;---------------------------------------------------------------------------
; ここからは超必殺技のステート
;---------------------------------------------------------------------------
; 弱禁千弐百拾壱式・八稚女 発動

[Statedef 2000]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2200
poweradd = ifelse(Var(11) = 1,-1500,-1000)
ctrl     = 0
juggle   = ifelse(Var(11) = 1 || Var(12) = 1,0,8);7
sprpriority = 2
triggerall = prevstateno = [1501,1501]


[state hit]
type = nothitby
trigger1 = time = 0
value = SCA
time = 50

[state d]
type = varset
trigger1 = time = 5
var(11) = 0

[state x]
type = varset
trigger1 = Time = 0 && prevstateno != 2002
trigger2 = Time = 0 && prevstateno != 5552
var(22) = 1

[state x]
type = varset
trigger1 = Time = 0 && prevstateno = 2002
trigger2 = Time = 0 && prevstateno = 5552
var(22) = 0

[State 10000,1-1]
type = PalFX
TriggerAll = Time < 16
trigger1 = Time%3 = 0 && Var(11) = 1
trigger2 = Time%3 = 0 && prevstateno = 2002
trigger3 = Time%3 = 0 && prevstateno = 5552
time = 2
add  = 256,256,256
ignorehitpause = 1
invertall = 0

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
trigger2 = Time = 0 && prevstateno = 2002
trigger3 = Time = 0 && prevstateno = 5552
anim = 6002
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6000
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && prevstateno = 2002
trigger2 = Time = 0 && prevstateno = 5552
anim = 6003
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
trigger2 = Time = 0 && prevstateno = 2002
trigger3 = Time = 0 && prevstateno = 5552
anim = 6001
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno =[1501,1501]
anim = 9005
pos = 0,75
postype = left
removetime = -2
bindtime = -1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
sprpriority = 9
ownpal = 1


[State -2]
type = VelSet
trigger1 =animelem  = 3
trigger2 =animelem  = 4
trigger3 =animelem  = 5
x= 9

[State 1000, 5]
type = Explod
trigger1 =animelem  = 2
anim = 9001
sprpriority = -3
postype = p1
pos = -18,-38
bindtime = 1
supermove = 1
scale = 1.2,1.2
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 =animelem  = 2
anim = 9011
sprpriority = 3
postype = p1
pos = -8,-38
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 =animelem  = 3
anim = 2018
sprpriority = 4
postype = p1
pos = 53,-75
bindtime = -1
scale = 1.2,1.2
supermove = 1
ownpal = 1


[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 5
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 35
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 1
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = 42,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,26
;channel = 0
volume = 255

[State 1000, 5]
type = null;Explod
trigger1 = AnimElem = 4
anim = 2220
sprpriority = 3
postype = p1
pos = 35,-30
bindtime = 1
supermove = 1
under = 0
ownpal = 1



[State 200, ヒット定義]
type = HitDef
trigger1 =  time = 0
attr = S, HA
getpower = 0
damage = 95,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 30,30
sparkno = s4000
guard.sparkno = s10151
sparkxy = -25,-55
hitsound = s4,2
ground.type = hard
ground.slidetime = 55
ground.hittime  = 55
ground.velocity = -1,0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
snap = 50,0
p2stateno = 19998
;palfx.time = 104
;palfx.add = 100,-30,-120
;palfx.sinadd = 40,30,0,10
;palfx.color = 0
;palfx.invertall =1



[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 5
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 35
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 1
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 2000]
type = ChangeState
trigger1 = MoveHit = 1
value = 2002

[State 2000]
type = ChangeState
;trigger1 = AnimTime = 0
trigger1 = AnimElem = 10,3
trigger2 = MoveGuarded
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 強禁千弐百拾壱式・八稚女 発動
[Statedef 2001]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2001
poweradd = ifelse(Var(11) = 1,-1500,-1000)
ctrl     = 0
juggle   = ifelse(Var(11) = 1,0,8)
sprpriority = 2

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6002
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6000
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6001
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 39

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,7
;channel = 0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,0

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
numhits = 0
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 2,6
sparkno = s10102
guard.sparkno = s10151
sparkxy = -30,-40
hitsound = s4,2
guardsound = s4,9
guard.sparkno = s4120
guard.velocity = -5
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
guard.hittime = 10
guard.velocity = -2
p2facing = 1
p2stateno = 2003


[State 1000]
type = VelSet
trigger1 = animelem=7,>=0
x = 9

[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 10000
sprpriority = -1
postype = p1
pos = 0,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 10001
sprpriority = 3
postype = p1
pos = 0,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 5
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 35
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 1
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 2000]
type = ChangeState
trigger1 = MoveHit = 1
value = 2002

[State 2000]
type = ChangeState
;trigger1 = AnimTime = 0
trigger1 = AnimElem = 10,5
trigger2 = MoveGuarded
value = 2005

;---------------------------------------------------------------------------
; 八稚女突進終了

[Statedef 2005]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2005
ctrl     = 0
sprpriority = 2

[State 1305, 1]
type = VarSet
trigger1    = time = 5
var(11)     = 0

[State 1305, 1]
type = VarSet
trigger1    = time = 0
var(12)     = 0

[State 1000]
type = VelSet
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) <= 0
x = 4

[State 1000]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;禁千弐百拾壱式・八稚女攻撃

[Statedef 2002]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2019
ctrl     = 0
sprpriority = 5

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 60,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,10
;channel = 0
volume = 255




[State 200, ヒット定義]
type = HitDef
trigger1 =  AnimElem = 4
attr = S, HA
getpower = 0
damage = 45,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 30,30
sparkno = s4000
sparkxy = -25,-55
hitsound = s5,15
ground.type = hard
ground.slidetime = 55
ground.hittime  = 55
ground.velocity = 0,0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
PalFX.time = 30
PalFX.color = 60
PalFX.invertall = 1
PalFX.add = 1,1,1
PalFX.mul = 256,256,256
PalFX.sinadd = 126,126,126,4
kill = 0

[State 3202,9916]
type = Explod
trigger1 = animelemtime(4) = 0 
anim = 2017
sprpriority = 2
scale = 1,1.9
postype = p2
pos = 0,0
ownpal = 1

[State 3202,9916]
type = Explod
trigger1 = animelem = 10
anim = 1254
sprpriority = 2
postype = p1
pos = -40,0
ownpal = 1

[State 11101]
type = helper
trigger1 = Animelem = 10
id = 3308
persistent = 1
name = "wind"
pos = 90,0
postype = P1
stateno = 3308
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 3202,9916]
type = Explod
trigger1 = animelem = 10
anim = 3302
sprpriority = 2
postype = p1
pos = 90,0
ownpal = 1

[State 1000]
type = PlaySnd
trigger1 = animelem = 10
value = 44,5
volume = 255

[State 800, 2.1]
type = Projectile
triggerall = animelemtime(10) > 0
triggerall = animelemtime(17) < 0
trigger1 = (gametime%3) = 1
projanim = 3303
projremovetime = 2
projpriority = 99
projsprpriority = 5
offset = 0, 0
postype = p1
attr = S, HA
hitflag = MAF
guardflag = M
animtype = Hard
priority = 4,Hit
damage = 8,1
pausetime = 10,10
guard.pausetime = 10,10
sparkno = s11000 + var(36)
guard.sparkno = S10151
hitsound = S44,1
guardsound = S6,0
sparkxy = 80, -58
ground.type = High
air.type = High
guard.slidetime = 18
guard.hittime = 19
guard.ctrltime = 15
guard.velocity = -10
ground.velocity = -0, -0
air.velocity = -5, -6
sprpriority = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
persistent = 1
envshake.time = 7
envshake.ampl = 7


[State 200, ヒット定義]
type = HitDef
trigger1 =  AnimElem = 18
attr = S, HA
getpower = 0
damage = 45,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 30,30
sparkno = s4000
sparkxy = -25,-55
hitsound = s44,4
ground.type = hard
ground.slidetime = 55
ground.hittime  = 126
ground.velocity = 0,0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
Palfx.time = 30
Palfx.add = 13,61,98
Palfx.mul = 358,256,256
Palfx.sinadd = -112,-122,-112,10
Palfx.color = 0
kill = 0

[State 1100]
type = Explod
trigger1 = animelem = 18
persistent = 0
anim = 1253
postype = P1
pos = 40,-70
bindtime = -1
sprpriority = 10

[State 3202,9916]
type = Explod
trigger1 = animelemtime(18) = 0 
anim = 1515
sprpriority = 2
scale = 1.8,1.8
postype = p2
pos = 0,-60
ownpal = 1

[State 3202,9916]
type = Explod
trigger1 = animelemtime(18) = 0 
anim = 1515
sprpriority = 2
scale = 1.8,1.8
postype = p2
facing = -1
pos = 0,-60
ownpal = 1

[State 3202,9916]
type = Explod
trigger1 = animelemtime(18) = 0 
anim = 1516
sprpriority = 2
scale = 2.8,2.8
postype = p2
pos = 0,-60
ownpal = 1



[State 200, ヒット定義]
type = HitDef
trigger1 =  AnimElem = 22
attr = S, HA
getpower = 0
damage = 45,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 30,30
sparkno = s4000
sparkxy = -25,-55
hitsound = s5,4
ground.type = hard
ground.slidetime = 55
ground.hittime  = 55
ground.velocity = 0,0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 3202,9916]
type = Explod
trigger1 = animelemtime(22) = 0 
anim = 1441
sprpriority = 2
scale = 1.2,1.2
postype = p2
pos = 0,-60
ownpal = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 28
attr = S, HA
getpower = 0
damage = 215,0
animtype = diagup
hitflag = MAF
priority = 3, Hit
pausetime = 2,2
sparkno = s4000
sparkxy = -20,-60
hitsound = -1;s5,4
ground.type = High
ground.slidetime = 55
ground.hittime  = 55
ground.velocity = -9,-8.5
air.velocity = -9,-8.5
fall = 1
fall.recover = 0
envshake.time = 42
envshake.ampl = 18
envshake.freq = 100
p2stateno = 1252

[State 10000,1-3]
type = BGPalfx
trigger1 = animelemtime(28) = 0 
invertall = 0
time = 5
add = 255,255,255
ignorehitpause = 1

[State 1011, 2]
type = EnvShake
trigger1 = animelemtime(28) = 0 
time = 16
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 111]
type = playsnd
trigger1 = animelemtime(27) = 5
value = 0,4

[State 1100]
type = Explod
trigger1 = animelemtime(27) = 5
persistent = 0
anim = 1253
postype = P1
pos = 50,-70
bindtime = -1
sprpriority = 10

[State 1100]
type = Explod
trigger1 = animelem = 27
persistent = 0
anim = 1254
postype = P1
pos = 0,0
vel = 6,0
sprpriority = 10

[State 1100]
type = Explod
trigger1 = animelem = 27
persistent = 0
anim = 1251
postype = P1
pos = 20,0
sprpriority = 10

[State 1100]
type = Explod
trigger1 = animelem = 27
persistent = 0
anim = 1251
postype = P1
pos = 80,0
sprpriority = 10

[State 1100]
type = Explod
trigger1 = animelem = 27
persistent = 0
anim = 9981
postype = P1
facing = -1
pos = -60,158
sprpriority = 10

[state 1020]
type = playsnd
trigger1 = animelem = 27
value = 5,18

[state 1020]
type = playsnd
trigger1 = animelem = 27
value = 21,2

[state 1020]
type = playsnd
trigger1 = animelem = 27
value = 21,3
volume = 200

[state 1020]
type = velset
trigger1 = animelemtime(27) >= 0
trigger1 = animelemtime(28) <= 10
x = 13


[State 1305, 1]
type = VarSet
trigger1    = time = 5
var(11)     = 0


[State 1000, 0]
type = VarSet
trigger1 = time = 0
var(12) = 1
ignorehitpause = 0

[State -2, 1]
type = VarSet
trigger1 = AnimElem = 24
var(12)  = 0
ignorehitpause = 0





[State a]
type = Changestate
triggerall = screenpos x = [-10,330]
trigger1 = animtime = 0
value = 0
ctrl = 1

[State a]
type = Changestate
triggerall = screenpos x != [-10,330]
trigger1 = animtime = 0
value = 1255
ignorehitpause = 1

;---------------------------------------------------------------------------
;相手動作1
[Statedef 2003]
type    = A
movetype= H
physics = N
velset = 0,0

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

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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2020

[State 1830]
type = SelfState
trigger1 = Animtime = 0
trigger2 = time = 36
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;相手動作2
[Statedef 2004]
type    = A
movetype= H
physics = N
velset = 0,0

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

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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2030

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;サイカ
[Statedef 2100]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2100
poweradd = ifelse(Var(11) = 1,-1500,-1000)
ctrl     = 0
sprpriority = 2

[state d]
type = varset
trigger1 = time = 5
var(11) = 0

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0

[state x]
type = varset
trigger1 = time = 0 && prevstateno != [5510,5511]
trigger2 = Time = 0 && prevstateno != 3310
trigger3 = Time = 0 && prevstateno != 2002
trigger4 = Time = 0 && prevstateno != 5552
var(22) = 1

[state x]
type = varset
trigger1 = time = 0 && prevstateno = [5510,5511]
trigger2 = Time = 0 && prevstateno = 3310
trigger3 = Time = 0 && prevstateno = 2002
trigger4 = Time = 0 && prevstateno = 5552
var(22) = 0

[State 10000,1-1]
type = PalFX
TriggerAll = Time < 16
trigger1 = Time%3 = 0 && Var(11) = 1
trigger2 = Time%3 = 0 && prevstateno = [5510,5511] 
trigger3 = Time%3 = 0 && prevstateno = 3310
trigger4 = Time%3 = 0 && prevstateno = 2002
trigger5 = Time%3 = 0 && prevstateno = 5552
time = 2
add  = 256,256,256
ignorehitpause = 1
invertall = 0

[State 9094]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
trigger2 = Time = 0 && prevstateno = [5510,5511] 
trigger3 = Time = 0 && prevstateno = 3310
trigger4 = Time = 0 && prevstateno = 2002
trigger5 = Time = 0 && prevstateno = 5552
anim = 6002
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9094]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6000
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9095]
type = Explod
trigger1 = time = 0 && prevstateno = [5510,5511]
trigger2 = Time = 0 && prevstateno = 3310
trigger3 = Time = 0 && prevstateno = 2002
trigger4 = Time = 0 && prevstateno = 5552
anim = 6003
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9096]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
trigger2 = time = 0 && prevstateno = [5510,5511]
trigger3 = Time = 0 && prevstateno = 3310
trigger4 = Time = 0 && prevstateno = 2002
trigger5 = Time = 0 && prevstateno = 5552
anim = 6001
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,1

[state hit]
type = nothitby
trigger1 = time = 0
value = SCA
time = 60

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 8
value = 25,9
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 8
value = 24,2
volume = 255

[State 4000]
type = allpalfx
trigger1 = AnimElem = 7
add = 0, 0, 0
sinadd = 255,255,255,200
time = 10
invertall = 0

[State 2000, 15]
type = EnvColor
trigger1 = Time = 77
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 2000,]
type = PlaySnd
trigger1 = time = 77
value = 21,0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = time = 77
value = 21,1
volume = 255

[State 1011, 2]
type = EnvShake
trigger1 = AnimElem = 8
time = 8
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1


[State 1011, 2]
type = EnvShake
triggerall = animelemtime(8) >= 0
trigger1 = time%5 = 0
time = 2
ampl = 5
freq = 60
phase = 90
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 1
anim = 2120
sprpriority = 3
postype = p1
pos = 0,-30
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 10105
sprpriority = 8
postype = p1
pos = 0,-50
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 2101
sprpriority = 8
postype = p1
pos = 0,10
scale = 1.8,1
bindtime = 1
supermove = 1
removetime = 48
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 2102
sprpriority = 7
postype = p1
pos = 0,-0
scale = 1.2,1.4
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 2103
sprpriority = 7
postype = p1
pos = 20,20
scale = 0.6,0.6
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 2103
sprpriority = 7
postype = p1
pos = 40,20
scale = 0.5,0.5
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 2103
sprpriority = 7
postype = p1
pos = 60,15
scale = 0.45,0.45
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 2103
sprpriority = 7
postype = p1
pos = 80,20
scale = 0.4,0.4
bindtime = 1
supermove = 1
under = 0
ownpal = 1


[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 2103
sprpriority = 7
postype = p1
pos = 100,20
scale = 0.35,0.35
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 2103
sprpriority = 7
postype = p1
pos = -20,20
scale = 0.6,0.6
facing = -1
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 2103
sprpriority = 7
postype = p1
pos = -40,10
scale = 0.5,0.5
facing = -1
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 2103
sprpriority = 7
postype = p1
pos = -60,15
scale = 0.45,0.45
facing = -1
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 2103
sprpriority = 7
postype = p1
pos = -80,20
scale = 0.4,0.4
facing = -1
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 2103
sprpriority = 7
postype = p1
pos = -100,20
scale = 0.35,0.35
facing = -1
bindtime = 1
supermove = 1
under = 0
ownpal = 1







[State 1000, 5]
type = Explod
trigger1 = time = 77
anim = 1444
sprpriority = 7
postype = p1
pos = 0,0
facing = 1
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 78
anim = 1444
sprpriority = 7
postype = p1
pos = 20,0
facing = 1
scale = 0.8,0.8
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 79
anim = 1444
sprpriority = 7
postype = p1
pos = 60,0
facing = 1
scale = 0.6,0.6
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 80
anim = 1444
sprpriority = 7
postype = p1
pos = 80,0
facing = 1
scale = 0.4,0.4
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 78
anim = 1444
sprpriority = 7
postype = p1
pos = -20,0
facing = -1
scale = 0.8,0.8
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 79
anim = 1444
sprpriority = 7
postype = p1
pos = -60,0
facing = -1
scale = 0.6,0.6
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 80
anim = 1444
sprpriority = 7
postype = p1
pos = -80,0
facing = -1
scale = 0.4,0.4
bindtime = 1
supermove = 1
under = 0
ownpal = 1


