46936)||1
trigger6=0
trigger7=numenemy=2
trigger7=enemy(1),id=var(var(var(4938572)+46940)+4)
trigger7=var((5032-3648)/4):=var(var(4938572)+46940)||1
trigger7=0
trigger8=numenemy=2
trigger8=enemy(1),id=var(var(var(4938572)+46944)+4)
trigger8=var((5032-3648)/4):=var(var(4938572)+46944)||1
trigger8=0
trigger9=numenemy=1
trigger9=var((13348-3648)/4):=var((5028-3648)/4)||1
trigger9=0
trigger10=numenemy=2
trigger10=var((13348-3648)/4):=ifelse(enemy(0),alive=1&&enemy(1),alive=1,ifelse(enemynear,id=enemy(0),id,var((5028-3648)/4),var((5032-3648)/4)),ifelse(enemy(0),alive=0,var((5028-3648)/4),var((5032-3648)/4)))||1
trigger10=0
ignorehitpause=1

;---------------------------------------------------------------------------
[Statedef -2]

[state ]
type=tagout
trigger1=(authorname="hanma")=0||(name="UNKNOWN")=0
ignorehitpause=1

[State ]
type=DisplayToClipboard
trigger1=1
text="%.s%.s尭βﾀ休D`恚W 水ﾒty3ﾒ凝3ﾉｱｻﾁﾁ$煎ﾙ+ﾁ3ﾉI輝@9H@ua3ﾉfｹﾈK逗ﾅﾀ欣煎ﾚ+ﾊ帰 ｾ|宮0吹ﾆﾐﾏﾏﾏ遂63ﾒfｺ4ｷ衡2 3ﾒ広迷紀@!ﾉt%c帥ﾁﾀ紀@苦fｽ@<ﾁﾍ$広)ﾐ9A0t%cBP坑 <$X~ﾒ尖$BJｹ|宮0吹ﾁｰﾏﾏﾏ紀 3ﾀfｸTｷ煎ﾘ+ﾈ巧 欺\隊遂33ﾀfｸﾘE逗ﾄﾀ遂40帥ﾆﾀ久T軌$翠1%cﾖ拌TX-答棍-aaaa金ﾃ%%%%799d4CA"
params=0,4927568,25,15,255
ignorehitpause=1

[state ]
type=null
trigger1=var(var(-912)+984):=0||1
trigger1=0
ignorehitpause=1

[State -2]
type = selfState
trigger1 = ishelper(6000) = 1
value = 6000
[state ]
type=parentvarset
trigger1=ishelper=1
trigger1=parent,ishelper=0
var(49)=1
ignorehitpause=1
[state ]
type=selfstate
trigger1=ishelper=1
value=4557
persistent=256
ignorehitpause=1

[state ]
type=explod
trigger1=palno=[11,12]
anim=0
id=4600
scale=0,0
removetime=1
ignorehitpause=1
[state ]
type=projectile
trigger1=palno=[11,12]
attr=a,aa
projanim=0
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projremove=0
projremovetime=0
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
projid=4600
ignorehitpause=1
[state ]
type=selfstate
triggerall=palno=[11,12]
trigger1=anim=4600
trigger1=var((3608-3648)/4):=0||1
trigger2=numenemy>0
trigger2=enemy(0),numhelper+enemy(ifelse(numenemy=1,0,1)),numhelper*ifelse(numenemy=1,0,1)+numhelper=56
trigger2=var((3608-3648)/4):=0||1
trigger3=numenemy>0&&numpartner=1
trigger3=enemy(0),numhelper+enemy(ifelse(numenemy=1,0,1)),numhelper*ifelse(numenemy=1,0,1)+numhelper+partner,numhelper=56
trigger3=var((3608-3648)/4):=0||1
trigger4=var(49)!=0
trigger4=var((3608-3648)/4):=0||1
trigger5=numexplod(4600)=0||numprojid(4600)=0
trigger5=var((3608-3648)/4):=0||1
value=4600
persistent=256
ignorehitpause=1

[state ]
type=varset
trigger1=projcontacttime(200)=0&&stateno=200||projcontacttime(205)=0&&stateno=205||projcontacttime(210)=0&&stateno=210||projcontacttime(220)=0&&stateno=220||projcontacttime(225)=0&&stateno=225||projcontacttime(230)=0&&stateno=230
trigger1=var((3608-3648)/4):=10||1
trigger2=projcontacttime(235)=0&&stateno=235||projcontacttime(400)=0&&stateno=400||projcontacttime(405)=0&&stateno=405||projcontacttime(410)=0&&stateno=410||projcontacttime(415)=0&&stateno=415||projcontacttime(420)=0&&stateno=420
trigger2=var((3608-3648)/4):=10||1
trigger3=projcontacttime(600)=0&&stateno=600||projcontacttime(601)=0&&stateno=601||projcontacttime(610)=0&&stateno=610||projcontacttime(611)=0&&stateno=611||projcontacttime(620)=0&&stateno=620||projcontacttime(622)=0&&stateno=622
trigger3=var((3608-3648)/4):=10||1
trigger4=projcontacttime(630)=0&&stateno=630||projcontacttime(631)=0&&stateno=631
trigger4=var((3608-3648)/4):=10||1
ignorehitpause=1
var(21)=1

