;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
; 超必殺技
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;===========================================================================
; アークドライブ（MAX／heat） 
;===========================================================================
;---------------------------------------------------------------------------
;月符「サイレントセレナ」

[statedef 9000]
type = s
movetype = a
physics = s
velset = 0,0
anim = 9000
ctrl = 0

[state -1, リバーサルアタックエフェクト]
type = helper
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
helpertype = normal
name = "myhelper"
id = 6023
pos = const(size.mid.pos.x),const(size.mid.pos.y)
postype = p1
stateno = 6023
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 99999

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


[state -1, var(30)max／heat解除]
type = VarSet
trigger1 = animelemtime(2) = 0
var(30) = 0

[state -2, パワー０（var(59) = 0）]
type = powerset
triggerall = var(59) = 0
trigger1 = animelemtime(2) = 0
value = 0

[state -1, ex演出]
type = superpause
trigger1 = animelemtime(2) = 0
time = 50
anim = -1
sound = s20,0
movetime = 0
poweradd = -1000
darken = 0

[state -1, exエフェクト]
type = helper
trigger1 = animelemtime(2) = 0
stateno = 6010
id = 6010
name = "ex_effect"
pos = 2,-54
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 2
ignorehitpause = 1
persistent = 0
supermovetime = 99999

[state -1, 魔法陣ヘルパー]
type = Helper
trigger1 = animelemtime(2) = 0
helpertype = normal
name = "magic_circle"
ID = 9010
pos = 0, 0
postype = p1
facing = 1
stateno = 9010
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = .15
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[state -1, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(2) >= 2
trigger1 = time%10 = 0
value = 800, 0
volume = -128

[state -1, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(2) = 2
value = 800, 1

[state -1, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(2) = 2
value = 800, 2

[state -1, ヒット定義]
type = HitDef
trigger1 = animelemtime(2) = 2
attr = S,NA
hitflag = MAfd
guardflag = MA
animtype = Back
air.animtype = Back
priority = 4,hit
damage = 50*fvar(0)
hitsound = S6 ,9
guardsound = S10, 0
ground.type = low
air.type = low
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 40
air.hittime = 40
guard.ctrltime = 10
yaccel = .48
ground.velocity = 0,-10
guard.velocity = -4
air.velocity = 0, -10
airguard.velocity = -4, -4
ground.cornerpush.veloff = 0
airguard.ctrltime = 10
sprpriority = 0
fall = 1
fall.yvelocity = -2.5
fall.recover = 0
air.fall = 1
down.velocity = 0, -10
down.hittime = 40



[state -1, 攻撃ヘルパー]
type = Helper
trigger1 = animelemtime(2) = 3
helpertype = normal
name = "silent_Selene"
ID = 9020
pos = 0, 0
postype = p1
facing = 1
stateno = 9020
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
persistent = 0
supermovetime = 99999

[state -1, 攻撃ヘルパー]
type = Helper
trigger1 = animelemtime(2) = 3
helpertype = normal
name = "silent_Selene"
ID = 9021
pos = 0, 0
postype = p1
facing = 1
stateno = 9021
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
persistent = 0
supermovetime = 99999


[state -1, 攻撃ヘルパー]
type = Helper
trigger1 = animelemtime(2) = 3
helpertype = normal
name = "silent_Selene"
ID = 9030
pos = 0, 0
postype = p1
facing = 1
stateno = 9030
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
persistent = 0
supermovetime = 99999

[state -1, 攻撃ヘルパー]
type = Helper
trigger1 = animelemtime(2) = 3
helpertype = normal
name = "silent_Selene"
ID = 9031
pos = 0, 0
postype = p1
facing = 1
stateno = 9031
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
persistent = 0
supermovetime = 99999



[state -1, ステート変更]
type = changestate
trigger1 = time >= 300
value = 9001

;***********************************
[statedef 9001]
type = s
movetype = i
physics = s
anim = 9001
ctrl = 0


[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;魔法陣
[statedef 9010]
type = s
movetype = i
physics = n
anim = 9999
ctrl = 0
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, rootに固定]
type = BindToRoot
trigger1 = 1
time = 1
pos = 0, 0

[state -1, アニメ変更]
type = ChangeAnim
trigger1 = time = 51
value = 9010

[state -1, 魔法陣ヘルパー]
type = Helper
trigger1 = time = 51
helpertype = normal
name = "magic_circle"
ID = 9011
pos = 0, 0
postype = p1
facing = 1
stateno = 9011
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = .3
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[state -1, 魔法陣ヘルパー]
type = Helper
trigger1 = time = 51
helpertype = normal
name = "magic_circle"
ID = 9012
pos = 0, 0
postype = p1
facing = 1
stateno = 9012
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = .3
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[state -1, 魔法陣ヘルパー]
type = Helper
trigger1 = time = 51
helpertype = normal
name = "magic_circle"
ID = 9013
pos = 0, 0
postype = p1
facing = 1
stateno = 9013
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = .3
persistent = 0
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
triggerall = root,stateno = 9001
trigger1 = var(0) > 0
var(0) = -16

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

[state -1, fvar(0)減少]
type = varadd
triggerall = root,stateno = 9001
trigger1 = fvar(0) < 1
fvar(0) = .02