[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 2103
sprpriority = 7
postype = p1
pos = -80,20
scale = 0.4,0.4
facing = -1
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3000]
type = Projectile
triggerall = p2stateno != [2101,2102]
trigger1 = AnimElem = 8
projID = 2110
projanim = 2110
projpriority = 5
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 0,0
velocity = 0,0
attr = S, HP
animtype = diagup
damage = 160 ,20
hitflag = MAF
guardflag = MA
hitsound = s5,15
guardsound = s4,9
pausetime = 0,12
sparkno = s10102
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9,-12;15
guard.velocity = -13
air.velocity = -9,-12;15
air.guard.velocity = -7,-10
fall = 1
fall.recover = 0
yaccel = .552
envshake.time = 7
p2stateno = 2101
PalFX.time = 60
PalFX.color = 60
PalFX.invertall = 1
PalFX.add = 1,1,1
PalFX.mul = 256,256,256
PalFX.sinadd = 126,126,126,4
envshake.ampl = 7

[State 3000]
type = Projectile
triggerall = NumProjID(2110) = 0
triggerall = p2stateno = [2101,2102]
trigger1 = AnimElem = 8
projID = 2111
projanim = 2110
projpriority = 5
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 0,0
velocity = 0,0
attr = S, HP
animtype = diagup
damage = 190 ,20
hitflag = MAF
guardflag = MA
hitsound = s5,15
guardsound = s4,9
pausetime = 0,12
sparkno = s10102
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9,-12;15
guard.velocity = -13
air.velocity = -9,-12;15
air.guard.velocity = -7,-10
fall = 1
fall.recover = 0
yaccel = .552
envshake.time = 7
p2stateno = 1241
PalFX.time = 60
PalFX.color = 60
PalFX.invertall = 1
PalFX.add = 1,1,1
PalFX.mul = 256,256,256
PalFX.sinadd = 126,126,126,4
envshake.ampl = 7

[State 1305, 1]
type = VarSet
trigger1    = AnimElem = 12
var(11)     = 0
ignorehitpause = 0

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 19
movetype = I

[State 1000, 5]
type = Explod
trigger1 = time = 4
anim = 9001
sprpriority = -1
postype = p1
pos = -40,-80
bindtime = 1
supermove = 1
scale = 1.2,1.2
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 9011
sprpriority = 3
postype = p1
pos = -30,-80
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 2
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 40
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 1
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,40]
;trigger1 = movetype != H
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 4305, flames]
type=helper
triggerall= projhit2110 && numtarget && numhelper(2103)!=1
trigger1= !(target,time) && (target,movetype=H)
helpertype=normal
stateno=2103
ID=2103
name="ice"
postype=p2
bindtime=1000
ownpal=1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
persistent=0

[State 4305, flames]
type=helper
triggerall= projhit2111 && numtarget && numhelper(1243)!=1
trigger1= !(target,time) && (target,movetype=H)
helpertype=normal
stateno=1243
ID=1243
name="ice"
postype=p2
bindtime=1000
ownpal=1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
persistent=0

[State 1000, 0]
type = VarSet
trigger1 = time = 0
var(12) = 1
ignorehitpause = 0

[State -2, 1]
type = VarSet
trigger1 = AnimTime = 0
var(12)  = 0
ignorehitpause = 0

[State 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;----------
[Statedef 2101]
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H

[state x]
type = velset
trigger1 = pos y <= 0
y = 8

[state x]
type = velset
trigger1 = pos y >= 0
y = 0

[state x]
type = posset
trigger1 = pos y >= 0
y = 0


[State 1445]
type = StateTypeSet
trigger1 = Pos Y = 0
statetype = S

[State 1445]
type = StateTypeSet
trigger1 = Pos Y != 0
trigger2 = AnimTime = 0
statetype = A


[State 812,4]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 4000, PalFX]
type = PalFX
trigger1 = Time % 3 = 0
time = 3
invertall = 1
add = 1,1,1
color = 60
add = 35,35,35
mul = 256,256,256
sinadd = 126,126,126,4
ignorehitpause = 1



[State 106, 3]
type = changestate
trigger1 = time = 120
value = 2102


[Statedef 2102]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[State 5050, 1]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;----------- Ice-----------
[statedef 2103]
physics = N
velset = 0,0
anim = 1443
sprpriority = 4




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



[State 11001, posfollow]
type= posadd
trigger1 = 1
x = ceil(p2dist x)
y = ceil(p2dist y)

[State 9957, end]
type=changestate
trigger1= enemy,stateno = 2102
trigger2= enemy,stateno != 2101
value = 2104

[statedef 2104]
physics = N
velset = 0,0
anim = 1444
sprpriority = 4




[State 810, 1]
type = PlaySnd
trigger1 = Time = 0
value = 21,0
volume = 250



[State 11001, posfollow]
type= posadd
trigger1 = time = 0
x = ceil(p2dist x)
y = ceil(p2dist y)

[State 810, 1]
type = PlaySnd
trigger1 = Time = 0
value = 21,1
volume = 250

[State 10000,1-3]
type = BGPalfx
trigger1 = Time = 0
invertall = 0
time = 5
add = 255,255,255
ignorehitpause = 1

[State 9957, end]
type=destroyself
trigger1= animtime = 0



;---------------------------------------------------------------------------
;カメラヘルパー
[Statedef 2150]
type    = S
movetype= I
physics = N
anim = 2150
sprpriority = -5
ctrl = 0

[State 2150, 1]
type = PosAdd
trigger1 = Time = 0
x = 0
y = 0

[State 2150, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,1

[State 2150, DestroySelf]
type = DestroySelf
trigger1 = time = 120
trigger2 = Parent, StateNo = [5000,5300]
;trigger1 = p2statetype = L
;trigger1 = enemynear,Pos Y = 0
;trigger2 = Parent, statetype = H

;---------------------------------------------------------------------------
;三神器之弐
[Statedef 2200]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2200
poweradd = ifelse(Var(11) = 1 || Var(12) = 1,-2500,-2000)
ctrl     = 0
juggle   = ifelse(Var(11) = 1 || Var(12) = 1,0,8);7
sprpriority = 2

[State -2]
type = VarSet
trigger1 = time = 5
var(1) = 0

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6002
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6000
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6001
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(12) = 1
anim = 6052
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(12) = 1
anim = 6050
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(12) = 1
anim = 6051
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,24
;channel = 0
volume = 255

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 4
anim = 2220
sprpriority = 3
postype = p1
pos = 35,-30
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
getpower = 0
damage = 75,0
animtype = Hard
hitflag = MAF
guardflag = HA
priority = 3, Hit
pausetime = 1,1
sparkno = -1
sparkxy = -20,-60
hitsound = s18,4
guardsound = s4,9
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4,0;-4
air.velocity = -3.5,-6
guard.hittime = 15
guard.velocity = -13
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
;air.cornerpush.veloff = -3.5,-6
p2getp1stateno = 1
p1stateno = 2201
p2stateno = 2250
p2facing = 1
fall = 1
fall.recover = 0
envshake.time = 12
envshake.ampl = 18
envshake.freq = 100
p2facing = 1
kill = 0

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

[State 1305, 1]
type = null;VarSet
trigger1    = time = 1
var(12)     = 0
ignorehitpause = 0

[State 200]
type = AfterImage
trigger1 = time = 0
time = 50
trans = add1
timegap = 2
framegap = 4
length = 6;8
palbright = 0, 0, 0
palcontrast = 128,128,128;palcontrast = 16,32,96
palpostbright = 0,0,0;8
paladd = 0,0,0;8
palmul = 1,1,1
ignorehitpause = 0

[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 10010
sprpriority = -1
postype = p1
pos = 0,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 10011
sprpriority = 3
postype = p1
pos = 0,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 5
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 42
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 1
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 1300, 5]
type = PosAdd
trigger1 = AnimElem = 1 || AnimElem = 2 || AnimElem = 3 || AnimElem = 4
x = 10

[State 2000]
type = null;ChangeState
trigger1 = MoveHit = 1
value = 2201

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
;trigger2 = MoveGuarded
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;三神器之弐(ヒット）
[Statedef 2201]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2210
ctrl     = 0
sprpriority = 2

[State 1000,0]
type = Width
trigger1 = time = 0
edge = 80,0

[State 1305, 1]
type = VarSet
trigger1    = time = 5
var(11)     = 0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,17
;channel = 0
;volume = 255

[State 2201]
type = TargetBind
trigger1 = AnimElem = 1
pos = 66, -53
time = 1

[State 2201]
type = TargetBind
trigger1 = AnimElem = 2
pos = 63, -13
time = 1

[State 2201]
type = TargetBind
trigger1 = AnimElem = 3
pos = 63, -7
time = 1

[State 2201]
type = TargetBind
trigger1 = AnimElem = 4
pos = 79, -23
time = 1

[State 2201]
type = TargetBind
trigger1 = AnimElem = 5
pos = 87, -80
time = 1

[State 2201]
type = TargetBind
trigger1 = AnimElem = 6
pos = 80, -98
time = 1

[State 2201]
type = TargetBind
trigger1 = AnimElem = 7
pos = 85, -110
time = 1

[State 2201]
type = TargetBind
trigger1 = AnimElem = 8
pos = 85, -113
time = 1

[State 2201]
type = TargetBind
trigger1 = AnimElem = 9
pos = 87, -118
time = 1

[State 2201]
type = TargetBind
trigger1 = AnimElem <= 60, = 1
trigger1 = AnimElem >= 10
pos = 85, -118
time = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,25
;channel = 0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 10
value = 2,26
;channel = 0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 60
value = 2,27
;channel = 0
volume = 255

[State 1000, 5]
type = Explod
trigger1 = Time = 3
anim = 2260
sprpriority = 3
postype = p1
pos = 40,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 9
anim = 2230
sprpriority = 3
postype = p1
pos = 90,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 26
trigger2 = AnimElem = 30
trigger3 = AnimElem = 34
trigger4 = AnimElem = 38
trigger5 = AnimElem = 42
trigger6 = AnimElem = 46
trigger7 = AnimElem = 50
trigger8 = AnimElem = 54
attr = S, HA
getpower = 0
damage = 40,10
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,3
sparkno = -1
sparkxy = -20,-60
;hitsound = s18,4
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
air.type = High
air.slidetime = 0
air.hittime  = 0
air.velocity = 0,0
fall = 0
p2getp1stateno = 1
p2stateno = 2251
p2facing = 1
;envshake.time = 12
;envshake.ampl = 18
;envshake.freq = 100
;palfx.time = 50
;palfx.add = 50,0,170
;palfx.mul = 170,170,170;
;palfx.sinadd = 95,95,95,;15
;palfx.color = 0
;palfx.invertall = 1
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 60
attr = S, HA
getpower = 0
damage = ifelse(Var(12) = 1,250,180),10
animtype = diagup
hitflag = MAF
priority = 3, Hit
pausetime = 3,3
sparkno = -1
sparkxy = -20,-60
hitsound = s5,7
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -9,-5.5
air.velocity = -9,-5.5
palfx.time = 100
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
fall = 1
fall.recover = 0
yaccel = .552

[State -2, 1]
type = VarSet
trigger1 = AnimElem = 61
var(12)  = 0
ignorehitpause = 0

[State 1300, 5]
type = Envcolor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 198
under = 1
supermove = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = AnimElem <= 64
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------  三神器之弐 ２P処理 1 ------
[Statedef 2250]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 1520, 1]
type = null;NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1520, 1]
type = null;palfx
trigger1 = Time >= 0
palfx.time = 50
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 4
type    = A

[State 2540, 2]
type = ChangeAnim2
Trigger1 = anim != 2250
trigger1 = time = 0
value = 2250

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;------  三神器之弐 ２P処理 2 ------
[Statedef 2251]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 2540, 2]
type = ChangeAnim2
Trigger1 = anim != 2251
trigger1 = time = 0
value = 2251

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
[StateDef 997]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 997
poweradd = -1000

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 26
anim = -999
sound = S5,0
pos = 9,9999999999999
move = 9999
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S3,9
volume = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S5,56
volume = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S5,56
volume = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S5,56
volume = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13
value = S5,56
volume = 0



[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 10001
pos = 33,-50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0




[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 998
pos = 108,-33
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = .8,.8
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 9
anim = 998
pos = 158,-33
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = .8,.8
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 11
anim = 998
pos = 209,-33
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = .8,.8
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 13
anim = 998
pos = 260,-33
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = .8,.8
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0






[State 997, 1]
type = Projectile
trigger1 = AnimElem = 7
projanim = 999
projhitanim = -1
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 108,-41
velocity = 0
attr = S, SP
damage   = 75
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1
palfx.time = 30
palfx.color = 60
palfx.invertall = 0
palfx.add = 90,0,0
palfx.mul = 20,50,20
palfx.sinadd = 90,50,0,12

[State 997, 1]
type = Projectile
trigger1 = AnimElem = 9
projanim = 999
projhitanim = -1
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 158,-41
velocity = 0
attr = S, SP
damage   = 75
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1
palfx.time = 30
palfx.color = 60
palfx.invertall = 0
palfx.add = 90,0,0
palfx.mul = 20,50,20
palfx.sinadd = 90,50,0,12

[State 997, 1]
type = Projectile
trigger1 = AnimElem = 11
projanim = 999
projhitanim = -1
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 209,-41
velocity = 0
attr = S, SP
damage   = 75
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1
palfx.time = 30
palfx.color = 60
palfx.invertall = 0
palfx.add = 90,0,0
palfx.mul = 20,50,20
palfx.sinadd = 90,50,0,12

[State 997, 1]
type = Projectile
trigger1 = AnimElem = 13
projanim = 999
projhitanim = -1
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 260,-41
velocity = 0
attr = S, SP
damage   = 75
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1
palfx.time = 30
palfx.color = 60
palfx.invertall = 0
palfx.add = 90,0,0
palfx.mul = 20,50,20
palfx.sinadd = 90,50,0,12

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = 1
flag = nobardisplay
flag = noBG
flag = noFG
flag = nomusic
flag3 = roundnotover

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 7
time = 70
freq = 60
ampl = -4
phase = 90

[State 997, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[StateDef 963]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 12345
poweradd = -1000

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S5,8
volume = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 19
value = S5,56
volume = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 21
value = S5,56
volume = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 23
value = S5,56
volume = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = 2110
pos = 1,2
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 999
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = 2110
pos = 81,2
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 999
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = 2110
pos = -80,2
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 999
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0



[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 5
time = 28
anim = -9999
sound = s5,0
pos = -99,-99
move = 9999
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 18
time = 28
anim = -99999
sound = s5,1
pos = 999,999
move = 9999
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 10000
pos = -5,-52
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1,1
sprpriority = -9999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 18
anim = 10000
pos = -5,-52
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1,1
sprpriority = -9999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 963, 1]
type = Projectile
trigger1 = AnimElem = 8
projanim = 999
projhitanim = -1
projpriority = 999
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 1,2
velocity = 0
attr = S, SP
damage   = 45
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 963, 1]
type = Projectile
trigger1 = AnimElem = 8
projanim = 999
projhitanim = -1
projpriority = 999
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 81,2
velocity = 0
attr = S, SP
damage   = 45
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 963, 1]
type = Projectile
trigger1 = AnimElem = 8
projanim = 999
projhitanim = -1
projpriority = 999
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = -80,2
velocity = 0
attr = S, SP
damage   = 45
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 963, 1]
type = Projectile
trigger1 = AnimElem = 19
projanim = 10778
projhitanim = -1
projpriority = 999
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = -93,-169
velocity = 0
attr = S, SP
damage   = 45
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 19
value = S3,9
volume = 0

[State 963, 1]
type = Projectile
trigger1 = AnimElem = 21
projanim = 10778
projhitanim = -1
projpriority = 999
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = -93,-74
velocity = 0
attr = S, SP
damage   = 45
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 963, 1]
type = Projectile
trigger1 = AnimElem = 23
projanim = 10778
projhitanim = -1
projpriority = 999
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = -93,-125
velocity = 0
attr = S, SP
damage   = 45
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1
palfx.time = 30
palfx.color = 60
palfx.invertall = 0
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10

[State 0, Explod]
type = Explod
trigger1 = animelem = 19
anim = 9063
pos = -93,-169
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1,.8
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 21
anim = 9063
pos = -93,-74
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1,.8
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 23
anim = 9063
pos = -93,-125
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1,.8
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = animelem = 5
flag = nobardisplay
flag = noBG
flag = noFG
flag = nomusic

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 1
value = 0,0,0
time = 200
under = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 19
time = 55
freq = 60
ampl = -4
phase = 90

[State 963, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;============================================================================
; Raging Breeze : Alpha
;============================================================================
[Statedef 5550]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2001
poweradd = ifelse(Var(11) = 1,-1500,-1000)
ctrl     = 0
juggle   = ifelse(Var(11) = 1,0,8)
sprpriority = 2

[state d]
type = varset
trigger1 = time = 5
var(11) = 0

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0

[state x]
type = varset
trigger1 = Time = 0 && prevstateno != 2002
trigger2 = Time = 0 && prevstateno != 5552
var(22) = 1

[state x]
type = varset
trigger1 = Time = 0 && prevstateno = 2002
trigger2 = Time = 0 && prevstateno = 5552
var(22) = 0

[State 10000,1-1]
type = PalFX
TriggerAll = Time < 16
trigger1 = Time%3 = 0 && Var(11) = 1
trigger2 = Time%3 = 0 && prevstateno = 2002
trigger3 = Time%3 = 0 && prevstateno = 5552
time = 2
add  = 256,256,256
ignorehitpause = 1
invertall = 0

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
trigger2 = Time = 0 && prevstateno = 2002
trigger3 = Time = 0 && prevstateno = 5552
anim = 6002
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6000
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && prevstateno = 2002
trigger2 = Time = 0 && prevstateno = 5552
anim = 6003
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
trigger2 = Time = 0 && prevstateno = 2002
trigger3 = Time = 0 && prevstateno = 5552
anim = 6001
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 39

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,7
;channel = 0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,1

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
numhits = 0
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 2,6
sparkno = s4001
guard.sparkno = s10151
sparkxy = -30,-40
hitsound = s4,2
guardsound = s4,9
guard.sparkno = s4120
guard.velocity = -5
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = -8,0
air.velocity = -8,0
guard.hittime = 10
guard.velocity = -2
p2facing = 1
snap= 60,0
p2stateno = 19999


[State 1000]
type = VelSet
trigger1 = animelem=7,>=0
x = 9



[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 9001
sprpriority = -3
postype = p1
pos = -10,-110
bindtime = 1
supermove = 1
scale = 1.2,1.2
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 9011
sprpriority = 3
postype = p1
pos = 0,-110
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 5
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 35
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 1
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 2000]
type = ChangeState
trigger1 = MoveHit = 1
value = 5552