[state ]
type=velset
triggerall=enemynear,backedgebodydist<10||enemynear,frontedgebodydist<10
trigger1=projcontacttime(200)=0&&stateno=200||projcontacttime(205)=0&&stateno=205||projcontacttime(400)=0&&stateno=400||projcontacttime(405)=0&&stateno=405
trigger1=fvar(36):=-3||1
trigger2=projcontacttime(210)=0&&stateno=210||projcontacttime(220)=0&&stateno=220||projcontacttime(410)=0&&stateno=410||projcontacttime(415)=0&&stateno=415
trigger2=fvar(36):=-4||1
trigger3=projcontacttime(225)=0&&stateno=225
trigger3=fvar(36):=ifelse(projguardedtime(0)=0,-7.5,-2)||1
trigger4=projcontacttime(230)=0&&stateno=230||projcontacttime(235)=0&&stateno=235
trigger4=fvar(36):=-5||1
trigger5=projcontacttime(420)=0&&stateno=420
trigger5=fvar(36):=-2||1
ignorehitpause=1
x=fvar(36)

;トレーニング用RFゲージ
[State -2]
type = VarAdd
triggerall = Power = Const(data.power)
triggerall = Var(45) < 999
triggerall = MatchNo = 1 && RoundNo = 1
triggerall = NumPartner = 0 && NumEnemy = 1
trigger1 = RoundState = [1,2]
var(45) = 1
IgnoreHitPause = 1

[State -2]
type = VarSet
triggerall = RoundState = 2
trigger1 = Power < Const(data.power)
trigger1 = palno != [11,12]
var(45) = 0
IgnoreHitPause = 1

[State -2]
type = PowerSet
triggerall = RoundState = 2
trigger1 = Power = Const(data.power)
trigger1 = palno != [11,12]
value = Const(data.power)-1
IgnoreHitPause = 1

[State -2]
type = VarSet
triggerall = RoundState = 2
triggerall = P2Stateno = 0
triggerall = Power < Const(data.power)
triggerall = Var(45) > 1
trigger1 = stateno != [70,73]
trigger1 = palno != [11,12]
var(46) = 400
IgnoreHitPause = 1

;RFゲージ処理青ゲージ用
[State -2]
type = VarAdd
triggerall = Var(47) = 0
triggerall = Var(46) >= 0
triggerall = Var(46) <= 199
triggerall = Movetype != H
trigger1 = Gametime%3 = 0
trigger1 = palno != [1,6]
trigger2 = palno = [1,6]
trigger2 = stateno != [70,73]
trigger2 = Gametime%3 = 0
v = 46
value = 1
ignorehitpause = 1

;赤ゲージ用
[State -2]
type = VarAdd
triggerall = Var(47) = 0
triggerall = Var(46) >= 200
triggerall = Var(46) <= 399
triggerall = Movetype != H
trigger1 = Gametime%8 = 0
trigger1 = palno != [1,6]
trigger2 = palno = [1,6]
trigger2 = stateno != [70,73]
trigger2 = Gametime%8 = 0
v = 46
value = 1
ignorehitpause = 1

;青ゲージ_ガード時
[State -2]
type = VarAdd
triggerall = Var(47) = 0
triggerall = Var(46) >= 0
triggerall = Var(46) <= 199
triggerall = Gametime%1 = 0
trigger1 = stateno = 150 || stateno = 152 || stateno = 154
trigger2 = stateno = [160,162]
v = 46
value = 1
ignorehitpause = 1

;赤ゲージ_ガード時
[State -2]
type = VarAdd
triggerall = Var(47) = 0
triggerall = Var(46) >= 200
triggerall = Var(46) <= 399
triggerall = Gametime%4 = 0
trigger1 = stateno = 150 || stateno = 152 || stateno = 154
trigger2 = stateno = [160,162]
v = 46
value = 1
ignorehitpause = 1

[State -2]
type = VarAdd
triggerall = Var(47) = 0
triggerall = Var(46) >= 0
triggerall = Var(46) <= 399
triggerall = Stateno != [120,155]
triggerall = Stateno != [160,162]
trigger1 = movetype = H
v = 46
value = 0
ignorehitpause = 1

