;
;■=■=■=■=■=■=■=■
;■=■　検索用もくじ　■=■
;■=■=■=■=■=■=■=■
;
;@0　……　861 ／ 電衝烈波の衝撃波
;@1　……　951 ／ 南斗サンダーソードの刀身
;@2　……　999 ／ 究極奥義の青い背景
;
;@3　……　1011 ／ 血粧嘴の衝撃波
;@4　……　1013 ／ 血粧嘴のドリル・回転中
;@5　……　1014 ／ 血粧嘴のドリル・回転終了
;@6　……　1940 ／ 一撃必殺奥義・赤い背景
;@7　……　1941 ／ 同上
;
;@8　……　6103 ／ 萃香の知略・点滅エフェクト
;@9　……　6104 ／ 萃香の知略・爆風エフェクト
;
;@10   ……　6502 ／ 結界決壊・萃香が投げる爆弾
;@11   ……　6506 ／ 結界決壊・ダム本体
;
;@12　 ……　19999　／　究極奥義発動・光の輪
;@13　 ……　29995　／　一撃必殺奥義・フェイタルＫＯの文字
;
;===================================================
; 電衝烈波
;===================================================@0
[Statedef 861]
type = A
ctrl = 0
anim = 861
velset = 5.5,0
movetype = A
physics = N
sprpriority = 800

;飛び道具としかぶつからない
[State 861]
type = NotHitBy
trigger1 = 1
value = SCA, NA, SA, HA, NT, ST, HT
time = 1

;相殺
[State 861]
type = HitOverride
trigger1 = 1
attr = SCA, NP, SP, HP
stateno = 863
time = -1

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

;↓移動・位置・属性-----------------------------------------

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 861]
type = AngleDraw
trigger1 = Timemod = 9,2
scale = 1,1.1

[State 861]
type = AngleDraw
trigger1 = Timemod = 9,3
scale = 0.98,1.15

[State 861]
type = AngleDraw
trigger1 = Timemod = 9,4
scale = 0.96,1.2

[State 861]
type = AngleDraw
trigger1 = Timemod = 9,5
scale = 0.94,1.25

[State 861]
type = AngleDraw
trigger1 = Timemod = 9,6
scale = 0.92,1.3

[State 861]
type = AngleDraw
trigger1 = Timemod = 9,7
scale = 0.9,1.35

[State 861]
type = AngleDraw
trigger1 = Timemod = 9,8
scale = 0.88,1.4

[State 861]
type = AngleDraw
trigger1 = Timemod = 9,9
scale = 0.86,1.45

;↓ヒット定義など-------------------------------------------

[State 861]
type = HitDef
trigger1 = animelem =1,>0
attr = A,SP
damage    = ifelse((26*parent,fvar(1)) < 5,5,ceil(26*parent,fvar(1))),27
animtype = hard
guardflag = MA                   
hitflag = MAFD
priority = 4
pausetime = 2,12
sparkno = -1
sparkxy = 10,10
guard.sparkno = -1
hitsound = s0,3
guardsound = s0,1
ground.type = high               
ground.slidetime = 12           
ground.hittime  = 12
air.hittime = 12           
ground.velocity = -6.5,0  
airguard.velocity = -10,1.5       
air.velocity = -2.5,ifelse(enemynear,statetype=L,5,-11.5)    
airguard.ctrltime = 11
fall.xvelocity = -3 ;バウンド
fall.yvelocity = -4.5 ;バウンド
air.fall = 1 
fall.recover = 0 ;受身不能に
kill = 0
getpower = 80,30
givepower = 20,30
yaccel = 0.75 + parent,var(2)*0.015 ;一括変換用記述
persistent = 0

;↓エフェクト関係-------------------------------------------

[State explod]
type = Explod
trigger1 = time >= 0
anim = 864
id = 864
sprpriority = 555
postype = p1
pos = 0,0
bindtime = -1
removetime = -2
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.45,0.5
supermovetime = 999999
pausemovetime = 999999
persistent = 0