[State 2000]
type = ChangeState
;trigger1 = AnimTime = 0
trigger1 = AnimElem = 10,5
trigger2 = MoveGuarded
value = 5555

;---------------------------------------------------------------------------
; Miss

[Statedef 5555]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2005
ctrl     = 0
sprpriority = 2

[State 1305, 1]
type = VarSet
trigger1    = time = 5
var(11)     = 0

[State 1305, 1]
type = VarSet
trigger1    = time = 0
var(12)     = 0

[State 1000]
type = VelSet
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) <= 0
x = 4

[State 1000]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 1305, 1]
type = VarSet
trigger1 = AnimTime = 0
var(29) = 1


[State 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;禁千弐百拾壱式・八稚女攻撃

[Statedef 5552]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 4444
ctrl     = 0
sprpriority = 5

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 60,0

[State 801, 2]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(5) <= 0
pos = 60,0


[State 1000]
type = VelSet
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) <= 0
x = 6

[State 1000]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State a]
type = playsnd
trigger1 = animelem = 5
trigger2 = animelem = 11
value = 5,222

[State a]
type = playsnd
trigger1 = animelem = 12
value = 25,1
volume = 255

[State a]
type = playsnd
trigger1 = animelem = 12
value = 25,3



[State 200, ヒット定義]
type = HitDef
trigger1 =  AnimElem = 5
trigger2 =  AnimElem = 11
attr = S, HA
getpower = 0
damage = 65,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 30,10
sparkno = s4000
sparkxy = -25,-55
hitsound = s5,15
ground.type = hard
ground.slidetime = 55
ground.hittime  = 55
ground.velocity = 0,0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
snap = 50,0
PalFX.time = 60
PalFX.color = 60
PalFX.invertall = 1
PalFX.add = 1,1,1
PalFX.mul = 256,256,256
PalFX.sinadd = 126,126,126,4
kill = 0
p2stateno = 19999



[State 3202,9916]
type = Explod
trigger1 = animelemtime(5) = 0 
trigger2 = animelemtime(11) = 0 
anim = 2017
sprpriority = 2
scale = 1,1.9
postype = p2
pos = 0,0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
trigger2 = animelem = 11
trigger3 = animelem = 12
anim = 1282
sprpriority = 3
postype = p1
pos = -10,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelemtime(12) = 1
anim = 4431
sprpriority = 6
postype = p1
pos = 60,-20
bindtime = 1
supermove = 1
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = animelemtime(12) = 1
anim = 4432
sprpriority = 6
postype = p1
pos = 110,-10
bindtime = 1
supermove = 1
scale = 0.85,0.85

[State 1000, 5]
type = Explod
trigger1 = animelemtime(12) = 1
anim = 4434
sprpriority = 6
postype = p1
pos = 160,0
bindtime = 1
supermove = 1

[State 800, 2.1]
type = Projectile
trigger1 = animelemtime(12) = 1
projanim = 4435
projremovetime = 2
projpriority = 99
projsprpriority = 5
offset = 60, -60
postype = p1
attr = S, SP
hitflag = MAF
guardflag = M
animtype = Hard
priority = 4,Hit
damage = 60,10
pausetime = 2,2
guard.pausetime = 10,10
sparkno = s4000
guard.sparkno = S10151
hitsound = S5,15
guardsound = S6,0
sparkxy = 80, -58
ground.type = High
air.type = High
guard.slidetime = 18
guard.hittime = 19
guard.ctrltime = 15
guard.velocity = -10
ground.velocity = -0, -0
air.velocity = -6, -3
sprpriority = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
persistent = 1
envshake.time = 7
PalFX.time = 60
PalFX.color = 60
PalFX.invertall = 1
PalFX.add = 1,1,1
PalFX.mul = 256,256,256
PalFX.sinadd = 126,126,126,4
kill = 0
envshake.ampl = 7
[State 800, 2.1]
type = Projectile
trigger1 = animelemtime(12) = 1
projanim = 4437
projremovetime = 12
projpriority = 99
projsprpriority = 5
offset = 60, -60
postype = p1
attr = S, SP
hitflag = MAF
guardflag = M
animtype = Hard
priority = 4,Hit
damage = 60,10
pausetime = 2,2
guard.pausetime = 10,10
sparkno = s4001
guard.sparkno = S10151
hitsound = S5,15
guardsound = S6,0
sparkxy = 80, -58
ground.type = High
air.type = High
guard.slidetime = 18
guard.hittime = 19
guard.ctrltime = 15
guard.velocity = -10
ground.velocity = -0, -0
air.velocity = -6, -3
sprpriority = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
persistent = 1
envshake.time = 7
PalFX.time = 60
PalFX.color = 60
PalFX.invertall = 1
PalFX.add = 1,1,1
PalFX.mul = 256,256,256
PalFX.sinadd = 126,126,126,4
kill = 0
envshake.ampl = 7
[State 800, 2.1]
type = Projectile
trigger1 = animelemtime(12) = 1
projanim = 4438
projremovetime = 22
projpriority = 99
projsprpriority = 5
offset = 60, -60
postype = p1
attr = S, SP
hitflag = MAF
guardflag = M
animtype = Hard
priority = 4,Hit
damage = 60,10
pausetime = 2,2
guard.pausetime = 10,10
sparkno = s4001
guard.sparkno = S10151
hitsound = S5,15
guardsound = S6,0
sparkxy = 80, -58
ground.type = High
air.type = High
guard.slidetime = 18
guard.hittime = 19
guard.ctrltime = 15
guard.velocity = -10
ground.velocity = -0, -0
air.velocity = -6, -3
sprpriority = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
persistent = 1
envshake.time = 7
PalFX.time = 60
PalFX.color = 60
PalFX.invertall = 1
PalFX.add = 1,1,1
PalFX.mul = 256,256,256
PalFX.sinadd = 126,126,126,4
kill = 0
envshake.ampl = 7

[State 800, 2.1]
type = Projectile
trigger1 = animelemtime(12) = 1
projanim = 4436
projremovetime = 41
projpriority = 99
projsprpriority = 5
offset = 60, -60
postype = p1
attr = S, SP
hitflag = MAF
guardflag = M
animtype = Hard
priority = 4,Hit
damage = 80,10
pausetime = 10,10
guard.pausetime = 10,10
sparkno = s4001
guard.sparkno = S10151
hitsound = S5,15
guardsound = S6,0
sparkxy = 80, -58
ground.type = High
air.type = High
guard.slidetime = 18
guard.hittime = 19
guard.ctrltime = 15
guard.velocity = -10
ground.velocity = -8, -6
air.velocity = -8, -6
sprpriority = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
persistent = 1
envshake.time = 7
PalFX.time = 60
PalFX.color = 60
PalFX.invertall = 1
PalFX.add = 1,1,1
PalFX.mul = 256,256,256
PalFX.sinadd = 126,126,126,4
envshake.ampl = 7

[State 3202,9916]
type = Explod
triggerall= projhit = 1
trigger1= !(target,time)
anim = 10104
sprpriority = 6
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
ownpal = 1

[State 3202,9916]
type = Explod
triggerall= projhit = 1
trigger1= !(target,time)
anim = 10105
sprpriority = 2
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
ownpal = 1

[State a]
type = playsnd
trigger1 = animelemtime(15) = 24
value = 21,0

[State a]
type = playsnd
trigger1 = animelemtime(15) = 24
value = 21,1

[State 2000, Helper];カメラヘルパー
type = Helper
trigger1 = animelem= 1
name = "ice"
postype = p1
pos = 35,0
stateno = 5551

[State 2000, Helper];カメラヘルパー
type = Helper
trigger1 = animelem= 7
name = "ice"
postype = p1
pos = 35,20
stateno = 5553

[State 3010, エフェクト]
Type = Helper
trigger1 = animelem= 12
trigger2 = animelem= 15
trigger3 = animelemtime(15) = 16
StateNo = 5559
ID = 5559
Name = "Shot"
Pos = 40,-60
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1


[State 10000,1-3]
type = BGPalfx
trigger1 = animelemtime(12) = 0 
invertall = 0
time = 5
add = 255,255,255
ignorehitpause = 1

[State 1011, 2]
type = EnvShake
trigger1 = animelemtime(12) = 0 
time = 16
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1


[State 1305, 1]
type = VarSet
trigger1    = time = 5
var(11)     = 0


[State 1000, 0]
type = VarSet
trigger1 = time = 0
var(12) = 1
ignorehitpause = 0

[State -2, 1]
type = VarSet
trigger1 = AnimElem = 12
var(12)  = 0
ignorehitpause = 0



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

;--------------------------------
;The ice 1
[Statedef 5551]
physics = N
velset = 0,0
anim = 4446

[State 1000]
type = VelSet
trigger1 = 1
x = 3



[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 4447
sprpriority = 3
postype = p1
pos = 10,-10
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 1
anim = 4447
sprpriority = 3
postype = p1
pos = 11,-15
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 2
anim = 4447
sprpriority = 3
postype = p1
pos = 12,-20
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 3
anim = 4447
sprpriority = 3
postype = p1
pos = 13,-25
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 4
anim = 4447
sprpriority = 3
postype = p1
pos = 14,-30
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 5
anim = 4447
sprpriority = 3
postype = p1
pos = 15,-35
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 6
anim = 4447
sprpriority = 3
postype = p1
pos = 16,-40
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 7
anim = 4447
sprpriority = 3
postype = p1
pos = 17,-45
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 8
anim = 4447
sprpriority = 3
postype = p1
pos = 18,-50
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 9
anim = 4447
sprpriority = 3
postype = p1
pos = 19,-55
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 4447
sprpriority = 3
postype = p1
pos = 20,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 4447
sprpriority = 3
postype = p1
pos = 19,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 12
anim = 4447
sprpriority = 3
postype = p1
pos = 18,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 13
anim = 4447
sprpriority = 3
postype = p1
pos = 17,-75
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 14
anim = 4447
sprpriority = 3
postype = p1
pos = 16,-80
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 15
anim = 4447
sprpriority = 3
postype = p1
pos = 15,-85
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 16
anim = 4447
sprpriority = 3
postype = p1
pos = 14,-90
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 17
anim = 4447
sprpriority = 3
postype = p1
pos = 13,-95
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 18
anim = 4447
sprpriority = 3
postype = p1
pos = 12,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 19
anim = 4447
sprpriority = 3
postype = p1
pos = 11,-105
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 20
anim = 4447
sprpriority = 3
postype = p1
pos = 10,-110
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 52, 4]
type = destroyself
trigger1 = time = 20

;--------------------------------
;The ice 2
[Statedef 5553]
physics = N
velset = 0,0
anim = 4446

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 4447
sprpriority = 3
postype = p1
pos = -60,-90
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 1
anim = 4447
sprpriority = 3
postype = p1
pos = -55,-95
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 2
anim = 4447
sprpriority = 3
postype = p1
pos = -50,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 3
anim = 4447
sprpriority = 3
postype = p1
pos = -45,-105
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 4
anim = 4447
sprpriority = 3
postype = p1
pos = -40,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 5
anim = 4447
sprpriority = 3
postype = p1
pos = -35,-95
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 6
anim = 4447
sprpriority = 3
postype = p1
pos = -30,-90
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 7
anim = 4447
sprpriority = 3
postype = p1
pos = -25,-85
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 8
anim = 4447
sprpriority = 3
postype = p1
pos = -20,-80
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 9
anim = 4447
sprpriority = 3
postype = p1
pos = -15,-75
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 4447
sprpriority = 3
postype = p1
pos = -10,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 4447
sprpriority = 3
postype = p1
pos = -5,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 12
anim = 4447
sprpriority = 3
postype = p1
pos = 0,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 13
anim = 4447
sprpriority = 3
postype = p1
pos = 5,-55
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 14
anim = 4447
sprpriority = 3
postype = p1
pos = 10,-50
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 15
anim = 4447
sprpriority = 3
postype = p1
pos = 15,-45
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 16
anim = 4447
sprpriority = 3
postype = p1
pos = 20,-40
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 17
anim = 4447
sprpriority = 3
postype = p1
pos = 25,-35
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 18
anim = 4447
sprpriority = 3
postype = p1
pos = 26,-30
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 19
anim = 4447
sprpriority = 3
postype = p1
pos = 27,-25
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 20
anim = 4447
sprpriority = 3
postype = p1
pos = 28,-20
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 52, 4]
type = destroyself
trigger1 = time = 20

;===============================================
[Statedef 5559]
Physics  = N
Anim     = 4439
SprPriority = 3

[State 6024, 変数]
Type = VarAdd
Trigger1 = Time = 0
fvar(0) = -180+30

[State 6024, 移動速度]
Type = VelSet
Trigger1 = Time = 0
X = 5*Cos(fvar(0)*(Pi/180.))
Y = -5*Sin(fvar(0)*(Pi/180.))

[State 6024, 透明度]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = (256-Time*10),256

[State 6024, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
Persistent = 1

[State 6024, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = 30
Scale = 1+Time*.1,(1+Time*.1)*1.5

[State 6024, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 25

;====================================================================
; Lightning Trail
;====================================================================
[statedef 5510]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 5510
poweradd = ifelse(Var(11) = 1,-1500,-1000)
ctrl     = 0
juggle   = ifelse(Var(11) = 1,0,8)
sprpriority = 2

[state d]
type = varset
trigger1 = time = 5
var(11) = 0

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0

[state x]
type = varset
trigger1 = time = 0 && prevstateno != [5510,5511] 
trigger2 = Time = 0 && prevstateno != 3310
trigger3 = Time = 0 && prevstateno != 2002
trigger4 = Time = 0 && prevstateno != 5552
trigger5 = time = 0 && prevstateno != 2100
var(22) = 1

[state x]
type = varset
trigger1 = time = 0 && prevstateno = [5510,5511] 
trigger2 = Time = 0 && prevstateno = 3310
trigger3 = Time = 0 && prevstateno = 2002
trigger4 = Time = 0 && prevstateno = 5552
trigger5 = time = 0 && prevstateno = 2100
var(22) = 0

[State 10000,1-1]
type = PalFX
TriggerAll = Time < 16
trigger1 = Time%3 = 0 && Var(11) = 1
trigger2 = Time%3 = 0 && prevstateno = [5510,5511] 
trigger3 = Time%3 = 0 && prevstateno = 3310
trigger4 = Time%3 = 0 && prevstateno = 2002
trigger5 = Time%3 = 0 && prevstateno = 5552
trigger6 = Time%3 = 0 && prevstateno = 2100
time = 2
add  = 256,256,256
ignorehitpause = 1
invertall = 0

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
trigger2 = time = 0 && prevstateno = [5510,5511] 
trigger3 = Time = 0 && prevstateno = 3310
trigger4 = Time = 0 && prevstateno = 2002
trigger5 = Time = 0 && prevstateno = 5552
trigger6 = time = 0 && prevstateno = 2100
anim = 6002
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6000
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = time = 0 && prevstateno = [5510,5511] 
trigger2 = Time = 0 && prevstateno = 3310
trigger3 = Time = 0 && prevstateno = 2002
trigger4 = Time = 0 && prevstateno = 5552
trigger5 = time = 0 && prevstateno = 2100
anim = 6003
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
trigger2 = time = 0 && prevstateno = [5510,5511] 
trigger3 = Time = 0 && prevstateno = 3310
trigger4 = Time = 0 && prevstateno = 2002
trigger5 = Time = 0 && prevstateno = 5552
trigger6 = time = 0 && prevstateno = 2100
anim = 6001
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 60

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,7
;channel = 0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 8009
sprpriority = 6
postype = p1
pos = 30,-55
bindtime = 1
supermove = 1
removetime = 40
scale = 0.7,0.7
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 9001
sprpriority = -3
postype = p1
pos = 20,-55
bindtime = 1
supermove = 1
scale = 1.2,1.2
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 9011
sprpriority = 3
postype = p1
pos = 30,-55
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 5
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 35
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 1
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 1000, 5]
type = Explod
triggerall = animelemtime(4) >= 0 && animelemtime(5) <= 10
trigger1 = (gametime%4) = 1
anim = 1282
sprpriority = 3
postype = p1
pos = -10,0
bindtime = 1
supermove = 1
under = 0

[State 3010, エフェクト]
Type = Helper
triggerall = animelemtime(4) >= 0 && animelemtime(5) <= 35
trigger1 = (gametime%8) = 1
StateNo = 5559
ID = 5559
Name = "Shot"
Pos = 30,-60
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3010, 弾]
Type = Helper
Trigger1 = animelem = 4
StateNo = 5515
ID = 5515
Name = "Shock"
Pos = 45,-55
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 1000, 0]
type = VarSet
trigger1 = time = 0
var(12) = 1
ignorehitpause = 0

[State -2, 1]
type = VarSet
trigger1 = AnimTime = 0
var(12)  = 0
ignorehitpause = 0

[State a]
type = Changestate
triggerall = screenpos x = [-10,330]
trigger1 = animtime = 0
value = 0
ctrl = 1

[State a]
type = Changestate
triggerall = screenpos x != [-10,330]
trigger1 = animtime = 0
value = 1255
ignorehitpause = 1


;---------------------------
; Electric
[Statedef 5515]
MoveType = A
Physics  = N
Anim     = 5500
SprPriority = 4

[State 1011, 2]
type = EnvShake
trigger1 = time = 0 
time = 16
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 2000,]
type = PlaySnd
trigger1 = time= 0
value = 25,5
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = time= 0
value = 25,1
volume = 255


[State 2000,]
type = PlaySnd
trigger1 = time= 0
value = 44,0
volume = 255

[State 2015, 変数増減]
Type = VarAdd
Trigger1 = (Time = 0)+(Time > 39)
fvar(0) = (Time=0)-(Time>0)*.08

[State 2015, 変数]
Type = VarSet
Trigger1 = (Time < 40)
fvar(1) = IfElse(Time=39,.8,.4+Random/2497.5)

[State 2015, エフェクト]
Type = Explod
Trigger1 = Time < 20
Anim = 5501
ID = 5501
Pos = 30+Time*30,0
PosType = P1
Scale = 2-(Time=0)*.75-(Time=1)*.25,2-(Time=0)*.75-(Time=1)*.25
Ownpal = 1
SprPriority = 5