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

[state -1, 背景暗転]
type = bgpalfx
trigger1 = fvar(0) <= 1
time = 1
mul = 64+(191*fvar(0)),64+(191*fvar(0)),128+(127*fvar(0))
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, ヘルパー消去]
type = destroyself
trigger1 = var(0) <= 0
trigger2 = fvar(0) >= 1

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

[statedef 9011]
type = s
movetype = i
physics = n
anim = 9010
ctrl = 0
velset = 0,-3
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, 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
var(0) = -8

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

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

[statedef 9012]
type = s
movetype = i
physics = n
anim = 9010
ctrl = 0
velset = 4,-3
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, 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
var(0) = -8

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

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

[statedef 9013]
type = s
movetype = i
physics = n
anim = 9010
ctrl = 0
velset = -4,-3
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, 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
var(0) = -8

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

;---------------------------------------------------------------------------
;攻撃エフェクト

[statedef 9020]
type = s
movetype = a
physics = n
anim = 9020
ctrl = 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, var(0)設定]
type = varset
trigger1 = time = 0
var(0) = 90
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, rootに固定]
type = BindToRoot
trigger1 = 1
time = 1
pos = cos(var(0)*pi/180)*75, sin(var(0)*pi/180)*10

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

[state -1, var(0)減少]
type = varadd
trigger1 = var(0) >= 360
var(0) = -360

[state -1, 表示優先度変更]
type = SprPriority
trigger1 = var(0) <= 180
value = 1

[state -1, 表示優先度変更]
type = SprPriority
trigger1 = var(0) > 180
value = -1

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

[state -1, fvar(0)減少]
type = varadd
trigger1 = root,stateno = 9001
fvar(0) = -.02

[state -1, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),99999


[state -1, ヒット定義]
type = HitDef
trigger1 = time%5 = 0
attr = s,hp
hitflag = MAFd
guardflag = MA
animtype = Back
air.animtype = Back
priority = 4,Hit
damage = 25*root,fvar(0),1
pausetime = 0, 25
hitsound = S6 ,9
guardsound = S10, 0
ground.type = low
air.type = low
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 40
air.hittime = 40
guard.ctrltime = 10
yaccel = .48
ground.velocity = 0, -10
guard.velocity = -4
air.velocity = 0, -10
airguard.velocity = -2, -4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.ctrltime = 10
sprpriority = ifelse(var(0) <= 180 ,1 ,-1)
fall = 1
fall.yvelocity = -2.5
fall.recover = 0
air.fall = 1
down.velocity = 0,-10
down.hittime = 40

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit = 1
stateno = 6005
id = 6005
postype = p2
pos = enemynear,const(size.mid.pos.x) ,enemynear,const(size.mid.pos.y)
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

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

[state -1, movehitリセット]
type = MoveHitReset
trigger1 = movehit > 1

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

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

[statedef 9021]
type = s
movetype = a
physics = n
anim = 9020
ctrl = 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, var(0)設定]
type = varset
trigger1 = time = 0
var(0) = 90
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, rootに固定]
type = BindToRoot
trigger1 = 1
time = 1
pos = cos(var(0)*pi/180)*75, sin(var(0)*pi/180)*10

[state -1, var(0)増加]
type = varadd
trigger1 = 1
var(0) = 5

[state -1, var(0)減少]
type = varadd
trigger1 = var(0) >= 360
var(0) = -360

[state -1, 表示優先度変更]
type = SprPriority
trigger1 = var(0) <= 180
value = 1

[state -1, 表示優先度変更]
type = SprPriority
trigger1 = var(0) > 180
value = -1

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

[state -1, fvar(0)減少]
type = varadd
trigger1 = root,stateno = 9001
fvar(0) = -.02

[state -1, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),99999


[state -1, ヒット定義]
type = HitDef
trigger1 = time%5 = 0
attr = s,hp
hitflag = MAFd
guardflag = MA
animtype = Back
air.animtype = Back
priority = 4,Hit
damage = 25*root,fvar(0),1
pausetime = 0, 25
hitsound = S6 ,9
guardsound = S10, 0
ground.type = low
air.type = low
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 40
air.hittime = 40
guard.ctrltime = 10
yaccel = .48
ground.velocity = 0, -10
guard.velocity = -4
air.velocity = 0, -10
airguard.velocity = -2, -4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.ctrltime = 10
sprpriority = ifelse(var(0) <= 180 ,1 ,-1)
fall = 1
fall.yvelocity = -2.5
fall.recover = 0
air.fall = 1
down.velocity = 0,-10
down.hittime = 40

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit = 1
stateno = 6005
id = 6005
postype = p2
pos = enemynear,const(size.mid.pos.x) ,enemynear,const(size.mid.pos.y)
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

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

[state -1, movehitリセット]
type = MoveHitReset
trigger1 = movehit > 1

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

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

[statedef 9030]
type = s
movetype = a
physics = n
anim = 9020
ctrl = 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, var(0)設定]
type = varset
trigger1 = time = 0
var(0) = 280
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, rootに固定]
type = BindToRoot
trigger1 = 1
time = 1
pos = cos(var(0)*pi/180)*75, sin(var(0)*pi/180)*10

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

[state -1, var(0)減少]
type = varadd
trigger1 = var(0) >= 360
var(0) = -360

[state -1, 表示優先度変更]
type = SprPriority
trigger1 = var(0) <= 180
value = 1

[state -1, 表示優先度変更]
type = SprPriority
trigger1 = var(0) > 180
value = -1

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

[state -1, fvar(0)減少]
type = varadd
trigger1 = root,stateno = 9001
fvar(0) = -.02