[state 861]
type = Helper
trigger1 = movehit
id = 16020
stateno = 16020
name = "hit"
pos = -9 , -42
postype = p2
sprpriority = 5
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = 0.47
size.yscale = 0.27
facing = ifelse(random%2=1,1,-1)
supermovetime = 999999
pausemovetime = 999999

[state 861]
type = Helper
trigger1 = movehit
id = 16021
stateno = 16021
name = "hit"
pos = 0 , -60
postype = p2
sprpriority = 5
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
facing = ifelse(random%2=1,1,-1)
ownpal = 1
size.xscale = 0.3
size.yscale = 0.3
supermovetime = 999999
pausemovetime = 999999

[state 861]
type = Explod
trigger1 = moveguarded = 1
anim = 16098
id = 16098
sprpriority = 5
pos = 5,-60
postype = p2
bindtime = -1
under = 0
ownpal = 1
facing = -1
scale = 0.6,0.6
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1
persistent = 0

[State 861, 0]
type = RemoveExplod
trigger1 = movecontact = 1
trigger2 = numhelper(861) = 0
id = 864

[state 861, カウンターヒットで星取り]
type = parentvaradd
trigger1 = parent,fvar(6) = 1.2
trigger1 = movehit = 1
var(20) = 1
ignorehitpause = 1
persistent = 0

[state 861]
type = destroyself
trigger1 = time >= 120
trigger2 = helper(861),backedgebodydist < 30
trigger3 = ScreenPos X >= 340

[state 861]
type = changestate
trigger1 = movecontact = 1
value = 862

;@0

[Statedef 862]
type = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 5
anim = 862

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

;--------------------[var1-エフェクト消去参考記述]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varadd
trigger1 = RoundState = 2 || RoundState = 3
v = 1
value = 20

;--------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-var(1),256  ;var(1)

;--------------------[画像回転]
[State 862];角度変更した奴を表示させる命令
type = AngleDraw
trigger1 = time >= 0

;---------------------[拡縮]
[State 862]
type = AngleDraw
trigger1 = time >= 0
scale = 1+var(1)/200.0,1+var(1)/200.0

;-------------------[移動]
[State 862]
type = VelSet
trigger1 = time = 0
x = -3

;---------------------[ヘルパー削除]
[state 862]
type = destroyself
trigger1 = time >= 9
trigger2 = ScreenPos X >= 340

:@0

[Statedef 863]
type = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 5
anim = 863

;--------------------[影なし]
[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;--------------------[var1-エフェクト消去参考記述]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varadd
trigger1 = RoundState = 2 || RoundState = 3
v = 1
value = 1

;--------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-var(1),256  ;var(1)

;--------------------[画像回転]
[State 863];角度変更した奴を表示させる命令
type = AngleDraw
trigger1 = time >= 0

;---------------------[拡縮]
[State 863]
type = AngleDraw
trigger1 = time >= 0
scale = 1-var(1)/20.0,1-var(1)/20.0

;---------------------[ヘルパー削除]
[state 863]
type = destroyself
trigger1 = time >= 20
trigger2 = ScreenPos X >= 340

;==========================================================
; 南斗サンダーソード・刀身
;==========================================================@1

[Statedef 951]
type = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
sprpriority = 9010
anim = 951

[state 951]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;↓ヒット定義など-------------------------------------------

[state 951]
type = HitDef                    
trigger1 = animelem = 1
attr = S, HA                     
damage = ifelse((250*parent,fvar(2)) < 5,5,ceil(250*parent,fvar(2))),60
animtype = hard                 
guardflag = M ;空中ガード不能にしておく・オーラガードの判別ができない為                   
hitflag = MAFD  
ID = 951  
p2facing = 1            
priority = 5, Hit                
pausetime = 40,40 ;0だと星取りできないので注意      
guard.pausetime = 0,37       
sparkno = -1                     
guard.sparkno = -1               
hitsound = S5,4                   
guardsound = S6,4               
ground.type = high               
ground.slidetime = 12
ground.hittime  = 12
air.hittime = 12
ground.velocity = -3.5,-9  
guard.velocity = -8     
airguard.velocity = -10,1.5       
air.velocity = -3.5,-9   
airguard.ctrltime = 11       
fall = 1 
fall.recover = 0
getpower = 0,0
givepower = 10
;fall.xvelocity = -2.5 ;バウンド
;fall.yvelocity = -4.5 ;バウンド
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
;yaccel = 0.82 + (var(41) - 1)*0.15 ;相手落下速度

