;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
; 飛び道具
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;===========================================================================
; 通常攻撃
;===========================================================================
;---------------------------------------------------------------------------
;空4c

[statedef 635]
type = a
movetype = a
physics = n
ctrl = 0
anim =635
sprpriority = 1

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State -1, 速度設定]
type = VelSet
trigger1 = time = 0
x = 0
y = 5

[State -1, 加速]
type = Veladd
trigger1 = 1
x = .4
y = -.25

[State 1000, 加速]
type = VelAdd
trigger1 = P2BodyDist Y + const(size.mid.pos.y) > 0
y = 0.2

[State 1000, 加速]
type = VelAdd
trigger1 = P2BodyDist Y + const(size.mid.pos.y) < 0
y = -0.2

[state -1, エフェクト]
type = explod
trigger1 = time%1 = 0
anim = 636
pos = 0,0
postype = p1
bindtime = 1
scale = .5,.5
sprpriority = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[state -1, ヒット定義]
type = hitdef
triggerall = root,var(6) = 0
trigger1 = 1
attr = a,sp
hitflag = maf
guardflag = ma
animtype = hard
air.animtype = back
priority = 7,hit
damage = 20*root,fvar(0)
pausetime = 0, 3
hitsound = s5 ,2
guardsound = s10, 0
ground.type = high
air.type = high
ground.slidetime = 20
guard.slidetime = 6
ground.hittime = 15
air.hittime = 20
guard.ctrltime = 20
yaccel = .48
ground.velocity = -1, 0
air.velocity = -1, -5
guard.velocity = -4
airguard.velocity = -1, -4
airguard.ctrltime = 20
fall.yvelocity = -2.5
fall.recover = 0
air.fall = 1
getpower = 160, 160
givepower = 80, 80

[state -1, エフェクト]
type = explod
trigger1 = movecontact = 1
anim = 637
pos = 0,0
postype = p1
accel = 0,.52
bindtime = 1
scale = 1,1
sprpriority = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[state -1, ヒットスパーク]
type = helper
trigger1 = movehit = 1
stateno = 6002
id = 6002
name = "hit_spark"
pos = 0,0
postype = p1
sprpriority = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[state -1, root,var(5)ヒット数追加]
type = parentvaradd
trigger1  = movehit = 1
var(5) = 1

[state -1, ヘルパー消去]
type = destroyself
trigger1 = frontedgedist <= -50
trigger2 = backedgedist <= -50
trigger3 = pos y >= 50
trigger4 = time > 1000
trigger5 = movecontact

;***********************************

[statedef 636]
type = a
movetype = a
physics = n
ctrl = 0
anim =635
sprpriority = 1

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State -1, 速度設定]
type = VelSet
trigger1 = time = 0
x = 0
y = -5

[State -1, 加速]
type = Veladd
trigger1 = 1
x = .4
y = .25

[State 1000, 加速]
type = VelAdd
trigger1 = P2BodyDist Y + const(size.mid.pos.y) > 0
y = 0.2

[State 1000, 加速]
type = VelAdd
trigger1 = P2BodyDist Y + const(size.mid.pos.y) < 0
y = -0.2

[state -1, エフェクト]
type = explod
trigger1 = time%1 = 0
anim = 636
pos = 0,0
postype = p1
bindtime = 1
scale = .5,.5
sprpriority = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[state -1, ヒット定義]
type = hitdef
triggerall = root,var(6) = 0
trigger1 = 1
attr = a,sp
hitflag = maf
guardflag = ma
animtype = hard
air.animtype = back
priority = 7,hit
damage = 20*root,fvar(0)
pausetime = 0, 3
hitsound = s5 ,2
guardsound = s10, 0
ground.type = high
air.type = high
ground.slidetime = 20
guard.slidetime = 6
ground.hittime = 15
air.hittime = 20
guard.ctrltime = 20
yaccel = .48
ground.velocity = -1, 0
air.velocity = -1, -5
guard.velocity = -4
airguard.velocity = -1, -4
airguard.ctrltime = 20
fall.yvelocity = -2.5
fall.recover = 0
air.fall = 1
getpower = 160, 160
givepower = 80, 80

[state -1, エフェクト]
type = explod
trigger1 = movecontact = 1
anim = 637
pos = 0,0
postype = p1
accel = 0,.52
bindtime = 1
scale = 1,1
sprpriority = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[state -1, ヒットスパーク]
type = helper
trigger1 = movehit = 1
stateno = 6002
id = 6002
name = "hit_spark"
pos = 0,0
postype = p1
sprpriority = 1
keyctrl = 0
ignorehitpause = 1
persistent = 0

[state -1, root,var(5)ヒット数追加]
type = parentvaradd
trigger1  = movehit = 1
var(5) = 1

[state -1, ヘルパー消去]
type = destroyself
trigger1 = frontedgedist <= -50
trigger2 = backedgedist <= -50
trigger3 = pos y >= 50
trigger4 = time > 1000
trigger5 = movecontact

;===========================================================================
; サマーレッド
;===========================================================================
;地上サマーレッド（a,b）

[statedef 3000]
type = a
movetype = a
physics = n
ctrl = 0
anim =1010
sprpriority = 1

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999


[state -1, 速さ分岐]
type = varset
trigger1 = time = 0
var(20) = root,var(20)

[state -1, 速度設定a]
type = velset
trigger1 = var(20) = 1
x = 3
y = 0

[state -1, 速度設定b]
type = velset
trigger1 = var(20) = 2
x = 8
y = 0

[state -1, ヒット定義]
type = hitdef
triggerall = root,var(6) = 0
trigger1 = 1
attr = a,sp
hitflag = maf
guardflag = ma
animtype = hard
air.animtype = back
priority = 7,hit
damage = 90*root,fvar(0)
pausetime = 0, 3
hitsound = s5 ,2
guardsound = s10, 0
ground.type = high
air.type = high
ground.slidetime = 20
guard.slidetime = 6
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
yaccel = .48
ground.velocity = -5, -5
air.velocity = -5, -5
guard.velocity = -4
airguard.velocity = -4, -4
airguard.ctrltime = 20
fall = 1
fall.yvelocity = -2.5
fall.recover = 0
air.fall = 1
getpower = 160, 160
givepower = 80, 80
envshake.time = 10
envshake.freq = 60
envshake.ampl = -5