[state -1, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),99999


[state -1, ヒット定義]
type = HitDef
trigger1 = time%5 = 0
attr = s,hp
hitflag = MAFd
guardflag = MA
animtype = Back
air.animtype = Back
priority = 4,Hit
damage = 25*root,fvar(0),1
pausetime = 0, 25
hitsound = S6 ,9
guardsound = S10, 0
ground.type = low
air.type = low
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 40
air.hittime = 40
guard.ctrltime = 10
yaccel = .48
ground.velocity = 0, -10
guard.velocity = -4
air.velocity = 0, -10
airguard.velocity = -2, -4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.ctrltime = 10
sprpriority = ifelse(var(0) <= 180 ,1 ,-1)
fall = 1
fall.yvelocity = -2.5
fall.recover = 0
air.fall = 1
down.velocity = 0,-10
down.hittime = 40

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit = 1
stateno = 6005
id = 6005
postype = p2
pos = enemynear,const(size.mid.pos.x) ,enemynear,const(size.mid.pos.y)
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

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

[state -1, movehitリセット]
type = MoveHitReset
trigger1 = movehit > 1

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

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

[statedef 9031]
type = s
movetype = a
physics = n
anim = 9020
ctrl = 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, var(0)設定]
type = varset
trigger1 = time = 0
var(0) = 580
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, rootに固定]
type = BindToRoot
trigger1 = 1
time = 1
pos = cos(var(0)*pi/180)*75, sin(var(0)*pi/180)*10

[state -1, var(0)増加]
type = varadd
trigger1 = 1
var(0) = 5

[state -1, var(0)減少]
type = varadd
trigger1 = var(0) >= 360
var(0) = -360

[state -1, 表示優先度変更]
type = SprPriority
trigger1 = var(0) <= 180
value = 1

[state -1, 表示優先度変更]
type = SprPriority
trigger1 = var(0) > 180
value = -1

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

[state -1, fvar(0)減少]
type = varadd
trigger1 = root,stateno = 9001
fvar(0) = -.02

[state -1, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),99999


[state -1, ヒット定義]
type = HitDef
trigger1 = time%5 = 0
attr = s,hp
hitflag = MAFd
guardflag = MA
animtype = Back
air.animtype = Back
priority = 4,Hit
damage = 25*root,fvar(0),1
pausetime = 0, 25
hitsound = S6 ,9
guardsound = S10, 0
ground.type = low
air.type = low
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 40
air.hittime = 40
guard.ctrltime = 10
yaccel = .48
ground.velocity = 0, -10
guard.velocity = -4
air.velocity = 0, -10
airguard.velocity = -2, -4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.ctrltime = 10
sprpriority = ifelse(var(0) <= 180 ,1 ,-1)
fall = 1
fall.yvelocity = -2.5
fall.recover = 0
air.fall = 1
down.velocity = 0,-10
down.hittime = 40

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit = 1
stateno = 6005
id = 6005
postype = p2
pos = enemynear,const(size.mid.pos.x) ,enemynear,const(size.mid.pos.y)
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

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

[state -1, movehitリセット]
type = MoveHitReset
trigger1 = movehit > 1

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


;===========================================================================
; アークドライブ（blood heat）
;===========================================================================
;---------------------------------------------------------------------------
;月符「サイレントセレナ」

[statedef 9100]
type = s
movetype = a
physics = s
velset = 0,0
anim = 9000
ctrl = 0

[state -1, リバーサルアタックエフェクト]
type = helper
trigger1 = time = 0
trigger1 = PrevStateNo = 5120
helpertype = normal
name = "myhelper"
id = 6023
pos = const(size.mid.pos.x),const(size.mid.pos.y)
postype = p1
stateno = 6023
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 99999

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

[state -1, var(30)blood heat解除]
type = VarSet
trigger1 = animelemtime(2) = 0
var(30) = 0

[state -2, パワー０（var(59) = 0）]
type = powerset
triggerall = var(59) = 0
trigger1 = animelemtime(2) = 0
value = 0

[state -1, ex演出]
type = superpause
trigger1 = animelemtime(2) = 0
time = 50
anim = -1
sound = s20,0
movetime = 0
poweradd = -1000
darken = 0

[state -1, exエフェクト]
type = helper
trigger1 = animelemtime(2) = 0
stateno = 6010
id = 6010
name = "ex_effect"
pos = 2,-54
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 2
ignorehitpause = 1
persistent = 0
supermovetime = 99999

[state -1, 魔法陣ヘルパー]
type = Helper
trigger1 = animelemtime(2) = 0
helpertype = normal
name = "magic_circle"
ID = 9110
pos = 0, 0
postype = p1
facing = 1
stateno = 9110
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = .15
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[state -1, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(2) >= 2
trigger1 = time%10 = 0
value = 800, 0
volume = -64

[state -1, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(2) = 2
value = 800, 1

[state -1, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(2) = 2
value = 800, 2