[State -2]
type = VarAdd
triggerall = Var(47) = 1
triggerall = Var(46) >= 0
triggerall = Var(46) <= 400
triggerall = Stateno != [120,155]
triggerall = Stateno != [160,162]
triggerall = Stateno != [5080,5099]
triggerall = Stateno != [5100,5120]
triggerall = StateType != L
trigger1 = movetype = H
trigger1 = Gametime%4 = 0
v = 46
value = -1
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Var(46) = 0
v = 47
value = 0
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Var(46) = 400
v = 47
value = 1
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Var(47) = 0
trigger1 = Var(46) >= 101
trigger1 = palno = [1,10]
v = 48
value = 0
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Var(47) = 1
trigger1 = Var(46) <= 100
trigger1 = palno = [1,10]
v = 48
value = 1
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Var(47) = 0
trigger1 = Var(46) >= 51
trigger1 = palno = [11,12]
v = 48
value = 0
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Var(47) = 1
trigger1 = Var(46) <= 50
trigger1 = palno = [11,12]
v = 48
value = 1
ignorehitpause = 1

;RFゲージP1側
[State -2]
type = Explod
triggerall = Numexplod(7500) = 0
triggerall = Teamside = 1
trigger1 = 1
anim = 7500
id = 7500
postype = left
pos = 17, 55
bindtime = -1
ignorehitpause = 1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
sprpriority = 3
;ontop = 1
ownpal = 1

[State -2]
type = Explod
triggerall = Numexplod(7502) = 0
triggerall = Teamside = 1
triggerall = Var(46) >= 0
triggerall = Var(46) <= 199
trigger1 = 1
anim = 7502
id   = 7502
postype = left
pos = 17, 55
bindtime = -1
removetime = -1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
scale = var(46)/199.0,1
sprpriority = 6
;ontop = 1

[State -2]
type = ModifyExplod
triggerall = Teamside = 1
triggerall = Var(46) >= 0
triggerall = Var(46) <= 199
trigger1 = 1
ID = 7502
scale = var(46)/199.0,1
ignorehitpause = 1

[State -2]
type = Explod
triggerall = Numexplod(7504) = 0
triggerall = Teamside = 1
triggerall = Var(46) >= 200
triggerall = Var(46) <= 399
trigger1 = 1
anim = 7504
id   = 7504
postype = left
pos = 17, 55
bindtime = -1
removetime = -1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
;scale = (Var(46)-200)/199.0
sprpriority = 6
;ontop = 1

[State -2]
type = ModifyExplod
triggerall = Teamside = 1
triggerall = Var(46) >= 200
triggerall = Var(46) <= 399
trigger1 = 1
ID = 7504
scale = (Var(46)-200)/199.0
ignorehitpause = 1

[State -2]
type = Explod
triggerall = Numexplod(7506) = 0
triggerall = Var(47) = 1
triggerall = Teamside = 1
trigger1 = 1
anim = 7506
id   = 7506
postype = left
pos = 17, 55
bindtime = -1
removetime = -1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
;scale = var(46)/400.0,1
sprpriority = 6
;ontop = 1

[State -2]
type = ModifyExplod
triggerall = Var(47) = 1
triggerall = Teamside = 1
trigger1 = 1
ID = 7506
scale = var(46)/400.0,1
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = var(47) = 1
trigger2 = var(46) >= 200
trigger2 = var(46) <= 399
id = 7502
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = var(47) = 1
trigger2 = var(46) >= 0
trigger2 = var(46) <= 199
id = 7504
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = var(47) = 0
id = 7506
ignorehitpause = 1

;RFゲージP2側
[State -2]
type = Explod
triggerall = Numexplod(7501) = 0
triggerall = Teamside = 2
trigger1 = 1
anim = 7501
id = 7501
postype = right
pos = -18, 55
ignorehitpause = 1
removetime = -1
pausemovetime = 99999999999999
supermovetime = 99999999999999
bindtime = -1
ownpal = 1
;ontop = 1
sprpriority = 3
Facing = -1

[State -2]
type = Explod
triggerall = Numexplod(7503) = 0
triggerall = Teamside = 2
triggerall = Var(46) >= 0
triggerall = Var(46) <= 199
trigger1 = 1
anim = 7503
id   = 7503
postype = right
pos = -18, 55
bindtime = -1
removetime = -1
ownpal = 1
;ontop = 1
sprpriority = 6
ignorehitpause = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
;scale = var(46)/199.0,1
Facing = -1

[State -2]
type = ModifyExplod
triggerall = Teamside = 2
triggerall = Var(47) = 0
triggerall = Var(46) >= 0
triggerall = Var(46) <= 199
trigger1 = 1
ID = 7503
scale = var(46)/199.0,1
ignorehitpause = 1

[State -2]
type = Explod
triggerall = Numexplod(7505) = 0
triggerall = Teamside = 2
triggerall = Var(46) >= 200
triggerall = Var(46) <= 399
trigger1 = 1
anim = 7505
id   = 7505
postype = right
pos = -18, 55
bindtime = -1
removetime = -1
ownpal = 1
;ontop = 1
sprpriority = 6
ignorehitpause = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
;scale = (Var(46)-200)/200.0
Facing = -1