;↓エフェクト関係-------------------------------------------

[state 951]
type = Helper
trigger1 = movehit
id = 16020
name = "hit"
pos = -8 , ifelse(enemynear,statetype=C||enemynear,statetype=A,-50,-60)
postype = p2
stateno = 16020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = 0.47
size.yscale = 0.27
facing = ifelse(random%2=1,1,-1)
supermovetime = 999999
pausemovetime = 999999

[state 951]
type = Helper
trigger1 = movehit
id = 16021
name = "hit"
pos = 0 , ifelse(enemynear,statetype=C||enemynear,statetype=A,-50,-60)
postype = p2
stateno = 16021
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0
facing = ifelse(random%2=1,1,-1)
ownpal = 1
size.xscale = 0.25
size.yscale = 0.25
supermovetime = 999999
pausemovetime = 999999

[state 951]
type = Explod
trigger1 = moveguarded = 1
anim = 16098
id = 16098
sprpriority = 5
pos = 5 , ifelse(enemynear,statetype=C||enemynear,statetype=A,-50,-60)
postype = p2
bindtime = -1
under = 0
ownpal = 1
facing = -1
scale = 0.7,0.7
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1
persistent = 0

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-time*9,256

[State 951,星取り制限用スイッチ]
type = parentvaradd
trigger1 = movehit = 2
var(41) = 1
ignorehitpause = 1
persistent = 0

[State 951,星取り]
type = parentvaradd
triggerall = parent,var(41) = 0
trigger1 = movehit = 1
var(20) = ifelse(parent,var(7) = 1 || parent,fvar(6)=1.2,2,1) 
ignorehitpause = 1
persistent = 0

[state a]
type = destroyself
trigger1 = time >= 32

;==========================================================
; 奥義・青い背景
;==========================================================@2

[Statedef 999]
type = A
ctrl = 0
anim = 999
velset = 0,0
movetype = I
physics = N
sprpriority = -5

[State 999]
type = AssertSpecial
trigger1 = NumExplod(999) = 1
flag = NoFG
ignorehitpause = 1

[State 999, 消去]
type = RemoveExplod
trigger1 = parent,stateno = 0
trigger2 = parent,movetype = H
ID = 999

[State 999]
type = Explod
trigger1 = !NumExplod(999)
anim = 999
id = 999
postype = back
bindtime = -1
RemoveTime = -1
scale = 1.075,1.075
sprpriority = -5
ownpal = 1
persistent = 0
supermovetime = 999999999
pausemovetime = 999999999

[State 999]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[state 999]
type = PosSet
triggerall = Facing = 1
trigger1 = 1
x = -160
y = -220

[state 999]
type = PosSet
triggerall = Facing = -1
trigger1 = 1
x = 160
y = -220

[state a]
type = destroyself
trigger1 = time >= 600
;trigger2 = helper,moveguarded = 1
trigger2 = parent,stateno = 0

;==========================================================
; 血粧嘴・飛び道具
;==========================================================@3

[Statedef 1011]
type = A
ctrl = 0
anim = 1011
velset = 10,0
movetype = A
physics = N
sprpriority = 5

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

[State 1011]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;↓変数操作----------------------------------------------

[state 1011,　けっしょうしフラグ]
type = parentvarset
trigger1 = movecontact = 1
var(42) = 1
ignorehitpause = 1
persistent = 0