[state -1, ヒット定義]
type = HitDef
trigger1 = animelemtime(2) = 2
attr = S,NA
hitflag = MAfd
guardflag = MA
animtype = Back
air.animtype = Back
priority = 4,hit
damage = 50*fvar(0)
hitsound = S6 ,9
guardsound = S10, 0
ground.type = low
air.type = low
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 40
air.hittime = 40
guard.ctrltime = 10
yaccel = .48
ground.velocity = 0,-10
guard.velocity = -4
air.velocity = 0, -10
airguard.velocity = -4, -4
ground.cornerpush.veloff = 0
airguard.ctrltime = 10
sprpriority = 0
fall = 1
fall.yvelocity = -2.5
fall.recover = 0
air.fall = 1
down.velocity = 0, -10
down.hittime = 40



[state -1, 攻撃ヘルパー]
type = Helper
trigger1 = animelemtime(2) = 3
helpertype = normal
name = "silent_Selene"
ID = 9120
pos = 0, 0
postype = p1
facing = 1
stateno = 9120
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
persistent = 0
supermovetime = 99999

[state -1, 攻撃ヘルパー]
type = Helper
trigger1 = animelemtime(2) = 3
helpertype = normal
name = "silent_Selene"
ID = 9121
pos = 0, 0
postype = p1
facing = 1
stateno = 9121
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
persistent = 0
supermovetime = 99999

[state -1, 攻撃ヘルパー]
type = Helper
trigger1 = animelemtime(2) = 3
helpertype = normal
name = "silent_Selene"
ID = 9122
pos = 0, 0
postype = p1
facing = 1
stateno = 9122
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
persistent = 0
supermovetime = 99999

[state -1, 攻撃ヘルパー]
type = Helper
trigger1 = animelemtime(2) = 3
helpertype = normal
name = "silent_Selene"
ID = 9123
pos = 0, 0
postype = p1
facing = 1
stateno = 9123
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
persistent = 0
supermovetime = 99999


[state -1, 攻撃ヘルパー]
type = Helper
trigger1 = animelemtime(2) = 3
helpertype = normal
name = "silent_Selene"
ID = 9130
pos = 0, 0
postype = p1
facing = 1
stateno = 9130
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
persistent = 0
supermovetime = 99999

[state -1, 攻撃ヘルパー]
type = Helper
trigger1 = animelemtime(2) = 3
helpertype = normal
name = "silent_Selene"
ID = 9131
pos = 0, 0
postype = p1
facing = 1
stateno = 9131
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
persistent = 0
supermovetime = 99999

[state -1, 攻撃ヘルパー]
type = Helper
trigger1 = animelemtime(2) = 3
helpertype = normal
name = "silent_Selene"
ID = 9132
pos = 0, 0
postype = p1
facing = 1
stateno = 9132
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
persistent = 0
supermovetime = 99999

[state -1, 攻撃ヘルパー]
type = Helper
trigger1 = animelemtime(2) = 3
helpertype = normal
name = "silent_Selene"
ID = 9133
pos = 0, 0
postype = p1
facing = 1
stateno = 9133
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
persistent = 0
supermovetime = 99999



[state -1, ステート変更]
type = changestate
trigger1 = time >= 300
value = 9101

;***********************************
[statedef 9101]
type = s
movetype = i
physics = s
anim = 9001
ctrl = 0


[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;魔法陣
[statedef 9110]
type = s
movetype = i
physics = n
anim = 9999
ctrl = 0
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, rootに固定]
type = BindToRoot
trigger1 = 1
time = 1
pos = 0, 0

[state -1, アニメ変更]
type = ChangeAnim
trigger1 = time = 51
value = 9010

[state -1, 魔法陣ヘルパー]
type = Helper
trigger1 = time = 51
helpertype = normal
name = "magic_circle"
ID = 9111
pos = 0, 0
postype = p1
facing = 1
stateno = 9111
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = .3
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[state -1, 魔法陣ヘルパー]
type = Helper
trigger1 = time = 51
helpertype = normal
name = "magic_circle"
ID = 9112
pos = 0, 0
postype = p1
facing = 1
stateno = 9112
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = .3
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[state -1, 魔法陣ヘルパー]
type = Helper
trigger1 = time = 51
helpertype = normal
name = "magic_circle"
ID = 9113
pos = 0, 0
postype = p1
facing = 1
stateno = 9113
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = .3
persistent = 0
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
triggerall = root,stateno = 9101
trigger1 = var(0) > 0
var(0) = -16

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

[state -1, fvar(0)減少]
type = varadd
triggerall = root,stateno = 9101
trigger1 = fvar(0) < 1
fvar(0) = .02

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

[state -1, 背景暗転]
type = bgpalfx
trigger1 = fvar(0) <= 1
time = 1
mul = 64+(191*fvar(0)),64+(191*fvar(0)),128+(127*fvar(0))
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, ヘルパー消去]
type = destroyself
trigger1 = var(0) <= 0
trigger2 = fvar(0) >= 1

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

[statedef 9111]
type = s
movetype = i
physics = n
anim = 9010
ctrl = 0
velset = 0,-6
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, 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
var(0) = -8

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

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

[statedef 9112]
type = s
movetype = i
physics = n
anim = 9010
ctrl = 0
velset = 5,-6
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, 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
var(0) = -8

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

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

[statedef 9113]
type = s
movetype = i
physics = n
anim = 9010
ctrl = 0
velset = -8,-6
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, 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
var(0) = -8

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

;---------------------------------------------------------------------------
;攻撃エフェクト

[statedef 9120]
type = s
movetype = a
physics = n
anim = 9020
ctrl = 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, var(0)設定]
type = varset
trigger1 = time = 0
var(0) = 90
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, rootに固定]
type = BindToRoot
trigger1 = 1
time = 1
pos = cos(var(0)*pi/180)*40, sin(var(0)*pi/180)*5

