; ﾑﾅｵ莊ﾄﾕﾐﾈﾋC
;+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
;***************************************************************************


[Statedef 2600]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -5000 + (((var(1) = 1)*1000)+((palno = 12)*1000))
ctrl = 0

[State 2600]
type = ChangeAnim
trigger1 = Time = 0
value = 3034

[State 2600]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = ((palno = 12)*40)+62

[State 2600]
type = SuperPause
trigger1 = time = 21
time = 41
movetime = 41
anim = -1

[State 2600]
type = AssertSpecial
trigger1 = time = [21,75]
flag = nobg
flag2 = nofg

[State 2600]
type = AssertSpecial
trigger1 = AnimElemtime(14) = [0,70]
trigger1 = (GameTime%3) = 1
flag = invisible

[State 2600]
type = Explod
trigger1 = time = 21
anim = 3036
sprpriority = -1
postype = p1
pos = 5,-81
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2600]
type = Explod
trigger1 = Time = 31
anim = 3037
sprpriority = 3
postype = p1
pos = 5,-81
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2600]
type = Explod
trigger1 = Time = 35
anim = 3038
sprpriority = -4
postype = p1
pos = 5,-81
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2600]
type = helper
trigger1 = time = 30 || time = 34 ||  time = 58 || time = 64
id = 4601
persistent = 1
name = "wakka"
pos = 5,-81
postype = P1
stateno = 4601
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2600]
type = EnvColor
trigger1 = time = 21
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 2600]
type = null;EnvColor
trigger1 = time = 24
persistent = 0
ignorehitpause = 1
time = 29;29
value = 0,0,0
under = 2

[State 2600]
type = PlaySnd
trigger1 = Time = 21
value = 2400,19

[State 2600]
type = PlaySnd
trigger1 = Time = 22
value = 2400,18

[State 2600]
type = PlaySnd
trigger1 = Time = 28
value = 2400,20

[state 2600]
type = varset
trigger1 = time = 0
trigger2 = AnimElemtime(14) = [20,70]
trigger2 = command = "x" || command = "y" || command = "a" || command = "b"
v = 5
value = IfElse((time = 0),0,IfElse((command = "x"),2610,IfElse((command = "y"),4620,IfElse((command = "a"),4630,2500))))

[state 2600] 
type = changestate
trigger1 = animtime = 0
trigger2 = var(30) != 1
trigger2 = AnimElemtime(14) = [20,70]
trigger2 = command = "x" || command = "y" || command = "a" || command = "b"
trigger3 = var(30) = 1 && AnimElemtime(14) >= 30
value = IfElse((var(30) != 1),0+var(5),IfElse((p2statetype=S&&Random <=800-((palno=12&&(power>=(0.4*Const(data.power))||var(37)=1))*750)),4620,(IfElse(random<=300&&(life<=(Ceil(0.9*Const(data.life)))),4630,2610+((var(37)=1&&random<=300)*20)))))
ctrl = 0 + ((animtime = 0)*1)

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

[Statedef 4601]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3035
ownpal = 1

[state 4601]
type = nothitby
trigger1 = 1
value = SCA

[state 4601]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1

[State 4601]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 4601]
type = Trans
trigger1 = 1
trans = add

[state 4601]
type = varset
trigger1 = time = 0
v = 56
value = 0

[State 4601]
type = VarAdd
trigger1 = Var(56) <= 40
var(56) = 1

[State 4601]
Type = AngleDraw
Trigger1 = Time >= 0
scale = 0.2 + Var(56)/10.0 , 0.2 + Var(56)/10.0

[State 4601]
Type = AngleAdd
Trigger1 = Time >= 0
Value = -3

[state 4601]
type = destroyself
trigger1 = Time >= 25

;---------------------------------------------------------------------------
; マガキ
;---------------------------------------------------------------------------

[Statedef 2610]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 3040
sprpriority = 99
ctrl = 0

[state 2610]
type = varset
trigger1 = palno = 12 && time = 0
v = 5
value = (palno=12&&power>=(0.4*Const(data.power)))*1

[State 2610]
type = powerAdd
trigger1 = palno = 12 && time = 1 && (var(5) = 1)
value = (-0.4*Const(data.power))

[State 2610]
type = AssertSpecial
trigger1 = time = [0,20]
trigger1 = (GameTime%3) = 1
flag = invisible

[State 2610]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2610]
type = PlaySnd
trigger1 = Time = 0
value = 2400,24
volume = 250

[State 2610]
type = Explod
triggerall = time = [0,20]
trigger1 = (GameTime%3) = 1
anim = 3039
sprpriority = 100
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 2610]
type = changestate
trigger1 = time >= 49
value = 2611

;---------------------------------------------------------------------------
; ユニバース・ディストーション
;---------------------------------------------------------------------------

[Statedef 2611]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= 0
anim = 3041
ctrl = 0
sprpriority = 99

[State 2611]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg
flag3 = nofg

[State 2611]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2611]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 2611]
type = Explod
trigger1 = time = 1
anim = 3036
sprpriority = -1
postype = p1
pos = 20,-110
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2611]
type = Explod
trigger1 = Time = 11
anim = 3037
sprpriority = 101
postype = p1
pos = 20,-110
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2611]
type = Explod
trigger1 = Time = 15
anim = 3038
sprpriority = -4
postype = p1
pos = 20,-110
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2611]
type = Explod
trigger1 = Time = 0
anim = 3044
id = 3045
sprpriority = 100
postype = p1
pos = 14,-7
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2611]
type = helper
trigger1 = time = 10 || time = 14 ||  time = 38 || time = 44
id = 4601
persistent = 1
name = "wakka"
pos = 20,-110
postype = P1
stateno = 4601
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2611]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 2611]
type = PlaySnd
trigger1 = Time = 1
value = 2400,19

[State 2611]
type = PlaySnd
trigger1 = Time = 2
value = 2400,18

[State 2611]
type = PlaySnd
trigger1 = Time = 8
value = 2400,20

[state 2611]
type = changestate
trigger1 = animtime = 0
value = 2612

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

[Statedef 2612]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 3042
sprpriority = 99
ctrl = 0

[State 2612]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg
flag3 = nofg

[State 2612]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2612]
type = PlaySnd
trigger1 = Time = 0
value = 2400,21
volume = 250
channel = 6

[State 2612]
type = PlaySnd
trigger1 = Time = 0
value = 2400, 23
volume = 250
channel = 7

[State 2612]
type = null;PlaySnd
trigger1 = Time = 141
value = 2400,23
volume = 250
channel = 8

[State 2612]
type = Explod
trigger1 = Time = 0
anim = 3045
id = 3045
sprpriority = 100
postype = p1
pos = 14,-8
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1

[State 2612]
type = Explod
trigger1 = Time = 0
anim = 3047
id = 3045
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1

[State 2612]
type = AttackDist
trigger1 = 1
value = 0

[State 2612]
type = Projectile
trigger1 = time >= 0 && time <= 190
trigger1 = (GameTime%10) = 1
attr = S, NA
projanim = 3049
projhitanim = -1
projid = 1073
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(((0.005+((var(1)=1)*0.015))+((palno=12)*0.04)+((palno=12&&(var(5)=1))*99.9))*enemy,Const(data.life))
getpower = 0,0
givepower = 0-((palno = 12)*9999999999)
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = 3000
sparkxy = 40,-74
hitsound   = s490,0
guard.sparkno = 3000
guardsound = s122,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-1.52
guard.velocity = -9.5
air.velocity = -0.75,-1.52
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2605

[State 2612]
type = Projectile
trigger1 = time >= 0 && time <= 190
attr = S, SP
projanim = 3050
projhitanim = -1
projid = 3050
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = 3000
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = 3000
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[state 2612]
type = targetstate
triggerall = palno = 12
trigger1 = time >= 0 && time <= 190
trigger1 = (GameTime%10) = 1
value = 2606

[State 2612]
type = ReversalDef
trigger1 = palno = 12
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7, hit
pausetime = 0,0
numhits = 1
sparkno = 3000
hitsound = -1
p2stateno = 2606

[State 2612]
type = Explod
triggerall = palno = 12
trigger1 = target,stateno = 2606 && enemyNear,time = 0
anim = IfElse((var(54)= 1),(3016 + (random%8)),7003)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 2612]
type = HitAdd
triggerall = palno = 12
trigger1 = target,stateno = 2606 && enemyNear,time = 0
value = 1

[State 2612]
type = PlaySnd
triggerall = palno = 12
trigger1 = target,stateno = 2606 && enemyNear,time = 0
value = 490,0

[state 2612]
type = changestate
trigger1 = time >= 211
value = 2613

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

[Statedef 2613]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 3043
ctrl = 0
sprpriority = 99

[State 2613]
type = AssertSpecial
trigger1 = AnimElemtime(5) <= 0
flag = nobardisplay
flag2 = nobg
flag3 = nofg

[State 2613]
type = AssertSpecial
trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) <= 29
trigger1 = (GameTime%3) = 1
flag = invisible

[state 2613]
type = removeexplod
trigger1 = time = 0
is = 3045

[State 2613]
type = null;Explod
trigger1 = Time = 0
anim = 3046
id = 3046
sprpriority = 100
postype = p1
pos = 14,-8
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2613]
type = Explod
trigger1 = Time = 0
anim = 3048
id = 3048
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2613]
type = Explod
triggerall = AnimElemtime(4) = [0,40]
trigger1 = (GameTime%3) = 1
anim = 3039
sprpriority = 100
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2613]
type = PlaySnd
trigger1 = AnimElemtime(4) = 0
value = 2400,24
volume = 250

[state 2613]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;やられnot12P
;---------------------------------------------------------------------------