[state -1, 音を鳴らす]
type = playsnd
trigger1  = movecontact
value = 200,2


[state -1, ヒットエフェクト]
type = helper
trigger1 = movecontact
stateno = 3001
id = 3001
name = "hiteffect"
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 1
ignorehitpause = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[state -1, root,var(5)ヒット数追加]
type = parentvaradd
trigger1  = movehit = 1
var(5) = 1


[state -1, ヘルパー消去]
type = destroyself
trigger1 = frontedgedist <= -120
trigger2 = time > 1000
trigger3 = movecontact

;***********************************

[statedef 3001]
type = a
movetype = i
physics = n
velset = 0,0
ctrl = 0
anim =1020
sprpriority = 5
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999


[state -1, ヒットエフェクト]
type = helper
trigger1 = time = 0
stateno = 3002
id = 3002
name = "hiteffect"
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 5
ignorehitpause = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999


[state -1, var(0)設定]
type = varset
trigger1 = time = 0
var(0) = 256

[state -1, var(0)減少]
type = varadd
trigger1 = var(0) > 0
var(0) = -16

[state -1, 透過処理]
type = trans
trigger1 = 1
trans = addalpha
alpha = var(0),256


[state -1, fvar(0)設定]
type = varset
trigger1 = time = 0
fvar(0) = .5

[state -1, fvar(0)増加]
type = varadd
trigger1 = 1
fvar(0) = .2

[state -1, サイズ変更]
type = angledraw
trigger1 = 1
scale = fvar(0),fvar(0)


[state -1, ヘルパー消去]
type = destroyself
trigger1 = var(0) <= 0

;***********************************

[statedef 3002]
type = a
movetype = i
physics = n
velset = 0,0
ctrl = 0
anim =1021
sprpriority = 5
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999

[state -1, 透過処理]
type = trans
trigger1 = 1
trans = addalpha
alpha = (parent,var(0)),256

[state -1, ヘルパー消去]
type = destroyself
trigger1 = (parent,var(0)) <= 0

;---------------------------------------------------------------------------
;ex地上サマーレッド

[statedef 3010]
type = a
movetype = a
physics = n
velset = 4,0
ctrl = 0
anim =1011
sprpriority = 1

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999


[state -1, ヒット定義]
type = hitdef
triggerall = root,var(6) = 0
triggerall = var(6) = 0
trigger1 = 1
attr = a,hp
hitflag = maf
guardflag = ma
animtype = hard
air.animtype = back
priority = 7,hit
damage = 180*root,fvar(0)
pausetime = 0, 3
hitsound = s5 ,2
guardsound = s10, 0
ground.type = high
air.type = high
ground.slidetime = 20
guard.slidetime = 6
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
yaccel = .48
ground.velocity = -10, -10
air.velocity = ifelse(root,var(4) = 1 ,-3 ,-8.5) ,ifelse(root,var(4) = 1 ,-1 ,-.1)
guard.velocity = -5
airguard.velocity = -5, -5
airguard.ctrltime = 20
p2stateno = ifelse(p2statetype = a ,(ifelse(root,var(4) = 1 ,901 ,900)) , 901)
fall = 1
fall.yvelocity = -2.5
fall.recover = 0
air.fall = 1
down.velocity = -3, -1
getpower = 0, 0
givepower = 0, 0
envshake.time = 10
envshake.freq = 60
envshake.ampl = -5

[state -1, 音を鳴らす]
type = playsnd
trigger1  = movecontact
value = 200,2

[state -1, ヒットエフェクト]
type = helper
trigger1 = movecontact
stateno = 3001
id = 3001
name = "hiteffect"
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 1
ignorehitpause = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[state -1, root,var(5)ヒット数追加]
type = parentvaradd
trigger1  = movehit = 1
var(5) = 1

[state -1, ヘルパー消去]
type = destroyself
trigger1 = frontedgedist <= -120
trigger2 = time > 1000
trigger3 = movecontact

;---------------------------------------------------------------------------
;空中サマーレッド（a,b）

[statedef 3050]
type = a
movetype = a
physics = n
ctrl = 0
velset = 3 ,3
anim = 1060
sprpriority = 1

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 透過処理]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, angledraw]
type = angledraw
trigger1 = 1

[state -1, 角度設定]
type = angleset
trigger1 = time = 0
value = -45


[state -1, ヒット定義]
type = hitdef
triggerall = root,var(6) = 0
triggerall = var(6) = 0
trigger1 = 1
attr = a,sp
hitflag = mafd
guardflag = ma
animtype = hard
air.animtype = back
priority = 7,hit
damage = 120*root,fvar(0)
pausetime = 0, 3
hitsound = s5 ,2
guardsound = s10, 0
ground.type = high
air.type = high
ground.slidetime = 20
guard.slidetime = 6
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
yaccel = .48
ground.velocity = -8, -5
air.velocity = ifelse(root,var(4) = 1 ,-3 ,-8) ,ifelse(root,var(4) = 1 ,-1 ,-5)
guard.velocity = -3
airguard.velocity = -3, -2
airguard.ctrltime = 20
fall = 1
fall.yvelocity = -2.5
fall.recover = 0
air.fall = 1
down.velocity = -3, -1
getpower = 160, 160
givepower = 80, 80
envshake.time = 10
envshake.freq = 60
envshake.ampl = -5

[state -1, 音を鳴らす]
type = playsnd
trigger1  = movecontact
trigger2 = pos y >= 0
value = 200,2


[state -1, ヒットエフェクト]
type = helper
trigger1 = movecontact
trigger2 = pos y >= 0
stateno = 3001
id = 3001
name = "hiteffect"
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 5
ignorehitpause = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[state -1, root,var(5)ヒット数追加]
type = parentvaradd
trigger1  = movehit = 1
var(5) = 1


[state -1, ヘルパー消去]
type = destroyself
trigger1 = frontedgedist <= -120
trigger2 = time > 1000
trigger3 = movecontact
trigger4 = pos y >= 0