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

[state -1, var(0)減少]
type = varadd
trigger1 = var(0) >= 360
var(0) = -360

[state -1, 表示優先度変更]
type = SprPriority
trigger1 = var(0) <= 180
value = 1

[state -1, 表示優先度変更]
type = SprPriority
trigger1 = var(0) > 180
value = -1

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

[state -1, fvar(0)減少]
type = varadd
trigger1 = root,stateno = 9101
fvar(0) = -.02

[state -1, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),99999


[state -1, ヒット定義]
type = HitDef
trigger1 = time%5 = 0
attr = s,hp
hitflag = MAFd
guardflag = MA
animtype = Back
air.animtype = Back
priority = 4,Hit
damage = 40*root,fvar(0),1
pausetime = 0, 25
hitsound = S6 ,9
guardsound = S10, 0
ground.type = low
air.type = low
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 40
air.hittime = 40
guard.ctrltime = 10
yaccel = .48
ground.velocity = 0, -10
guard.velocity = -4
air.velocity = 0, -10
airguard.velocity = -2, -4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.ctrltime = 10
sprpriority = ifelse(var(0) <= 180 ,1 ,-1)
fall = 1
fall.yvelocity = -2.5
fall.recover = 0
air.fall = 1
down.velocity = 0,-10
down.hittime = 40

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit = 1
stateno = 6005
id = 6005
postype = p2
pos = enemynear,const(size.mid.pos.x) ,enemynear,const(size.mid.pos.y)
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

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

[state -1, movehitリセット]
type = MoveHitReset
trigger1 = movehit > 1

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

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

[statedef 9121]
type = s
movetype = a
physics = n
anim = 9020
ctrl = 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, var(0)設定]
type = varset
trigger1 = time = 0
var(0) = 90
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, rootに固定]
type = BindToRoot
trigger1 = 1
time = 1
pos = cos(var(0)*pi/180)*75, sin(var(0)*pi/180)*10

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

[state -1, var(0)減少]
type = varadd
trigger1 = var(0) >= 360
var(0) = -360

[state -1, 表示優先度変更]
type = SprPriority
trigger1 = var(0) <= 180
value = 1

[state -1, 表示優先度変更]
type = SprPriority
trigger1 = var(0) > 180
value = -1

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

[state -1, fvar(0)減少]
type = varadd
trigger1 = root,stateno = 9101
fvar(0) = -.02

[state -1, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),99999


[state -1, ヒット定義]
type = HitDef
trigger1 = time%5 = 0
attr = s,hp
hitflag = MAFd
guardflag = MA
animtype = Back
air.animtype = Back
priority = 4,Hit
damage = 40*root,fvar(0),1
pausetime = 0, 25
hitsound = S6 ,9
guardsound = S10, 0
ground.type = low
air.type = low
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 40
air.hittime = 40
guard.ctrltime = 10
yaccel = .48
ground.velocity = 0, -10
guard.velocity = -4
air.velocity = 0, -10
airguard.velocity = -2, -4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.ctrltime = 10
sprpriority = ifelse(var(0) <= 180 ,1 ,-1)
fall = 1
fall.yvelocity = -2.5
fall.recover = 0
air.fall = 1
down.velocity = 0,-10
down.hittime = 40

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit = 1
stateno = 6005
id = 6005
postype = p2
pos = enemynear,const(size.mid.pos.x) ,enemynear,const(size.mid.pos.y)
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

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

[state -1, movehitリセット]
type = MoveHitReset
trigger1 = movehit > 1

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

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

[statedef 9122]
type = s
movetype = a
physics = n
anim = 9020
ctrl = 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, var(0)設定]
type = varset
trigger1 = time = 0
var(0) = 90
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, rootに固定]
type = BindToRoot
trigger1 = 1
time = 1
pos = cos(var(0)*pi/180)*75, sin(var(0)*pi/180)*10

[state -1, var(0)増加]
type = varadd
trigger1 = 1
var(0) = 4

[state -1, var(0)減少]
type = varadd
trigger1 = var(0) >= 360
var(0) = -360

[state -1, 表示優先度変更]
type = SprPriority
trigger1 = var(0) <= 180
value = 1

[state -1, 表示優先度変更]
type = SprPriority
trigger1 = var(0) > 180
value = -1

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

[state -1, fvar(0)減少]
type = varadd
trigger1 = root,stateno = 9101
fvar(0) = -.02

[state -1, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),99999


[state -1, ヒット定義]
type = HitDef
trigger1 = time%5 = 0
attr = s,hp
hitflag = MAFd
guardflag = MA
animtype = Back
air.animtype = Back
priority = 4,Hit
damage = 40*root,fvar(0),1
pausetime = 0, 25
hitsound = S6 ,9
guardsound = S10, 0
ground.type = low
air.type = low
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 40
air.hittime = 40
guard.ctrltime = 10
yaccel = .48
ground.velocity = 0, -10
guard.velocity = -4
air.velocity = 0, -10
airguard.velocity = -2, -4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.ctrltime = 10
sprpriority = ifelse(var(0) <= 180 ,1 ,-1)
fall = 1
fall.yvelocity = -2.5
fall.recover = 0
air.fall = 1
down.velocity = 0,-10
down.hittime = 40