[Statedef 2605]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 2605]
type = destroyself
trigger1 = ishelper

[State 2605]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.02 * Const(data.life)))

[State 2605]
type = powerset
triggerall = enemynear,name = "D-Athena" && enemynear,var(1) = 1
trigger1 = time = 0
ignorehitpause = 1
value = power - (Ceil(0.02 * Const(data.power)))

[State 2605]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2605]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3051

[State 2605]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 2605]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[state 2605]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),0.32,-0.32)
y = -0.225

[state 2605]
type = null;veladd
trigger1 = 1
y = 0.002

[State 2605] 
type = changestate
trigger1 = time >= 11
value = 2608

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

[Statedef 2606]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 4636]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = IfElse((enemynear,name="D-Athena"&&enemynear,var(5)=1),0,life-(Ceil(0.035 * Const(data.life))))

[State 2606]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 2606]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2606]
type = VarRangeSet
trigger1 = 1
value = 0

[State 2606]
type = VarRangeSet
trigger1 = 1
fvalue = 0

[State 2606]
type = VarSet
trigger1 = 1
sysvar(1) = 0

[State 2606]
type = VarSet
trigger1 = 1
sysvar(2) = 0

[State 2606]
type = VarSet
trigger1 = 1
sysvar(3) = 0

[State 2606]
type = VarSet
trigger1 = 1
sysvar(4) = 0

[State 2606]
type = PlayerPush
trigger1 = 1
value = -1

[State 2606]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2606]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2606]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3051

[State 2606]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 2606]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[state 2606]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),0.32,-0.32)
y = -0.225

[state 2606]
type = null;veladd
trigger1 = 1
y = 0.002

[state 2606]
type = destroyself
trigger1 = ishelper && root,var(23) = 1 && (root,var(58) = [0,5]) && (root,fvar(5) = 1||root,fvar(5) = 1.5)
trigger2 = ishelper && (root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60

[state 2606]
type = changestate
triggerall = ishelper
trigger1 = !((root,var(23)=1&&(root,var(58)=[0,5])&&(root,fvar(5)=1||root,fvar(5)=1.5))||((root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60))
value = 80600

[State 2606] 
type = changestate
trigger1 = time >= 11
value = 2607

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

[Statedef 2607]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 2607]
type = destroyself
trigger1 = ishelper

[State 2607]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.035 * Const(data.life)))

[State 2607]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 2607]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2607]
type = VarRangeSet
trigger1 = 1
value = 0

[State 2607]
type = VarRangeSet
trigger1 = 1
fvalue = 0

[State 2607]
type = VarSet
trigger1 = 1
sysvar(1) = 0

[State 2607]
type = VarSet
trigger1 = 1
sysvar(2) = 0

[State 2607]
type = VarSet
trigger1 = 1
sysvar(3) = 0

[State 2607]
type = VarSet
trigger1 = 1
sysvar(4) = 0

[State 2607]
type = PlayerPush
trigger1 = 1
value = -1

[State 2607]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2607]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2607]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 2607]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 2607]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 2607]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;相手落下2
;---------------------------------------------------------------------------

[Statedef 2608]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 2608]
type = destroyself
trigger1 = ishelper

[State 2608]
type = PlayerPush
trigger1 = 1
value = -1

[State 2608]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2608]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2608]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 2608]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 2608]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 2608]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; 神人豪鬼
;---------------------------------------------------------------------------

[Statedef 4620]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 3055
sprpriority = 99
ctrl = 0

[State 4620]
type = AssertSpecial
trigger1 = time = [0,20]
trigger1 = (GameTime%3) = 1
flag = invisible

[State 4620]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 4620]
type = PlaySnd
trigger1 = Time = 0
value = 2400,24
volume = 250

[State 4620]
type = Explod
triggerall = time = [0,20]
trigger1 = (GameTime%3) = 1
anim = 3039
sprpriority = 100
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 4620]
type = changestate
trigger1 = time >= 49
value = 4621

;---------------------------------------------------------------------------
; 瞬獄殺
;---------------------------------------------------------------------------

[Statedef 4621]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= 0
anim = 3056
ctrl = 0
sprpriority = 99

[State 4621]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg
flag3 = nofg

[State 4621]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 4621]
type = SuperPause
trigger1 = time = 0
time = 62
movetime = 62
anim = -1

[State 4621]
type = Explod
trigger1 = time = 1
anim = 3036
sprpriority = -1
postype = p1
pos = 10,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 4621]
type = Explod
trigger1 = Time = 11
anim = 3037
sprpriority = 100
postype = p1
pos = 10,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 4621]
type = Explod
trigger1 = Time = 15
anim = 3038
sprpriority = -4
postype = p1
pos = 10,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 4621]
type = helper
trigger1 = time = 10 || time = 14 ||  time = 38 || time = 44
id = 4601
persistent = 1
name = "wakka"
pos = 10,-100
postype = P1
stateno = 4601
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 4621]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 4621]
type = PlaySnd
trigger1 = Time = 1
value = 2400,19

[State 4621]
type = PlaySnd
trigger1 = Time = 2
value = 2400,18

[State 4621]
type = PlaySnd
trigger1 = Time = 8
value = 2400,20

[State 4621]
type = PlaySnd
trigger1 = Time = 0
value = 2500,4
volume = 250

[state 4621]
type = changestate
trigger1 = animtime = 0
value = 2622

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

[Statedef 2622]
type    = S
movetype= A
physics = N
velset = 40,0
juggle = 15
sprpriority = 99
ctrl = 0

[State 2622]
type = ChangeAnim
trigger1 = Time = 0
value = 3063;IfElse((palno = 12),3066,3063)
IgnoreHitPause = 1

[State 2622]
type = SuperPause
trigger1 = time = 0
time = 4
movetime = 0
darken = 0
anim = -1

[State 2622]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2622]
type = PlaySnd
trigger1 = Time = 0
value = 2500,2
volume = 250

[State 2622]
type = Explod
trigger1 = Time = 0
anim = 3060
sprpriority = 100
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[state 2622]
type = HitDef
triggerall = palno != 12
trigger1 = enemy,statetype != L
attr = S, HT
hitflag = MAF
priority = 7, Miss
sparkno = 3000
hitsound = -1
sprpriority = 1
p2facing = -1
p1stateno = 2624
p2stateno = 4625

[State 2622]
type = ReversalDef
trigger1 = palno = 12
reversal.attr = SCA,AT,AA,AP
hitflag = M
priority = 7, hit
pausetime = 0,0
numhits = 0
sparkno = 3000
hitsound = -1
p2facing = -1
p1stateno = 2624
p2stateno = 2627

[State 2622]
type = Projectile
trigger1 = palno = 12 && enemy,stateno != 4625
attr = S, NT
projanim = 1053
projhitanim = -1
projid = 1053
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 1
postype = p1
offset = 10,0
velocity = 0
animtype  = hard
damage    = 0
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = 
numhits = 1
pausetime = 0,10
sparkno = 3000
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = 3000
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3,-6
air.velocity = -3,-6
fall = 1
air.fall = 1
fall.recover = 0
p2facing = -1
p1stateno = 2624
p2stateno = 2627

[state 2622]
type = changestate
trigger1 = time >= 10
value = 2623

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

[Statedef 2623]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 3057
ctrl = 0
sprpriority = 99

[State 2623]
type = AssertSpecial
trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) <= 29
trigger1 = (GameTime%3) = 1
flag = invisible

[State 2623]
type = Explod
triggerall = AnimElemtime(4) = [0,40]
trigger1 = (GameTime%3) = 1
anim = 3039
sprpriority = 100
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2623]
type = Explod
trigger1 = Time = 0
anim = 3061
sprpriority = 100
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2623]
type = PlaySnd
trigger1 = AnimElemtime(4) = 0
value = 2400,24
volume = 250

[state 2623]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;開始
;---------------------------------------------------------------------------

[Statedef 2624]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State 2624]
type = ChangeAnim
trigger1 = Time = 0
value = 3058
IgnoreHitPause = 1

[State 2624]
type = PlaySnd
trigger1 = Time = 11
value = s2500,1
volume = 250
ignorehitpause = 1

[State 2624]
type = PlaySnd
trigger1 = Time = 11
value = s2500,5
volume = 250
ignorehitpause = 1

[State 2624]
type = TargetBind
Trigger1 = Time = 0
pos = 34,0
ignorehitpause = 1

[State 2624]
type = TargetBind
Trigger1 = Time = 41
pos = 45,0
ignorehitpause = 1

[State 2624]
type = allpalfx
trigger1 = time = 11
time = 30
sinadd = -255,-255,-255,120

[State 2624]
type = pause
trigger1 = time = [41,270]
time = 2
movetime = 2

[State 2624]
type = envcolor
trigger1 = Time = [41,270]
time = 5
value = 0,0,0

[State 2624]
type = assertspecial
trigger1 = Time = [11,270]
flag = nobardisplay

[State 2622]
type = ReversalDef
trigger1 = palno = 12
reversal.attr = SCA,AT,AA,AP
hitflag = M
priority = 7, hit
pausetime = 0,0
numhits = 0
sparkno = 3000
hitsound = -1
p2facing = -1
p2stateno = 2627

[state 2622]
type = targetstate
trigger1 = palno = 12 && enemynear,stateno !=2627
trigger1 = Time = [41,270]
value = 2627

[State 2622]
type = Projectile
trigger1 = palno = 12
trigger1 = Time = [41,270]
attr = S, NA
projanim = 1086
projhitanim = -1
projid = 1086
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 1
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 19999999
numhits = 0
getpower = 0,0
givepower = Ceil(-99.0 * enemy,Const(data.power))
hitflag = MAFLPD
guardflag = 
pausetime = 0,40
sparkno = 3000
sparkxy = 0,0
hitsound   = -1
guard.sparkno = 3000
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2627
pausemovetime = 450
supermovetime = 450