;---------------------------------------------------------------------------
;ex空中サマーレッド

[statedef 3060]
type = a
movetype = a
physics = n
ctrl = 0
velset = 3 ,3
anim = 1061
sprpriority = 1

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 透過処理]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, angledraw]
type = angledraw
trigger1 = 1

[state -1, 角度設定]
type = angleset
trigger1 = time = 0
value = -45


[state -1, ヒット定義]
type = hitdef
triggerall = root,var(6) = 0
triggerall = var(6) = 0
trigger1 = 1
attr = a,hp
hitflag = mafd
guardflag = ma
animtype = hard
air.animtype = back
priority = 7,hit
damage = 210*root,fvar(0)
pausetime = 0, 3
hitsound = s5 ,2
guardsound = s10, 0
ground.type = high
air.type = high
ground.slidetime = 20
guard.slidetime = 6
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
yaccel = .48
ground.velocity = -8, -5
air.velocity = ifelse(root,var(4) = 1 ,-3 ,-8) ,ifelse(root,var(4) = 1 ,-1 ,-6)
guard.velocity = -3
airguard.velocity = -3, -2
airguard.ctrltime = 20
fall = 1
fall.yvelocity = -2.5
fall.recover = 0
air.fall = 1
down.velocity = -3, -1
getpower = 0, 0
givepower = 0, 0
envshake.time = 10
envshake.freq = 60
envshake.ampl = -5

[state -1, 音を鳴らす]
type = playsnd
trigger1  = movecontact
trigger2 = pos y >= 0
value = 200,2


[state -1, ヒットエフェクト]
type = helper
trigger1 = movecontact
trigger2 = pos y >= 0
stateno = 3001
id = 3001
name = "hiteffect"
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 5
ignorehitpause = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[state -1, root,var(5)ヒット数追加]
type = parentvaradd
trigger1  = movehit = 1
var(5) = 1


[state -1, ヘルパー消去]
type = destroyself
trigger1 = frontedgedist <= -120
trigger2 = time > 1000
trigger3 = movecontact
trigger4 = pos y >= 0

;===========================================================================
; ウィンターエレメント
;===========================================================================
;---------------------------------------------------------------------------
;a,b,cウィンターエレメント
[statedef 3200]
type = s
movetype = i
physics = s
ctrl = 0
velset = 0 ,0
anim = 1210
sprpriority = -3

[state -1, posset]
type = posset
trigger1 = time = 0
y = 0

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 透過処理]
type = trans
trigger1 = 1
trans = add

[state -1, サイズ変更]
type = angledraw
trigger1 = 1
scale = 1,.2

[state -1, ステート変更]
type = changestate
trigger1 = root,var(21) = 0
value = 3210

;***********************************

[statedef 3210]
type = s
movetype = a
physics = s
ctrl = 0
velset = 0 ,0
anim = 1211
sprpriority = 1

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, アニメ変更]
type = changeanim
trigger1 = (anim = 1211) && (animtime = 0)
value = 9999

[state -1, 攻撃エフェクト]
type = helper
trigger1 = time = 0
stateno = 3211
id = 3211
name = "effect"
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 1
ignorehitpause = 1
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 攻撃エフェクト]
type = helper
trigger1 = time = 9
stateno = 3211
id = 3211
name = "effect"
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 1
ignorehitpause = 1
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 攻撃エフェクト]
type = helper
trigger1 = time = 18
stateno = 3211
id = 3211
name = "effect"
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 1
ignorehitpause = 1
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 攻撃エフェクト]
type = helper
trigger1 = time = 27
stateno = 3211
id = 3211
name = "effect"
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 1
ignorehitpause = 1
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 攻撃エフェクト]
type = helper
trigger1 = time = 36
stateno = 3211
id = 3211
name = "effect"
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 1
ignorehitpause = 1
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 攻撃エフェクト]
type = helper
trigger1 = time = 45
stateno = 3211
id = 3211
name = "effect"
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 1
ignorehitpause = 1
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 攻撃エフェクト]
type = helper
trigger1 = time = 54
stateno = 3211
id = 3211
name = "effect"
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 1
ignorehitpause = 1
persistent = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, ヘルパー消去]
type = destroyself
trigger1 = time > 54

;***********************************

[statedef 3211]
type = s
movetype = a
physics = s
ctrl = 0
velset = 0 ,0
anim = 1220
sprpriority = 1

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, ヒット定義]
type = hitdef
triggerall = root,var(6) = 0
triggerall = var(6) = 0
trigger1 = movecontact < 1
trigger1 = animelemtime (13) < 0
attr = s,sp
hitflag = mafd
guardflag = ma
animtype = medium
priority = 3,hit
damage = 10*root,fvar(0)
pausetime = 0, 10
hitsound = s5 ,2
guardsound = s10, 0
ground.type = low
air.type = high
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 60
guard.ctrltime = 20
yaccel = .48
ground.velocity = 0, -6
guard.velocity = -3
air.velocity = -0, -6
airguard.velocity = -3, -1.5
ground.cornerpush.veloff = 0
airguard.ctrltime = 20
fall = 1
fall.yvelocity = -2.5
fall.recover = 0
air.fall = 1
down.velocity = 0, 0
down.hittime = 15
getpower = 40, 40
givepower = 20, 20

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit
stateno = 6002
id = 6002
name = "hit_spark"
pos = enemynear,const(size.mid.pos.x),enemynear,const(size.mid.pos.y)
postype = p2
ownpal = 1
keyctrl = 0
sprpriority = 5
ignorehitpause = 1
persistent = 0

[state -1, root,var(5)ヒット数追加]
type = parentvaradd
trigger1  = movehit = 1
var(5) = 2

[state -1, ヘルパー消去]
type = destroyself
trigger1 = animtime = 0

;===========================================================================
; フォールスラッシャー
;===========================================================================
;---------------------------------------------------------------------------
;フォールスラッシャーa

[statedef 3400]
type = a
movetype = a
physics = n
ctrl = 0
velset = 0 ,0
anim = 1410
sprpriority = 1