[State 2015, エフェクト]
Type = Explod
Trigger1 = Time = [25,45]
Anim = 8030+Random%7
ID = 5501
Pos = Time*30-750,50
PosType = P1
Random = 50,20
Facing = 1-(Random<500)*2
VFacing = 1-(Random<500)*2
Scale = 1.5,1.5
Vel = 0,-1-Random/333.
Ownpal = 1
SprPriority = 6

[State 2015, エフェクト]
Type = Explod
Trigger1 = Time = [30,50]
Anim = 8030+Random%7
ID = 5501
Pos = Time*30-900,70
PosType = P1
Random = 50,20
Facing = 1-(Random<500)*2
VFacing = 1-(Random<500)*2
Scale = 1.5,1.5
Vel = 0,-1-Random/333.
Ownpal = 1
SprPriority = 6


[State 2010, 透明度]
Type = Trans
Trigger1 = (Time < 39)
Trans = Add

[State 2010, 透明度]
Type = Trans
Trigger1 = (Time > 38)
Trans = AddAlpha
Alpha = 256-Time*20+780,256

[State 2015, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = fvar(0)*fvar(1),fvar(0)*fvar(1)


[State 2015, 飛び道具-1]
Type = Projectile
Trigger1 = IsHelper(5515) && (!var(0))
Trigger1 = (Time%4 = 0) && (Time < 45)
Attr              = A, HA
Damage            = 15,5
GetPower          = 0
GivePower         = 54,24
AnimType          = Hard
PauseTime         = 0,2
Guard.PauseTime   = 0,2
Offset            = 0,0
Velocity          = 0,0
ProjID            = 8007
ProjAnim          = 8010+(Time=4)+(Time>4)*2
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 4
ProjHeightBound   = -1000,50
ProjEdgeBound     = 9999
ProjStageBound    = 9999
HitFlag           = MAF
GuardFlag         = MA
SparkNo           = s10105
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = 25,2
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 17
Air.HitTime       = 17
Ground.Velocity   = -6.5,-3
Air.Velocity      = -6,-2
AirGuard.Velocity = -6,-3
Fall = 1
Fall.Recover = 0
Palfx.time = 80
Palfx.add = 13,61,98
Palfx.mul = 358,256,256
Palfx.sinadd = -112,-122,-112,10
Palfx.color = 0

[State 2015, 飛び道具-2-1]
Type = Projectile
TriggerAll = (Time%15 = 0) && (Time < 45)
Trigger1 = IsHelper(5515) && (var(0))
Attr              = A, HA
Damage            = 15,5
GetPower          = 0
GivePower         = 54,24
AnimType          = Hard
PauseTime         = 0,2
Guard.PauseTime   = 0,2
Offset            = 0,0
Velocity          = 0,0
ProjID            = 8007
ProjAnim          = 8010+(Time=4)+(Time>4)*2
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 4
ProjHeightBound   = -1000,50
ProjEdgeBound     = 9999
ProjStageBound    = 9999
HitFlag           = MAF
GuardFlag         = N
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = 25,2
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 17
Air.HitTime       = 17
Ground.Velocity   = -6.5,-3
Air.Velocity      = -6,-2
AirGuard.Velocity = -6,-3
Fall = 1
Fall.Recover = 0
Palfx.time = 80
Palfx.add = 13,61,98
Palfx.mul = 358,256,256
Palfx.sinadd = -112,-122,-112,10
Palfx.color = 0


[State 2015, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 104


;====================================================================
; Lightning Trail 2
;====================================================================
[statedef 5511]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 5520
poweradd = ifelse(Var(11) = 1,-1500,-1000)
ctrl     = 0
juggle   = ifelse(Var(11) = 1,0,8)
sprpriority = 2

[state d]
type = varset
trigger1 = time = 5 
var(11) = 0

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0

[state x]
type = varset
trigger1 = time = 0 && prevstateno != [5510,5511] 
trigger2 = Time = 0 && prevstateno != 3310
trigger3 = Time = 0 && prevstateno != 2002
trigger4 = Time = 0 && prevstateno != 5552
trigger5 = time = 0 && prevstateno != 2100
var(22) = 1

[state x]
type = varset
trigger1 = time = 0 && prevstateno = [5510,5511] 
trigger2 = Time = 0 && prevstateno = 3310
trigger3 = Time = 0 && prevstateno = 2002
trigger4 = Time = 0 && prevstateno = 5552
trigger5 = time = 0 && prevstateno = 2100
var(22) = 0

[State 10000,1-1]
type = PalFX
TriggerAll = Time < 16
trigger1 = Time%3 = 0 && Var(11) = 1
trigger2 = Time%3 = 0 && prevstateno = [5510,5511] 
trigger3 = Time%3 = 0 && prevstateno = 3310
trigger4 = Time%3 = 0 && prevstateno = 2002
trigger5 = Time%3 = 0 && prevstateno = 5552
trigger6 = Time%3 = 0 && prevstateno = 2100
time = 2
add  = 256,256,256
ignorehitpause = 1
invertall = 0

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
trigger2 = time = 0 && prevstateno = [5510,5511] 
trigger3 = Time = 0 && prevstateno = 3310
trigger4 = Time = 0 && prevstateno = 2002
trigger5 = Time = 0 && prevstateno = 5552
trigger6 = time = 0 && prevstateno = 2100
anim = 6002
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6000
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = time = 0 && prevstateno = [5510,5511] 
trigger2 = Time = 0 && prevstateno = 3310
trigger3 = Time = 0 && prevstateno = 2002
trigger4 = Time = 0 && prevstateno = 5552
trigger5 = time = 0 && prevstateno = 2100
anim = 6003
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
trigger2 = time = 0 && prevstateno = [5510,5511] 
trigger3 = Time = 0 && prevstateno = 3310
trigger4 = Time = 0 && prevstateno = 2002
trigger5 = Time = 0 && prevstateno = 5552
trigger6 = time = 0 && prevstateno = 2100
anim = 6001
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999 

[State 1000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 60

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,7
;channel = 0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 8009
id = 8009
sprpriority = 6
postype = p1
pos = -32,-35
bindtime = 1
supermove = 1
removetime = 46
scale = 0.7,0.7
under = 0
ownpal = 1

[State 1000, 5]
type = modifyExplod
trigger1 = animelem = 2
id = 8009
postype = p1
pos = -10,-39

[State 1000, 5]
type = modifyExplod
trigger1 = animelem = 3
id = 8009
postype = p1
pos = 30,-59

[State 1000, 5]
type = modifyExplod
trigger1 = animelem = 4
id = 8009
postype = p1
pos = 56,-98

[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 9001
sprpriority = -3
postype = p1
pos = -42,-35
bindtime = 1
supermove = 1
scale = 1.2,1.2
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 9011
sprpriority = 3
postype = p1
pos = -32,-35
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 5
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 35
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 1
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 1000, 5]
type = Explod
triggerall = animelemtime(4) >= 0 && animelemtime(5) <= 10
trigger1 = (gametime%4) = 1
anim = 1282
sprpriority = 3
postype = p1
pos = -10,0
bindtime = 1
supermove = 1
under = 0

[State 3010, エフェクト]
Type = Helper
triggerall = animelemtime(4) >= 0 && animelemtime(5) <= 35
trigger1 = (gametime%8) = 1
StateNo = 5559
ID = 5559
Name = "Shot"
Pos = 59,-89
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3010, 弾]
Type = Helper
Trigger1 = animelem = 4
StateNo = 5516
ID = 5515
Name = "Shock"
Pos = 56,-98
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 1000, 0]
type = VarSet
trigger1 = time = 0
var(12) = 1
ignorehitpause = 0

[State -2, 1]
type = VarSet
trigger1 = AnimTime = 0
var(12)  = 0
ignorehitpause = 0

[State a]
type = Changestate
triggerall = screenpos x = [-10,330]
trigger1 = animtime = 0
value = 0
ctrl = 1

[State a]
type = Changestate
triggerall = screenpos x != [-10,330]
trigger1 = animtime = 0
value = 1255
ignorehitpause = 1

;---------------------------
; Electric 2
[Statedef 5516]
MoveType = A
Physics  = N
Anim     = 5500
SprPriority = 4

[State 1011, 2]
type = EnvShake
trigger1 = time = 0 
time = 16
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 2000,]
type = PlaySnd
trigger1 = time= 0
value = 25,5
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = time= 0
value = 25,1
volume = 255


[State 2000,]
type = PlaySnd
trigger1 = time= 0
value = 44,0
volume = 255

[State 2015, 変数増減]
Type = VarAdd
Trigger1 = (Time = 0)+(Time > 39)
fvar(0) = (Time=0)-(Time>0)*.08

[State 2015, 変数]
Type = VarSet
Trigger1 = (Time < 40)
fvar(1) = IfElse(Time=39,.8,.4+Random/2497.5)

[State 2015, エフェクト]
Type = Explod
Trigger1 = Time < 20
Anim = 5501
ID = 5501
Pos = 30+Time*30,-30-Time*30
PosType = P1
Scale = 2-(Time=0)*.75-(Time=1)*.25,2-(Time=0)*.75-(Time=1)*.25
Ownpal = 1
SprPriority = 5



[State 2010, 透明度]
Type = Trans
Trigger1 = (Time < 39)
Trans = Add

[State 2010, 透明度]
Type = Trans
Trigger1 = (Time > 38)
Trans = AddAlpha
Alpha = 256-Time*20+780,256

[State 2015, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = fvar(0)*fvar(1),fvar(0)*fvar(1)


[State 2015, 飛び道具-1]
Type = Projectile
Trigger1 = IsHelper(5515) && (!var(0))
Trigger1 = (Time%4 = 0) && (Time < 45)
Attr              = A, HA
Damage            = 15,5
GetPower          = 0
GivePower         = 54,24
AnimType          = Hard
PauseTime         = 0,2
Guard.PauseTime   = 0,2
Offset            = 0,0
Velocity          = 0,0
ProjID            = 8007
ProjAnim          = 8013+(Time=4)+(Time>4)*2
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 4
ProjHeightBound   = -1000,50
ProjEdgeBound     = 9999
ProjStageBound    = 9999
HitFlag           = MAF
GuardFlag         = MA
SparkNo           = s10105
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = 25,2
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 17
Air.HitTime       = 17
Ground.Velocity   = -6.5,-5
Air.Velocity      = -6,-5
AirGuard.Velocity = -6,-3
Fall = 1
Fall.Recover = 0
Palfx.time = 80
Palfx.add = 13,61,98
Palfx.mul = 358,256,256
Palfx.sinadd = -112,-122,-112,10
Palfx.color = 0

[State 2015, 飛び道具-2-1]
Type = Projectile
TriggerAll = (Time%15 = 0) && (Time < 45)
Trigger1 = IsHelper(5515) && (var(0))
Attr              = A, HA
Damage            = 15,5
GetPower          = 0
GivePower         = 54,24
AnimType          = Hard
PauseTime         = 0,2
Guard.PauseTime   = 0,2
Offset            = 0,0
Velocity          = 0,0
ProjID            = 8007
ProjAnim          = 8013+(Time=4)+(Time>4)*2
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 4
ProjHeightBound   = -1000,50
ProjEdgeBound     = 9999
ProjStageBound    = 9999
HitFlag           = MAF
GuardFlag         = N
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = 25,2
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 17
Air.HitTime       = 17
Ground.Velocity   = -6.5,-5
Air.Velocity      = -6,-5
AirGuard.Velocity = -6,-3
Fall = 1
Fall.Recover = 0
Palfx.time = 80
Palfx.add = 13,61,98
Palfx.mul = 358,256,256
Palfx.sinadd = -112,-122,-112,10
Palfx.color = 0


[State 2015, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 104

;====================================================================
; Searring Sorrow
;====================================================================
[statedef 3310]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 3019
poweradd = ifelse(Var(11) = 1,-1500,-1000)
ctrl     = 0
juggle   = ifelse(Var(11) = 1,0,8)
sprpriority = 2

[state d]
type = varset
trigger1 = time = 5 
var(11) = 0

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0

[State -2]
type = VarSet
trigger1 = time = 0
var(29) = 0


[state x]
type = varset
trigger1 = time = 0 && prevstateno != [5510,5511]
trigger2 = time = 0 && prevstateno != 2100
var(22) = 1

[state x]
type = varset
trigger1 = time = 0 && prevstateno = [5510,5511]
trigger2 = time = 0 && prevstateno = 2100
var(22) = 0

[State 10000,1-1]
type = PalFX
TriggerAll = Time < 16
trigger1 = Time%3 = 0 && Var(11) = 1
trigger2 = Time%3 = 0 && prevstateno = [5510,5511] 
trigger3 = Time%3 = 0 && prevstateno = 2100
time = 2
add  = 256,256,256
ignorehitpause = 1
invertall = 0

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
trigger2 = time = 0 && prevstateno = [5510,5511] 
trigger3 = time = 0 && prevstateno = 2100
anim = 6002
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6000
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = time = 0 && prevstateno = [5510,5511]
trigger2 = time = 0 && prevstateno = 2100
anim = 6003
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
trigger2 = time = 0 && prevstateno = [5510,5511] 
trigger3 = time = 0 && prevstateno = 2100
anim = 6001
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 60


[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,0

[State 3010, 弾]
Type = Helper
Trigger1 = animelemtime(3) = 36
StateNo = 3311
ID = 3311
Name = "Sear"
Pos = 0,-150
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State -2]
type = VarSet
trigger1 = AnimElem = 4
var(29) = 1

[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 9001
sprpriority = -3
postype = p1
pos = -10,-110
bindtime = 1
supermove = 1
scale = 1.2,1.2
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 9011
sprpriority = 3
postype = p1
pos = 0,-110
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 5
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 35
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 1
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 1000, 5]
type = Explod
Triggerall = animelemtime(3) >= 35 && animelemtime(4) <=0
Trigger1 = (Time%9 = 0)
anim = 1278
sprpriority = 5
postype = p1
pos = -30,10
facing = 1
vfacing = 1
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
Triggerall = animelemtime(3) >= 35 && animelemtime(4) <=0
Trigger1 = (Time%9 = 0)
anim = 1278
sprpriority = 5
postype = p1
pos = 30,10
facing = -1
vfacing = 1
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 0]
type = VarSet
trigger1 = time = 0
var(12) = 1
ignorehitpause = 0

[State -2, 1]
type = VarSet
trigger1 = AnimTime = 0
var(12)  = 0
ignorehitpause = 0

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------
; Sear
[Statedef 3311]
MoveType = A
Physics  = N
Anim     = 3020
SprPriority = 4

[State 1000, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000,]
type = PlaySnd
trigger1 = time = 0
value = 25,8
volume = 255
loop = 1
channel = 3

[State 1011, 2]
type = EnvShake
trigger1 = time = 0 
time = 16
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 1011, 2]
type = EnvShake
trigger1 = time%6 = 0 
time = 2
ampl = 5
freq = 60
phase = 60
ignorehitpause = 1

[State 2000,]
type = PlaySnd
trigger1 = time= 0
value = 25,7
volume = 255

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 3023
sprpriority = 5
postype = p1
pos = 0,0
facing = 1
vfacing = 1
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 3023
sprpriority = 5
postype = p1
pos = 0,0
facing = -1
vfacing = 1
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 3023
sprpriority = 5
postype = p1
pos = 0,0
facing = -1
vfacing = -1
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 3023
sprpriority = 5
postype = p1
pos = 0,0
facing = 1
vfacing = -1
bindtime = 1
supermove = 1
ownpal = 1

[State 2015, 変数増減]
Type = VarAdd
Trigger1 = (Time = 0)+(Time > 39)
fvar(0) = (Time=0)-(Time>0)*.08

[State 2015, 変数]
Type = VarSet
Trigger1 = (Time < 40)
fvar(1) = IfElse(Time=39,.8,.4+Random/2497.5)




[State 2010, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add


[State 2015, 角度を有効]
Type = AngleDraw
Trigger1 = 1

[State 2015, 角度を有効]
Type = Angleadd
Trigger1 = 1
value = 25

[state a]
type = changestate
trigger1 = root,var(29) = 1
value = 3312


[state a]
type = changestate
trigger1 = root,stateno != 3310
value = 3314

[State 2015, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 154

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

[Statedef 3312]
type = A
movetype = A
physics = N
anim = 3021
velset = 0,0
ctrl = 0

[State 1000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 39

[State 1011, 2]
type = EnvShake
trigger1 = time%5 = 0 
time = 2
ampl = 5
freq = 60
phase = 60
ignorehitpause = 1

[State 2015, 変数増減]
Type = VarAdd
Trigger1 = (Time = 0)+(Time > 39)
fvar(0) = (Time=0)-(Time>0)*.08

[State 2015, 変数]
Type = VarSet
Trigger1 = (Time < 40)
fvar(1) = IfElse(Time=39,.8,.4+Random/2497.5)




[State 2010, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add


[State 2015, 角度を有効]
Type = AngleDraw
Trigger1 = 1

[State 2015, 角度を有効]
Type = Angleadd
Trigger1 = 1
value = 25



[State 1170]
type = varset
trigger1 = animelem = 1
fvar(2) = p2dist x

[State 1170]
type = varset
trigger1 = animelem = 1
fvar(3) = p2dist y


[State 1170]
type = veladd
trigger1 = animelem = 1,>= 0
x = fvar(2)/150
y = fvar(3)/150

[State 1170]
type = veladd
trigger1 = p2dist x <=0
y = 2.7

[State 1170]
type = velset
trigger1 = p2dist x <=0
x = 0



[State 2015, 飛び道具-2-1]
Type = Projectile
Trigger1 = (Time%4 = 0)
Attr              = A, HA
Damage            = 15,5
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,2
Guard.PauseTime   = 0,2
Offset            = 0,0
Velocity          = 0,0
ProjID            = 1133
ProjAnim          = 3022
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 4
ProjHeightBound   = -1000,50
ProjEdgeBound     = 9999
ProjStageBound    = 9999
HitFlag           = MAF
GuardFlag         = N
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = 25,2
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 17
Air.HitTime       = 17
Ground.Velocity   = -2,0
Air.Velocity      = -6,-5
AirGuard.Velocity = -6,-3
Fall = 0
Fall.Recover = 0
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[state a]
type = changestate
trigger1 = pos y >= 0
value = 3313

[State 2000,]
type = stopSnd
trigger1 = time = 80
channel = 3

[State 1170]
type = DestroySelf
trigger1 = time = 80

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

[Statedef 3313]
type = A
movetype = A
physics = N
anim = 3025
velset = 0,0
ctrl = 0