[State 2624]
type = envshake
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem = 30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem = 40 || animelem = 41
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
time = IfElse((animelem = 49),17,5)
freq = 90
ampl = IfElse((animelem = 49),-17,-13)

[State 2624]
type = envcolor
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem = 30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem = 40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
time = 1
value = 220,220,255

[State 2624]
type = hitadd
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem = 30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem = 40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
value = 1

[State 2624]
type = playsnd
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem = 30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem = 40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
value = s490,0

[State 2624]
type = Explod
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem = 30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem = 40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
anim = IfElse((var(54)= 1),(3016 + (random%8)),7003)
sprpriority = 6
postype = p2
pos = 0,(target,const(size.mid.pos.y))
random = 60,60
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 450
supermovetime = 450

[State 2624]
type = Explod
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem = 30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem = 40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
anim = 1024
sprpriority = 6
postype = p2
pos = 0,(target,const(size.mid.pos.y))
random = 50,50
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 450
supermovetime = 450

[State 2624]
type = Explod
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem = 30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem = 40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
anim = 1024
sprpriority = 6
postype = p2
pos = 0,(target,const(size.mid.pos.y))
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 450
supermovetime = 450

[State 2624]
type = targetlifeadd
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem = 30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem = 40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
value = -(Ceil((((var(1)+2)*((var(46)>=0)*35)*14)+fvar(9)+var(34))*enemy,Const(data.life))+(fvar(8)*110))
absolute = 1

[State 2624]
type = targetlifeadd
trigger1 = AnimElemtime(8) >= 1
value = -(Ceil((((var(1)+2)*((var(46)>=0)*35)*14)+fvar(9)+var(34))*enemy,Const(data.life))+(fvar(8)*110))
absolute = 1

[State 2624]
type = targetlifeadd
trigger1 = animelem = 49
value = -(Ceil((((var(1)+2)*((var(46)>=0)*35)*14)+fvar(9)+var(34))*enemy,Const(data.life))+(fvar(8)*110))
absolute = 1

[State 2624]
type = targetpoweradd
triggerall = var(1) = 1
trigger1 = animelem = 8 || animelem = 9 || animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13 || animelem = 14 || animelem = 15
trigger2 = animelem = 16 ||animelem = 17 || animelem = 18 || animelem = 19 || animelem = 20 || animelem = 21
trigger3 = animelem = 22 ||  animelem = 23 || animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28|| animelem = 29 || animelem = 30 || animelem = 31
trigger4 = animelem = 32 || animelem = 33 || animelem = 34 || animelem = 35 || animelem = 36 || animelem = 37 || animelem = 38 || animelem = 39 || animelem = 40
trigger5 = animelem = 42 || animelem = 43 || animelem = 44 || animelem = 45 || animelem = 46 || animelem = 47 || animelem = 48 || animelem = 49
value = Ceil(-99.9 * enemy,Const(data.power))

[State 2624]
type = Explod
trigger1 = Time = 0
anim = 3062
sprpriority = 100
postype = p1
pos = 2,-1
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 450
supermovetime = 450

[State 2624]
type = ChangeState
trigger1 = Time >= 270
value = 2626
ctrl = 0

;---------------------------------------------------------------------------
; 相手not12P
;---------------------------------------------------------------------------

[Statedef 4625]
type    = L
movetype= H
physics = N
ctrl = 0
velset = 0,0

[state 4625]
type = destroyself
trigger1 = ishelper

[State 4625]
type = ChangeAnim2
trigger1 = Time = 0
value = 3065
IgnoreHitPause = 1
pausemovetime = 450
supermovetime = 450

[State 4625]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4625]
type = lifeset
trigger1 = Time >= 49
value = 0

[State 4625]
type = powerset
triggerall = enemynear,name = "D-Athena" && enemynear,var(1) = 1
trigger1 = Time >= 49
value = 0

[State 4625]
type = selfState
trigger1 = AnimTime = 0 && alive
value = 5120

[State 4625]
type = selfState
trigger1 = !alive
value = 5150

;---------------------------------------------------------------------------
; 相手12P
;---------------------------------------------------------------------------

[Statedef 2627]
type    = L
movetype= H
physics = N
ctrl = 0
velset = 0,0

[State 2627]
type = posset
trigger1 = 1
y = 0
ignorehitpause = 1

[State 2627]
type = ChangeAnim2
trigger1 = Time = 0
value = 3065
IgnoreHitPause = 1
pausemovetime = 450
supermovetime = 450

[State 2627]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2627]
type = lifeset
trigger1 = Time >= 49
value = 0

[State 2627]
type = powerset
trigger1 = Time >= 49
value = 0

[State 2627]
type = VarRangeSet
trigger1 = 1
value = 0

[State 2627]
type = VarRangeSet
trigger1 = 1
fvalue = 0

[State 2627]
type = VarSet
trigger1 = 1
sysvar(1) = 0

[State 2627]
type = VarSet
trigger1 = 1
sysvar(2) = 0

[State 2627]
type = VarSet
trigger1 = 1
sysvar(3) = 0

[State 2627]
type = VarSet
trigger1 = 1
sysvar(4) = 0

[state 2627]
type = destroyself
trigger1 = ishelper && root,var(23) = 1 && (root,var(58) = [0,5]) && (root,fvar(5) = 1||root,fvar(5) = 1.5)
trigger2 = ishelper && (root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60

[state 2627]
type = changestate
triggerall = ishelper
trigger1 = !((root,var(23)=1&&(root,var(58)=[0,5])&&(root,fvar(5)=1||root,fvar(5)=1.5))||((root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60))
value = 80600

[State 2627]
type = selfState
trigger1 = AnimTime = 0 && alive
value = 5120

[State 2627]
type = selfState
trigger1 = !alive
value = 5150

;---------------------------------------------------------------------------
; 終了2
;---------------------------------------------------------------------------

[Statedef 2626]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 3064
ctrl = 0
sprpriority = 99

[State 2626]
type = PlaySnd
trigger1 = time = 0
value = 2500,3
volume = 250

[State 2626]
type = PlaySnd
trigger1 = AnimElemtime(4) = 0
value = 2400,24
volume = 250

[State 2626]
type = AssertSpecial
trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) <= 29
trigger1 = (GameTime%3) = 1
flag = invisible

[State 2626]
type = Explod
triggerall = AnimElemtime(4) = [0,40]
trigger1 = (GameTime%3) = 1
anim = 3039
sprpriority = 100
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2624]
type = Explod
trigger1 = Time = 0
anim = 3059
sprpriority = 101
postype = p1
pos = 0,-12
bindtime = -1
under = 0
ownpal = 1
facing = IfElse((facing = 1),1,-1)

[state 2626]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; オロチ
;---------------------------------------------------------------------------

[Statedef 4630]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 3074
sprpriority = 99
ctrl = 0

[state 4630]
type = varset
trigger1 = palno = 12 && time = 0
v = 5
value = (palno=12&&power>=(0.4*Const(data.power)))*1

[State 4630]
type = powerAdd
trigger1 = palno = 12 && time = 1 && (var(5) = 1)
value = (-0.4*Const(data.power))

[State 4630]
type = AssertSpecial
trigger1 = time = [0,20]
trigger1 = (GameTime%3) = 1
flag = invisible

[State 4630]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 4630]
type = PlaySnd
trigger1 = Time = 0
value = 2400,24
volume = 250

[State 4630]
type = Explod
triggerall = time = [0,20]
trigger1 = (GameTime%3) = 1
anim = 3039
sprpriority = 100
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 4630]
type = changestate
trigger1 = time >= 49
value = 4631

;---------------------------------------------------------------------------
; ルミネ(仮)
;---------------------------------------------------------------------------

[Statedef 4631]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= 0
anim = 3075
ctrl = 0
sprpriority = 99

[State 4631]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg
flag3 = nofg

[State 4631]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 4631]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 4631]
type = Explod
trigger1 = time = 1
anim = 3036
sprpriority = -1
postype = p1
pos = 0,-130
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 4631]
type = Explod
trigger1 = Time = 11
anim = 3037
sprpriority = 101
postype = p1
pos = 0,-130
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 4631]
type = Explod
trigger1 = Time = 15
anim = 3038
sprpriority = -4
postype = p1
pos = 0,-130
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 4631]
type = helper
trigger1 = time = 10 || time = 14 ||  time = 38 || time = 44
id = 4601
persistent = 1
name = "wakka"
pos = 0,-130
postype = P1
stateno = 4601
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 4631]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 4631]
type = PlaySnd
trigger1 = Time = 1
value = 2400,19

[State 4631]
type = PlaySnd
trigger1 = Time = 2
value = 2400,18

[State 4631]
type = PlaySnd
trigger1 = Time = 8
value = 2400,20

[state 4631]
type = changestate
trigger1 = animtime = 0
value = 4632

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

[Statedef 4632]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 3076
sprpriority = 99
ctrl = 0

[State 4632]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg
flag3 = nofg

[State 4632]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[State 4632]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 4632]
type = PlaySnd
trigger1 = Time = 0
value = 2500,7
volume = 250
channel = 13

[State 4632]
type = EnvShake
trigger1 = time >= 350 && (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 4632]
type = Explod
trigger1 = Time = 0
anim = 3073
id = 3073
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 4632]
type = Projectile
triggerall = palno = 12
trigger1 = time <= 350 && (GameTime%30) = 1
attr = S, NA
projanim = 3049
projhitanim = -1
projid = 4632
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
numhit = 0
animtype  = hard
damage    = 0,0
getpower = 0,0
givepower = 0-((palno = 12)*9999999999)
hitflag = MAFD
guardflag = 
pausetime = 9,10
guard.pausetime = 9,10
sparkno = 3000
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = 3000
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = (IfElse(!(enemynear,statetype=S&&enemynear,statetype=C),4640,4639))