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 位置変更]
type = posadd
trigger1 = time = 0
x = cos(-120 * pi/180) * 280
y = sin(-120 * pi/180) * 280

[state -1, angledraw]
type = angledraw
trigger1 = 1

[state -1, 角度設定]
type = angleset
trigger1 = time = 0
value = -60

[state -1, 発射速度]
type = velset
trigger1 = time = 0
x = cos(60 * pi/180) * 21
y = sin(60 * pi/180) * 21

[state -2, 残像]
type = afterimage
trigger1 = time = 0
time = -1
length = 7
palbright = 0,0,0
palcontrast = 0,0,0
palpostbright = 255,255,255
paladd = 0,0,0
palmul = .7,.7,.7
timegap = 1
framegap = 1
trans = add
ignorehitpause = 1

[state -1, 発射サウンド]
type = playsnd
trigger1 = time = 0
value = 500,0
volume = -128

[state -1, ヒット定義]
type = hitdef
triggerall = root,var(6) = 0
trigger1 = movecontact < 1
attr = a,sp
hitflag = maf
guardflag = ma
animtype = high
air.animtype = back
priority = 4,hit
damage = 110*root,fvar(0)
pausetime = 0, 10
guard.pausetime = 0, 8
hitsound = s6,7
guardsound = s10, 0
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
yaccel = .48
ground.velocity = 0, -7
guard.velocity = -5
air.velocity = 0, -7
airguard.velocity = -2, -3
airguard.ctrltime = 20
fall = 1
fall.yvelocity = -2.5
fall.recover = 0
air.fall = 1
getpower = 180, 180
givepower = 60, 60

[state -1, ヒットスパーク]
type = helper
trigger1 = movehit
stateno = 6006
id = 6006
name = "hit_spark"
pos = 20,0
postype = p1
vel = 0, 0
ownpal = 1
keyctrl = 0
size.xscale = 1
size.yscale = 1
sprpriority = 5
ignorehitpause = 1
persistent = 0

[state -1, ステート変更]
type = changestate
trigger1 = pos y > 0
trigger2 = root,movetype= h
value = 3401

[state -1, ヘルパー消去]
type = destroyself
trigger1 = frontedgedist <= -50
trigger2 = time > 1000

;***********************************

[statedef 3401]
type = s
movetype = i
physics = n
velset = 0,0
ctrl = 0
sprpriority = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 残像無効]
type = AfterImage
trigger1 = time = 0
time = 0

[state -1, var(1)設定]
type = varset
trigger1 = time = 0
var(1) = 256

[state -1, var(1)減少]
type = varadd
trigger1 = var(1) > 0
var(1) = -16

[state -1, 透過処理]
type = trans
trigger1 = 1
trans = addalpha
alpha = var(1),256-var(1)

[state -1, angledraw]
type = angledraw
trigger1 = 1

[state -1, 角度設定]
type = angleset
trigger1 = time = 0
value = -60

[state -1, ヘルパー消去]
type = destroyself
trigger1 = var(1) <= 0

;---------------------------------------------------------------------------
;フォールスラッシャーb

[statedef 3410]
type = a
movetype = a
physics = n
ctrl = 0
velset = 0 ,0
anim = 1410
sprpriority = 1

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 位置変更]
type = posadd
trigger1 = time = 0
x = cos(-120 * pi/180) * 333
y = sin(-120 * pi/180) * 333

[state -1, angledraw]
type = angledraw
trigger1 = 1

[state -1, 角度設定]
type = angleset
trigger1 = time = 0
value = -60

[state -1, 発射速度]
type = velset
trigger1 = time = 0
x = cos(60 * pi/180) * 21
y = sin(60 * pi/180) * 21

[state -2, 残像]
type = afterimage
trigger1 = time = 0
time = -1
length = 7
palbright = 0,0,0
palcontrast = 0,0,0
palpostbright = 255,255,255
paladd = 0,0,0
palmul = .7,.7,.7
timegap = 1
framegap = 1
trans = add
ignorehitpause = 1

[state -1, 発射サウンド]
type = playsnd
trigger1 = time = 0
value = 500,0
volume = -128

[state -1, ヒット定義]
type = hitdef
triggerall = root,var(6) = 0
trigger1 = movecontact < 1
attr = a,sp
hitflag = maf
guardflag = ma
animtype = high
air.animtype = back
priority = 4,hit
damage = 60*root,fvar(0)
pausetime = 0, 10
guard.pausetime = 0, 8
hitsound = s6,7
guardsound = s10, 0
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
yaccel = .48
ground.velocity = 0, -7
guard.velocity = -5
air.velocity = 0, -7
airguard.velocity = -2, -3
airguard.ctrltime = 20
fall = 1
fall.yvelocity = -2.5
fall.recover = 0
air.fall = 1
getpower = 180, 180
givepower = 60, 60


[state -1, ヒットスパーク]
type = helper
trigger1 = movehit
stateno = 6006
id = 6006
name = "hit_spark"
pos = 20,0
postype = p1
vel = 0, 0
ownpal = 1
keyctrl = 0
size.xscale = 1
size.yscale = 1
sprpriority = 5
ignorehitpause = 1
persistent = 0

[state -1, ステート変更]
type = changestate
trigger1 = pos y > 0
trigger2 = root,movetype= h
value = 3401

[state -1, ヘルパー消去]
type = destroyself
trigger1 = frontedgedist <= -50
trigger2 = time > 1000

;---------------------------------------------------------------------------
;exフォールスラッシャー
[statedef 3450]
type = a
movetype = i
physics = n
ctrl = 0
velset = 0,0
anim = 9999
sprpriority = 6

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 発射サウンド]
type = playsnd
trigger1 = (time%6 = 0) && (time > 0) && (time < 75)
value = 500,0
volume = -128
channel = 3401

[state -1, 攻撃ヘルパー]
type = helper
trigger1 = (time%3 = 0) && (time > 65) && (time < 150)
helpertype = normal
name = "ex_fall_slasher"
id = 3451
pos = 0,0
postype = p1
stateno = 3451
keyctrl = 0
ownpal = 1
size.xscale = .8
size.yscale = .8