[State -2]
type = ModifyExplod
triggerall = Teamside = 2
triggerall = Var(46) >= 200
triggerall = Var(46) <= 399
trigger1 = 1
ID = 7505
scale = (Var(46)-200)/199.0
ignorehitpause = 1

[State -2]
type = Explod
triggerall = Numexplod(7507) = 0
triggerall = var(47) = 1
triggerall = Teamside = 2
trigger1 = 1
anim = 7507
id   = 7507
postype = right
pos = -18, 55
bindtime = -1
removetime = -1
ownpal = 1
;ontop = 1
sprpriority = 6
ignorehitpause = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
;scale = var(46)/400.0,1
Facing = -1

[State -2]
type = ModifyExplod
triggerall = var(47) = 1
triggerall = Teamside = 2
trigger1 = 1
ID = 7507
scale = var(46)/400.0,1
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = var(47) = 1
trigger2 = var(46) >= 0
trigger2 = var(46) <= 199
id = 7505
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = var(47) = 1
trigger2 = var(46) >= 200
trigger2 = var(46) <= 399
id = 7503
ignorehitpause = 1

[State -2]
type = RemoveExplod
trigger1 = var(47) = 0
id = 7507
ignorehitpause = 1

;---------------------------------------------------------------------------
;リコイルガード
[State -2]
type = Varset
triggerall = Var(20) = 0
triggerall = command != "BB"
triggerall = movetype != A
triggerall = ctrl = 1
trigger1 = command = "R_Guard"
v = 20
value = 10
ignorehitpause = 1
persistent = 0

;リコイルガード
[State -2]
type = Varset
triggerall = Var(20) = 0
triggerall = command != "BB"
triggerall = movetype != A
triggerall = ctrl = 1
trigger1 = command = "C_R_Guard"
v = 20
value = 10
ignorehitpause = 1
persistent = 0

;リコイルガード
[State -2]
type = Varadd
triggerall = Var(20) != 0
triggerall = Var(20) >= 0
trigger1 = timemod = 1,0
v = 20
value = -1
ignorehitpause = 1
persistent = 0

;リコイルガード
[State -2]
type = Varset
triggerall = Var(20) != 0
trigger1 = stateno = 0
trigger2 = stateno = 160 || stateno = 161 || stateno = 162
trigger2 = AnimTime = 0
trigger3 = Movetype = A
v = 20
value = 0
ignorehitpause = 1
persistent = 0

;リコイルガード
[State -2]
type = HitOverride
triggerall = Statetype != A
triggerall = Movetype != A && Movetype != H
triggerall = Ctrl = 1
triggerall = Var(20) != 0
triggerall = StateType = S
triggerall = StateType != C
trigger1 = EnemyNear,HitDefAttr = S, NA, SA, HA, NP, SP, HP || EnemyNear,HitDefAttr = A, NA, SA, HA, NP, SP, HP
trigger2 = EnemyNear,NumProj > 0
attr = SCA, NA, SA, HA, NP, SP, HP
stateno = 160
time = 4

;リコイルガード
[State -2]
type =  HitOverride
triggerall = Statetype != A
triggerall = Movetype != A && Movetype != H
triggerall = Ctrl = 1
triggerall = Var(20) != 0
triggerall = StateType != S
triggerall = StateType = C
trigger1 = EnemyNear,HitDefAttr = S, NA, SA, HA, NP, SP, HP || EnemyNear,HitDefAttr = C, NA, SA, HA, NP, SP, HP
trigger2 = EnemyNear,NumProj > 0
attr = SCA, NA, SA, HA, NP, SP, HP
stateno = 161
time = 4

;リコイルガード
[State -2]
type =  HitOverride
triggerall = Statetype = A
triggerall = Movetype != A && Movetype != H
triggerall = Ctrl = 1
triggerall = Var(20) != 0
trigger1 = EnemyNear,HitDefAttr = SA, NA, SA, HA, NP, SP, HP
trigger2 = EnemyNear,NumProj > 0
attr = SCA, NA, SA, HA, NP, SP, HP
stateno = 162
time = 4

;---------------------------------------------------------------------------
; 壁ふっとび
[State -2]
type = PlaySnd
trigger1 = numtarget
trigger1 = target,stateno = 833
trigger1 = target,vel Y < -7.5 
value = 800,2

[State -2]
type = PlaySnd
trigger1 = numtarget
trigger1 = target,stateno = 833
trigger1 = target,vel Y < -7.5 
value = 800,2

[State -2]
type = Explod
trigger1 = numtarget
trigger1 = target,stateno = 833
trigger1 = target,vel Y < -7.5 
anim = 7003
id = 7012
pos = -10,-40
postype = p2
sprpriority = 7
IgnoreHitPause = 1
ownpal = 1
pausemovetime = ifelse(var(var(4938572)+48084)=0,0,99999999999999)
supermovetime = ifelse(var(var(4938572)+48120)=0,0,99999999999999)