[State 4632]
type = Projectile
trigger1 = time >= 350 && time <= 550
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 3049
projhitanim = -1
projid = 1073
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(((0.0001+((var(1)=1)*0.00015))+((palno=12)*0.02)+((palno=12&&(var(5)=1))*100.0))*enemy,Const(data.life))
getpower = 0,0
givepower = 0-((palno = 12)*9999999999)
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = 3000
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = 3000
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 4635

[State 4632]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3050
projhitanim = -1
projid = 3050
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = 3000
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = 3000
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 4632]
type = AttackDist
trigger1 = 1
value = 0

[State 4632]
type = ReversalDef
trigger1 = palno = 12 && time <= 550
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7, hit
pausetime = 0,10
numhits = 0
sparkno = 3000
hitsound = -1
p2stateno = IfElse((time <= 350),(IfElse(!(enemynear,statetype=S&&enemynear,statetype=C),4640,4639)),4636)

[state 4632]
type = targetstate
triggerall = palno = 12
trigger1 = time >= 350 && time <= 550
trigger1 = (GameTime%3) = 1
value = 4636

[state 4632]
type = targetstate
triggerall = palno = 12
trigger1 = time < 350 && (enemynear,statetype = S||enemynear,statetype = C)
trigger1 = !(target,stateno = 4639||target,stateno = 4640)
value = 4639

[state 4632]
type = targetstate
triggerall = palno = 12
trigger1 = time < 350 && enemynear,statetype = A
trigger1 = !(target,stateno = 4639||target,stateno = 4640)
value = 4640

[State 4632]
type = Explod
triggerall = palno = 12
trigger1 = target,stateno = 4636 && enemyNear,time = 0
anim = IfElse((var(54)= 1),(3016 + (random%8)),7003)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 4632]
type = HitAdd
triggerall = palno = 12
trigger1 = target,stateno = 4636 && enemyNear,time = 0
value = 1

[State 4633]
type = EnvColor
trigger1 = time = 540
time = 20
value = 255,255,255
sprpriority = 99999
persistent = 1
ignorehitpause = 1

[state 4632]
type = changestate
trigger1 = time >= 550
value = 4633

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

[Statedef 4633]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 3077
ctrl = 0
sprpriority = 99

[State 4633]
type = EnvColor
trigger1 = time = 0
time = 10
value = 255,255,255
sprpriority = 99999
persistent = 1
ignorehitpause = 1

[State 4633]
type = AssertSpecial
trigger1 = AnimElemtime(5) <= 0
flag = nobardisplay
flag2 = nobg
flag3 = nofg

[State 4632]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[State 4633]
type = AssertSpecial
trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) <= 29
trigger1 = (GameTime%3) = 1
flag = invisible

[State 4633]
type = Explod
triggerall = AnimElemtime(4) = [0,40]
trigger1 = (GameTime%3) = 1
anim = 3039
sprpriority = 100
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 4633]
type = PlaySnd
trigger1 = AnimElemtime(4) = 0
value = 2400,24
volume = 250

[state 4633]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;やられnot12P
;---------------------------------------------------------------------------

[Statedef 4635]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 4635]
type = destroyself
trigger1 = ishelper

[State 4635]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.007 * Const(data.life)))

[State 4635]
type = powerset
triggerall = enemynear,name = "D-Athena" && enemynear,var(1) = 1
trigger1 = time = 0
ignorehitpause = 1
value = power - (Ceil(0.005 * Const(data.power)))

[State 4635]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 4635]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3051

[State 4635]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 4635]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[State 4635] 
type = changestate
trigger1 = time >= 8
value = 4638

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

[Statedef 4636]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 4636]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = IfElse((enemynear,name="D-Athena"&&enemynear,var(5)=1),0,life-(Ceil(0.012 * Const(data.life))))

[State 4636]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 4636]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 4636]
type = VarRangeSet
trigger1 = 1
value = 0

[State 4636]
type = VarRangeSet
trigger1 = 1
fvalue = 0

[State 4636]
type = VarSet
trigger1 = 1
sysvar(1) = 0

[State 4636]
type = VarSet
trigger1 = 1
sysvar(2) = 0

[State 4636]
type = VarSet
trigger1 = 1
sysvar(3) = 0

[State 4636]
type = VarSet
trigger1 = 1
sysvar(4) = 0

[State 4636]
type = PlayerPush
trigger1 = 1
value = -1

[State 4636]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4636]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 4636]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3051

[State 4636]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 4636]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[state 4636]
type = destroyself
trigger1 = ishelper && root,var(23) = 1 && (root,var(58) = [0,5]) && (root,fvar(5) = 1||root,fvar(5) = 1.5)
trigger2 = ishelper && (root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60

[state 4636]
type = changestate
triggerall = ishelper
trigger1 = !((root,var(23)=1&&(root,var(58)=[0,5])&&(root,fvar(5)=1||root,fvar(5)=1.5))||((root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60))
value = 80600

[State 4636] 
type = changestate
trigger1 = time >= 8
value = 4637

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

[Statedef 4637]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 4637]
type = destroyself
trigger1 = ishelper

[State 4637]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.035 * Const(data.life)))

[State 4637]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 4637]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 4637]
type = VarRangeSet
trigger1 = 1
value = 0

[State 4637]
type = VarRangeSet
trigger1 = 1
fvalue = 0

[State 4637]
type = VarSet
trigger1 = 1
sysvar(1) = 0

[State 4637]
type = VarSet
trigger1 = 1
sysvar(2) = 0

[State 4637]
type = VarSet
trigger1 = 1
sysvar(3) = 0

[State 4637]
type = VarSet
trigger1 = 1
sysvar(4) = 0

[State 4637]
type = PlayerPush
trigger1 = 1
value = -1

[State 4637]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4637]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 4637]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 4637]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 4637]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 4637]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;相手落下2
;---------------------------------------------------------------------------

[Statedef 4638]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 4638]
type = destroyself
trigger1 = ishelper

[State 4638]
type = PlayerPush
trigger1 = 1
value = -1

[State 4638]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4638]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 4638]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 4638]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 4638]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 4638]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 4639]
type    = S
movetype= H
physics = S

[state 4639]
type = destroyself
trigger1 = ishelper

[State 4639]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4639]
type = changeanim
trigger1 = time = 0
value = 0

[State 4639]
type = posset
trigger1 = 1
y = 0

[State 4639]
type = powerset
trigger1 = 1
value = 0

[State 4639]
type = VarRangeSet
trigger1 = 1
value = 0
IgnoreHitPause = 1

[State 4639]
type = VarRangeSet
trigger1 = 1
fvalue = 0
IgnoreHitPause = 1

[State 4639]
type = VarSet
trigger1 = 1
sysvar(1) = 0
IgnoreHitPause = 1

[State 4639]
type = VarSet
trigger1 = 1
sysvar(2) = 0
IgnoreHitPause = 1

[State 4639]
type = VarSet
trigger1 = 1
sysvar(3) = 0
IgnoreHitPause = 1

[State 4639]
type = VarSet
trigger1 = 1
sysvar(4) = 0
IgnoreHitPause = 1

[State 4639]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 4639]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 4639]
type = changeState
trigger1 = !alive
value = 20003

[State 4639]
type = selfState
triggerall = alive
trigger1 = Time >= 2000
value = 0
ctrl = 1

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

[Statedef 4640]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,1.5

[State 4640]
type = ChangeAnim
trigger1 = time = 0
value = 50

[State 4640]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4640]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 4640]
type = VarRangeSet
trigger1 = name != "D-Athena"
value = 0
IgnoreHitPause = 1

[State 4640]
type = VarRangeSet
trigger1 = name != "D-Athena"
fvalue = 0
IgnoreHitPause = 1

[State 4640]
type = VarSet
trigger1 = name != "D-Athena"
sysvar(1) = 0
IgnoreHitPause = 1

[State 4640]
type = VarSet
trigger1 = name != "D-Athena"
sysvar(2) = 0
IgnoreHitPause = 1

[State 4640]
type = VarSet
trigger1 = name != "D-Athena"
sysvar(3) = 0
IgnoreHitPause = 1

[State 4640]
type = VarSet
trigger1 = name != "D-Athena"
sysvar(4) = 0
IgnoreHitPause = 1

[state 4640]
type = destroyself
trigger1 = ishelper

[State 4640]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 4640]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 4639


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;===========================================================================
; その他
;===========================================================================
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

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

[Statedef 9000]
type    = S
movetype= H
physics = N
velset = 0,0

[state 9000]
type = destroyself
trigger1 = ishelper

[State 9000]
type = lifeadd
trigger1 = time = 0
ignorehitpause = 1
value = -(Ceil(0.01 * Const(data.life)))
absolute = 1

[State 9000]
type = NotHitBy
trigger1 = enemynear,name = "D-Athena" && enemynear,var(38) >= 15
value = SCA

[State 9000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 9001

[State 9000]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9000]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

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

[Statedef 9001]
type    = S
movetype= H
physics = S

[State 9001]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

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

[Statedef 9010]
type    = C
movetype= H
physics = N
velset = 0,0


[State 9010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 9011

[State 9010]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9010]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

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

[Statedef 9011]
type    = C
movetype= H
physics = C

[State 9011]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9011]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

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

[Statedef 9020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 9020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9020]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

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

[Statedef 9030]
type    = A
movetype= H
physics = N
ctrl = 0

[State 9030]
type = NotHitBy
trigger1 = enemynear,name = "D-Athena" && enemynear,var(38) >= 15
value = SCA