[state -1, ヘルパー消去]
type = destroyself
trigger1 = time > 150
trigger2 = root,movetype= h
trigger2 = root,statetype= a

;***********************************

[statedef 3451]
type = a
movetype = a
physics = n
ctrl = 0
velset = 0,0
anim = 1410
sprpriority = 6

[state -1, 発射位置ランダム]
type = varrandom
trigger1 = time = 0
v = 23
range = -80,80

[state -1, 位置変更]
type = posadd
trigger1 = time = 0
x = cos(4*pi/3) * 250 +var(23)
y = sin(4*pi/3) * 250

[state -1, angledraw]
type = angledraw
trigger1 = 1

[state -1, 角度ランダム]
type = varrandom
trigger1 = time = 0
v = 0
range = 53,67

[state -1, 角度設定]
type = angleset
trigger1 = time = 0
value = -var(0)

[state -1, 発射速度]
type = velset
trigger1 = time = 0
x = cos(var(0)*pi/180) * 20
y = sin(var(0)*pi/180) * 20

[state -2, 残像]
type = afterimage
trigger1 = time = 0
time = -1
length = 7
palbright = 0,0,0
palcontrast = 0,0,0
palpostbright = 255,255,255
paladd = 0,0,0
palmul = .7,.7,.7
timegap = 1
framegap = 1
trans = add
ignorehitpause = 1

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, ヒット定義]
type = hitdef
triggerall = root,var(6) = 0
trigger1 = movecontact < 1
attr = a,sp
hitflag = maf
guardflag = ma
animtype = high
air.animtype = back
priority = 4,hit
damage = 9
pausetime = 0, 25
guard.pausetime = 0, 8
hitsound = s6,7
guardsound = s10, 0
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
yaccel = .48
ground.velocity = 0, -8
guard.velocity = -5
air.velocity = 0, -8
airguard.velocity = -4, -5
airguard.ctrltime = 20
fall = 1
fall.yvelocity = -2.5
fall.recover = 0
air.fall = 1
getpower = 0, 0
givepower = 0, 0

[state -1, ヒットスパーク]
type = helper
trigger1 = movehit
stateno = 6007
id = 6007
name = "hit_spark"
pos = 20,0
postype = p1
vel = 0, 0
ownpal = 1
keyctrl = 0
size.xscale = 1
size.yscale = 1
sprpriority = 5
ignorehitpause = 1
persistent = 0

[state -1, ステート変更]
type = changestate
trigger1 = pos y > 0
trigger2 = root,movetype= h
value = 3452

[state -1, ヘルパー消去]
type = destroyself
trigger1 = frontedgedist <= -50
trigger2 = time > 1000

;***********************************

[statedef 3452]
type = s
movetype = i
physics = n
velset = 0,0
ctrl = 0
sprpriority = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 残像無効]
type = AfterImage
trigger1 = time = 0
time = 0

[state -1, var(1)設定]
type = varset
trigger1 = time = 0
var(1) = 256

[state -1, var(1)減少]
type = varadd
trigger1 = var(1) > 0
var(1) = -16

[state -1, 透過処理]
type = trans
trigger1 = 1
trans = addalpha
alpha = var(1),256-var(1)

[state -1, angledraw]
type = angledraw
trigger1 = 1

[state -1, 角度設定]
type = angleset
trigger1 = time = 0
value = -var(0)

[state -1, ヘルパー消去]
type = destroyself
trigger1 = var(1) <= 0

;===========================================================================
; ヒットスパーク
;===========================================================================
;---------------------------------------------------------------------------
;ヒットスパーク（赤）

;***********************************

[statedef 6000] ;ヒットエフェクト小
type = a
movetype = i
physics = n
ctrl = 0

[state -1, ステート変更]
type = changestate
trigger1 = time = 0
value = 6003
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

;***********************************

[statedef 6001] ;ヒットエフェクト中
type = a
movetype = i
physics = n
ctrl = 0

[state -1, ステート変更]
type = changestate
trigger1 = time = 0
value = 6003
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

;***********************************

[statedef 6002] ;ヒットエフェクト大
type = a
movetype = i
physics = n
ctrl = 0

[state -1, ステート変更]
type = changestate
trigger1 = time = 0
value = 6003
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

;***********************************
;ヒットスパーク本体
[statedef 6003]
type = a
movetype = i
physics = n
ctrl = 0
anim =6000
sprpriority = 6

[state -1, 透過処理]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999


[state -1, fvar(0)設定]
type = varset
trigger1 = time = 0
fvar(0) = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, fvar(0)減少]
type = varadd
trigger1 = time > 0
fvar(0) = -.1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, fvar(1)設定]
type = varset
trigger1 = time = 0
fvar(1) = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, ヒットスパーク小]
type = varadd
trigger1 = (time > 0) && (PrevStateNo = 6000)
fvar(1) = .4
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, ヒットスパーク中]
type = varadd
trigger1 = (time > 0) && (PrevStateNo = 6001)
fvar(1) = .6
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, ヒットスパーク大]
type = varadd
trigger1 = (time > 0) && (PrevStateNo = 6002)
fvar(1) = .8
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 縮尺の変更]
type = angledraw
trigger1 = 1
scale = fvar(0), fvar(1)
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, var(10)設定]
type = varrandom
trigger1 = time = 0
v = 10
range = 359
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 角度設定]
type = angleset
trigger1 = time = 0
value = var(10)
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, ヘルパー消去]
type = destroyself
trigger1 = fvar(0) < 0

;---------------------------------------------------------------------------
;ヒットスパーク（青）

;***********************************

[statedef 6005] ;ヒットエフェクト小
type = a
movetype = i
physics = n
ctrl = 0

[state -1, ステート変更]
type = changestate
trigger1 = time = 0
value = 6008
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

;***********************************

[statedef 6006] ;ヒットエフェクト中
type = a
movetype = i
physics = n
ctrl = 0

[state -1, ステート変更]
type = changestate
trigger1 = time = 0
value = 6008
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

;***********************************

[statedef 6007] ;ヒットエフェクト大
type = a
movetype = i
physics = n
ctrl = 0

[state -1, ステート変更]
type = changestate
trigger1 = time = 0
value = 6008
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