[State -2]
type = Explod
trigger1 = numtarget
trigger1 = target,stateno = 833
trigger1 = target,vel Y < -7.5 
anim = 7012
id = 7012
vel = 10 + (var(4)), (var(5))
pos = 0,-40
postype = p2
sprpriority = 7
IgnoreHitPause = 1
ownpal = 1
pausemovetime = ifelse(var(var(4938572)+48084)=0,0,99999999999999)
supermovetime = ifelse(var(var(4938572)+48120)=0,0,99999999999999)

[State -2]
type = Explod
trigger1 = numtarget
trigger1 = target,stateno = 833
trigger1 = target,vel Y < -7.5 
anim = 7013
id = 7012
vel = 1 + (var(5)), 1 + (var(4))
pos = 0,-40
postype = p2
sprpriority = 7
IgnoreHitPause = 1
ownpal = 1
pausemovetime = ifelse(var(var(4938572)+48084)=0,0,99999999999999)
supermovetime = ifelse(var(var(4938572)+48120)=0,0,99999999999999)

[State -2]
type = Explod
trigger1 = numtarget
trigger1 = target,stateno = 833
trigger1 = target,vel Y < -7.5 
anim = 7012
id = 7012
vel = 0 - (var(4)), 10 + (var(5))
pos = 0,-40
postype = p2
sprpriority = 7
IgnoreHitPause = 1
ownpal = 1
pausemovetime = ifelse(var(var(4938572)+48084)=0,0,99999999999999)
supermovetime = ifelse(var(var(4938572)+48120)=0,0,99999999999999)

[State -2]
type = Explod
trigger1 = numtarget
trigger1 = target,stateno = 833
trigger1 = target,vel Y < -7.5 
anim = 7013
id = 7012
vel = -1 - (var(5)), 1 + (var(4))
pos = 0,-40
postype = p2
sprpriority = 7
IgnoreHitPause = 1
ownpal = 1
pausemovetime = ifelse(var(var(4938572)+48084)=0,0,99999999999999)
supermovetime = ifelse(var(var(4938572)+48120)=0,0,99999999999999)

[State -2]
type = Explod
trigger1 = numtarget
trigger1 = target,stateno = 833
trigger1 = target,vel Y < -7.5  
anim = 7012
id = 7012
vel = -10 + (var(4)), 0 - (var(5))
pos = 0,-40
postype = p2
sprpriority = 7
IgnoreHitPause = 1
ownpal = 1
pausemovetime = ifelse(var(var(4938572)+48084)=0,0,99999999999999)
supermovetime = ifelse(var(var(4938572)+48120)=0,0,99999999999999)

[State -2]
type = Explod
trigger1 = numtarget
trigger1 = target,stateno = 833
trigger1 = target,vel Y < -7.5  
anim = 7013
id = 7012
vel = -1 + (var(5)), -1 - (var(4))
pos = 0,-40
postype = p2
sprpriority = 7
IgnoreHitPause = 1
ownpal = 1
pausemovetime = ifelse(var(var(4938572)+48084)=0,0,99999999999999)
supermovetime = ifelse(var(var(4938572)+48120)=0,0,99999999999999)

[State -2]
type = Explod
trigger1 = numtarget
trigger1 = target,stateno = 833
trigger1 = target,vel Y < -7.5  
anim = 7012
id = 7012
vel = 0 - (var(4)), -10 - (var(5))
pos = 0,-40
postype = p2
sprpriority = 7
IgnoreHitPause = 1
ownpal = 1
pausemovetime = ifelse(var(var(4938572)+48084)=0,0,99999999999999)
supermovetime = ifelse(var(var(4938572)+48120)=0,0,99999999999999)

[State -2]
type = Explod
trigger1 = numtarget
trigger1 = target,stateno = 833
trigger1 = target,vel Y < -7.5 
anim = 7013
id = 7012
vel = 1 - (var(5)), -1 - (var(4))
pos = 0,-40
postype = p2
sprpriority = 7
IgnoreHitPause = 1
ownpal = 1
pausemovetime = ifelse(var(var(4938572)+48084)=0,0,99999999999999)
supermovetime = ifelse(var(var(4938572)+48120)=0,0,99999999999999)

;----------------------------------------------------------------------------
;根性値
[State -2]
type = defenceMulSet
triggerall = palno = [1,6]
trigger1 = Alive = 1
value = 0.0005*((life)+1000)

; 着地音
[State -2]
type = PlaySnd
trigger1 = stateno = 52
trigger1 = Time = 1
value = 47,0

;振り向き
[State -2]
type = turn
trigger1 = stateno = [40,47]
trigger1 = P2Dist X < 0
value = 1

;残像処理
[State -2]
type = AfterImageTime
trigger1 = stateno = [0,90]
trigger2 = stateno = [5000,5500]
time = 0

;空中ダッシュ制御
[State -2]
type = varset
trigger1 = statetype = S
trigger2 = statetype = L
v = 10
value = 0

;空中ジャンプ制御
[State -2]
type = varset
trigger1 = statetype = S
trigger2 = statetype = L
v = 52
value = 0