[State 9030]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 9050

[State 9030]
type = ChangeState
trigger1 = AnimTime = 0
value = 9035

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

[Statedef 9035]
type    = A
movetype= H
physics = N

[State 9035]
type = NotHitBy
trigger1 = enemynear,name = "D-Athena" && enemynear,var(38) >= 15
value = SCA

[State 9035]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 9050

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

[Statedef 9050]
type    = A
movetype= H
physics = N

[State 9050]
type = NotHitBy
trigger1 = enemynear,name = "D-Athena" && enemynear,var(38) >= 15
value = SCA

[State 9050]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

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

[Statedef 6050]
type = A
movetype = I
physics = N
anim = 6050+root,var(25)
velset = 0, 17
ctrl = 0

[State 6050]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 6050]
type = helper
trigger1 = pos y >= 0
id = 6050
persistent = 0
name = "MAX2"
pos = 0,-508-254
postype = p1
stateno = 6050
helpertype = normal
keyctrl = 0
persistent = 0
PauseMoveTime = 9999999
ownpal = 1

[state 6050]
type = posset
trigger1 = 1
x = -160

[state 6050]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 306-40, 40

[State 6050]
type = RemoveExplod
triggerall = Time > 0
trigger1 = root,StateNo != [2200,2599]
trigger2 = time = 60
ID = 6022

[State 6050]
type = DestroySelf
triggerall = Time > 0
trigger1 = root,StateNo != [2200,2599]
trigger2 = time = 60

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

[Statedef 10000]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 5040
sprpriority = 1
ctrl = 0

[State 10000]
type = removeexplod
trigger1 = 1
ID = 2241

[State 10000]
type = removeexplod
trigger1 = 1
ID = 1100

[State 10000]
type = PlaySnd
triggerall = palno = 12
trigger1 = time = 0
value = 2400, 15
volime = 250

[state 10000]
type = varadd
trigger1 = time = 0 && (var(59) < 3200&&var(32) < 800)
v = 47
value = 1-((var(51)!=gametime)*1)

[state 10000]
type = varadd
trigger1 = time = 0
v = 48
value = 1-((var(51)!=gametime)*1)

[State 10000]
type = PalFX
triggerall = palno = [7,11]
trigger1 = time = 0
time = 2
add = 255,255,255
ignorehitpause = 1

[State 10000]
type = PalFX
triggerall = palno = 12
trigger1 = time = 0
time = 1
add = 230,230,230
ignorehitpause = 1

[State 10000]
type = poweradd
trigger1 = time = 0
value = (const(data.power))/40

[State 10000]
type = NotHitBy 
trigger1 = 1
value = SCA

[state 10000]
type = velset
trigger1 = time = 0
x = -3.5
y = -5

[state 10000]
type = veladd
trigger1 = time >= 0
y = 0.45

[state 10000]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 1141
ctrl = 0

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

[Statedef 10001]
type    = S
movetype= I
physics = S
anim = 1

[state 10001]
type = posset
trigger1 = time = 0 && numhelper(21001)
x = helper(21001),pos x
y = 0

[State 10001]
type = removeexplod
trigger1 = 1
ID = 2241

[State 10001]
type = removeexplod
trigger1 = 1
ID = 1100

[State 10001]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 10001]
type = PlaySnd
triggerall = palno = 12
trigger1 = time = 0
value = 2400, 15
volime = 250

[State 10001]
type = PalFX
triggerall = palno = 12
trigger1 = time = 0
time = 1
add = 230,230,230
ignorehitpause = 1

[state 10001]
type = varadd
trigger1 = time = 0 && (var(59) < 3200&&var(32) < 800)
v = 47
value = 1-((var(51)!=gametime)*1)

[state 10001]
type = varadd
trigger1 = time = 0
v = 48
value = 1-((var(51)!=gametime)*1)

[State 10001]
type = poweradd
trigger1 = time = 0
value = (const(data.power))/40

[State 10001]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 10001]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 10001]
type = ChangeState
trigger1 = Time >= 1
value = 0
ctrl = 1

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

[Statedef 10002]
type    = C
movetype= I
physics = C
anim = 11

[state 10002]
type = posset
trigger1 = time = 0 && numhelper(21001)
x = helper(21001),pos x
y = 0

[State 10002]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 10002]
type = PlaySnd
triggerall = palno = 12
trigger1 = time = 0
value = 2400, 15
volime = 250

[State 10002]
type = PalFX
triggerall = palno = 12
trigger1 = time = 0
time = 1
add = 230,230,230
ignorehitpause = 1

[state 10002]
type = varadd
trigger1 = time = 0 && (var(59) < 3200&&var(32) < 800)
v = 47
value = 1-((var(51)!=gametime)*1)

[state 10002]
type = varadd
trigger1 = time = 0
v = 48
value = 1-((var(51)!=gametime)*1)

[State 10002]
type = poweradd
trigger1 = time = 0
value = (const(data.power))/40

[State 10002]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 10002]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 10002]
type = ChangeState
trigger1 = Time >= 1
value = 11
ctrl = 1

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

[Statedef 10003]
type    = S
movetype= I
physics = S
anim = 1

[State 10003]
type = removeexplod
trigger1 = 1
ID = 2241

[State 10003]
type = removeexplod
trigger1 = 1
ID = 1100

[State 10003]
type = NotHitBy
trigger1 = 1
value = SCA

[State 10003]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 10003]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 10003]
type = ChangeState
trigger1 = Time >= 1
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ブロッキングS
;---------------------------------------------------------------------------

[Statedef 18000]
type    = S
movetype= A
physics = S
anim = 1021

[State 18000]
type = PlaySnd
trigger1 = time = 0
value = 1010, 1
volume = 200

[State 18000]
type = PlaySnd
trigger1 = time = 0
value = 701, 0

[State 18000]
type = Explod
trigger1 = time = 0
anim = 1020
sprpriority = 9
postype = p1
velset = 0,0
pos = 20,-20
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 18000]
type = SuperPause
trigger1 = time = 0
time = 12
movetime = 12
anim = -1
darken = 0

[State 18000]
type = PalFX
trigger1 = time = 0
time = 2
add = 255,255,255
ignorehitpause = 1

[State 18000]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 18000]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 18000]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ブロッキングC
;---------------------------------------------------------------------------

[Statedef 18002]
type    = C
movetype= A
physics = C
anim = 1023

[State 18002]
type = PlaySnd
trigger1 = time = 0
value = 1010, 1
volume = 200

[State 18002]
type = PlaySnd
trigger1 = time = 0
value = 701, 0

[State 18002]
type = Explod
trigger1 = time = 0
anim = 1020
sprpriority = 9
postype = p1
velset = 0,0
pos = 10,3
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 18002]
type = SuperPause
trigger1 = time = 0
time = 12
movetime = 12
anim = -1
darken = 0

[State 18002]
type = PalFX
trigger1 = time = 0
time = 2
add = 255,255,255
ignorehitpause = 1

[State 18002]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 18002]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 18002]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; ブロッキングA
;---------------------------------------------------------------------------

[Statedef 18001]
type    = A
movetype= A
physics = A
anim = 1022

[State 18001]
type = PlaySnd
trigger1 = time = 0
value = 1010, 1
volume = 200

[State 18001]
type = PlaySnd
trigger1 = time = 0
value = 701, 0

[State 18001]
type = Explod
trigger1 = time = 0
anim = 1020
sprpriority = 9
postype = p1
velset = 0,0
pos = 20,-30
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 18001]
type = SuperPause
trigger1 = time = 0
time = 12
movetime = 2
anim = -1
darken = 0

[State 18001]
type = PalFX
trigger1 = time = 0
time = 2
add = 255,255,255
ignorehitpause = 1

[State 18001]
type = VelSet
trigger1 = Time = 0
y = -0.5

[State 18001]
type = Veladd
trigger1 = Time = 0
y = -0.5

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

[Statedef 20000]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1025
ownpal = 1

[State 20000]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 20000]
type = ReversalDef
trigger1 = enemy,statetype = A
trigger2 = p2statetype = A
reversal.attr = SCA, AA,AT,AP
hitflag = M-
priority = 7, Miss
pausetime = 0,10
numhits = 0
sparkno = 3000
hitsound = -1
p2stateno = 20007
getpower = (Const(data.power))/10

[State 20000]
type = ReversalDef
trigger1 = enemy,statetype = S
trigger2 = p2statetype = S
reversal.attr = SCA, AA,AT,AP
hitflag = M-
priority = 7, Miss
pausetime = 0,10
numhits = 0
sparkno = 3000
hitsound = -1
p2stateno = 20007
getpower = (Const(data.power))/10

[State 20000]
type = ReversalDef
trigger1 = enemy,statetype = C
trigger2 = p2statetype = C
reversal.attr = SCA, AA,AT,AP
hitflag = M-
priority = 7, Miss
pausetime = 0,10
numhits = 0
sparkno = 3000
hitsound = -1
p2stateno = 20007
getpower = (Const(data.power))/10

[state 20000]
type = nothitby
trigger1 = 1
value = SCA

[state 20000]
type = targetstate
triggerall = root,var(31) != 1
triggerall = enemynear,alive || enemy,alive
trigger1 = root,var(42) >= 4600
trigger1 = root,stateno != [2400,2415]
trigger2 = RoundState = 3 && root,var(42) <= 4599
value = 20007

[state 20000]
type = destroyself
trigger1 = time >= 2
trigger2 = stateno = [2400,2415]
trigger3 = stateno = [2500,2501]

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

[Statedef 20001]
type    = S
movetype= I
physics = S

[State 20001]
type = PalFX
trigger1 = (gametime%2) = 1
time = 1
add = 250,20,100
color = 0
ignorehitpause = 1