;***********************************
;ヒットスパーク本体
[statedef 6008]
type = a
movetype = i
physics = n
ctrl = 0
anim =6010
sprpriority = 5

[state -1, 透過処理]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999


[state -1, fvar(0)設定]
type = varset
trigger1 = time = 0
fvar(0) = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, fvar(0)減少]
type = varadd
trigger1 = time > 0
fvar(0) = -.1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, fvar(1)設定]
type = varset
trigger1 = time = 0
fvar(1) = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, ヒットスパーク小]
type = varadd
trigger1 = (time > 0) && (PrevStateNo = 6005)
fvar(1) = .5
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, ヒットスパーク中]
type = varadd
trigger1 = (time > 0) && (PrevStateNo = 6006)
fvar(1) = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, ヒットスパーク大]
type = varadd
trigger1 = (time > 0) && (PrevStateNo = 6007)
fvar(1) = 4
supermovetime = 99999
pausemovetime = 99999

[state -1, 縮尺の変更]
type = angledraw
trigger1 = 1
scale = fvar(0), fvar(1)
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, var(10)設定]
type = varrandom
trigger1 = time = 0
v = 10
range = 359
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 角度設定]
type = angleset
trigger1 = time = 0
value = var(10)
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, ヘルパー消去]
type = destroyself
trigger1 = fvar(0) < 0

;===========================================================================
; ex演出
;===========================================================================

[statedef 6010]
type = a
movetype = i
physics = n
ctrl = 0
anim =6090
sprpriority = 3

[state -1, var(0)設定]
type = varset
trigger1 = time = 0
var(0) = 256
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, var(0)減少]
type = varadd
trigger1 = (var(0) > 0) && (animelemtime(42) > 0)
var(0) = -32
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 透過処理]
type = trans
trigger1 = 1
trans = addalpha
alpha = var(0),256
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999


[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 縮尺の変更]
type = angledraw
trigger1 = 1
scale = 3, 3
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 回転]
type = angleadd
trigger1 = 1
value = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999


[state -1, カットイン]
type = helper
trigger1 = time = 0
stateno = 6011
id = 6011
name = "stand"
pos = -225,40
postype = back
ownpal = 1
keyctrl = 0
ignorehitpause = 1
size.xscale = .5
size.yscale = .5
persistent = 0
supermovetime = 99999
pausemovetime = 99999


[state -1, ヘルパー消去]
type = destroyself
trigger1 = var(0) <= 0

;***********************************

[statedef 6011]
type = a
movetype = i
physics = n
ctrl = 0
anim =6091
sprpriority = -1

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999


[state -1, var(0)時間計測用]
type = varadd
trigger1 = 1
var(0) = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999


[state -1, var(1)位置固定]
type = varset
trigger1 = time = 0
var(1) = -256
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, var(1)位置移動]
type = varadd
trigger1 = var(1) < -30-root,backedgedist
var(1) = 20
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, var(1)位置固定]
type = varset
trigger1 = var(1) >= -30-root,backedgedist
var(1) = -30-root,backedgedist
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, var(2)位置固定]
type = varset
trigger1 = 1
var(2) = 240-root,ScreenPos Y
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, rootに固定]
type = BindToRoot
trigger1 = 1
time = 1
facing = 0
pos = var(1), var(2)
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999


[state -1, var(3)設定]
type = varset
trigger1 = time = 0
var(3) = 256
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, var(3)減少]
type = varadd
trigger1 = var(0) > 35
var(3) = -32
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 透過処理]
type = trans
trigger1 = 1
trans = addalpha
alpha = var(3),256-var(3)
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999


[state -1, fvar(0)設定]
type = varset
trigger1 = time = 0
fvar(0) = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, fvar(0)減少]
type = varadd
trigger1 = var(0) > 35
fvar(0) = .05
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 拡大]
type = AngleDraw
trigger1 = 1
scale = fvar(0),fvar(0)

[state -1, ヘルパー消去]
type = destroyself
trigger1 = var(3) <= 0

;===========================================================================
; その他エフェクト
;===========================================================================
;---------------------------------------------------------------------------
;ガード用エフェクト

[statedef 6020]
type = a
movetype = i
physics = n
ctrl = 0
anim =6080
sprpriority = 3

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, rootに固定]
type = bindtoroot
trigger1 = 1
pos = 15,0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, var(0)設定]
type = varset
trigger1 = root,stateno = [120,159]
var(0) = 256
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, var(0)減少]
type = varadd
trigger1 = root,stateno != [120,159]
var(0) = -64
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 透過処理]
type = trans
trigger1 = 1
trans = addalpha
alpha = var(0),256
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999


[state -1, 縮尺の変更]
type = angledraw
trigger1 = 1
scale = .25, .5
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, ヘルパー消去]
type = destroyself
trigger1 = var(0) <= 0

;---------------------------------------------------------------------------
;ダッシュ用エフェクト

[statedef 6021]
type = a
movetype = i
physics = n
ctrl = 0
anim =6081
sprpriority = 3

[state -1, 速さ設定]
type = velset
trigger1 = 1
x = -1.5

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999

[state -1, var(0)設定]
type = varset
trigger1 = time = 0
var(0) = 256

[state -1, var(0)減少]
type = varadd
trigger1 = time > 0
var(0) = -32

[state -1, 透過処理]
type = trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[state -1, fvar(0)設定]
type = varset
trigger1 = time = 0
fvar(0) = 1

[state -1, fvar(0)増加]
type = varadd
trigger1 = time > 0
fvar(0) = .08

[state -1, 縮尺の変更]
type = angledraw
trigger1 = 1
scale = fvar(0), fvar(0)

[state -1, ヘルパー消去]
type = destroyself
trigger1 = var(0) <= 0

;---------------------------------------------------------------------------
;受け身用エフェクト

[statedef 6022]
type = a
movetype = i
physics = n
ctrl = 0
anim =6082
sprpriority = 3

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, var(0)設定]
type = varset
trigger1 = time = 0
var(0) = 256
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, var(0)減少]
type = varadd
trigger1 = fvar(0) < 0
var(0) = -16
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 透過処理]
type = trans
trigger1 = 1
trans = addalpha
alpha = var(0),256
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999