[state 1011,　星回復]
type = parentvarset
trigger1 = moveguarded = 1
trigger2 = time = 200
trigger3 = parent,movetype = H
trigger4 = parent,stateno != [1930,1931]
var(20) = 6
ignorehitpause = 1
persistent = 0

;↓ヒット定義など-------------------------------------------

[State 1011]
type = HitDef
trigger1 = animelem =1,>0
attr = A, HP
damage = 30
animtype = hard
guardflag = MA                   
hitflag = MAFD
priority = 4
pausetime = 2,20
sparkno = -1
sparkxy = 10,10
guard.sparkno = -1
hitsound = s950,1
guardsound = s0,1
ground.type = high               
ground.slidetime = 12           
ground.hittime  = 12
air.hittime = 12           
ground.velocity = -6.5,0  
airguard.velocity = -10,1.5       
air.velocity = -2.5,ifelse(enemynear,statetype=L,5,-11.5)    
airguard.ctrltime = 11       
air.fall = 1 
fall.recover = 0 ;受身不能に
kill = 0
yaccel = 3
persistent = 0

;↓エフェクト関係-------------------------------------------

[State explod]
type = Explod
trigger1 = movecontact
anim = 1012
id = 1012
sprpriority = 9999
postype = p2
pos = 0,-60
bindtime = -1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
scale = 1.0,1.0
supermovetime = 999999
pausemovetime = 999999
persistent = 0

[state a]
type = destroyself
trigger1 = movecontact = 1
trigger2 = time = 200

;==========================================================
; 血粧嘴・ドリル
;==========================================================@4

[Statedef 1013]
type = A
ctrl = 0
anim = 1013
velset = 0,0
movetype = A
physics = N
sprpriority = 10

[State 1013]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1013]
type = changestate
trigger1 = Time = 120
trigger2 = parent,stateno = 1053
trigger2 = time =63
value = 1014
ctrl = 0

[state a]
type = destroyself
trigger1 = time >= 160
trigger2 = parent,stateno = [1054,1055]

;==========================================================
; 血粧嘴・ドリル終了
;==========================================================@5

[Statedef 1014]
type = A
ctrl = 0
anim = 1014
velset = 0,0
movetype = I
physics = N
sprpriority = 10

[State 1014]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[state a]
type = destroyself
trigger1 = time >= 20
trigger2 = animtime = 0

;==========================================================
; 血粧嘴・赤い背景
;==========================================================@6

[Statedef 1940]
type = A
ctrl = 0
anim = 1940
velset = 0,0
movetype = I
physics = N
sprpriority = -6

[State 1940]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1940]
type = AssertSpecial
trigger1 = NumExplod(1941) = 1
flag = NoFG
ignorehitpause = 1

[State 1940, 消去]
type = RemoveExplod
trigger1 = parent,stateno = 0
trigger2 = parent,movetype = H
trigger3 = helper,moveguarded
ID = 1940

[State 1940]
type = Explod
trigger1 = !NumExplod(1940)
anim = 1940
id = 1940
postype = back
bindtime = -1
RemoveTime = -1
scale = 1.075,1.075
sprpriority = -5
ownpal = 1
persistent = 0
supermovetime = 999999999
pausemovetime = 999999999

[state 1940]
type = PosSet
triggerall = Facing = 1
trigger1 = 1
x = screenpos X
y = screenpos Y - 220

[state 1940]
type = PosSet
triggerall = Facing = -1
trigger1 = 1
x = screenpos X
y = screenpos Y - 220

[State 1940]
type = VarAdd
trigger1 = Time >= 1
var(59) = 1

[State 1940, pal]
type = PalFX
trigger1 = p2stateno = 1057
time = 256
add = Var(59),Var(59),Var(59)
ignorehitpause = 1

[state a]
type = destroyself
trigger1 = parent,movetype = H
trigger2 = parent,stateno = 0
trigger3 = helper,moveguarded

;==========================================================
; 血粧嘴２・赤い背景
;==========================================================@7

[Statedef 1941]
type = A
ctrl = 0
anim = 1940
velset = 0,0
movetype = I
physics = N
sprpriority = -6