[state 20001]
type = destroyself
trigger1 = ishelper

[State 20001]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 20001]
type = lifeadd
trigger1 = time = 0
value = -(Ceil(0.12 * Const(data.life)))
absolute = 1

[State 20001]
type = poweradd
trigger1 = time = 0
value = -(Ceil(0.12 * Const(data.power)))

[State 20001]
type = lifeset
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 20001]
type = powerset
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 20001]
type = VarRangeSet
trigger1 = 1
value = 0
IgnoreHitPause = 1

[State 20001]
type = VarRangeSet
trigger1 = 1
fvalue = 0
IgnoreHitPause = 1

[State 20001]
type = VarSet
trigger1 = 1
sysvar(1) = 0
IgnoreHitPause = 1

[State 20001]
type = VarSet
trigger1 = 1
sysvar(2) = 0
IgnoreHitPause = 1

[State 20001]
type = VarSet
trigger1 = 1
sysvar(3) = 0
IgnoreHitPause = 1

[State 20001]
type = VarSet
trigger1 = 1
sysvar(4) = 0
IgnoreHitPause = 1

[State 20001]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 20001]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[state 20001]
type = destroyself
trigger1 = ishelper && root,var(23) = 1 && (root,var(58) = [0,5]) && (root,fvar(5) = 1||root,fvar(5) = 1.5)
trigger2 = ishelper && (root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60

[state 20001]
type = changestate
triggerall = ishelper
trigger1 = !((root,var(23)=1&&(root,var(58)=[0,5])&&(root,fvar(5)=1||root,fvar(5)=1.5))||((root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60))
value = 80600

[State 20001]
type = changeState
trigger1 = !alive
value = 20003

[State 20001]
type = selfState
triggerall = alive
trigger1 = Time >= 20
value = 0
ctrl = 1

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

[Statedef 20002]
type    = C
movetype= I
physics = C

[State 20002]
type = PalFX
trigger1 = (gametime%2) = 1
time = 1
add = 250,20,100
color = 0
ignorehitpause = 1

[State 20002]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 20002]
type = lifeadd
trigger1 = time = 0
value = -(Ceil(0.12 * Const(data.life)))
absolute = 1

[State 20002]
type = poweradd
trigger1 = time = 0
value = -(Ceil(0.12 * Const(data.power)))

[State 20002]
type = lifeset
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 20002]
type = powerset
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 20002]
type = VarRangeSet
trigger1 = 1
value = 0
IgnoreHitPause = 1

[State 20002]
type = VarRangeSet
trigger1 = 1
fvalue = 0
IgnoreHitPause = 1

[State 20002]
type = VarSet
trigger1 = 1
sysvar(1) = 0
IgnoreHitPause = 1

[State 20002]
type = VarSet
trigger1 = 1
sysvar(2) = 0
IgnoreHitPause = 1

[State 20002]
type = VarSet
trigger1 = 1
sysvar(3) = 0
IgnoreHitPause = 1

[State 20002]
type = VarSet
trigger1 = 1
sysvar(4) = 0
IgnoreHitPause = 1

[State 20002]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 20002]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[state 20002]
type = destroyself
trigger1 = ishelper && root,var(23) = 1 && (root,var(58) = [0,5]) && (root,fvar(5) = 1||root,fvar(5) = 1.5)
trigger2 = ishelper && (root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60

[state 20002]
type = changestate
triggerall = ishelper
trigger1 = !((root,var(23)=1&&(root,var(58)=[0,5])&&(root,fvar(5)=1||root,fvar(5)=1.5))||((root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60))
value = 80600

[State 20002]
type = changeState
trigger1 = !alive
value = 20003

[State 20002]
type = selfState
triggerall = alive
trigger1 = Time >= 20
value = 11
ctrl = 1

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

[Statedef 20005]
type    = A
movetype= I
physics = N

[State 20005]
type = PalFX
trigger1 = (gametime%2) = 1
time = 1
add = 250,20,100
color = 0
ignorehitpause = 1

[State 20005]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 20005]
type = lifeadd
trigger1 = time = 0
value = -(Ceil(0.12 * Const(data.life)))
absolute = 1

[State 20005]
type = poweradd
trigger1 = time = 0
value = -(Ceil(0.12 * Const(data.power)))

[State 20005]
type = lifeset
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 20005]
type = powerset
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 20005]
type = VarRangeSet
trigger1 = 1
value = 0
IgnoreHitPause = 1

[State 20005]
type = VarRangeSet
trigger1 = 1
fvalue = 0
IgnoreHitPause = 1

[State 20005]
type = VarSet
trigger1 = 1
sysvar(1) = 0
IgnoreHitPause = 1

[State 20005]
type = VarSet
trigger1 = 1
sysvar(2) = 0
IgnoreHitPause = 1

[State 20005]
type = VarSet
trigger1 = 1
sysvar(3) = 0
IgnoreHitPause = 1

[State 20005]
type = VarSet
trigger1 = 1
sysvar(4) = 0
IgnoreHitPause = 1

[State 20005]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[state 20005]
type = destroyself
trigger1 = ishelper && root,var(23) = 1 && (root,var(58) = [0,5]) && (root,fvar(5) = 1||root,fvar(5) = 1.5)
trigger2 = ishelper && (root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60

[state 20005]
type = changestate
triggerall = ishelper
trigger1 = !((root,var(23)=1&&(root,var(58)=[0,5])&&(root,fvar(5)=1||root,fvar(5)=1.5))||((root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60))
value = 80600

[State 20005]
type = changeState
trigger1 = !alive
value = 20003

[State 20005]
type = selfState
triggerall = alive
trigger1 = Time >= 20
value = 50
ctrl = 1

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

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

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

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

[State 20003]
type = lifeset
triggerall = name != "D-Athena"
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 20003]
type = powerset
triggerall = name != "D-Athena"
trigger1 = life <= (Ceil(0.12 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 20003]
type = VarRangeSet
trigger1 = name != "D-Athena"
value = 0
IgnoreHitPause = 1

[State 20003]
type = VarRangeSet
trigger1 = name != "D-Athena"
fvalue = 0
IgnoreHitPause = 1

[State 20003]
type = VarSet
trigger1 = name != "D-Athena"
sysvar(1) = 0
IgnoreHitPause = 1

[State 20003]
type = VarSet
trigger1 = name != "D-Athena"
sysvar(2) = 0
IgnoreHitPause = 1

[State 20003]
type = VarSet
trigger1 = name != "D-Athena"
sysvar(3) = 0
IgnoreHitPause = 1

[State 20003]
type = VarSet
trigger1 = name != "D-Athena"
sysvar(4) = 0
IgnoreHitPause = 1

[state 20003]
type = destroyself
trigger1 = ishelper

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

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

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

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

[Statedef 20006]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = -4,-6

[State 20006]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20006]
type = PlaySnd
triggerall = alive && !ishelper
trigger1 = time = 0
value = 11,0

[State 20006]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.18 * Const(data.life)))

[State 20006]
type = powerset
trigger1 = time = 0
ignorehitpause = 1
value = power - (Ceil(0.18 * Const(data.power)))

[State 20006]
type = lifeset
triggerall = name != "D-Athena"
trigger1 = life <= (Ceil(0.05 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 20006]
type = powerset
triggerall = name != "D-Athena"
trigger1 = life <= (Ceil(0.05 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 20006]
type = VarRangeSet
trigger1 = name != "D-Athena"
value = 0
IgnoreHitPause = 1

[State 20006]
type = VarRangeSet
trigger1 = name != "D-Athena"
fvalue = 0
IgnoreHitPause = 1

[State 20006]
type = VarSet
trigger1 = name != "D-Athena"
sysvar(1) = 0
IgnoreHitPause = 1

[State 20006]
type = VarSet
trigger1 = name != "D-Athena"
sysvar(2) = 0
IgnoreHitPause = 1

[State 20006]
type = VarSet
trigger1 = name != "D-Athena"
sysvar(3) = 0
IgnoreHitPause = 1

[State 20006]
type = VarSet
trigger1 = name != "D-Athena"
sysvar(4) = 0
IgnoreHitPause = 1

[state 20006]
type = destroyself
trigger1 = ishelper

[State 20006]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 20006]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 20006]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 20007]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 20007]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 20007]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20007]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 20007]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 20007]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[state -2]
type = varset
trigger1 = ishelper
v = 2
value = prevstateno

[State 20007]
type = VarRangeSet
trigger1 = !ishelper && name != "D-Athena"
value = 0
IgnoreHitPause = 1

[State 20007]
type = VarRangeSet
trigger1 = name != "D-Athena"
fvalue = 0
IgnoreHitPause = 1

[State 20007]
type = VarSet
trigger1 = name != "D-Athena"
sysvar(1) = 0
IgnoreHitPause = 1

[State 20007]
type = VarSet
trigger1 = name != "D-Athena"
sysvar(2) = 0
IgnoreHitPause = 1

[State 20007]
type = VarSet
trigger1 = name != "D-Athena"
sysvar(3) = 0
IgnoreHitPause = 1

[State 20007]
type = VarSet
trigger1 = name != "D-Athena"
sysvar(4) = 0
IgnoreHitPause = 1

[State 20007]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[state 20007]
type = destroyself
trigger1 = ishelper && root,var(23) = 1 && (root,var(58) = [0,5]) && (root,fvar(5) = 1||root,fvar(5) = 1.5)
trigger2 = ishelper && (root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60
trigger3 = ishelper && roundstate != 2
trigger4 = ishelper && root,alive = 0