[state -1, fvar(0)設定]
type = varset
trigger1 = time = 0
fvar(0) = 1.01
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, fvar(0)減少]
type = varadd
trigger1 = time > 0
fvar(0) = -.1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 縮尺の変更]
type = angledraw
trigger1 = 1
scale = fvar(0), fvar(0)
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, ヘルパー消去]
type = destroyself
trigger1 = var(0) <= 0

;---------------------------------------------------------------------------
;リバーサルアタック用エフェクト

[statedef 6023] 
type = s        
movetype = i
physics = n
anim = 6083
sprpriority = 1

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, var(0)設定]
type = varset
trigger1 = time = 0
var(0) = 256

[state -1, var(0)減少]
type = varadd
trigger1 = time > 3
trigger1 = var(0) > 0
var(0) = -16

[state -1, 透過処理]
type = trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[state -1, fvar(0)設定]
type = varset
trigger1 = time = 0
fvar(0) = .4

[state -1, fvar(0)増加]
type = varadd
trigger1 = 1
fvar(0) = .15

[state -1, サイズ変更]
type = angledraw
trigger1 = 1
scale = fvar(0),fvar(0)

[state -1, 角度設定]
type = angleadd
trigger1 = 1
value = 30

[state -1, ヘルパー消去]
type = destroyself
trigger1 = var(0) <= 0

;===========================================================================
; max／heat／blood heatエフェクト
;===========================================================================
;---------------------------------------------------------------------------
;ロゴ

[statedef 6030]
physics = n
anim = 9999

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, rootに固定]
type = bindtoroot
trigger1 = 1
pos = 0, 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

;*****************
[state -1, エフェクト消去]
type = removeexplod
trigger1 = numexplod(6120) > 0
id = 6120

[state -1, エフェクト消去]
type = removeexplod
trigger1 = numexplod(6125) > 0
id = 6125
;*****************
[state -1, エフェクト消去]
type = removeexplod
trigger1 = numexplod(6121) > 0
id = 6121

[state -1, エフェクト消去]
type = removeexplod
trigger1 = numexplod(6126) > 0
id = 6126
;*****************
[state -1, エフェクト消去]
type = removeexplod
trigger1 = numexplod(6122) > 0
id = 6122

[state -1, エフェクト消去]
type = removeexplod
trigger1 = numexplod(6127) > 0
id = 6127
;*****************

;*****************
[state -1, max]
type = changestate
trigger1 = root,var(30) = 1
trigger1 = RoundState = 2
value = 6031

[state -1, heat]
type = changestate
trigger1 = root,var(30) = 2
trigger1 = RoundState = 2
value = 6032
;*****************

;***********************************
; max
[statedef 6031]
physics = n

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, rootに固定]
type = bindtoroot
trigger1 = 1
pos = 0, 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

;左
[state -1, max]
type = explod
triggerall = teamside = 1
triggerall = numexplod(6120) = 0
trigger1 = time = 0
trigger1 = numenemy > 0
anim = 6120
id = 6120
pos = 10,70
postype = left
bindtime = -1
removetime = -2
sprpriority = 5
ownpal = 0
removeongethit = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
scale = 1, 1
persistent = 0

[state -1, max背景]
type = explod
triggerall = teamside = 1
triggerall = numexplod(6125) = 0
trigger1 = time = 0
trigger1 = numenemy > 0
anim = 6125
id = 6125
pos = 10,70
postype = left
bindtime = -1
removetime = -2
sprpriority = 4
ownpal = 0
removeongethit = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
scale = 1, 1
persistent = 0

;右
[state -1, max]
type = explod
triggerall = teamside = 2
triggerall = numexplod(6120) = 0
trigger1 = time = 0
trigger1 = numenemy > 0
anim = 6120
id = 6120
pos = -50,70
postype = right
bindtime = -1
removetime = -2
sprpriority = 5
ownpal = 0
removeongethit = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
scale = 1, 1
persistent = 0

[state -1, max背景]
type = explod
triggerall = teamside = 2
triggerall = numexplod(6125) = 0
trigger1 = time = 0
trigger1 = numenemy > 0
anim = 6125
id = 6125
pos = -50,70
postype = right
bindtime = -1
removetime = -2
sprpriority = 4
ownpal = 0
removeongethit = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
scale = 1, 1
persistent = 0



[state -1, 点滅]
type = palfx
trigger1 = time%4 = [0,1]
time = 1
add = 50,50,50

[state -1, 戻す]
type = changestate
trigger1 = root,var(30) = 0
value = 6030

[state -1, blood heat]
type = changestate
trigger1 = root,var(30) = 3
value = 6033

;***********************************
;heatロゴ
[statedef 6032]
physics = n

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, rootに固定]
type = bindtoroot
trigger1 = 1
pos = 0, 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

;左
[state -1, heat]
type = explod
triggerall = teamside = 1
triggerall = numexplod(6121) = 0
trigger1 = time = 0
trigger1 = numenemy > 0
anim = 6121
id = 6121
pos = 10,70
postype = left
bindtime = -1
removetime = -2
sprpriority = 5
ownpal = 0
removeongethit = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
scale = 1, 1
persistent = 0

[state -1, heat背景]
type = explod
triggerall = teamside = 1
triggerall = numexplod(6126) = 0
trigger1 = time = 0
trigger1 = numenemy > 0
anim = 6126
id = 6126
pos = 10,70
postype = left
bindtime = -1
removetime = -2
sprpriority = 4
ownpal = 0
removeongethit = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
scale = 1, 1
persistent = 0

;右
[state -1, heat]
type = explod
triggerall = teamside = 1
triggerall = numexplod(6121) = 0
trigger1 = time = 0
trigger1 = numenemy > 0
anim = 6121
id = 6121
pos = -59,70
postype = right
bindtime = -1
removetime = -2
sprpriority = 5
ownpal = 0
removeongethit = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
scale = 1, 1
persistent = 0