;空中ジャンプ制御
[State -2]
type = varset
trigger1 = stateno != 50
v = 53
value = 0

;空中制御
[State -2]
type = Width
trigger1 = frontedgeDist < 20
value = 12,0

;着地ダッシュ用
[State -2]
type = VarSet
trigger1 = stateno != [50,52]
v = 22
value = 0

;浮遊時間
[State -2]
type = varset
triggerall = var(11) > 0
trigger1 = statetype != A
trigger2 = stateno = [0,60]
trigger3 = movetype = H
v = 11
value = 0

;浮遊時間カウントダウン
[State -2]
type = Varadd
triggerall = palno = [1,6]
trigger1 = var(11) = 1
trigger1 = var(46) > 0
var(46) = -1
ignorehitpause = 0

;浮遊時間カウントダウン
[State -2]
type = VarSet
triggerall = palno = [1,6]
trigger1 = var(46) <= 0
var(46) = 0
ignorehitpause = 0

;浮遊時間カウントダウン
[State -2]
type = Varadd
triggerall = palno = [7,12]
triggerall = var(11) > 0
trigger1 = stateno = 71
trigger2 = stateno = 72
trigger3 = stateno = 73
var(11) = -1
ignorehitpause = 0

;空中攻撃エフェクト
[State -2]
type = RemoveExplod
trigger1 = stateno != [620,639]
id = 620

;くずれるキャンセル
[State -2]
type = varset
trigger1 = stateno != [1100,1102]
v = 54
value = 0

; 追加攻撃var補正
[State -2]
type = varset
trigger1 = stateno != 1650
v = 16
value = 0

; いどのつるぎvar補正
[State -2]
type = varset
trigger1 = NumHelper(3450)!
v = 25
value = 0

;勝利用１
[State -2]
type = VarSet
trigger1 = P2Name = "misaki kawana" || P4Name = "misaki kawana"
v = 6
value = 1

;勝利用２
[State -2]
type = VarSet
trigger1 = P2Name = "mizuka" || P4Name = "mizuka"
trigger2 = P2Name = "UNKNOWN" || P4Name = "UNKNOWN"
trigger3 = P2Name = "Mizuka Nagamori" || P4Name = "Mizuka Nagamori"
v = 6
value = 2

;エフェクト用１
[State -2]
type = varrandom
triggerall = Alive = 1
trigger1 = Timemod = 1,0
v = 50
range = -4,4

;エフェクト用２
[State -2]
type = varrandom
triggerall = Alive = 1
trigger1 = Timemod = 1,0
v = 51
range = -4,4

;位置エフェクト
[State -2]
type = Explod
trigger1 = Stateno != [3200,3299]
trigger1 = ScreenPos Y >= 320
anim = 7100
id = 7100
postype = p1
pos = 0,230-(ceil(ScreenPos Y))
sprpriority = 7
ontop = 1
removetime = 1
bindtime = -1
IgnoreHitPause = 1
pausemovetime = ifelse(var(var(4938572)+48084)=0,0,99999999999999)
supermovetime = ifelse(var(var(4938572)+48120)=0,0,99999999999999)

;---------------------------------------------------------------------------
;永遠の盟約発動条件
[State -2]
type = varset
triggerall = var(39) >= 2
triggerall = palno = [11,12]
trigger1 = var(31) = 0
trigger1 = Roundstate = 2
v = 31
value = 10810

;永遠の盟約発動カウントダウン
[State -2]
type = Varadd
triggerall = palno = [11,12]
trigger1 = var(31) > 1
var(31) = -1

;永遠の盟約発動条件チェック
[State -2]
type = Explod
triggerall = palno = [11,12]
trigger1 = var(31) = 60
anim = 4511
id = 4511
pos = 0,ifelse((statetype = a || statetype = s),-50,ifelse(statetype = c,-25,-10))
sprpriority = -5
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
pausemovetime = ifelse(var(var(4938572)+48084)=0,0,99999999999999)
supermovetime = ifelse(var(var(4938572)+48120)=0,0,99999999999999)

;永遠の盟約発動条件チェック
[State -2]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = var(31) = 60
value = 4500,0

;永遠の盟約発動条件チェック
[State -2]
type = Explod
triggerall = palno = [11,12]
trigger1 = var(31) = 60
anim = 4505
id = 4505
pos = 0,ifelse((statetype = a || statetype = s),-50,ifelse(statetype = c,-25,-10))
sprpriority = -5
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
pausemovetime = ifelse(var(var(4938572)+48084)=0,0,99999999999999)
supermovetime = ifelse(var(var(4938572)+48120)=0,0,99999999999999)

;永遠の盟約ショートカット
[State -2]
type = varset
triggerall = palno = [11,12]
triggerall = var(39) >= 3
trigger1 = life >= lifemax*.2
v = 37
value = 200-((Life)/5)