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit = 1
stateno = 6005
id = 6005
postype = p2
pos = enemynear,const(size.mid.pos.x) ,enemynear,const(size.mid.pos.y)
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

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

[state -1, movehitリセット]
type = MoveHitReset
trigger1 = movehit > 1

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

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

[statedef 9123]
type = s
movetype = a
physics = n
anim = 9020
ctrl = 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, var(0)設定]
type = varset
trigger1 = time = 0
var(0) = 90
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, rootに固定]
type = BindToRoot
trigger1 = 1
time = 1
pos = cos(var(0)*pi/180)*105, sin(var(0)*pi/180)*15

[state -1, var(0)増加]
type = varadd
trigger1 = 1
var(0) = 5

[state -1, var(0)減少]
type = varadd
trigger1 = var(0) >= 360
var(0) = -360

[state -1, 表示優先度変更]
type = SprPriority
trigger1 = var(0) <= 180
value = 1

[state -1, 表示優先度変更]
type = SprPriority
trigger1 = var(0) > 180
value = -1

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

[state -1, fvar(0)減少]
type = varadd
trigger1 = root,stateno = 9101
fvar(0) = -.02

[state -1, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),99999


[state -1, ヒット定義]
type = HitDef
trigger1 = time%5 = 0
attr = s,hp
hitflag = MAFd
guardflag = MA
animtype = Back
air.animtype = Back
priority = 4,Hit
damage = 40*root,fvar(0),1
pausetime = 0, 25
hitsound = S6 ,9
guardsound = S10, 0
ground.type = low
air.type = low
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 40
air.hittime = 40
guard.ctrltime = 10
yaccel = .48
ground.velocity = 0, -10
guard.velocity = -4
air.velocity = 0, -10
airguard.velocity = -2, -4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.ctrltime = 10
sprpriority = ifelse(var(0) <= 180 ,1 ,-1)
fall = 1
fall.yvelocity = -2.5
fall.recover = 0
air.fall = 1
down.velocity = 0,-10
down.hittime = 40

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit = 1
stateno = 6005
id = 6005
postype = p2
pos = enemynear,const(size.mid.pos.x) ,enemynear,const(size.mid.pos.y)
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

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

[state -1, movehitリセット]
type = MoveHitReset
trigger1 = movehit > 1

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

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

[statedef 9130]
type = s
movetype = a
physics = n
anim = 9020
ctrl = 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, var(0)設定]
type = varset
trigger1 = time = 0
var(0) = 280
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, rootに固定]
type = BindToRoot
trigger1 = 1
time = 1
pos = cos(var(0)*pi/180)*40, sin(var(0)*pi/180)*5

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

[state -1, var(0)減少]
type = varadd
trigger1 = var(0) >= 360
var(0) = -360

[state -1, 表示優先度変更]
type = SprPriority
trigger1 = var(0) <= 180
value = 1

[state -1, 表示優先度変更]
type = SprPriority
trigger1 = var(0) > 180
value = -1

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

[state -1, fvar(0)減少]
type = varadd
trigger1 = root,stateno = 9101
fvar(0) = -.02

[state -1, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),99999


[state -1, ヒット定義]
type = HitDef
trigger1 = time%5 = 0
attr = s,hp
hitflag = MAFd
guardflag = MA
animtype = Back
air.animtype = Back
priority = 4,Hit
damage = 40*root,fvar(0),1
pausetime = 0, 25
hitsound = S6 ,9
guardsound = S10, 0
ground.type = low
air.type = low
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 40
air.hittime = 40
guard.ctrltime = 10
yaccel = .48
ground.velocity = 0, -10
guard.velocity = -4
air.velocity = 0, -10
airguard.velocity = -2, -4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.ctrltime = 10
sprpriority = ifelse(var(0) <= 180 ,1 ,-1)
fall = 1
fall.yvelocity = -2.5
fall.recover = 0
air.fall = 1
down.velocity = 0,-10
down.hittime = 40

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit = 1
stateno = 6005
id = 6005
postype = p2
pos = enemynear,const(size.mid.pos.x) ,enemynear,const(size.mid.pos.y)
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

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

[state -1, movehitリセット]
type = MoveHitReset
trigger1 = movehit > 1

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

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

[statedef 9131]
type = s
movetype = a
physics = n
anim = 9020
ctrl = 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, var(0)設定]
type = varset
trigger1 = time = 0
var(0) = 270
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, rootに固定]
type = BindToRoot
trigger1 = 1
time = 1
pos = cos(var(0)*pi/180)*75, sin(var(0)*pi/180)*10

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

[state -1, var(0)減少]
type = varadd
trigger1 = var(0) >= 360
var(0) = -360

[state -1, 表示優先度変更]
type = SprPriority
trigger1 = var(0) <= 180
value = 1

[state -1, 表示優先度変更]
type = SprPriority
trigger1 = var(0) > 180
value = -1

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

[state -1, fvar(0)減少]
type = varadd
trigger1 = root,stateno = 9101
fvar(0) = -.02