[state 20007]
type = changestate
triggerall = ishelper
trigger1 = !((root,var(23)=1&&(root,var(58)=[0,5])&&(root,fvar(5)=1||root,fvar(5)=1.5))||((root,Const(data.liedown.time))=0&&(root,Const(data.airjuggle))=1337&&(root,Const(size.height))=60))
value = 80600

[State 20007]
type = ChangeState
trigger1 = time >= 10
value = 21003

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

[Statedef 21001]
type    = S
physics = S
anim = 1087

[State 21001]
type = BindToroot
trigger1 = 1

[State 21001]
type = PlayerPush
trigger1 = 1
value = 0

[State 21001]
type = PosSet
trigger1 = 1 
X = root, Pos X

[State 21001]
type = ReversalDef
trigger1 = 1
reversal.attr = SC,NT,ST,HT
hitflag = M-
priority = 7, Miss
pausetime = 0,0
numhits = 0
sparkno = 3000
hitsound = -1
p1stateno = 21001
p2stateno = 20001
getpower = (Const(data.power))/10

[state 21001]
type = targetstate
triggerall = root,var(31) != 1
triggerall = enemynear,alive || enemy,alive
trigger1 = root,var(42) >= 4600
trigger1 = root,stateno != [2400,2415]
trigger2 = RoundState = 3 && root,var(42) <= 4599
value = 20007

[State 21001]
type = Varadd
trigger1 = roundstate = 2 && root,ctrl = 0
v = 50
value = 1
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 21001]
type = Varset
trigger1 = roundstate != 2 || root,ctrl = 1
v = 50
value = 0
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 21001]
type = parentVarset
trigger1 = enemy,stateno = 20001 && enemynear,time = 1 && enemynear,ctrl = 0
trigger1 = enemynear,movetype = I && enemynear,statetype = S
v = 47
value = 0

[State 21001]
type = parentVarset
trigger1 = var(50) >= 1000
v = 37
value = 1

[State 21001]
type = ChangeState
trigger1 = enemy,stateno = 20001
trigger2 = root,stateno = [10000,10002]
value = 21006

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

[Statedef 21002]
type    = S
physics = N
anim = 3027

[State 21002]
type = BindTotarget
trigger1 = 1

[State 21002]
type = PosSet
trigger1 = 1 
X = enemy, Pos X
Y = enemy, Pos Y-50

[state 21002]
type = null;targetstate
trigger1 = time = 0
value = 20007

[State 21002]
type = Explod
trigger1 = time = 0
anim = 3026
sprpriority = 45
postype = p1
pos = 0,0
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999
supermovetime = 9999

[State 21002]
type = Explod
trigger1 = time = 0
anim = 3028
sprpriority = 39
postype = p1
pos = 0,0
facing = -1
ownpal = 1
scale = 1.4,1.4
pausemovetime = 9999
supermovetime = 9999

[State 21002]
type = Explod
trigger1 = time = 0
anim = 1060
id = 1060
sprpriority = 10
postype = p1
velset = 0,0
pos = 0,0
ignorehitpause = 1
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999

[State 21002]
type = null;Explod
trigger1 = time = 0
anim = 3030
sprpriority = 9
postype = p1
velset = 0,0
pos = 0,0
ignorehitpause = 1
ownpal = 1
scale = 1.1,1.1
pausemovetime = 9999
supermovetime = 9999

[State 21002]
type = Explod
trigger1 = time <= 7
anim = 1024
sprpriority = 22
postype = p1
pos = 0,0
vel = -5 + (random%10),-5 + (random%10)
facing = -1
ownpal = 1
pausemovetime = 9999
supermovetime = 9999

[State 21002]
type = Explod
trigger1 = time <= 7
anim = 1024
sprpriority = 22
postype = p1
pos = 0,0
vel = -5 + (random%10),-5 + (random%10)
facing = -1
ownpal = 1
pausemovetime = 9999
supermovetime = 9999

[State 21002]
type = Explod
trigger1 = time <= 7
anim = 1080
sprpriority = 22
postype = p1
pos = 0,0
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
pausemovetime = 9999
supermovetime = 9999

[State 21002]
type = Explod
trigger1 = time <= 7
anim = 1080
sprpriority = 22
postype = p1
pos = 0,0
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
pausemovetime = 9999
supermovetime = 9999

[State 21002]
type = Explod
trigger1 = time <= 7
anim = 3029
sprpriority = 22
postype = p1
pos = 0,0
vel = -4 + (random%8),-4 + (random%8)
facing = -1
ownpal = 1
pausemovetime = 9999
supermovetime = 9999

[State 21002]
type = Explod
trigger1 = time <= 2
anim = 3029
sprpriority = 22
postype = p1
pos = 0,0
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
pausemovetime = 9999
supermovetime = 9999

[State 21002]
type = Envcolor
trigger1 = time = 0
value = 255, 255, 255
time = 2
under = 1
invertall = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 21002]
type = SuperPause
trigger1 = time = 0
darken = 0
anim = -1
movetime = 10
time = 10

[State 21002]
type = EnvShake
trigger1 = time = 0
time = 12
ampl = -12
freq = 250
phase = 250
pausemovetime = 9999
supermovetime = 9999

[State 21002]
type = PlaySnd
trigger1 = time = 0
value = 2400, 16
volume = 250

[state 21002]
type = destroyself
trigger1 = enemy,stateno = 5150

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

[Statedef 21003]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,80

[State 21003]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 21003] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[State 21003]
type = NotHitBy
trigger1 = 1
value = SCA

[State 21003]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 21003]
type = AssertSpecial
trigger1 = 1
flag = invisible

[state 21003]
type = destroyself
trigger1 = ishelper

[State 21003]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 21003]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 21003]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 21003]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 21003]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5150

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

[Statedef 21004]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1025
ownpal = 1

[State 21004]
type = BindToroot
trigger1 = 1

[State 21004]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = 3000
hitsound = -1
p1stateno = 21005
getpower = (Const(data.power))

[state 21004]
type = destroyself
trigger1 = RoundState <= 2 && root,var(42) > 80

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

[Statedef 21005]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1025
ownpal = 1

[State 21005]
type = BindToroot
trigger1 = 1

[State 21005]
type = parentVarset
trigger1 = time = 0
v = 37
value = 1

[state 21005]
type = destroyself
trigger1 = time >= 5

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

[Statedef 21006]
type    = S
physics = S
anim = 1087

[State 21006]
type = BindToroot
trigger1 = 1

[State 21006]
type = PlayerPush
trigger1 = 1
value = 0

[State 21006]
type = PosSet
trigger1 = 1 
X = root, Pos X

[State 21006]
type = ChangeState
trigger1 = time >= 1
value = 21001

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

[Statedef 21007]
type    = S
physics = S
anim = 3080

[State 21007]
type = BindToroot
trigger1 = 1

[State 21007]
type = PlayerPush
trigger1 = 1
value = 0

[State 21007]
type = PosSet
trigger1 = 1 
X = root, Pos X

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;バグ防止用ヘルパ(不完全)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

[Statedef 80600]
type    = U
movetype= I
physics = N
sprpriority = 4

[State 80600]
type = VarSet
trigger1 = ishelper && !ishelper(80600) && time = 0
var(1) = root,stateno

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(1) = 0-((enemynear,name="D-Athena"&&enemynear,fvar(15)=1)*(stateno))

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(2) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(3) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(4) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(5) = 0+(random%500)

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(6) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(7) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(8) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(9) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(10) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(11) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(12) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(13) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(14) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(15) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(16) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(17) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(18) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(19) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(20) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(21) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(22) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(23) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(24) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(25) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(26) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(27) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(28) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(29) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(30) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(31) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(32) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(33) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(34) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(35) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(36) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(37) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(38) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(39) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(40) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(41) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(42) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(43) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(44) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(45) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(46) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(47) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(48) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(49) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(50) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(51) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(52) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(53) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(54) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(55) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(56) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(57) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(58) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
var(59) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(1) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(2) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(3) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(4) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(5) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(6) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(7) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(8) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(9) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(10) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(11) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(12) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(13) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(14) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(15) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(16) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(17) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(18) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(19) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(20) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(21) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(22) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(23) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(24) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(25) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(26) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(27) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(28) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(29) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(30) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(31) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(32) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(33) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(34) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(35) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(36) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(37) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(38) = 0

[State 80600]
type = parentVarSet
trigger1 = root,name != "D-Athena"
fvar(39) = 0

[State 80600]
type = Projectile
trigger1 = enemynear,name = "D-Athena" && enemynear,var(31) = 1
attr = S, NA
projanim = var(2)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 100
postype = p2
offset = 0,0
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = Ceil(1.0 * enemy,Const(data.power))
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = 3000
sparkxy = 0,0
hitsound   = -1
guard.sparkno = 3000
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = var(2)

[State 80600]
type = NotHitBy
trigger1 = 1
value = SCA

[State 80600]
type = PosSet
trigger1 = ishelper
Y = 240

[State 80600]
type = powerset
trigger1 = ishelper && root,name != "D-Athena"
value = 0
ignorehitpause = 1

[State 80600]
type = ChangeAnim2
triggerall = ishelper
trigger1 = time = 0
value = 1016

[State 80600]
type = ChangeState
trigger1 = !ishelper
value = 807

[State 80600]
type = destroyself
trigger1 = roundstate != 2 || root,alive = 0 || time >= 3000 && !ishelper(80600) || root,name = "D-Athena"
trigger2 = var(1) && root,time >= 500 && !ishelper(80600) || root,life <= 0

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

[Statedef 969696]
type = A
physics = N
anim = 1087
sprpriority = 100
ctrl = 0

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

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

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

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

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

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

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

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

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

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

;---------------------------------------------------------------------------
; HITG_SHAKE
;---------------------------------------------------------------------------