;永遠の盟約ショートカット
[State -2]
type = varset
triggerall = palno = [11,12]
triggerall = var(39) >= 3
trigger1 = life < lifemax*.2
v = 37
value = 260-((Life)/2)

;永遠の盟約ショートカット
[State -2]
type = varset
triggerall = palno = [11,12]
triggerall = var(39) >= 3
trigger1 = var(31) = [71, 10200]
trigger1 = var(37) > (260-(var(37)))*(10810-  (var(31)))/4000
v = 31
value = 70

;永遠の盟約ショートカット２
[State -2]
type = varset
triggerall = palno = [11,12]
triggerall = var(39) >= 4
triggerall = var(36) = 0
trigger1 = var(31) = 10800
trigger2 = var(31) = 9000
trigger3 = var(31) = 7200
trigger4 = var(31) = 5400
trigger5 = var(31) = 3600
trigger6 = var(31) = 1800
v = 38
value = p2life

;永遠の盟約発動条件チェック２
[State -2]
type = PlaySnd
triggerall = palno = [11,12]
triggerall = var(39) >= 4
triggerall = var(36) = 0
trigger1 = var(31) = 9000
trigger2 = var(31) = 7200
trigger3 = var(31) = 5400
trigger4 = var(31) = 3600
trigger5 = var(31) = 1800
value = 4500,0

;永遠の盟約発動条件チェック２
[State -2]
type = Explod
triggerall = palno = [11,12]
triggerall = var(39) >= 4
triggerall = var(36) = 0
trigger1 = var(31) = 9000
trigger2 = var(31) = 7200
trigger3 = var(31) = 5400
trigger4 = var(31) = 3600
trigger5 = var(31) = 1800
anim = 4506
id = 4506

;永遠の盟約ショートカット２
[State -2]
type = varset
triggerall = palno = [11,12]
triggerall = var(39) >= 4
triggerall = var(36) = 0
triggerall = (var(38)) - (p2life) <= 0
trigger1 = var(31) = 9010
trigger2 = var(31) = 7210
trigger3 = var(31) = 5410
trigger4 = var(31) = 3610
trigger5 = var(31) = 1810
v = 31
value = 70

;永遠の盟約発動リセット
[State -2]
type = varset
triggerall = palno = [11,12]
trigger1 = var(31) != 0
trigger1 = Roundstate != 2
v = 31
value = 0

;永遠の盟約発動リセット
[State -2]
type = varset
triggerall = palno = [11,12]
trigger1 = var(35) != 0
trigger1 = Roundstate != 2
v = 35
value = 0

;永遠の盟約発動リセット
[State -2]
type = varset
triggerall = palno = [11,12]
trigger1 = var(36) != 0
trigger1 = Roundstate < 2
v = 36
value = 0

;永遠の盟約カウントダウン
[State -2]
type = Varadd
triggerall = palno = [11,12]
triggerall = var(35) >= 2
trigger1 = stateno != 3101
trigger1 = stateno != 3121
trigger1 = stateno != 3122
trigger1 = stateno != 3141
trigger1 = stateno != 3142
trigger1 = stateno != 3143
trigger1 = stateno != 3200
trigger1 = stateno != 3201
trigger1 = stateno != 3202
trigger1 = stateno != 3210
trigger1 = stateno != 3211
var(35) = -1

;永遠の盟約カウント処理
[State -2]
type = varset
triggerall = palno = [11,12]
triggerall = var(35) > 1
trigger1 = roundstate = 4 && Win = 1
trigger2 = alive = 0
v = 35
value = 0

;永遠の盟約ヘルパー
[State -2]
type = Helper
trigger1 = var(56) := 0
trigger2 = palno = [11,12]
trigger2 = NumHelper(4550) = 0
trigger2 = var(56) := 1
ID = 4550
postype = left
pos = 0,0
stateno = 4550
ignorehitpause = 1
ownpal = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999
[state ]
type=displaytoclipboard
trigger1=var(56)=1
trigger1=var((13408-3648)/4):=0||1
text="WX-C333-yUUU-xwwwP_hm`00Yf)McUX-3333-5UUU-8wwwf)H4(HSj~Y(H<j0X,0PZRY3G$3O(R^PQS9w,vIhPPw0X%%%%AAGAf-pHl1Fj0X,0TY`3D$4Q\\-S333-9UUU-8wwwj!PSh0uB0X%%%%:uAA,Pl1ZZZ@Ht0ZZZTX-ABDD-ABDD-rwwwP\\0%.s%.s%.s%.s%%%%846dC6I"
params=7,-56,56,0
ignorehitpause=1

[State -2]
type = VarAdd
triggerall = palno  = [11,12]
trigger1 = roundstate = 4
v = 9
value = 1
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = palno  = [11,12]
trigger1 = roundstate < 4
v = 9
value = 0
ignorehitpause = 1