[State 1000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 39

[State 2000,]
type = stopSnd
trigger1 = time = 0
channel = 3

[State 1011, 2]
type = EnvShake
trigger1 = time%5 = 0 
time = 2
ampl = 5
freq = 60
phase = 60
ignorehitpause = 1

[State 2010, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add



[State 2000,]
type = PlaySnd
trigger1 = time= 0
value = 25,6
volume = 255

[State 1000, 5]
type = Explod
Trigger1 = (Time%4 = 0)
anim = 3024
sprpriority = 5
postype = p1
pos = 0,0
facing = 1
vfacing = 1
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
Trigger1 = (Time%12 = 0)
anim = 6612
sprpriority = 5
postype = p1
pos = 0,20
facing = 1
vfacing = 1
bindtime = 1
scale = 1.5,1.5
supermove = 1
ownpal = 1

[State 2015, 飛び道具-2-1]
Type = Projectile
Trigger1 = (Time%6 = 0)
Attr              = A, HA
Damage            = 25,5
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,2
Guard.PauseTime   = 0,2
Offset            = 0,0
Velocity          = 0,0
ProjID            = 1133
ProjAnim          = 3025
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 4
ProjHeightBound   = -1000,50
ProjEdgeBound     = 9999
ProjStageBound    = 9999
HitFlag           = MAFD
GuardFlag         = N
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = 25,2
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 17
Air.HitTime       = 17
Ground.Velocity   = -0,-6
Air.Velocity      = -0,-5
AirGuard.Velocity = -0,-5
Fall = 1
Fall.Recover = 0
palfx.time = 80
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1



[State 1170]
type = DestroySelf
trigger1 = time >= 70

;---------------------------
; Sear
[Statedef 3314]
MoveType = A
Physics  = N
Anim     = 4446
SprPriority = 4



[State 2000,]
type = stopSnd
trigger1 = time = 0
channel = 3

[State 2000,]
type = PlaySnd
trigger1 = time= 0
value = 25,4
volume = 255

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 3023
sprpriority = 5
postype = p1
pos = 0,0
facing = 1
vfacing = 1
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 3023
sprpriority = 5
postype = p1
pos = 0,0
facing = -1
vfacing = 1
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 3023
sprpriority = 5
postype = p1
pos = 0,0
facing = -1
vfacing = -1
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 3023
sprpriority = 5
postype = p1
pos = 0,0
facing = 1
vfacing = -1
bindtime = 1
supermove = 1
ownpal = 1



[State 2015, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 10

;==========================================================
; Voltic Turbulence
;==========================================================
[statedef 10100]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 10100
poweradd = ifelse(Var(11) = 1 || Var(12) = 1,-2500,-2000)
ctrl     = 0
juggle   = ifelse(Var(11) = 1 || Var(12) = 1,0,8)
sprpriority = 2

[state a]
type = varset
trigger1 = time = 0
var(29) = 0

[state d]
type = varset
trigger1 = time = 5 
var(11) = 0

[state d]
type = varset
trigger1 = time = 5 
var(12) = 0

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0

[state x]
type = varset
trigger1 = time = 0 && prevstateno != 20002
var(22) = 1

[state x]
type = varset
trigger1 = time = 0 && prevstateno = 20002
var(22) = 0

[State 10000,1-1]
type = PalFX
TriggerAll = Time < 16
trigger1 = Time%3 = 0 && Var(11) = 1
time = 2
add  = 256,256,256
ignorehitpause = 1
invertall = 0

[State 10000,1-1]
type = PalFX
TriggerAll = Time < 16
trigger1 = Time%3 = 0 && Var(12) = 1
trigger2 = Time%3 = 0 && prevstateno = 20002
time = 2
add  = 256,256,256
ignorehitpause = 1
invertall = 0

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6002
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6000
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999



[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6001
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999 

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(12) = 1
trigger2 = time = 0 && prevstateno = 20002
anim = 6052
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = time = 0 && prevstateno = 20002
anim = 6053
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.6
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
triggerall = prevstateno != 20002
trigger1 = Time = 0 && Var(12) = 1
anim = 6050
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(12) = 1
trigger2 = time = 0 && prevstateno = 20002
anim = 6051
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 49

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,23
;channel = 0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,0

[State 3030, エフェクト]
Type = Helper
Trigger1 = (time = [36,120]) && (time%6 = 0)
StateNo = 10123
ID = 10123
Name = "Charge Effect"
Pos = 30,-55
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = (time=[36,40])*99
Size.XScale = 2.6
Size.YScale = 2.6

[State 3010, 弾]
Type = Helper
Trigger1 = animelem = 4
StateNo = 10110
ID = 10110
Name = "Shot"
Pos = 30,-55
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 1341, shake]
type = EnvShake
Trigger1 = (time = [36,100]) && (time%6 = 0)
time = 6
ampl = 10
freq = 75
phase = 75

[State 3030, 音]
Type = PlaySnd
Trigger1 = (time = [36,100]) && (time%15 = 6)
Value = s25,12

[State 3030, 音]
Type = PlaySnd
Trigger1 = (time = [36,100]) && (time%15 = 6)
Value = s25,8

[State 1000, 5]
type = Explod
Triggerall = (time = [36,110])
Trigger1 = (Time%9 = 0)
anim = 1278
sprpriority = 5
postype = p1
pos = 0,10
facing = 1
vfacing = 1
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
Triggerall = (time = [36,110])
Trigger1 = (Time%9 = 0)
anim = 1278
sprpriority = 5
postype = p1
pos = 60,10
facing = -1
vfacing = 1
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 9002
sprpriority = -3
postype = p1
pos = 20,-55
bindtime = 1
supermove = 1
scale = 1.2,1.2
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 9012
sprpriority = 3
postype = p1
pos = 25,-55
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 36
anim = 10206
id = 10206
sprpriority = 3
postype = p1
pos = 30,-55
scale = 0.3,0.3
bindtime = -1
supermove = 1
removetime = 74
under = 0
ownpal = 1


[State 1000, 5]
type = modifyExplod
trigger1 = time = 59
id = 10206
scale = 0.6,0.6

[State 1000, 5]
type = ModifyExplod
trigger1 = time = 85
id = 10206
scale = 0.9,0.9


[State 1000, 5]
type = ModifyExplod
trigger1 = time = 100
id = 10206
scale = 1,1

[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 5
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 35
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 1
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 1000, 5]
type = Explod
triggerall = animelemtime(4) >= 0 && animelemtime(6) <= 20 
trigger1 = (gametime%4) = 1
anim = 1282
sprpriority = 3
postype = p1
pos = -10,0
bindtime = 1
supermove = 1
under = 0

[State 3010, エフェクト]
Type = Helper
trigger1 = animelem = 4
StateNo = 5559
ID = 5559
Name = "Shot"
Pos = 30,-60
PosType = P1
Ownpal = 1
IgnoreHitPause = 1

[State 3010, エフェクト]
Type = Helper
triggerall = animelemtime(4) >= 0 && animelemtime(6) <= 20 
trigger1 = (gametime%8) = 1
StateNo = 5559
ID = 5559
Name = "Shot"
Pos = 30,-60
PosType = P1
Ownpal = 1
IgnoreHitPause = 1

Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 10000, 2]
type = hitdef
trigger1 = time>=36
trigger1 = TimeMod  = 8,0
attr = S, HP
damage   = 7,1
getpower = 0,0
givepower = 0,0
animtype = light
guardflag = M
hitflag = MAFPD
pausetime = 0,60
sparkno = s4001
guard.sparkno = s10151
hitsound = S25,4
guardsound = S6,0
sparkxy = 0,-40
ground.type = High       
ground.slidetime = 16        
ground.hittime  = 16         
ground.velocity = -6,0
air.slidetime = 16
air.hittime = 32
air.velocity = -6,0
guard.velocity = -9
palfx.time = 16
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
fall = 1 
air.fall = 1    
fall.recover = 0
ownpal = 1
snap= 60,-14

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 10000,1-3]
type = BGPalfx
trigger1 = 1
invertall = 0
time = 4
mul = 50,50,50
ignorehitpause = 1

[State 1000, 5]
type = Explod
triggerall = animelemtime(1) >= 36 && animelemtime(5) <= 10
trigger1 = (gametime%14) = 1
anim = 1282
sprpriority = 3
postype = p1
pos = -10,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 1]
type = NotHitBy
trigger1 = animelemtime(6) >= 0
value = SCA


[State 2000]
type = ChangeState
triggerall = animelemtime(6) >= 20  
trigger1 = var(29) = 1
value = 10101

[State 2000]
type = ChangeState
trigger1 = time = 200
value = 0
ctrl = 1

[statedef 10101]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 10101
ctrl     = 0
sprpriority = 2

[State 10000,1-3]
type = BGPalfx
trigger1 = 1
invertall = 0
time = 4
mul = 50,50,50
ignorehitpause = 1

[State 4000, nhb]
type=nothitby
trigger1=1
time=1
value=SCA

[State 2000]
type = ChangeState
trigger1 = var(29) = 2
value = 10102

[statedef 10102]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 10303
ctrl     = 0
sprpriority = 2

[State 10000,1-3]
type = BGPalfx
trigger1 = 1
invertall = 0
time = 4
mul = 50,50,50
ignorehitpause = 1

[State 4000, nhb]
type=nothitby
trigger1=1
time=1
value=SCA

[State 2000]
type = ChangeState
trigger1 = var(29) = 3
value = 10103

[statedef 10103]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 10304
ctrl     = 0
sprpriority = 2

[State 10000,1-3]
type = BGPalfx
trigger1 = 1
invertall = 0
time = 4
mul = 50,50,50
ignorehitpause = 1

[State 4000, nhb]
type=nothitby
trigger1=1
time=1
value=SCA

[State a]
type = Changestate
triggerall = screenpos x = [-10,330]
trigger1 = animtime = 0
value = 0
ctrl = 1

[State a]
type = Changestate
triggerall = screenpos x != [-10,330]
trigger1 = animtime = 0
value = 1255
ignorehitpause = 1

;-----------------------------------------------------------
[Statedef 10123]
Physics  = N
Anim     = 7301
SprPriority = 3-(IsHelper(10223))*3-(IsHelper(10224))*3

[State 6023, エフェクト]
Type = Helper
Trigger1 = ((IsHelper(10123))||(IsHelper(10223))||(IsHelper(10323))||(IsHelper(10423))) && (Time = 0)
StateNo = 10123
ID = 10124+(IsHelper(10223))*100+(IsHelper(10323))*200+(IsHelper(10423))*300
Name = "Effect"
Ownpal = 1
Size.XScale = 1+(IsHelper(10223))*2+(IsHelper(10423))*.25
Size.YScale = 1+(IsHelper(10223))*2+(IsHelper(10423))*.25
SuperMoveTime = 99

[State 6023, 変数]
Type = VarSet
Trigger1 = Time = 0
var(0) = Random%359

;---------------------------------------------------
[State 6023, 本体に付く位置]
Type = BindToRoot
Trigger1 = ((IsHelper(10123))||(IsHelper(10223)))
Time = 1
Pos = 25,-55

[State 6023, 本体に付く位置]
Type = BindToRoot
Trigger1 = IsHelper(10323)
Time = 1
Pos = 25,-55

[State 6023, 本体に付く位置]
Type = BindToRoot
Trigger1 = IsHelper(10423)
Time = 1
Pos = 25,-55

[State 6023, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6023, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
Persistent = 1

;--------------------------------------------------
[State 6023, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = var(0)
Scale = .5-Time*.05,1+Time*.1

;--------------------------------------------------
[State 6023, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 9

;--------------------------------------------------
; Vulcan
[Statedef 10110]
type=S
physics=S
movetype=A
anim=10205
ctrl=0
velset=0,0



[State 4000, snd]
type=playsnd
trigger1= time = 0
value=25,13
volume=200

[State 1011, 2]
type = EnvShake
trigger1 = time%4 = 0
time = 3
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 4000, nhb]
type=nothitby
trigger1=time<90
time=1
value=SCA

[State 4000, vel]
type=velset
trigger1=1
x=14

[State 4001, sparks]
type = explod
trigger1 = time%4 = 0
sprpriority = 3
anim = 10302
postype = p1
pos = -40+random%80,-20+random%40
scale = 0.9,0.9
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
ownpal = 1

[State 4001, sparks]
type = explod
trigger1 = time%4 = 0
sprpriority = 3
anim = 10302
postype = p1
pos = -40+random%80,-20+random%40
scale = 0.7,0.7
vel = -2
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
ownpal = 1

[State 4000, hit]
type=hitdef
trigger1=animelem=1
attr=S,HT
hitflag=MAF 
priority=7,Miss
numhits=0
sparkno=-1
p1facing=1
p2facing=1
p1stateno=10111
p2stateno=10555
guard.dist=0 
fall=1 
fall.recover=0
ID=4000

[state a]
type = parentvarset
trigger1 = movehit = 1
var(29) = 1

[State 4000, end]
type = destroyself
trigger1= time >= 90
trigger2 = FrontEdgeDist <= -100

;--------------------------------------------
;
[Statedef 10111]
type=A
physics=N
movetype=A
anim = 10205
ctrl=0
velset=0,0
sprpriority=1

[State 1011, 2]
type = EnvShake
trigger1 = time%4 = 0
time = 3
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1


[state a]
type = parentvarset
trigger1 = time = 0
var(29) = 1

[State 4001, throw]
type = targetstate
trigger1 = time = 0
trigger2 = time%5 = 0 
value = 10555


[State 4001, nothitby]
type = nothitby
trigger1 = 1
value = SCA
time = 1


[State 10000,1-3]
type = BGPalfx
trigger1 = 1
invertall = 0
time = 4
mul = 50,50,50
ignorehitpause = 1

[State 4001, bind]
type = targetbind
trigger1 = 1
pos = 0,0

[State 4001, hitadd]
type = hitadd
trigger1 = time%7 = 0
value = 2+(random%10)

[State 4001, hitdamage]
type=targetlifeadd
trigger1 = time%15 = 0
value= -9
kill=0
absolute=1

[State 1300, 5]
type = Envcolor
trigger1 = time%15 = 0
persistent = 1
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1

[state 3222]
type = playsnd
trigger1 = time = 34
value = 25, 13
volume = 250
freqmul = .75 + (random/2000.0)
volume = -128

[state 3222]
type = playsnd
triggerall = time >= 34
trigger1 = time%14 = 0
value = 25, 13
volume = 250
freqmul = .75 + (random/2000.0)
volume = -128



[State 4001, sparks]
type = explod
trigger1 = time%2 = 0
sprpriority = 2
anim = 10302
ontop = 1
postype = p1
pos = -10+random%20,-80+random%160
scale = 0.8,0.8
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
ownpal = 1
pausemovetime = -1
supermovetime = -1

[State 4001, shake]
type=envshake
trigger1 = time%2 = 0
time = 2
freq = 90
ampl = -3

[State 4001, vel]
type = velset
trigger1 = animelem = 1
x = 24

[State 4001, vel]
type = velset
trigger1 = animelemtime(1) > 0
trigger1 = !(gametime%20) && random < 500
x = -20+(random/25.0)
y = -20+(random/25.0)

[State 4001, vel]
type = velmul
trigger1 = vel x > 0 && frontedgebodydist <= 0
trigger2 = vel x < 0 && backedgebodydist <= 0
x = -1

[State 4001, vel]
type = velmul
trigger1 = vel y > 0 && pos y >= 0
trigger2 = vel y < 0 && screenpos y <= 0
y = -1

[State 4001, vel]
type = posset
trigger1 = pos y > 0
y = 0



[State 4001, end]
type = changestate
trigger1 = time >= 150
value = 10112

;--------------------------------------------
;
[Statedef 10112]
type=A
physics=N
movetype=A
anim = 10205
ctrl=0
velset=0,0
sprpriority=1

[state a]
type = parentvarset
trigger1 = time = 0
var(29) = 2

[State 1011, 2]
type = EnvShake
trigger1 = time%4 = 0
time = 3
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1



[State 4001, throw]
type = targetstate
trigger1 = time = 0
trigger2 = time%5 = 0 
value = 10555


[State 4001, nothitby]
type = nothitby
trigger1 = 1
value = SCA
time = 1


[State 10000,1-3]
type = BGPalfx
trigger1 = 1
invertall = 0
time = 4
mul = 50,50,50
ignorehitpause = 1

[State 4001, bind]
type = targetbind
trigger1 = 1
pos = 0,0

[State 4001, hitadd]
type = hitadd
trigger1 = time%7 = 0
value = 2+(random%10)

[State 4001, hitdamage]
type=targetlifeadd
trigger1 = time%15 = 0
value= -9
kill=0
absolute=1

[State 1300, 5]
type = Envcolor
trigger1 = time%15 = 0
persistent = 1
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1

[state 3222]
type = playsnd
trigger1 = time = 0
value = 25, 13
volume = 250
freqmul = .75 + (random/2000.0)
volume = -128

[state 3222]
type = playsnd
trigger1 = time%14 = 0
value = 25, 13
volume = 250
freqmul = .75 + (random/2000.0)
volume = -128



[State 4001, sparks]
type = explod
trigger1 = time%2 = 0
sprpriority = 2
anim = 10302
ontop = 1
postype = p1
pos = -10+random%20,-80+random%160
scale = 0.8,0.8
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
ownpal = 1
pausemovetime = -1
supermovetime = -1

[State 4001, shake]
type=envshake
trigger1 = time%2 = 0
time = 2
freq = 90
ampl = -3

[State 0, VelSet]
type = VelSet
trigger1 = time >= 1
y = -20
[State 0, VelSet]
type = VelSet
trigger1 = time >= 8
y = -18
[State 0, VelSet]
type = VelSet
trigger1 = time >= 14
y = -14
[State 0, VelSet]
type = VelSet
trigger1 = time >= 20
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = FrontEdgeDist > 165
x = 16
[State 0, VelSet]
type = VelSet
trigger1 = FrontEdgeDist < 155
x = -16

[State 0, VelSet]
type = VelSet
trigger1 = FrontEdgeDist = [156,165]
x = 0
[State 0, VelSet]
type = VelSet
trigger1 = time >= 20
x = 0

[State 4001, vel]
type = posset
trigger1 = pos y > 0
y = 0



[State 4001, end]
type = changestate
trigger1 = time >= 60
value = 10113

;--------------------------------------------
;
[Statedef 10113]
type=A
physics=N
movetype=A
anim = 10205
ctrl=0
velset=0,0
sprpriority=1