[state -1, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),99999


[state -1, ヒット定義]
type = HitDef
trigger1 = time%5 = 0
attr = s,hp
hitflag = MAFd
guardflag = MA
animtype = Back
air.animtype = Back
priority = 4,Hit
damage = 40*root,fvar(0),1
pausetime = 0, 25
hitsound = S6 ,9
guardsound = S10, 0
ground.type = low
air.type = low
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 40
air.hittime = 40
guard.ctrltime = 10
yaccel = .48
ground.velocity = 0, -10
guard.velocity = -4
air.velocity = 0, -10
airguard.velocity = -2, -4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.ctrltime = 10
sprpriority = ifelse(var(0) <= 180 ,1 ,-1)
fall = 1
fall.yvelocity = -2.5
fall.recover = 0
air.fall = 1
down.velocity = 0,-10
down.hittime = 40

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit = 1
stateno = 6005
id = 6005
postype = p2
pos = enemynear,const(size.mid.pos.x) ,enemynear,const(size.mid.pos.y)
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

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

[state -1, movehitリセット]
type = MoveHitReset
trigger1 = movehit > 1

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

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

[statedef 9132]
type = s
movetype = a
physics = n
anim = 9020
ctrl = 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, var(0)設定]
type = varset
trigger1 = time = 0
var(0) = 270
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, rootに固定]
type = BindToRoot
trigger1 = 1
time = 1
pos = cos(var(0)*pi/180)*75, sin(var(0)*pi/180)*10

[state -1, var(0)増加]
type = varadd
trigger1 = 1
var(0) = 4

[state -1, var(0)減少]
type = varadd
trigger1 = var(0) >= 360
var(0) = -360

[state -1, 表示優先度変更]
type = SprPriority
trigger1 = var(0) <= 180
value = 1

[state -1, 表示優先度変更]
type = SprPriority
trigger1 = var(0) > 180
value = -1

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

[state -1, fvar(0)減少]
type = varadd
trigger1 = root,stateno = 9101
fvar(0) = -.02

[state -1, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),99999


[state -1, ヒット定義]
type = HitDef
trigger1 = time%5 = 0
attr = s,hp
hitflag = MAFd
guardflag = MA
animtype = Back
air.animtype = Back
priority = 4,Hit
damage = 40*root,fvar(0),1
pausetime = 0, 25
hitsound = S6 ,9
guardsound = S10, 0
ground.type = low
air.type = low
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 40
air.hittime = 40
guard.ctrltime = 10
yaccel = .48
ground.velocity = 0, -10
guard.velocity = -4
air.velocity = 0, -10
airguard.velocity = -2, -4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.ctrltime = 10
sprpriority = ifelse(var(0) <= 180 ,1 ,-1)
fall = 1
fall.yvelocity = -2.5
fall.recover = 0
air.fall = 1
down.velocity = 0,-10
down.hittime = 40

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit = 1
stateno = 6005
id = 6005
postype = p2
pos = enemynear,const(size.mid.pos.x) ,enemynear,const(size.mid.pos.y)
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

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

[state -1, movehitリセット]
type = MoveHitReset
trigger1 = movehit > 1

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

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

[statedef 9133]
type = s
movetype = a
physics = n
anim = 9020
ctrl = 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, var(0)設定]
type = varset
trigger1 = time = 0
var(0) = 270
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, rootに固定]
type = BindToRoot
trigger1 = 1
time = 1
pos = cos(var(0)*pi/180)*105, sin(var(0)*pi/180)*15

[state -1, var(0)増加]
type = varadd
trigger1 = 1
var(0) = 5

[state -1, var(0)減少]
type = varadd
trigger1 = var(0) >= 360
var(0) = -360

[state -1, 表示優先度変更]
type = SprPriority
trigger1 = var(0) <= 180
value = 1

[state -1, 表示優先度変更]
type = SprPriority
trigger1 = var(0) > 180
value = -1

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

[state -1, fvar(0)減少]
type = varadd
trigger1 = root,stateno = 9101
fvar(0) = -.02

[state -1, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),99999


[state -1, ヒット定義]
type = HitDef
trigger1 = time%5 = 0
attr = s,hp
hitflag = MAFd
guardflag = MA
animtype = Back
air.animtype = Back
priority = 4,Hit
damage = 40*root,fvar(0),1
pausetime = 0, 25
hitsound = S6 ,9
guardsound = S10, 0
ground.type = low
air.type = low
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 40
air.hittime = 40
guard.ctrltime = 10
yaccel = .48
ground.velocity = 0, -10
guard.velocity = -4
air.velocity = 0, -10
airguard.velocity = -2, -4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.ctrltime = 10
sprpriority = ifelse(var(0) <= 180 ,1 ,-1)
fall = 1
fall.yvelocity = -2.5
fall.recover = 0
air.fall = 1
down.velocity = 0,-10
down.hittime = 40

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit = 1
stateno = 6005
id = 6005
postype = p2
pos = enemynear,const(size.mid.pos.x) ,enemynear,const(size.mid.pos.y)
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

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

[state -1, movehitリセット]
type = MoveHitReset
trigger1 = movehit > 1

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


;===========================================================================
; アナザーアークドライブ（MAX／heat）
;===========================================================================
;---------------------------------------------------------------------------

;===========================================================================
; アナザーアークドライブ（blood heat）
;===========================================================================
;---------------------------------------------------------------------------

;===========================================================================
; ラストアーク
;===========================================================================
;---------------------------------------------------------------------------

[statedef 9500]
type = s
movetype = a
physics = s
velset = 0,0
anim = 9500
ctrl = 0
sprpriority = 0

[state -1, ex演出]
type = superpause
trigger1 = time = 0
time = 15
anim = -1
darken = 0