[State 1941]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1941]
type = AssertSpecial
trigger1 = NumExplod(1941) = 1
flag = NoFG
ignorehitpause = 1

[State 1941, 消去]
type = RemoveExplod
trigger1 = parent,stateno = 0
trigger2 = parent,movetype = H
trigger3 = helper,moveguarded
ID = 1941

[State 1941]
type = Explod
trigger1 = !NumExplod(1941)
anim = 1941
id = 1941
postype = back
bindtime = -1
RemoveTime = -1
scale = 1.075,1.075
sprpriority = -5
ownpal = 1
persistent = 0
supermovetime = 999999999
pausemovetime = 999999999

[state 1941]
type = PosSet
triggerall = Facing = 1
trigger1 = 1
x = screenpos X
y = screenpos Y - 220

[state 1941]
type = PosSet
triggerall = Facing = -1
trigger1 = 1
x = screenpos X
y = screenpos Y - 220

[State 1941]
type = VarAdd
trigger1 = Time >= 1
var(59) = 100

[State 1941, pal]
type = PalFX
trigger1 = p2stateno = 1057
time = 256
add = Var(59),Var(59),Var(59)
ignorehitpause = 1

[state a]
type = destroyself
trigger1 = parent,movetype = H
trigger2 = parent,stateno = 0
trigger3 = helper,moveguarded

;==========================================================
; 萃香地雷点滅
;==========================================================@8

[Statedef 6103]
type = A
ctrl = 0
anim = 6103
velset = 0,0
movetype = I
physics = N
sprpriority = 3

[State 6103]
type = AngleDraw
trigger1 = animelem = 1,>=0
scale = 1,1

[State 6103]
type = AngleDraw
trigger1 = animelem = 2,>=0
scale = 1.05,1.05

[State 6103]
type = AngleDraw
trigger1 = animelem = 3,>=0
scale = 1.1,1.1

[State 6103]
type = AngleDraw
trigger1 = animelem = 4,>=0
scale = 1.15,1.15

;--------------------[透過]
[state a]
type = Trans
trigger1 = animelem = 1,<=16
trans = addalpha
alpha = 256,256  ;var(1)

[state a]
type = Trans
trigger1 = animelem = 2,<=16
trans = addalpha
alpha = 205,256  ;var(1)

[state a]
type = Trans
trigger1 = animelem = 3,<=16
trans = addalpha
alpha = 154,256  ;var(1)

[state a]
type = Trans
trigger1 = animelem = 4,<=16
trans = addalpha
alpha = 103,256  ;var(1)

[state a]
type = Trans
trigger1 = animelem = 5,<=16
trans = addalpha
alpha = 52,256  ;var(1)

[state a]
type = destroyself
trigger1 = movehit
trigger2 = time >= 500;保険
trigger3 = helper(6102),anim = 800
trigger4 = numhelper(6102) = 0

;==========================================================
; 萃香地雷爆発
;==========================================================@9

[Statedef 6104]
type = A
ctrl = 0
anim = 6502
velset = 0,0
movetype = I
physics = N
sprpriority = 7

[state a]
type = destroyself
trigger1 = Time = 44

;==========================================================
; 萃香ダム決壊・爆弾膨張
;==========================================================@10

[Statedef 6502]
type = A
movetype = I
physics = N
ctrl = 0
anim = 6502
velset = 0,0
sprpriority = 14

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

[State 6502]
type = velset
trigger1 = Time = 16
;trigger2 = animtime = 0
x = -11.5
y = -9

[State 6502]
type = veladd
trigger1 = Time >= 22
y = 0.6

[state a]
type = destroyself
trigger1 = Time = 300
;trigger2 = frontedgedist >= 100

;==========================================================
; 萃香ダム決壊・ダム本体
;==========================================================@11

[Statedef 6506]
type = A
movetype = A
physics = N
ctrl = 0
anim = 6506
velset = 0,0
sprpriority = -2