[State 1011, 2]
type = EnvShake
trigger1 = time%4 = 0
time = 3
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1


[State 1300, 5]
type = Envcolor
trigger1 = time%15 = 0
persistent = 1
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1

[State 4001, throw]
type = targetstate
trigger1 = time = 0
trigger2 = time%5 = 0 
value = 10555


[State 4001, nothitby]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 10000,1-3]
type = BGPalfx
trigger1 = 1
invertall = 0
time = 4
mul = 50,50,50
ignorehitpause = 1

[State 4001, bind]
type = targetbind
trigger1 = 1
pos = 0,0

[State 4001, hitadd]
type = hitadd
trigger1 = time%7 = 0
value = 2+(random%10)

[State 4001, hitdamage]
type=targetlifeadd
trigger1 = time%15 = 0
value= -9
kill=0
absolute=1


[state 3222]
type = playsnd
trigger1 = time%14 = 0
value = 25, 13
volume = 250
freqmul = .75 + (random/2000.0)
volume = -128




[State 4001, sparks]
type = explod
trigger1 = time%2 = 0
sprpriority = 2
anim = 10302
ontop = 1
postype = p1
pos = -10+random%20,-80+random%160
scale = 0.8,0.8
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
ownpal = 1
pausemovetime = -1
supermovetime = -1


[State 4001, shake]
type=envshake
trigger1 = time%7 = 0
time = 2
freq = 90
ampl = -3

[State 4001, vel]
type = velset
trigger1 = animelem = 1
x = 0
y = 30


[State 4001, end]
type = changestate
trigger1 = pos y >= 0
value = 10114

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

[Statedef 10114]
type = A
movetype = A
physics = N
anim = 10203
velset = 0,0
sprpriority = 7
ctrl = 0

[State 10000,1-3]
type = BGPalfx
trigger1 = 1
invertall = 0
time = 4
mul = 50,50,50
ignorehitpause = 1

[State 4001, throw]
type = targetstate
trigger1 = time = 0
value = 10556

[State 1000, 1]
type = NotHitBy
trigger1 = 1
value = SCA


[State 1011, 2]
type = EnvShake
trigger1 = time%5 = 0 
time = 2
ampl = 5
freq = 60
phase = 60
ignorehitpause = 1

[State 2010, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add



[State 2000,]
type = PlaySnd
trigger1 = time= 0
value = 25,6
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = time= 0
trigger2 = time= 5
trigger3 = time= 10
value = 44,5
volume = 255

[State 1000, 5]
type = Explod
Trigger1 = (Time%4 = 0)
anim = 10302
sprpriority = 9
postype = p1
Pos = -70+random%140,-30-(10*Time)
facing = 1
vfacing = 1
bindtime = 1
supermove = 1
ownpal = 1

[State 2015, 飛び道具-2-1]
Type = Projectile
Trigger1 = (Time%6 = 0) && time <= 90
Attr              = A, HA
Damage            = 15,1
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,2
Guard.PauseTime   = 0,2
Offset            = 0,0
Velocity          = 0,0
ProjID            = 1199
ProjAnim          = 10204
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 4
ProjHeightBound   = -1000,50
ProjEdgeBound     = 9999
ProjStageBound    = 9999
HitFlag           = MAFD
GuardFlag         = N
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = 25,2
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 17
Air.HitTime       = 17
Ground.Velocity   = -0,-6
Air.Velocity      = -0,-5
AirGuard.Velocity = -0,-5
Fall = 1
Fall.Recover = 0
palfx.time = 80
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[state a]
type = parentvarset
trigger1 = animtime= 0
var(29) = 3


[State 1170]
type = DestroySelf
trigger1 = animtime= 0

;--------------------------------------------
; Vulcan Target
[Statedef 10555]
type = A
physics = N
movetype = H
velset = 0,0
ctrl = 0

[state xx]
type = palfx
trigger1 = time%2 = 0
time = 3
add = 30,-40,-140
sinadd = 60,60,50,10
color = 0
invertall = 1

[State 9223, 1]
type = changeanim
trigger1 = time = 0
value = 5050+random%2

[State 9223, 2]
type = nothitby
trigger1 = 1
time = 1
value = SCA

[State 9223, 3]
type = selfstate
trigger1 = time >= 60
value = 5030

;--------------------------------------------
; Vulcan Target2
[Statedef 10556]
type = A
physics = N
movetype = H
velset = 0,0
ctrl = 0


[state xx]
type = palfx
trigger1 = time%2 = 0
time = 3
add = 30,-40,-140
sinadd = 60,60,50,10
color = 0
invertall = 1

[State 9223, 1]
type = changeanim
trigger1 = time = 0
value = 5050+random%2

[state 44]
type = posset
trigger1 = time = 0
y = -5

[State 9223, 3]
type = selfstate
trigger1 = time >= 60
value = 5030

;========================================================
; Raging Breeze : Beta
;========================================================
[Statedef 20000]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2001
poweradd = ifelse(Var(11) = 1 || Var(12) = 1,-2500,-2000)
ctrl     = 0
juggle   = ifelse(Var(11) = 1 || Var(12) = 1,0,8)
sprpriority = 2

[state d]
type = varset
trigger1 = time = 5
var(11) = 0

[state d]
type = varset
trigger1 = time = 5 
var(12) = 0

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0

[state x]
type = varset
trigger1 = Time = 0 && prevstateno != 20002
var(22) = 1

[state x]
type = varset
trigger1 = Time = 0 && prevstateno = 20002
var(22) = 0

[State 10000,1-1]
type = PalFX
TriggerAll = Time < 16
trigger1 = Time%3 = 0 && Var(11) = 1
time = 2
add  = 256,256,256
ignorehitpause = 1
invertall = 0

[State 10000,1-1]
type = PalFX
TriggerAll = Time < 16
trigger1 = Time%3 = 0 && Var(12) = 1
trigger2 = Time%3 = 0 && prevstateno = 20002
time = 2
add  = 256,256,256
ignorehitpause = 1
invertall = 0

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6002
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6000
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999



[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6001
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(12) = 1
trigger2 = time = 0 && prevstateno = 20002
anim = 6052
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = time = 0 && prevstateno = 20002
anim = 6053
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.6
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
triggerall = prevstateno != 20002
trigger1 = Time = 0 && Var(12) = 1
anim = 6050
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(12) = 1
trigger2 = time = 0 && prevstateno = 20002
anim = 6051
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 39

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,24
;channel = 0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,0

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
numhits = 0
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 2,6
sparkno = s4001
guard.sparkno = s10151
sparkxy = -30,-40
hitsound = s4,2
guardsound = s4,9
guard.sparkno = s4120
guard.velocity = -5
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = -8,0
air.velocity = -8,0
guard.hittime = 10
guard.velocity = -2
p2facing = 1
snap= 60,0
p2stateno = 19999


[State 1000]
type = VelSet
trigger1 = animelem=7,>=0
x = 16



[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 9002
sprpriority = -3
postype = p1
pos = -10,-110
bindtime = 1
supermove = 1
scale = 1.2,1.2
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 9012
sprpriority = 3
postype = p1
pos = 0,-110
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 5
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 35
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 1
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 10000,1-3]
type = BGPalfx
trigger1 = 1
invertall = 0
time = 4
mul = 50,50,50
ignorehitpause = 1

[State 2000]
type = ChangeState
trigger1 = MoveHit = 1
value = 20002

[State 2000]
type = ChangeState
;trigger1 = AnimTime = 0
trigger1 = AnimElem = 10,5
trigger2 = MoveGuarded
value = 5555

;---------------------------------------------------------------------------
;禁千弐百拾壱式・八稚女攻撃

[Statedef 20002]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 5915
ctrl     = 0
sprpriority = 5

[State 10000,1-3]
type = BGPalfx
trigger1 = 1
invertall = 0
time = 4
mul = 50,50,50
ignorehitpause = 1

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 60,0

[State 801, 2]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(62) <= 0
pos = 60,0


[State 1000]
type = VelSet
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) <= 0
trigger2 = AnimElemtime(6) >= 0 && AnimElemtime(10) <= 0
trigger3 = AnimElemtime(12) >= 0 && AnimElemtime(14) <= 0
trigger4 = AnimElemtime(19) >= 0 && AnimElemtime(23) <= 0
x = 3

[State 1000]
type = VelSet
trigger1 = AnimElem = 4
trigger2 = AnimElem = 11
trigger3 = AnimElem = 15
trigger4 = AnimElem = 24
trigger5 = AnimElem = 32
trigger6 = AnimElem = 40
trigger7 = AnimElem = 50
trigger8 = AnimElem = 55
x = 0


[State a]
type = playsnd
trigger1 = animelem = 2
trigger2 = animelem = 6
trigger3 = animelem = 11
trigger4 = animelem = 18
value = 25,1
volume = 255

[State 2000, Helper];カメラヘルパー
type = Helper
trigger1 = animelem = 6
trigger2 = animelem = 16
name = "f"
postype = p1
pos = 70,-10
stateno = 20100

[State 2000, Helper];カメラヘルパー
type = Helper
trigger1 = animelem = 2
trigger2 = animelem = 11
name = "f"
postype = p1
pos = 70,-10
stateno = 20101

[State a]
type = playsnd
trigger1 = animelem = 25
trigger2 = animelem = 34
trigger3 = animelem = 43
value = 44,5

[State a]
type = playsnd
trigger1 = animelem = 52
trigger2 = animelem = 54
value = 21,4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 62
value = 2,8
;channel = 0
volume = 255

[State 200, ヒット定義]
type = HitDef
trigger1 =  AnimElem = 2
trigger2 =  AnimElem = 8
trigger3 =  AnimElem = 12
trigger4 =  AnimElem = 21
attr = S, HA
getpower = 0
damage = 36,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,20
sparkno = s10302
sparkxy = -30,-55
hitsound = s25,13
ground.type = hard
ground.slidetime = 55
ground.hittime  = 55
ground.velocity = 0,0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
snap = 50,0
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0


[State 200, ヒット定義]
type = HitDef
trigger1 =  AnimElem = 26
trigger2 =  AnimElem = 28
trigger3 =  AnimElem = 30
trigger4 =  AnimElem = 35
trigger5 =  AnimElem = 37
trigger6 =  AnimElem = 39
trigger7 =  AnimElem = 44
trigger8 =  AnimElem = 46
trigger9 =  AnimElem = 48
attr = S, HA
getpower = 0
damage = 22,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 0,30
sparkno = s11000 + var(36)
sparkxy = -25,-55
hitsound = s44,1
ground.type = hard
ground.slidetime = 55
ground.hittime  = 55
ground.velocity = 0,0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
snap = 50,0
kill = 0


[State 200, ヒット定義]
type = HitDef
trigger1 =  AnimElem = 52
attr = S, HA
getpower = 0
damage = 43,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 0,30
sparkno = s4000
sparkxy = -25,-55
hitsound = s25,13
ground.type = hard
ground.slidetime = 55
ground.hittime  = 55
ground.velocity = 0,0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
snap = 50,0
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 200, ヒット定義]
type = HitDef
trigger1 =  AnimElem = 54
attr = S, HA
getpower = 0
damage = 53,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,30
sparkno = s4000
sparkxy = -25,-55
hitsound = s25,13
ground.type = hard
ground.slidetime = 55
ground.hittime  = 55
ground.velocity = 0,0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
snap = 50,0
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 3202,9916]
type = Explod
trigger1 = animelem = 25
trigger2 = animelem = 34
trigger3 = animelem = 43
anim = 5916
sprpriority = 7
scale = 1.2,1.2
postype = p1
pos = -30,0
vel = 3,0
ownpal = 1

[State 3202,9916]
type = Explod
trigger1 = animelemtime(2) = 0 
trigger2 = animelemtime(8) = 0 
trigger3 = animelemtime(12) = 0 
trigger4 = animelemtime(21) = 0 
trigger5 = animelemtime(52) = 0 
trigger6 = animelemtime(54) = 0 
anim = 10302
sprpriority = 7
scale = 0.9,0.9
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
trigger2 = animelem = 6
trigger3 = animelem = 11
trigger4 = animelem = 18
trigger5 = animelem = 25
trigger6 = animelem = 34
trigger7 = animelem = 43
trigger8 = animelem = 52
trigger8 = animelem = 62
anim = 1282
sprpriority = 3
postype = p1
pos = -10,0
bindtime = 1
supermove = 1
under = 0

[State 2420,5]
type = SuperPause
trigger1 = Animelem = 56
time = 21
anim = -1
p2defmul = 1
movetime = 21

[State 1300, 5]
type = Envcolor
trigger1= movehit = 1
persistent = 1
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1

[State 11101]
type = helper
trigger1 = Animelem = 62
persistent = 1
name = "tornado"
pos = 30,0
postype = P1
stateno = 20009
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 3010, エフェクト]
Type = Helper
trigger1 = animelem= 62
StateNo = 5559
ID = 5559
Name = "Shot"
Pos = 40,-60
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 1305, 1]
type = VarSet
trigger1    = time = 5
var(11)     = 0




[State a]
type = Changestate
triggerall = screenpos x = [-10,330]
trigger1 = animtime = 0
value = 0
ctrl = 1

[State a]
type = Changestate
triggerall = screenpos x != [-10,330]
trigger1 = animtime = 0
value = 1255
ignorehitpause = 1

;---------------------------------------------
; Fire 1
[Statedef 20100]
physics = N
velset = 0,0
anim = 4446


[State 1000]
type = null;VelSet
trigger1 = 1
x = 3

[State 1000, 5]
type = Explod
trigger1 = Time = 18
anim = 4448
sprpriority = -3
postype = p1
pos = -60,-80
bindtime = 1
supermove = 1
under = 1
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 17
anim = 4448
sprpriority = -3
postype = p1
pos = -50,-70
bindtime = 1
supermove = 1
under = 1
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 16
anim = 4448
sprpriority = -3
postype = p1
pos = -40,-65
bindtime = 1
supermove = 1
under = 1
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 15
anim = 4448
sprpriority = -3
postype = p1
pos = -30,-60
bindtime = 1
supermove = 1
under = 1
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 14
anim = 4448
sprpriority = -3
postype = p1
pos = -20,-55
bindtime = 1
supermove = 1
under = 1
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 13
anim = 4448
sprpriority = -3
postype = p1
pos = -10,-50
bindtime = 1
supermove = 1
under = 1
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 12
anim = 4448
sprpriority = -3
postype = p1
pos = 0,-45
bindtime = 1
supermove = 1
under = 1
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 4448
sprpriority = -3
postype = p1
pos = 10,-42
bindtime = 1
supermove = 1
under = 1
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 4448
sprpriority = -3
postype = p1
pos = 20,-36
bindtime = 1
supermove = 1
under = 1
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 9
anim = 4448
sprpriority = -3
postype = p1
pos = 30,-32
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 8
anim = 4448
sprpriority = 8
postype = p1
pos = 28,-31
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 7
anim = 4448
sprpriority = 8
postype = p1
pos = 26,-22
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 6
anim = 4448
sprpriority = 8
postype = p1
pos = 24,-18
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 5
anim = 4448
sprpriority = 8
postype = p1
pos = 22,-15
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 4
anim = 4448
sprpriority = 8
postype = p1
pos = 20,-11
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 3
anim = 4448
sprpriority = 8
postype = p1
pos = 18,-8
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 2
anim = 4448
sprpriority = 8
postype = p1
pos = 16,-5
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 1
anim = 4448
sprpriority = 8
postype = p1
pos = 14,-3
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 4448
sprpriority = 8
postype = p1
pos = 12,-0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 52, 4]
type = destroyself
trigger1 = time = 20

;---------------------------------------------
; Fire 2
[Statedef 20101]
physics = N
velset = 0,0
anim = 4446


[State 1000]
type = null;VelSet
trigger1 = 1
x = 3

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 4448
sprpriority = -3
postype = p1
pos = -60,-80
bindtime = 1
supermove = 1
under = 1
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 1
anim = 4448
sprpriority = -3
postype = p1
pos = -50,-70
bindtime = 1
supermove = 1
under = 1
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 2
anim = 4448
sprpriority = -3
postype = p1
pos = -40,-65
bindtime = 1
supermove = 1
under = 1
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 3
anim = 4448
sprpriority = -3
postype = p1
pos = -30,-60
bindtime = 1
supermove = 1
under = 1
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 4
anim = 4448
sprpriority = -3
postype = p1
pos = -20,-55
bindtime = 1
supermove = 1
under = 1
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 5
anim = 4448
sprpriority = -3
postype = p1
pos = -10,-50
bindtime = 1
supermove = 1
under = 1
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 6
anim = 4448
sprpriority = -3
postype = p1
pos = 0,-45
bindtime = 1
supermove = 1
under = 1
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 7
anim = 4448
sprpriority = -3
postype = p1
pos = 10,-42
bindtime = 1
supermove = 1
under = 1
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 8
anim = 4448
sprpriority = -3
postype = p1
pos = 20,-36
bindtime = 1
supermove = 1
under = 1
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 9
anim = 4448
sprpriority = -3
postype = p1
pos = 30,-32
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 4448
sprpriority = 8
postype = p1
pos = 28,-31
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 4448
sprpriority = 8
postype = p1
pos = 26,-22
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 12
anim = 4448
sprpriority = 8
postype = p1
pos = 24,-18
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 13
anim = 4448
sprpriority = 8
postype = p1
pos = 22,-15
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 14
anim = 4448
sprpriority = 8
postype = p1
pos = 20,-11
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 15
anim = 4448
sprpriority = 8
postype = p1
pos = 18,-8
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 16
anim = 4448
sprpriority = 8
postype = p1
pos = 16,-5
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 17
anim = 4448
sprpriority = 8
postype = p1
pos = 14,-3
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = Time = 18
anim = 4448
sprpriority = 8
postype = p1
pos = 12,-0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 52, 4]
type = destroyself
trigger1 = time = 20

;--------------------
[Statedef 20009]
type    = S
movetype= A
physics = S
velset = -6,0
sprpriority = 8
anim = 5917
ctrl = 0


[State 10000,1-3]
type = BGPalfx
trigger1 = 1
invertall = 0
time = 4
mul = 50,50,50
ignorehitpause = 1

[State 50, 4];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = 100
trans = add1
timegap = 3
framegap = 1
length = 6
palbright = 100,100,100
palcontrast = 225,225,225