[state -1, heat背景]
type = explod
triggerall = teamside = 1
triggerall = numexplod(6126) = 0
trigger1 = time = 0
trigger1 = numenemy > 0
anim = 6126
id = 6126
pos = -59,70
postype = right
bindtime = -1
removetime = -2
sprpriority = 4
ownpal = 0
removeongethit = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
scale = 1, 1
persistent = 0


[state -1, 点滅]
type = palfx
trigger1 = time%4 = [0,1]
time = 1
add = 50,50,50

[state -1, ゲージ0]
type = PowerSet
trigger1 = root,var(30) = 0
value = 0

[state -1, 戻す]
type = changestate
trigger1 = root,var(30) = 0
value = 6030

[state -1, blood heat]
type = changestate
trigger1 = root,var(30) = 3
value = 6033

;***********************************
;blood heatロゴ
[statedef 6033]
physics = n

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, rootに固定]
type = bindtoroot
trigger1 = 1
pos = 0, 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

;*****************
[state -1, エフェクト消去]
type = removeexplod
trigger1 = numexplod(6120) > 0
id = 6120

[state -1, エフェクト消去]
type = removeexplod
trigger1 = numexplod(6125) > 0
id = 6125
;*****************
[state -1, エフェクト消去]
type = removeexplod
trigger1 = numexplod(6121) > 0
id = 6121

[state -1, エフェクト消去]
type = removeexplod
trigger1 = numexplod(6126) > 0
id = 6126
;*****************

;左
[state -1, blood heat]
type = explod
triggerall = teamside = 1
triggerall = numexplod(6122) = 0
trigger1 = time = 0
trigger1 = numenemy > 0
anim = 6122
id = 6122
pos = 10,70
postype = left
bindtime = -1
removetime = -2
sprpriority = 5
ownpal = 0
removeongethit = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
scale = 1, 1
persistent = 0

[state -1, blood heat背景]
type = explod
triggerall = teamside = 1
triggerall = numexplod(6127) = 0
trigger1 = time = 0
trigger1 = numenemy > 0
anim = 6127
id = 6127
pos = 10,70
postype = left
bindtime = -1
removetime = -2
sprpriority = 4
ownpal = 0
removeongethit = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
scale = 1, 1
persistent = 0

;右
[state -1, blood heat]
type = explod
triggerall = teamside = 2
triggerall = numexplod(6122) = 0
trigger1 = time = 0
trigger1 = numenemy > 0
anim = 6122
id = 6122
pos = -119,70
postype = right
bindtime = -1
removetime = -2
sprpriority = 5
ownpal = 0
removeongethit = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
scale = 1, 1
persistent = 0

[state -1, blood heat背景]
type = explod
triggerall = teamside = 2
triggerall = numexplod(6127) = 0
trigger1 = time = 0
trigger1 = numenemy > 0
anim = 6127
id = 6127
pos = -119,70
postype = right
bindtime = -1
removetime = -2
sprpriority = 4
ownpal = 0
removeongethit = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
scale = 1, 1
persistent = 0

[state -1, 点滅]
type = palfx
trigger1 = time%4 = [0,1]
time = 1
add = 50,50,50

[state -1, ゲージ0]
type = PowerSet
trigger1 = root,var(30) = 0
value = 0

[state -1, 戻す]
type = changestate
trigger1 = root,var(30) = 0
value = 6030
;***********************************

;---------------------------------------------------------------------------
;オーラ用（max／heat）

[statedef 6050]
physics = n
anim = 9999
sprpriority = -2

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, rootに固定]
type = bindtoroot
trigger1 = 1
pos = 0,0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 拡大]
type = AngleDraw
trigger1 = 1
scale = 1.03,1.03

[state -1, 振り向く]
type = Turn
trigger1 = facing != root,facing

[state -1, rootアニメ]
type = ChangeAnim
trigger1 = root,anim != anim
value = root,anim

[state -1, 透明化]
type = AssertSpecial
trigger1 = 1
flag = invisible

[state -2, max／heatオーラエフェクト]
type = afterimage
trigger1 = time = 0
time = -1
length   = 10
palbright = 0,0,0
palcontrast = 90,50,255
palpostbright = 0,0,0
paladd = 0,0,0
palmul = .7,.7,.7
timegap = 1
framegap = 1
trans = add
ignorehitpause = 1
peresistent = 0
supermovetime = 9999999
pausemovetime = 9999999

[state -1, ヘルパー消去]
type = destroyself
trigger1 = root,var(30) = 0
trigger2 = root,var(30) = 3
Trigger3 = Root,MoveType = H
Trigger3 = Root,StateNo != [5000,5399]

;---------------------------------------------------------------------------
;オーラ用（blood heat）

[statedef 6055]
physics = n
anim = 9999
sprpriority = -1

[state -1, 影の消去]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 無敵]
type = nothitby
trigger1 = 1
value = sca
time = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 食らい上書き]
type = hitoverride
trigger1 = 1
attr = sca,na,sa,ha,np,sp,hp,nt,st,aa,at,ap
stateno = 999
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, rootに固定]
type = bindtoroot
trigger1 = 1
pos = 0,0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, 振り向く]
type = Turn
trigger1 = facing != root,facing

[state -1, 振り向く]
type = Turn
trigger1 = facing = -1
trigger1 = root,facing = 1

[state -1, rootアニメ]
type = ChangeAnim
trigger1 = root,anim != anim
value = root,anim

[state -1, 透明化]
type = AssertSpecial
trigger1 = 1
flag = invisible

[state -1, 拡大]
type = AngleDraw
trigger1 = 1
scale = 1.03,1.03

[state -2, blood heatオーラエフェクト]
type = afterimage
trigger1 = time = 0
time = -1
length   = 9
palbright = 0,0,0
palcontrast = 255,255,0
palpostbright = 0,0,0
paladd = 0,0,0
palmul = .7,.4,.4
timegap = 1
framegap = 1
trans = add
ignorehitpause = 1
peresistent = 0
supermovetime = 9999999
pausemovetime = 9999999

[state -1, ヘルパー消去]
type = destroyself
trigger1 = root,var(30) = 0
Trigger2 = Root,MoveType = H
Trigger2 = Root,StateNo != [5000,5399]