;↓音声関係----------------------------------------------

[state a]
type = playsnd
trigger1 = time = 82
value = s900,2
persistent = 0

;↓移動・位置・属性-----------------------------------------

[State 6502]
type = velset
trigger1 = Time = 70
;trigger2 = animtime = 0
x = 18
y = 0

[State 6502]
type = velset
trigger1 = Time >= 84
x = 0

;↓ヒット定義など-------------------------------------------

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


[state 6502]
type = HitDef                    
trigger1 = animelem = 1,<=90
attr = S, HA                     
damage = ifelse((83*parent,fvar(2)) < 5,5,ceil(83*parent,fvar(2))),20
animtype = hard                 
guardflag = MA ;空中ガード不能にしておく・オーラガードの判別ができない為                   
hitflag = MAF  
ID = 6502
p2facing = 1            
priority = 5, Hit                
pausetime = 2,7 ;0だと星取りできないので注意      
guard.pausetime = 0,37       
sparkno = -1                     
guard.sparkno = -1               
hitsound = S0,2            
guardsound = S6,0            
ground.type = high               
ground.slidetime = 16
ground.hittime  = 16
air.hittime = 16
ground.velocity = -2,-7.5
guard.velocity = -8     
airguard.velocity = -10,1.5       
air.velocity = -2,-6.5
airguard.ctrltime = 11       
fall = 1 
fall.recover = 0
getpower = 0,0
givepower = 10
;fall.xvelocity = -2.5 ;バウンド
;fall.yvelocity = -4.5 ;バウンド
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = 0.45
persistent = 0

;↓エフェクト関係-------------------------------------------

[state 6506]
type = Helper
trigger1 = movehit
id = 16096
name = "hit"
pos = 5,ifelse(enemynear,statetype=C||enemynear,statetype=A,-45,-70)
postype = p2
stateno = 16096
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
facing = ifelse(random%2=1,1,-1)
supermovetime = 999999
pausemovetime = 999999

[state a]
type = destroyself
trigger1 = Time = 255
trigger2 = animtime= 0
;trigger2 = frontedgedist >= 100

;========================================================
; 究極奥義発動・光の輪
;========================================================@12
[Statedef 19999]
type = A
movetype = I
physics = N
anim = 19999
ctrl = 0
velset = 0,0
sprpriority = 1

[state 19999, 影なし]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 19999,　無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[state 19999, 初期透明度設定]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 19999, 最初の拡大]
type = AngleDraw
trigger1 = time < 15
scale = 0.1 + time*0.2,0.1 + time*0.2

[State 19999, てきとうな大きさで固定]
type = AngleDraw
trigger1 = time >= 15
trigger1 = time < 25
scale = 3.1,3.1

[State 19999, 最後の拡大]
type = AngleDraw
trigger1 = time >= 25
scale = 2.85 + time*0.01,2.85 + time*0.01

[state 19999, 透明度設定]
type = Trans
trigger1 = time >= 25
trans = addalpha
alpha = 256 - time*3.5,256

[State 19999, 回転速度] 
type = AngleAdd 
trigger1 = 1 
value = 8

[State 19999, 消える]
type = destroyself
trigger1 = animtime = 0

;==========================================================
; 一撃必殺奥義・フェイタルＫＯの文字
;==========================================================@13
[Statedef 29995, ＦＡＴＡＬ]
type = A
movetype = I
physics = N
anim = 29995
ctrl = 0
velset = 0,0
sprpriority = 1

[state 29995, 影なし]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 29995,　無敵]
type = NotHitBy
trigger1 = 1
value = SCA

;↓移動・位置・属性-----------------------------------------

[State 29995, 横の位置調整]
type = PosSet
trigger1 = 1
x = 0

[State 29995, 縦の位置調整用速度]
type = velset
trigger1 = Pos Y <= -105
y = 4

[State 29995, 縦速度リセット]
type = velset
trigger1 = Pos Y >= -105
y = 0

[State 29995, 縮小]
type = AngleDraw
triggerall = anim != 29997
triggerall = vel Y != 0
trigger1 = time >= 0
scale = ifelse(5.0-time*0.1 <= 1.0,1.0,5.0-time*0.1),ifelse(5.0-time*0.1 <= 1.0,1.0,5.0-time*0.1)