[state 11]
type = velset
trigger1 = 1
x = 4.5

[State 1000]
type = PlaySnd
trigger1 = time = 0
value = 44,5
volume = 255

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 2015, 飛び道具-1]
Type = Projectile
triggerall = animelemtime(2) > 0 && animelemtime(25) < 0
trigger1 = (gametime%4) = 1
Attr              = A, HA
Damage            = 13,4
AnimType          = Hard
PauseTime         = 0,2
Guard.PauseTime   = 0,2
Offset            = 0,0
Velocity          = 0,0
ProjID            = 20001
ProjAnim          = 5918
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 4
ProjHeightBound   = -1000,50
ProjEdgeBound     = 9999
ProjStageBound    = 9999
HitFlag           = MAF
GuardFlag         = MA
sparkno = s11000 + root,var(36)
guard.sparkno = S10151
SparkXY           = 0,999
HitSound          = S44,1
GuardSound        =  S6,0
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 17
Air.HitTime       = 17
Ground.Velocity   = -7.5,-5
Air.Velocity      = -7,-5
AirGuard.Velocity = -7,-3
Fall = 1
Fall.Recover = 0
envshake.time = 7
envshake.ampl = 7





[State 1000, 5]
type = Explod
triggerall = animelemtime(2) > 0 && animelemtime(25) < 0
trigger1 = (gametime%7) = 1
anim = 1254
persistent = 1
sprpriority = 10
postype = p1
pos = 0,0
supermove = 0
ownpal = 1


[State 2];ヘルパー消滅
type = destroyself
trigger1 = animtime = 0

;============================================================================
; Freezing Aura
;============================================================================
[Statedef 12000]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 12000
poweradd = -3000
ctrl     = 0
sprpriority = 2

[state v]
type = varset
trigger1 = time = 0
var(22) = 1

[State 1305, 1]
type = VarSet
trigger1    = time = 0
var(29)     = 0

[State 1000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 39

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 7
value = 2,6
;channel = 0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 7
value = 25,15
;channel = 0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,2



[State 1000, 5]
type = Explod
trigger1 = AnimElem = 4
anim = 9013
sprpriority = 9
postype = p1
pos = -10,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = AnimElem = 4
anim = 9013
sprpriority = 9
postype = p1
pos = -10,0
bindtime = 1
facing = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 4
anim = 9003
sprpriority = 9
postype = p1
pos = -8,-130
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
triggerall = facing = 1
trigger1 = AnimElem = 7
anim = 12003
sprpriority = 9
postype = p1
pos = 0,-80
bindtime = 1
supermove = 1
scale = 0.4, 0.4
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
triggerall = facing = 1
trigger1 = AnimElem = 7
anim = 12004
sprpriority = 9
postype = p1
pos = -20,-80
bindtime = 1
supermove = 1
scale = 0.4, 0.4
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
triggerall = facing = -1
trigger1 = AnimElem = 7
anim = 12003
sprpriority = 9
postype = p1
pos = -10,-80
facing = -1
bindtime = 1
supermove = 1
scale = 0.4, 0.4
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
triggerall = facing = -1
trigger1 = AnimElem = 7
anim = 12004
sprpriority = 9
postype = p1
pos = 10,-80
facing = -1
bindtime = 1
supermove = 1
scale = 0.4, 0.4
under = 0
ownpal = 1

[State 3010, 弾]
Type = Helper
trigger1 = AnimElem = 7
StateNo = 12005
ID = 12005
Name = "faura"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 0.9
Size.YScale = 0.3

[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 6
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 2000, Helper]
type = Helper
trigger1 = animelemtime(4) = 28
name = "redeff"
postype = back
pos = 0,0
id = 6004
stateno = 6004
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1300, 5]
type = Envcolor
trigger1 = AnimElem = 4
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 45
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 1
time = 51
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,45]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 1305, 1]
type = VarSet
trigger1    = animelem= 10
var(29)     = 1

[State 2000]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;------------------
; Aura
[Statedef 12005]
type = A
movetype = A
physics = N
Anim     = 12001
SprPriority = -2

[State 1170]
type = posadd
trigger1 = 1
x = ceil(ParentDist x)+1
y = 0

[State 3202,9916]
type = Explod
trigger1= time%3 = 0
anim = 4447
sprpriority = -3+random%6
postype = p1
pos = -20+random%40,0
Facing = 1-(Random<500)*2
VFacing = 1-(Random<500)*2
Vel = -2+random%4,-3
scale = 1.1, 1.1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 12002
id = 12002
sprpriority = -3
postype = p1
pos = 0,0
scale = 1.1,0.2
removetime = -1
bindtime = -1
supermove = 1
under = 0



[State 1000, 5]
type = Explod
trigger1 = Time%18 = 0
anim = 4447
sprpriority = 4
postype = p1
pos = -60+random%120,5
bindtime = 1
vel = 0,-3
supermove = 1
under = 0

[State 3000]
type = Projectile
triggerall = p2stateno != [2101,2102]
trigger1 = time%2 = 0
projID = 12005
projanim = 12005
projpriority = 5
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 1
getpower = 0
ownpal = 0
offset = 0,0
velocity = 0,0
attr = S, HP
animtype = diagup
damage = 0 ,0
hitflag = MAF
guardflag = 
hitsound = s5,15
guardsound = s4,9
pausetime = 0,12
sparkno = s10102
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9,-12;15
guard.velocity = -13
air.velocity = -9,-12;15
air.guard.velocity = -7,-10
fall = 1
fall.recover = 0
yaccel = .552
p2stateno = 2101
PalFX.time = 60
PalFX.color = 60
PalFX.invertall = 1
PalFX.add = 1,1,1
PalFX.mul = 256,256,256
PalFX.sinadd = 126,126,126,4
envshake.ampl = 7


[state 44]
type = removeexplod
Trigger1 = Time > 610
id = 12002

[State 2015, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 610





;--------Lvl3 Super Background---------
[statedef 6004]
physics = N
velset = 0,0
anim = 5918
sprpriority = -4

[State 3500, 13]
type = AssertSpecial
trigger1 = 1
flag = Nobg

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = IfElse(Root,var(22)=0,6054,6004)
id = 6004
sprpriority = IfElse(Root,var(22)=0,-3,-4)
removetime = -1
postype = back
pos = -10,-10
scale = 1.2,1.2
bindtime = -1
supermove = 1
under = 1
ownpal = 1





[State 9957, end]
type=changestate
trigger1= root,var(29) = 1
value = 6055



[statedef 6055]
physics = N
velset = 0,0
anim = 5918
sprpriority = -4

[state 44]
type = removeexplod
trigger1 = time >= 17
id = 6004

[State 2000,]
type = PlaySnd
trigger1 = time = 18
value = 25,14
volume = 255


[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6055
sprpriority = -3
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 1
ownpal = 1



[State 9957, end]
type=destroyself
trigger1= time >= 19

;======================================================================================
; Scorching Earth
;======================================================================================
[Statedef 12100]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 12100
poweradd = -3000
ctrl     = 0
juggle   = ifelse(Var(11) = 1 || Var(12) = 1,0,8)
ctrl     = 0
sprpriority = 1

[State 2]
type = playsnd
trigger1=animelem =1
value = s2,10


[state vbg]
type = varset
trigger1 = time = 0
var(29) = 0

[state d]
type = varset
trigger1 = time = 5 
var(11) = 0

[state d]
type = varset
trigger1 = time = 5 
var(12) = 0

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0

[state snd]
type = playsnd
trigger1 = animelem = 2
value = 5,2

[state x]
type = varset
trigger1 = Time = 0 && prevstateno != 12212
var(22) = 1

[state x]
type = varset
trigger1 = Time = 0 && prevstateno = 12212
var(22) = 0

;----------------------------------------------Super Cancel
[State 10000,1-1]
type = PalFX
TriggerAll = Time < 16
trigger1 = Time%3 = 0 && prevstateno = 1304
trigger2 = Time%3 = 0 && prevstateno = 2002
trigger3 = Time%3 = 0 && prevstateno = 5552
trigger4 = Time%3 = 0 && prevstateno = 20002
trigger5 = Time%3 = 0 && prevstateno = [5510,5511]
trigger6 = Time%3 = 0 && prevstateno = 2100
trigger7 = Time%3 = 0 && prevstateno = 12212
time = 2
add  = 256,256,256
ignorehitpause = 1
invertall = 0
[State 9090]
type = Explod
trigger1 = Time = 0 && prevstateno = 1304
anim = 6002
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
[State 9090]
type = Explod
trigger1 = Time = 0 && prevstateno = 1304
anim = 6000
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
[State 9090]
type = Explod
trigger1 = Time = 0 && prevstateno = 1304
anim = 6001
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
;--------------------------------------------Extinction - Neo Extinction

[State 9090]
type = Explod
trigger1 = time = 0 && prevstateno = 20002
trigger2 = time = 0 && prevstateno = 2002
trigger3 = time = 0 && prevstateno = 5552
trigger4 = time = 0 && prevstateno = 2100
trigger5 = time = 0 && prevstateno = [5510,5511]
trigger6 = time = 0 && prevstateno = 12212
anim = 6052
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
[State 9090]
type = Explod
trigger1 = time = 0 && prevstateno = 20002
trigger2 = time = 0 && prevstateno = 2002
trigger3 = time = 0 && prevstateno = 5552
trigger4 = time = 0 && prevstateno = 2100
trigger5 = time = 0 && prevstateno = [5510,5511]
anim = 6060
pos = 0,80
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
[State 9090]
type = Explod
trigger1 = time = 0 && prevstateno = 12212
anim = 6065
pos = 0,80
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
[State 9090]
type = Explod
trigger1 = time = 0 && prevstateno = 20002
trigger2 = time = 0 && prevstateno = 2002
trigger3 = time = 0 && prevstateno = 5552
trigger4 = time = 0 && prevstateno = 2100
trigger5 = time = 0 && prevstateno = [5510,5511]
trigger6 = time = 0 && prevstateno = 12212
anim = 6051
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 2
anim = 9013
sprpriority = 9
postype = p1
pos = -10,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 2
anim = 9013
sprpriority = 9
postype = p1
pos = -10,0
bindtime = 1
facing = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 1
anim = 9003
sprpriority = 9
postype = p1
pos = -44,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1



[State 1305, 1]
type = VarSet
trigger1    = AnimElem = 6
var(11)     = 0
ignorehitpause = 0

[State 2000, Helper]
type = Helper
trigger1 = animelemtime(2) = 28
name = "redeff"
id = 6004
postype = back
pos = 0,0
stateno = 6004
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State exp]
type = ModifyExplod
triggerall = prevstateno = 12212
trigger1 = animelemtime(1) = 28
id = 6004
anim = 6054

[State 2000, 15]
type = EnvColor
trigger1 = Time = 0
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 40
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 0
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,48]
;trigger1 = movetype != H
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[state 10]
type = posadd
trigger1 = animelem = 3
x = 7

[state v]
type = velset
trigger1 = animelem = 5 ;animelemtime(5) >=0 && animelemtime(9) <=0
x = 4
y = -13

[state v]
type = veladd
trigger1 = animelemtime(5) >=0 && animelemtime(9) <=0
x = -1.1
y = 1


[state v]
type = velset
trigger1 = animelem = 9
x = 2.4
y = -0.5

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 5
type    = A

[state v]
type = velset
trigger1 = animelem =10
x = 14
y = 12

[State 1000, 0]
type = VarSet
trigger1 = time = 0
var(12) = 1
ignorehitpause = 0

[State -2, 1]
type = VarSet
trigger1 = AnimTime = 0
var(12)  = 0
ignorehitpause = 0

[State 1011, 2]
type = EnvShake
trigger1 = animelem = 5
time = 25
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 3010, 弾]
Type = Helper
trigger1 = AnimElem = 5
StateNo = 12105
ID = 12105
Name = "fpillar"
Pos = 80,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1


[State 1100]
type = Explod
trigger1 = animelem = 4
persistent = 0
anim = 9981
postype = P1
facing = -1
pos = -60,158
sprpriority = 10


[state hit]
type = nothitby
trigger1 = time = 0
value = SCA
time = 60

[State 1000]
type = ChangeState
triggerall = AnimelemTime(10) >= 0
trigger1 = pos y >= 0
value = 12110


;------------------------------------
[Statedef 12110]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 12110
ctrl     = 0
juggle   = ifelse(Var(11) = 1 || Var(12) = 1,0,8)
ctrl     = 0
sprpriority = 2


[state hit]
type = nothitby
trigger1 = time = 0
value = SCA
time = 60

[state pos]
type = posset
trigger1 = time = 0
y = 0

[state qs]
type = playsnd
trigger1 = animelem = 1
value = s25,23
volume = 255

[State 3010, 弾]
Type = Helper
trigger1 = AnimElem = 1
StateNo = 12106
ID = 12106
Name = "ground"
Pos = 60,0
PosType = P1
Ownpal = 1
size.yscale = 0.2
IgnoreHitPause = 1
Persistent = 1


[State 3010, 弾]
Type = Helper
trigger1 = AnimElem = 1
StateNo = 12201
ID = 12201
Name = "Quake"
Pos = 60,0
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = 1
IgnoreHitPause = 1
Persistent = 1

[State 3010, 弾]
Type = Helper
trigger1 = AnimElemtime(1) = 13
StateNo = 12201
ID = 12201
Name = "Quake"
Pos = 60,0
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = 1
IgnoreHitPause = 1
Persistent = 1


[State 3010, 弾]
Type = Helper
trigger1 = AnimElemtime(1) = 25
StateNo = 12201
ID = 12201
Name = "Quake"
Pos = 60,0
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = 1
IgnoreHitPause = 1
Persistent = 1

[State 1305, 1]
type = VarSet
trigger1    = animelem= 2
var(29)     = 1

[State 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
[Statedef 12105]
type = A
movetype = A
physics = N
anim = 3025
velset = 0,0
ctrl = 0


[state v]
type = velset
trigger1 = 1
x = 0.6

[State 1170]
type = posadd
trigger1 = 1
y = 0


[State 1000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 39

[State 2000,]
type = stopSnd
trigger1 = time = 0
channel = 3

[State 1011, 2]
type = EnvShake
trigger1 = time%5 = 0 
time = 2
ampl = 5
freq = 60
phase = 60
ignorehitpause = 1

[State 2010, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add



[State 2000,]
type = PlaySnd
trigger1 = time= 0
value = 25,6
volume = 255

[State 1000, 5]
type = Explod
Trigger1 = (Time%4 = 0)
anim = 3024
sprpriority = 5
postype = p1
pos = 0,0
facing = 1
vfacing = 1
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
Trigger1 = (Time%12 = 0)
anim = 6612
sprpriority = 5
postype = p1
pos = 0,20
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
supermove = 1
ownpal = 1

[State 2015, 飛び道具-2-1]
Type = Projectile
Trigger1 = (Time%6 = 0)
Attr              = A, HA
Damage            = 25,5
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,2
Guard.PauseTime   = 0,2
Offset            = 0,0
Velocity          = 0,0
ProjID            = 1133
ProjAnim          = 12106
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 4
ProjHeightBound   = -1000,50
ProjEdgeBound     = 9999
ProjStageBound    = 9999
HitFlag           = MAFD
GuardFlag         = N
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = 25,2
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 17
Air.HitTime       = 17
Ground.Velocity   = -2,-6
Air.Velocity      = -2,-7
AirGuard.Velocity = -0,-5
Fall = 1
Fall.Recover = 0
palfx.time = 80
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1



[State 1170]
type = DestroySelf
trigger1 = time >= 15

;------------------------------
[Statedef 12106]
type = A
movetype = A
physics = N
anim = 12102
velset = 0,0
ctrl = 0
sprpriority = 0

[State 2]
type = playsnd
trigger1=animelem =1
trigger2=animelem =4
value = s21,2


[State 1011, 2]
type = EnvShake
trigger1 = animelem = 1
time = 25
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 3010, 弾]
Type = Helper
trigger1 = AnimElem = 1
StateNo = 12107
ID = 12107
Name = "rockfire"
sprpriority = 5
Pos = 60,10
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
size.xscale = 1
size.yscale = 1

[State 3010, 弾]
Type = Helper
trigger1 = AnimElem = 1
StateNo = 12107
ID = 12107
Name = "rockfire"
sprpriority = 5
facing = -1
Pos = -60,10
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
size.xscale = 1
size.yscale = 1

[State 3010, 弾]
Type = Helper
trigger1 = AnimElem = 1
StateNo = 12108
ID = 12108
Name = "rockfire"
sprpriority = 1
Pos = 0,-10
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
size.xscale = 1
size.yscale = 1

[State 3010, 弾]
Type = Helper
trigger1 = AnimElem = 4
StateNo = 12107
ID = 12107
Name = "rockfire"
sprpriority = 3
Pos = 120,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
size.xscale = 1
size.yscale = 1

[State 3010, 弾]
Type = Helper
trigger1 = AnimElem = 4
StateNo = 12107
ID = 12107
Name = "rockfire"
sprpriority = 3
Pos = -120,0
facing = -1
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
size.xscale = 1
size.yscale = 1

[State 1170]
type = DestroySelf
trigger1 = AnimTime = 0

;------------------------------
;Rock
[Statedef 12107]
type = A
movetype = A
physics = N
anim = 246
velset = 0,0
ctrl = 0
sprpriority = 3



[State 2015, 飛び道具-2-1]
Type = Projectile
Trigger1 = animelem = 6
Attr = A, HA
Damage = 60,20
GetPower = 0
AnimType = Hard
pausetime = 0,25
Guard.PauseTime = 0,2
Offset = 0,0
Velocity = 0,0
ProjID = 248
ProjAnim = 248
ProjHitAnim = -1
ProjRemanim = -1
ProjHits = 1
ProjMissTime = 1
ProjScale = 1,1
ProjPriority = 9999
ProjRemove = 0
ProjRemoveTime = 4
ProjHeightBound = -1000,50
ProjEdgeBound = 9999
ProjStageBound = 9999
HitFlag = MAFD
GuardFlag = N
SparkNo = -1
GuardSparkNo = -1
SparkXY = 0,999
HitSound = 25,2
GuardSound = -1
Ground.Type = High
Air.Type = High
Ground.SlideTime = 6
Ground.HitTime = 25
Air.HitTime = 25
Ground.Velocity = -3,-5
Air.Velocity = -4,-6
AirGuard.Velocity = -0,-5
Fall = 1
Fall.Recover = 0