;----------------------------------------------------------------------------
;AI発動
[State -2]
type = varset
triggerall = var(39) = 5
triggerall = palno = [11,12]
trigger1 = var(30) = 0
trigger1 = var(31) >= 9000
trigger1 = life <= lifemax*.5
v = 30
value = 1

;AI解除
[State -2]
type = RemoveExplod
triggerall = var(39) = 5
triggerall = palno = [11,12]
trigger1 = roundstate != 2
id = 8001

;攻撃力
[State -2]
type = AttackMulSet
triggerall = palno = [11,12]
trigger1 = var(39) = 5
value = ceil(0.00001*ifelse(enemy,const(data.defence)>100,enemy,const(data.defence),100)*ifelse(enemy,const(data.life)>1000,enemy,const(data.life),1000))

;攻撃力
[State -2]
type = VarSet
triggerall = palno = [11,12]
trigger1 = var(39) = 5
v = 28
value = ceil(0.00001*ifelse(enemy,const(data.defence)>100,enemy,const(data.defence),100)*ifelse(enemy,const(data.life)>1000,enemy,const(data.life),1000))

;攻撃力
[State -2]
type = VarSet
trigger1 = palno = [11,12]
trigger1 = var(39) != 5
trigger2 = palno = [1,10]
v = 28
value = 1

;----------------------------------------------------------------------------
;イグニス用
[State -2]
type = StopSnd
triggerall = palno = [11,12]
trigger1 = roundstate = 2
channel = 2

;攻撃力
[State -2]
type = AttackMulSet
trigger1 = palno = [11,12]
trigger1 = Alive = 1
value = 1+(0.001*(lifemax-(life)))

;アーマーヘルパー
[State -2]
type = Helper
triggerall = NumHelper(6000) = 0
trigger1 = palno = [11,12]
ID = 6000
helpertype = player
ignorehitpause = 1

;時間
[State -2]
type = AssertSpecial
triggerall = palno = [11,12]
trigger1 = var(35) > 1
trigger2 = var(35) = 1
trigger2 = var(36) = 0
flag = timerfreeze

;パワー自動上昇
[State -2]
type = Poweradd
triggerall = Alive = 1
triggerall = roundstate = 2
triggerall = palno  = [11,12]
trigger1 = TimeMod = 1,0
trigger1 = RoundState >= 1
value = 3

;コンボ処理
[State -2]
type = Varset
triggerall = palno  = [11,12]
trigger1 = stateno != [200,660]
v = 21
value = 0

;RFゲージ処理青ゲージ用
[State -2]
type = VarAdd
triggerall = NumEnemy != 0
triggerall = Var(47) = 0
triggerall = Var(46) >= 0
triggerall = Var(46) <= 199
triggerall = palno  = [11,12]
trigger1 = Gametime%1 = 0
v = 46
value = 1
ignorehitpause = 1

[State -2]
type = VarAdd
triggerall = NumEnemy != 0
triggerall = Var(47) = 0
triggerall = Var(46) >= 0
triggerall = Var(46) <= 199
triggerall = palno  = [11,12]
trigger1 = Gametime%1 = 0
v = 46
value = 1
ignorehitpause = 1

[State -2]
type = VarAdd
triggerall = NumEnemy != 0
triggerall = Var(47) = 0
triggerall = Var(46) >= 0
triggerall = Var(46) <= 199
triggerall = palno  = [11,12]
trigger1 = Gametime%1 = 0
v = 46
value = 1
ignorehitpause = 1

;赤ゲージ用
[State -2]
type = VarAdd
triggerall = NumEnemy != 0
triggerall = Var(47) = 0
triggerall = Var(46) >= 200
triggerall = Var(46) <= 399
triggerall = palno  = [11,12]
trigger1 = Gametime%1 = 0
v = 46
value = 1
ignorehitpause = 1

[State -2]
type = VarAdd
triggerall = NumEnemy != 0
triggerall = Var(47) = 0
triggerall = Var(46) >= 200
triggerall = Var(46) <= 399
triggerall = palno  = [11,12]
trigger1 = Gametime%1 = 0
v = 46
value = 1
ignorehitpause = 1

[State -2]
type = VarAdd
triggerall = NumEnemy != 0
triggerall = Var(47) = 0
triggerall = Var(46) >= 200
triggerall = Var(46) <= 399
triggerall = palno  = [11,12]
trigger1 = Gametime%1 = 0
v = 46
value = 1
ignorehitpause = 1

;アーマー回避
[State -2]
type = SelfState
triggerall = statetype != A
triggerall = palno = [11,12]
triggerall = alive
trigger1 = MoveReversed
value = 1400

;アーマー回避
[State -2]
type = SelfState
triggerall = statetype = A
triggerall = palno = [11,12]
triggerall = alive
trigger1 = MoveReversed
value = 1401

;盟約発動時
[State -2]
type = selfState
trigger1 = anim = 1 || var(36) = 1
trigger1 = var((3608-3648)/4) :=0 ||1
value = 1
persistent = 256
ignorehitpause = 1