[State 29995, アニメをFATAL KOに変更]
type = changeanim2
trigger1 = Pos Y >= -105
value = 29997

[State 29995, 消える]
type = destroyself
trigger1 = time >= 300
trigger2 = RoundState = 4
trigger3 = Root,StateNo = 0

;----------------------------------------------
[Statedef 29996, ＫＯ]
type = A
movetype = I
physics = N
anim = 29996
ctrl = 0
velset = 0,0
sprpriority = 1

[state 29996, 影なし]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 29996,　無敵]
type = NotHitBy
trigger1 = 1
value = SCA

;↓移動・位置・属性-----------------------------------------

[State 29996, 横の位置調整]
type = PosSet
trigger1 = 1
x = 0

[State 29996, 縦の位置調整用速度]
type = velset
trigger1 = Pos Y >= -100
y = -4

[State 29996, 縦速度リセット]
type = velset
trigger1 = Pos Y <= -100
y = 0

[State 29996, 縮小]
type = AngleDraw
triggerall = vel Y != 0
trigger1 = time >= 0
scale = ifelse(5.0-time*0.1 <= 1.0,1.0,5.0-time*0.1),ifelse(5.0-time*0.1 <= 1.0,1.0,5.0-time*0.1)

[State 29996, 消える]
type = destroyself
trigger1 = Pos Y <= -100
trigger2 = time >= 300
trigger3 = RoundState = 4
trigger4 = Root,StateNo = 0

;==========================================================
; 小攻撃ヒット
;==========================================================

[Statedef 16000]
type = A
ctrl = 0
anim = 16001
velset = 0,0
movetype = I
physics = N
sprpriority = 7

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

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

[State explod]
type = Explod
trigger1 = time = 0
anim = 16000
id = 16000
sprpriority = 9
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999

[state a]
type = destroyself
trigger1 = time >= 14

;==========================================================
; 斬撃・剣閃
;==========================================================

[Statedef 16020]
type = A
ctrl = 0
anim = 16020
velset = 0,0
movetype = I
physics = N
sprpriority = 7

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

[state a]
type = varset
trigger1 = time = 0
v = 1
value = random%179
;角度

[state a]
type = varset
trigger1 = time = 0
v = 2
value = 20

[state a]
type = varadd
trigger1 = time<=5
v = 2
value = -3

[state a]
type = varadd
trigger1 = time>5
v = 2
value = 1

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-time*7,256

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

[state a]
type = angledraw
trigger1 = 1
scale = 1-var(2)*0.05,0.3+time*0.4

[state a]
type = destroyself
trigger1 = var(2) >= 20

;==========================================================
; 斬撃ヒット・血しぶき
;==========================================================

[Statedef 16021]
type = A
ctrl = 0
anim = 16021
velset = 0,4
movetype = I
physics = N
sprpriority = 9

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

[state a]
type = varset
trigger1 = time = 0
v = 1
value = parent,var(1)

[state a]
type = varset
trigger1 = time = 0
v = 2
value = 0

[state a]
type = varadd
trigger1 = 1
v = 2
value = 1

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-time*18,256

[state a]
type = angledraw
trigger1 = ishelper(16021)
scale = 1,1+var(2)*0.1

[state a]
type = angledraw
trigger1 = ishelper(16022)
scale = 1,.8+var(2)*0.1

[state a]
type = destroyself
trigger1 = var(2) >= 20

;==========================================================
;必殺技ヒット
;==========================================================

[Statedef 16096]
type = A
ctrl = 0
anim = 16096
velset = 0,0
movetype = I
physics = N
sprpriority = 7