[state -1, 無敵]
type = nothitby
trigger1 = time = [0,240]
value = sca
time = 1

[state -1, 防御距離]
type = AttackDist
trigger1 = 1
value = 9999

[state -1, var(30)max／heat解除]
type = VarSet
trigger1 = time = 2
var(31) = 0

[state -2, パワー０（var(59) = 0）]
type = powerset
triggerall = var(59) = 1
trigger1 = time = 1
value = 0

[state -1, ex演出]
type = superpause
trigger1 = time = 1
time = 50
anim = -1
sound = s20,0
movetime = 50
poweradd = -1000
darken = 0

[state -1, exエフェクト]
type = helper
trigger1 = time = 1
stateno = 6010
id = 6010
name = "ex_effect"
pos = 2,-54
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 2
ignorehitpause = 1
persistent = 0
supermovetime = 99999

[state -1, 攻撃ヘルパー]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "royal_flare"
ID = 9510
pos = 0, 0
postype = p1
facing = 1
stateno = 9510
keyctrl = 0
ownpal = 1
size.xscale = .5
size.yscale = .5
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[state -1, 音を鳴らす]
type = PlaySnd
trigger1 = anim = 9500
trigger1 = animelemtime(7) = 0
value = 700, 0

[state -1, 音を鳴らす]
type = PlaySnd
trigger1 = time = 51
value = 700, 1

[state -1, StateType変更]
type = StateTypeSet
trigger1 = time = 250
movetype = I

[state -1, ステート変更]
type = changestate
trigger1 = time >= 300
value = 9501

;***********************************
[statedef 9501]
type = s
movetype = a
physics = s
anim = 9501
ctrl = 0


[state -1, ステート変更]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;暗転 + 太陽エフェクト + 画面効果 + 攻撃
[statedef 9510]
type = s
movetype = a
physics = n
anim = 9999
ctrl = 0
sprpriority = 5

[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, rootに固定]
type = BindToRoot
trigger1 = 1
time = 1
pos = -10, -150

[state -1, アニメ変更]
type = ChangeAnim
trigger1 = root,anim = 9500
trigger1 = root,animelemtime(7) = 0
value = 9510



[state -1, var(0)設定]
type = varset
trigger1 = time = 0
var(0) = 240
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[state -1, var(0)減少]
type = varadd
triggerall = time >= 240
trigger1 = var(0) > 0
var(0) = -16

[state -1, var(0)設定]
type = varset
trigger1 = var(0) <= 0
var(0) = 0
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, ヒット定義]
type = HitDef
trigger1 = time = [50,240]
trigger1 = time%3 = 0
attr = s,hp
hitflag = MAFd
guardflag = MA
animtype = Back
air.animtype = Back
priority = 4,Hit
damage = 222*fvar(1),3
pausetime = 0, 7
hitsound = S6 ,3
guardsound = S10, 0
ground.type = low
air.type = low
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 40
air.hittime = 40
guard.ctrltime = 10
yaccel = .48
ground.velocity = 0, -15
guard.velocity = -4
air.velocity = 0, -15
airguard.velocity = -2, -4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.ctrltime = 10
sprpriority = 1
fall = 1
fall.yvelocity = -2.5
fall.recover = 0
air.fall = 1
down.velocity = 0,-15
down.hittime = 40

[state -1, ヒットスパーク]
type = helper
triggerall = numenemy > 0
trigger1 = movehit = 1
stateno = 6002
id = 6002
postype = p2
pos = enemynear,const(size.mid.pos.x) ,enemynear,const(size.mid.pos.y)
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[state -1, root,var(5)ヒット数追加]
type = varadd
trigger1  = movehit = 1
var(5) = 10

[state -2, fvar(1)ヒット数補正]
type = varset
trigger1 = var(5) < 31
fvar(1) = 1.00-0.032*var(5)

[state -2, fvar(1)ヒット数補正]
type = varset
trigger1 = var(5) >= 31
fvar(1) = 0.008

[state -1, movehitリセット]
type = MoveHitReset
trigger1 = movehit > 1



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

[state -1, fvar(0)減少]
type = varadd
triggerall = time >= 240
trigger1 = fvar(0) < 1
fvar(0) = .05

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

[state -1, 背景暗転]
type = bgpalfx
trigger1 = fvar(0) < 1
time = 1
mul = 64+(186*fvar(0)),64+(186*fvar(0)),128+(127*fvar(0))
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
under = 1



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

[state -1, fvar(3)減少]
type = varadd
trigger1 = time >= 50
fvar(3) = .5

[state -1, 大きさ変更]
type = AngleDraw
trigger1 = 1
scale = fvar(3),fvar(3)

[state -1, エフェクト]
type = Helper
trigger1 = root,anim = 9500
trigger1 = root,animelemtime(7) = 0
helpertype = normal
name = "effect"
ID = 9511
pos = 0, 0
postype = p1
facing = 1
stateno = 9511
keyctrl = 0
ownpal = 1
size.xscale = .5
size.yscale = .5
persistent = 0
supermovetime = 99999
pausemovetime = 99999



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

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

[statedef 9511]
type = a
movetype = i
physics = n
anim = 9511
ctrl = 0
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, parentに固定]
type = BindToparent
trigger1 = 1
time = 1
pos = 0, 0

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


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

[state -1, 角度増加]
type = AngleAdd
trigger1 = 1
value = 1


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