[Statedef 5000]
type    = S
movetype= H
physics = N
velset = 0,0

[state 5000]
type = destroyself
trigger1 = ishelper

[State 5000] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5000]
type = palfx
trigger1 = 1
time = 0

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 5000]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001

[State 5000]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5000]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITG_SLIDE
;---------------------------------------------------------------------------

[Statedef 5001]
type    = S
movetype= H
physics = S

[state 5001]
type = destroyself
trigger1 = ishelper

[State 5001] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5001]
type = palfx
trigger1 = 1
time = 0

[State 5001]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5001]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 5001]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5001]
type = VelSet
trigger1 = HitOver
x = 0

[State 5001]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5001]
type = ChangeState
trigger1 = HitOver
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HITC_SHAKE
;---------------------------------------------------------------------------

[Statedef 5010]
type    = C
movetype= H
physics = N
velset = 0,0

[state 5010]
type = destroyself
trigger1 = ishelper

[State 5010] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5010]
type = palfx
trigger1 = 1
time = 0

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 5010]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5010]
type = StateTypeSet
triggerall = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5010]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5011

[State 5010]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5010]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 5010]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5010]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITC_SLIDE
;---------------------------------------------------------------------------

[Statedef 5011]
type    = C
movetype= H
physics = C

[state 5011]
type = destroyself
trigger1 = ishelper

[State 5011] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5011]
type = palfx
trigger1 = 1
time = 0

[State 5011]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5011]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 5011]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5011]
type = VelSet
trigger1 = HitOver
x = 0

[State 5011]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5011]
type = ChangeState
trigger1 = HitOver
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; HITA_SHAKE
;---------------------------------------------------------------------------

[Statedef 5020]
type    = A
movetype= H
physics = N
velset = 0,0

[state 5020]
type = destroyself
trigger1 = ishelper

[State 5020] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5020]
type = palfx
trigger1 = 1
time = 0

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5020]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5020]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5020]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5020]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITA_UP
;---------------------------------------------------------------------------

[Statedef 5030]
type    = A
movetype= H
physics = N
ctrl = 0

[state 5030]
type = destroyself
trigger1 = ishelper

[State 5030] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5030]
type = palfx
trigger1 = 1
time = 0

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

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

[State 5030]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0 
trigger2 = Pos Y >= 10 
value = 5040

[State 5030]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0 
trigger2 = Pos Y >= 10
value = 5050 

[State 5030]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035 

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
;---------------------------------------------------------------------------

[Statedef 5035]
type    = A
movetype= H
physics = N

[state 5035]
type = destroyself
trigger1 = ishelper

[State 5035] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5035]
type = palfx
trigger1 = 1
time = 0

[State 5035]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] 
trigger1 = Anim != 5090 
value = 5035

[State 5035]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver  
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0   
trigger3 = Pos Y >= 10  
trigger4 = Time = 0     
trigger4 = Anim != 5035
value = 5040 

[State 5035]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver  
trigger2 = AnimTime = 0 
trigger3 = Vel Y > 0   
trigger3 = Pos Y >= 10  
trigger4 = Time = 0    
trigger4 = Anim != 5035 
value = 5050

;---------------------------------------------------------------------------
; HITA_RECOV
;---------------------------------------------------------------------------

[Statedef 5040]
type    = A
movetype= H
physics = N

[state 5040]
type = destroyself
trigger1 = ishelper

[State 5040] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5040]
type = palfx
trigger1 = 1
time = 0

[State 5040]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 5040]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 5040]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
; HITA_FALL
;---------------------------------------------------------------------------

[Statedef 5050]
type    = A
movetype= H
physics = N

[state 5050]
type = destroyself
trigger1 = ishelper

[State 5050] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5050]
type = palfx
trigger1 = 1
time = 0

[State 5050]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 5050]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 5050]
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 5050]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

;---------------------------------------------------------------------------
; HIT_TRIP (shaking)
;---------------------------------------------------------------------------

[Statedef 5070]
type    = A
movetype= H
physics = N
velset = 0,0

[state 5070]
type = destroyself
trigger1 = ishelper

[State 5070] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5070]
type = palfx
trigger1 = 1
time = 0

[State 5070]
type = ChangeAnim 
trigger1 = 1
value = 5070

[State 5070]
type = ChangeState
trigger1 = HitShakeOver
value = 5071

[State 5070]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HIT_TRIP2
;---------------------------------------------------------------------------

[Statedef 5071]
type    = A
movetype= H
physics = N

[state 5071]
type = destroyself
trigger1 = ishelper

[State 5071] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5071]
type = palfx
trigger1 = 1
time = 0

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

[State 5071]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5071]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HITL_SHAKE
;---------------------------------------------------------------------------

[Statedef 5080]
type    = L
movetype= H
physics = N
velset = 0,0

[state 5080]
type = destroyself
trigger1 = ishelper

[State 5080] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5080]
type = palfx
trigger1 = 1
time = 0

[State 5080]
type = VarSet
trigger1 = time = 0
sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090)

[State 5080]
type = VarAdd
trigger1 = time = 0
trigger1 = (anim = [5081,5089]) || (anim = [5111,5119])
trigger1 = SelfAnimExist(sysvar(2) + (anim % 10))
sysvar(2) = anim % 10

[State 5080]
type = VarSet
trigger1 = time = 0
trigger1 = sysvar(2) = 5090
trigger1 = !SelfAnimExist(5090)
sysvar(2) = 5030

[State 5080]
type = ChangeAnim
trigger1 = 1
value = sysvar(2)

[State 5080, 4]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5081

[State 5080]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) != 0
value = 5030

;---------------------------------------------------------------------------
; HITL_SLIDE
;---------------------------------------------------------------------------

[Statedef 5081]
type    = L
movetype= H
physics = C

[state 5081]
type = destroyself
trigger1 = ishelper

[State 5081] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5081]
type = palfx
trigger1 = 1
time = 0

[State 5081]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5081]
type = VelSet
trigger1 = HitOver
x = 0

[State 5081]
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1

[State 5081]
type = ChangeState
trigger1 = HitOver
value = 5110

;---------------------------------------------------------------------------
; HIT_BOUNCE
;---------------------------------------------------------------------------

[Statedef 5100]
type    = L
movetype= H
physics = N

[state 5100]
type = destroyself
trigger1 = ishelper

[State 5100] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5100]
type = palfx
trigger1 = 1
time = 0

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

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

[State 5100]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

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

[State 5100]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

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

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

[State 5100]
type = VelMul
trigger1 = Time = 0
x = 0.75

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

[State 5100]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

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

[State 5100]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100]
type = PosFreeze
trigger1 = 1

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

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

;---------------------------------------------------------------------------
; HIT_BOUNCE
;---------------------------------------------------------------------------

[Statedef 5101]
type    = L
movetype= H
physics = N

[state 5101]
type = destroyself
trigger1 = ishelper

[State 5101] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5101]
type = palfx
trigger1 = 1
time = 0

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

[State 5101]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

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

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

[State 5101]
type = VelAdd
trigger1 = 1
y = .4

[State 5101]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HIT_LIEDOWN
;---------------------------------------------------------------------------

[Statedef 5110]
type    = L
movetype= H
physics = N

[state 5110]
type = destroyself
trigger1 = ishelper

[State 5110] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5110]
type = palfx
trigger1 = 1
time = 0

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

[State 5110]
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

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

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

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

[State 5110]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

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

[State 5110]
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110 + (anim % 10)

[State 5110]
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110

[State 5110]
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 5150

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

[State 5110]
type = VelMul
trigger1 = 1
x = 0.85

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

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

;---------------------------------------------------------------------------
; HIT_GETUP
;---------------------------------------------------------------------------

[Statedef 5120]
type    = L
movetype= I
physics = N

[state 5120]
type = destroyself
trigger1 = ishelper

[State 5120] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5120]
type = palfx
trigger1 = 1
time = 0

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

[State 5120]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

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

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

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

[State 5120]
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120]
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

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

;---------------------------------------------------------------------------
; HIT_LIEDEAD
;---------------------------------------------------------------------------

[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[State 5150]
type = AssertSpecial
trigger1 = prevstateno = 21003 && !alive
flag = invisible

[State 5150]
type = lifeset
trigger1 = prevstateno = 21003 && !alive
ignorehitpause = 1
value = 0

[State 5150]
type = powerset
trigger1 = prevstateno = 21003 && !alive
ignorehitpause = 1
value = 0

[State 5150]
type = screenbound
trigger1 = prevstateno = 21003 && !alive
value = 0
movecamera = 0

[State 5150]
type = PosSet
trigger1 = prevstateno = 21003 && !alive
X = -640
Y = 480

[State 5150]
type = PosSet
triggerall = time >= 2
trigger1 = prevstateno = 21003 && alive
Y = 0

[State 5150]
type = selfState
triggerall = time >= 3
trigger1 = prevstateno = 21003 && alive
value = 0
ctrl = 1

[state 5150]
type = destroyself
trigger1 = ishelper

[state 5150]
type = varset
trigger1 = name != "D-Athena"
trigger1 = roundstate >= 3 && !alive
fv = 4
value = 1

[State 5150]
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150]
type = ChangeAnim
persistent = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150]
type = VelMul
trigger1 = 1
x = 0.85

[State 5150]
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;===========================================================================
;---------------------------------------------------------------------------
; Varのラウンド持ち越し
;---------------------------------------------------------------------------
;===========================================================================

[Statedef 5900]
type = S

[state 5900]
type = varset
trigger1 = time = 0
v = 19
value = 0

[State 5900]
type = VarRangeSet
trigger1 = roundsexisted = 0
farst = 2
last = 59
value = 0

[State 5900]
type = ChangeState
trigger1 = roundno = 1
value = 190

[State 5900]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

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