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

[state a]
type = varset
trigger1 = time = 0
v = 1
value = random%180

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

[state a];必殺技ヒット2
type = Helper
trigger1 = time = 1
id = 16097
name = "hit"
pos = 0 , 0
postype = p1
stateno = 16097
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];必殺技ヒット3
type = Helper
trigger1 = time = 1
id = 0
name = "hit"
pos = 0 , 0
postype = p1
stateno = 16095
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];必殺技ヒット3
type = Helper
trigger1 = time = 1
id = 1
name = "hit"
pos = 0 , 0
postype = p1
stateno = 16095
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];必殺技ヒット3
type = Helper
trigger1 = time = 1
id = 2
name = "hit"
pos = 0 , 0
postype = p1
stateno = 16095
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];必殺技ヒット3
type = Helper
trigger1 = time = 1
id = 3
name = "hit"
pos = 0 , 0
postype = p1
stateno = 16095
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];必殺技ヒット3
type = Helper
trigger1 = time = 1
id = 4
name = "hit"
pos = 0 , 0
postype = p1
stateno = 16095
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];必殺技ヒット3
type = Helper
trigger1 = time = 1
id = 5
name = "hit"
pos = 0 , 0
postype = p1
stateno = 16095
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a]
type = angledraw
trigger1 = 1
scale = 1.2-time*0.08,1.2-time*0.08

[state a]
type = destroyself
trigger1 = time >= 15

[Statedef 16097]
type = A
ctrl = 0
anim = 16097
velset = 0,0
movetype = I
physics = N
sprpriority = 7

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

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-time*18,256

[state a]
type = angledraw
trigger1 = 1
scale = 0.15+time*0.1,0.15+time*0.1

[state a]
type = destroyself
trigger1 = time >= 16

;----------------------------------------------------------------------------
;(HELPER)必殺技ヒット3
[Statedef 16095]
type = A
ctrl = 0
anim = 16095
velset = 0,0
movetype = I
physics = N
sprpriority = 7

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

[state a]
type = varset
trigger1 = time = 0
v = 1
value = parent,var(1)

[state a]
type = varset
trigger1 = ishelper(0)
v = 2
value = 0

[state a]
type = varset
trigger1 = ishelper(1)
v = 2
value = 1

[state a]
type = varset
trigger1 = ishelper(2)
v = 2
value = 2

[state a]
type = varset
trigger1 = ishelper(3)
v = 2
value = 3

[state a]
type = varset
trigger1 = ishelper(4)
v = 2
value = 4

[state a]
type = varset
trigger1 = ishelper(5)
v = 2
value = 5

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

[state a]
type = angledraw
trigger1 = ishelper(0)
trigger2 = ishelper(1)
trigger3 = ishelper(2)
trigger4 = ishelper(3)
trigger5 = ishelper(4)
trigger6 = ishelper(5)
value = 60*var(2) + var(1)

[state a]
type = velset
trigger1 = time = 0
y = -cos((60*var(2) + var(1))*pi/180)*6
x = -sin((60*var(2) + var(1))*pi/180)*6

[state a]
type = angledraw
trigger1 = ishelper(0)
trigger2 = ishelper(1)
trigger3 = ishelper(2)
trigger4 = ishelper(3)
trigger5 = ishelper(4)
trigger6 = ishelper(5)
scale = 1.1-time*0.073,1

[state a]
type = destroyself
trigger1 = time >= 15

;==========================================================
; スタンプエフェクト
;==========================================================

[Statedef 20000]
type = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 5
anim = 20000

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

[State a]
type = Turn
trigger1 = time = 0
trigger1 = parent,facing = -1
ignorehitpause = 1
persistent = 0
]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varadd
trigger1 = RoundState = 2 || RoundState = 3
v = 1
value = 10

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-var(1),256  ;var(1)

[State 20000]
type = AngleAdd
trigger1 = time >= 0 
value = 1

[State 20000]
type = AngleDraw
trigger1 = time >= 0;[0,20]
scale = 1+var(1)/120.0,1+var(1)/120.0

[state a]
type = destroyself
trigger1 = AnimTime = 30