[State 1000, 5]
type = Explod
Trigger1 = time = 0
anim = 1251
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
Trigger1 = animelem = 6
anim = 12104
sprpriority = 4
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ownpal = 1

[State 2015, 飛び道具-2-1]
Type = Projectile
Trigger1 = animelem = 7
Attr = A, HA
Damage = 120,20
GetPower = 0
AnimType = Hard
pausetime = 0,0
Guard.PauseTime = 0,2
Offset = 0,0
Velocity = 0,0
ProjID = 1133
ProjAnim = 12106
ProjHitAnim = -1
ProjRemanim = -1
ProjHits = 1
ProjMissTime = 1
ProjScale = 1,1
ProjPriority = 9999
ProjRemove = 0
ProjRemoveTime = 4
ProjHeightBound = -1000,50
ProjEdgeBound = 9999
ProjStageBound = 9999
HitFlag = MAFD
GuardFlag = N
SparkNo = -1
GuardSparkNo = -1
SparkXY = 0,999
HitSound = 25,2
GuardSound = -1
Ground.Type = High
Air.Type = High
Ground.SlideTime = 6
Ground.HitTime = 17
Air.HitTime = 17
Ground.Velocity = -3,-5
Air.Velocity = -4,-6
AirGuard.Velocity = -0,-5
Fall = 1
Fall.Recover = 0
palfx.time = 80
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 1011, 2]
type = EnvShake
trigger1 = animelem = 6
time = 25
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1


[State 2]
type = playsnd
trigger1=animelem =6
value = s25,19

[State 1170]
type = DestroySelf
trigger1 = AnimTime = 0

;------------------------------
;Rock
[Statedef 12108]
type = A
movetype = A
physics = N
anim = 246
velset = 0,0
ctrl = 0
sprpriority = 1



[State 2015, 飛び道具-2-1]
Type = Projectile
Trigger1 = animelem = 6
Attr = A, HA
Damage = 60,20
GetPower = 0
AnimType = Hard
pausetime = 0,25
Guard.PauseTime = 0,2
Offset = 0,0
Velocity = 0,0
ProjID = 248
ProjAnim = 248
ProjHitAnim = -1
ProjRemanim = -1
ProjHits = 1
ProjMissTime = 1
ProjScale = 1,1
ProjPriority = 9999
ProjRemove = 0
ProjRemoveTime = 4
ProjHeightBound = -1000,50
ProjEdgeBound = 9999
ProjStageBound = 9999
HitFlag = MAFD
GuardFlag = N
SparkNo = -1
GuardSparkNo = -1
SparkXY = 0,999
HitSound = 25,2
GuardSound = -1
Ground.Type = High
Air.Type = High
Ground.SlideTime = 6
Ground.HitTime = 25
Air.HitTime = 25
Ground.Velocity = -3,-5
Air.Velocity = -4,-6
AirGuard.Velocity = -0,-5
Fall = 1
Fall.Recover = 0

[State 1000, 5]
type = Explod
Trigger1 = time = 0
anim = 1251
sprpriority = 1
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
Trigger1 = animelem = 6
anim = 12104
sprpriority = 1
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ownpal = 1

[State 2015, 飛び道具-2-1]
Type = Projectile
Trigger1 = animelem = 7
Attr = A, HA
Damage = 70,20
GetPower = 0
AnimType = Hard
pausetime = 0,0
Guard.PauseTime = 0,2
Offset = 0,0
Velocity = 0,0
ProjID = 1133
ProjAnim = 12106
ProjHitAnim = -1
ProjRemanim = -1
ProjHits = 1
ProjMissTime = 1
ProjScale = 1,1
ProjPriority = 9999
ProjRemove = 0
ProjRemoveTime = 4
ProjHeightBound = -1000,50
ProjEdgeBound = 9999
ProjStageBound = 9999
HitFlag = MAFD
GuardFlag = N
SparkNo = -1
GuardSparkNo = -1
SparkXY = 0,999
HitSound = 25,2
GuardSound = -1
Ground.Type = High
Air.Type = High
Ground.SlideTime = 6
Ground.HitTime = 17
Air.HitTime = 17
Ground.Velocity = -3,-5
Air.Velocity = -4,-6
AirGuard.Velocity = -0,-5
Fall = 1
Fall.Recover = 0
palfx.time = 80
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 2]
type = playsnd
trigger1=animelem =6
value = s25,19

[State 1011, 2]
type = EnvShake
trigger1 = animelem = 6
time = 25
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1


[State 1170]
type = DestroySelf
trigger1 = AnimTime = 0

;-------------------------------------------
; Aerial Scorching Earth
[Statedef 12111]
type     = A
movetype = A
physics  = S
velset   = 0,0
anim     = 12111
poweradd = -3000
ctrl     = 0
juggle   = 0
ctrl     = 0
sprpriority = 1

[State 2]
type = playsnd
trigger1=animelem =1
value = s2,10


[state vbg]
type = varset
trigger1 = time = 0
var(29) = 0

[state d]
type = varset
trigger1 = time = 5 
var(11) = 0

[state d]
type = varset
trigger1 = time = 5 
var(12) = 0

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0

[state snd]
type = playsnd
trigger1 = time = 0
value = 5,2

[state x]
type = varset
trigger1 = Time = 0 && prevstateno != 12213
var(22) = 1

[state x]
type = varset
trigger1 = Time = 0 && prevstateno = 12213
var(22) = 0

;----------------------------------------------Super Cancel
[State 10000,1-1]
type = PalFX
TriggerAll = Time < 16
trigger1 = Time%3 = 0 && prevstateno = 12213
time = 2
add  = 256,256,256
ignorehitpause = 1
invertall = 0

;--------------------------------------------Extinction - Neo Extinction

[State 9090]
type = Explod
trigger1 = time = 0 && prevstateno = 12213
anim = 6052
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
[State 9090]
type = Explod
trigger1 = time = 0 && prevstateno = 12213
anim = 6065
pos = 0,80
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
[State 9090]
type = Explod
trigger1 = time = 0 && prevstateno = 12213
anim = 6051
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999


[State 1000, 5]
type = Explod
trigger1 = AnimElem = 1
anim = 9013
sprpriority = 9
postype = p1
pos = -10,-70
bindtime = 1
scale = 0.7,0.6
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 1
anim = 9013
sprpriority = 9
postype = p1
pos = -10,-70
bindtime = 1
scale = 0.7,0.6
facing = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 1
anim = 9013
sprpriority = 9
postype = p1
pos = -10,-80
vfacing = -1
scale = 0.7,0.6
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 1
anim = 9013
sprpriority = 9
postype = p1
pos = -10,-80
bindtime = 1
facing = -1
vfacing = -1
supermove = 1
scale = 0.7,0.6
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 1
anim = 9003
sprpriority = 9
postype = p1
pos = 2,-123
bindtime = 1
supermove = 1
under = 0
ownpal = 1



[State 2000, Helper]
type = Helper
trigger1 = animelemtime(1) = 28
name = "redeff"
id = 6004
postype = back
pos = 0,0
stateno = 6004
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State exp]
type = ModifyExplod
triggerall = prevstateno = 12212
trigger1 = animelemtime(1) = 28
id = 6004
anim = 6054



[State 2000, 15]
type = EnvColor
trigger1 = Time = 0
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 40
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 0
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,48]
;trigger1 = movetype != H
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[state v]
type = velset
trigger1 = animelem = 2
x = 14
y = 12

[State 1000, 0]
type = VarSet
trigger1 = time = 0
var(12) = 1
ignorehitpause = 0

[State -2, 1]
type = VarSet
trigger1 = AnimTime = 0
var(12)  = 0
ignorehitpause = 0



[State 1000]
type = ChangeState
triggerall = AnimelemTime(2) >= 0
trigger1 = pos y >= 0
value = 12110


;======================================================================================
; Raging Breeze Gamma
;======================================================================================
[Statedef 12200]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 12200
poweradd = -3000
ctrl     = 0
juggle   = 0
ctrl     = 0
sprpriority = 1


[state hit]
type = nothitby
trigger1 = time = 0
value = SCA
time = 60

[State 2]
type = playsnd
trigger1=animelem =1
value = s2,9

[state x]
type = varset
trigger1 = Time = 0 && prevstateno != 12213
var(22) = 1

[state x]
type = varset
trigger1 = Time = 0 && prevstateno = 12213
var(22) = 0

;----------------------------------------------Super Cancel
[State 10000,1-1]
type = PalFX
TriggerAll = Time < 16
trigger1 = Time%3 = 0 && prevstateno = 3350
trigger2 = Time%3 = 0 && prevstateno = 1304
trigger3 = Time%3 = 0 && prevstateno = 2002
trigger4 = Time%3 = 0 && prevstateno = 5552
trigger5 = Time%3 = 0 && prevstateno = 20002
trigger6 = Time%3 = 0 && prevstateno = 12213
time = 2
add  = 256,256,256
ignorehitpause = 1
invertall = 0
[State 9090]
type = Explod
trigger1 = Time = 0 && prevstateno = 3350
trigger2 = Time = 0 && prevstateno = 1304
anim = 6002
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
[State 9090]
type = Explod
trigger1 = Time = 0 && prevstateno = 3350
trigger2 = Time = 0 && prevstateno = 1304
anim = 6000
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
[State 9090]
type = Explod
trigger1 = Time = 0 && prevstateno = 3350
trigger2 = Time = 0 && prevstateno = 1304
anim = 6001
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
;--------------------------------------------Extinction - Neo Extinction

[State 9090]
type = Explod
trigger1 = Time%3 = 0 && prevstateno = 2002
trigger2 = Time%3 = 0 && prevstateno = 5552
trigger3 = Time%3 = 0 && prevstateno = 20002
trigger4 = Time%3 = 0 && prevstateno = 12213
anim = 6052
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
[State 9090]
type = Explod
trigger1 = Time%3 = 0 && prevstateno = 2002
trigger2 = Time%3 = 0 && prevstateno = 5552
trigger3 = Time%3 = 0 && prevstateno = 20002
anim = 6060
pos = 0,80
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
[State 9090]
type = Explod
trigger1 = time = 0 && prevstateno = 12213
anim = 6065
pos = 0,80
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
[State 9090]
type = Explod
trigger1 = Time%3 = 0 && prevstateno = 2002
trigger2 = Time%3 = 0 && prevstateno = 5552
trigger3 = Time%3 = 0 && prevstateno = 20002
trigger4 = Time%3 = 0 && prevstateno = 12213
anim = 6051
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999


[state vbg]
type = varset
trigger1 = time = 0
var(29) = 0

[state d]
type = varset
trigger1 = time = 5 
var(11) = 0

[state d]
type = varset
trigger1 = time = 5 
var(12) = 0

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0

[state snd]
type = playsnd
trigger1 = animelem = 1
value = 5,2


[state snd]
type = playsnd
trigger1 = animelem = 3
value = s25,20
[state snd]
type = playsnd
trigger1 = animelem = 3
value = s25,17
volume = 255
[state snd]
type = playsnd
trigger1 = animelem = 3
value = s25,16


[State 1000, 5]
type = Explod
trigger1 = AnimElem = 1
anim = 9013
sprpriority = 9
postype = p1
pos = -10,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 1
anim = 9013
sprpriority = 9
postype = p1
pos = -10,0
bindtime = 1
facing = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 1
anim = 9003
sprpriority = 9
postype = p1
pos = 38,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 800, 2.1]
type = Projectile
trigger1 = AnimElem = 3
projanim = 12103
projremovetime = 40
projpriority = 99
projsprpriority = 5
offset = 0, 0
projid = 12203
postype = p1
attr = C, NA
damage = 98,0
hitflag = MAF
guardflag = L
animtype = Hard
ground.animtype = low
pausetime = 0,0
sparkxy = -10,-76
sparkno = s4010
guard.sparkno = S10150
hitsound = s25,21
guardsound = s4,9
ground.velocity = -0,-11
air.velocity = -0,10
guard.velocity = -11
fall = 1
fall.recovertime = 35
guard.velocity = -12
givepower = 21,21
fall.yvelocity = -3.4
guard.pausetime = 12,12
guard.slidetime = 15
guard.hittime = 30
guard.ctrltime = 15
yaccel = .55
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12
p2facing = 1
kill= 0
p2stateno = 12205

[State 10000,1-1]
type = PalFX
Trigger1 = (animelemtime(3) >= 10 && animelemtime(4) <= 3) && (time%6 = 0)
time = 1
add  = 10,21,240
ignorehitpause = 1
invertall = 0 

[State 10000,1-1]
type = PalFX
Trigger1 = animelemtime(3) >= 10 && animelemtime(4) <= 3 && (time%2 = 0)
time = 1
add  = 20,51,256
ignorehitpause = 1
invertall = 0
[State 1000, 5]
type = Explod
trigger1 = AnimElem = 3
anim = 12202
sprpriority = 9
postype = p1
pos = 0,-10
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 3
anim = 879
sprpriority = 5
postype = p1
pos = 0,-10
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = AnimElemtime(3) = 5
anim = 879
sprpriority = 5
postype = p1
pos = 0,-30
facing = -1
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = AnimElemtime(3) = 10
anim = 879
sprpriority = 5
postype = p1
pos = 0,-50
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = AnimElemtime(3) = 15
anim = 879
sprpriority = 5
postype = p1
pos = 0,-70
facing = -1
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 3
anim = 12203
sprpriority = 1
postype = p1
pos = -10,0
scale = 1,2.3
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 3
anim = 1251
sprpriority = 1
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = AnimElem = 3
anim = 1251
sprpriority = 1
postype = p1
facing = -1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElemtime(3) = 5
anim = 1251
sprpriority = 3
postype = p1
pos = 40,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = AnimElemtime(3) = 5
anim = 1251
sprpriority = 3
postype = p1
facing = -1
pos = -40,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElemtime(3) = 10
anim = 1251
sprpriority = 3
postype = p1
pos = 80,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = AnimElemtime(3) = 10
anim = 1251
sprpriority = 3
postype = p1
facing = -1
pos = -80,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1


[state qs]
type = playsnd
trigger1 = animelem = 3
value = s25,23
volume = 255

[State 3010, 弾]
Type = Helper
trigger1 = AnimElem = 3
StateNo = 12201
ID = 12201
Name = "Quake"
Pos = 0,0
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = 1
IgnoreHitPause = 1
Persistent = 1
[State 3010, 弾]
Type = Helper
trigger1 = AnimElemtime(3) = 13
StateNo = 12201
ID = 12201
Name = "Quake"
Pos = 0,0
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = 1
IgnoreHitPause = 1
Persistent = 1


[State 1305, 1]
type = null;VarSet
trigger1    = AnimElem = 6
var(11)     = 0
ignorehitpause = 0

[State 2000, Helper]
type = Helper
trigger1 = animelemtime(1) = 28
name = "redeff"
postype = back
pos = 0,0
stateno = 6004
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State exp]
type = ModifyExplod
triggerall = prevstateno = 12213
trigger1 = animelemtime(1) = 28
id = 6004
anim = 6054


[State 2000, 15]
type = EnvColor
trigger1 = Time = 0
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 40
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 0
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,48]
;trigger1 = movetype != H
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 1000, 0]
type = VarSet
trigger1 = time = 0
var(12) = 1
ignorehitpause = 0

[State -2, 1]
type = VarSet
trigger1 = AnimTime = 0
var(12)  = 0
ignorehitpause = 0

[State 1011, 2]
type = EnvShake
trigger1 = animelem = 3
time = 25
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 1305, 1]
type = VarSet
trigger1    = animtime = 0
var(29)     = 1

[State 1000, 5]
type = Explod
Trigger1 = projhit12203 = 1
anim = 12213
sprpriority = 2
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
bindtime = -1
supermove = 1
removetime = 50
scale = 0.8,1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1000, 5]
type = Explod
Trigger1 = projhit12203 = 1
anim = 1516
sprpriority = 2
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
bindtime = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1000]
type = ChangeState
trigger1 = projhit12203 = 1
value = 12210





[State 1000]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------
;Quake
[Statedef 12201]
Physics  = N
Anim     = 12103



[State 12101]
Type = Explod
Trigger1 = Time = 0
Anim = 12201
ID = 2005
Pos = 0,0
PosType = P1
Scale = .05,.05
Ownpal = 1
SprPriority = 0

[State 12101]
Type = Explod
Trigger1 = Time = 0
Anim = 12201
ID = 2006
Pos = 0,0
PosType = P1
Scale = .05,.05
Ownpal = 1
SprPriority = 0

[State 12101]
Type = Explod
Trigger1 = Time = 0
Anim = 12201
ID = 2007
Pos = 0,0
PosType = P1
Scale = .05,.05
Ownpal = 1
SprPriority = 0

[State 12101]
Type = Explod
Trigger1 = Time = 0
Anim = 12201
ID = 2008
Pos = 0,0
PosType = P1
Scale = .05,.05
Ownpal = 1
SprPriority = 0


[State 12101]
Type = ScreenBound
Trigger1 = 1
Value = 0
MoveCamera = 0,0

[State 12101]
Type = ModifyExplod
Trigger1 = IsHelper(12201)
ID = 2005
Scale = (.2+Time*.05)*(1-Time*.019),((.2+Time*.05)*(1-Time*.019))*.125
IgnoreHitPause = 1

[State 12101]
Type = ModifyExplod
Trigger1 = IsHelper(12201)
ID = 2006
Scale = (.4+Time*.1)*(1-Time*.019),((.4+Time*.1)*(1-Time*.019))*.125
IgnoreHitPause = 1

[State 12101]
Type = ModifyExplod
Trigger1 = IsHelper(12201)
ID = 2007
Scale = (.6+Time*.15)*(1-Time*.019),((.6+Time*.15)*(1-Time*.019))*.125
IgnoreHitPause = 1

[State 12101]
Type = ModifyExplod
Trigger1 = IsHelper(12201)
ID = 2008
Scale = (.8+Time*.2)*(1-Time*.019),((.8+Time*.2)*(1-Time*.019))*.125
IgnoreHitPause = 1

[State 12101]
Type = DestroySelf
Trigger1 = Time > 26

;---------------------------------------------------
;Target
[Statedef 12205]
movetype= H
physics = S
velset = 0, -8
ctrl = 0

[state hit]
type = nothitby
trigger1 = time =0
value = sca
time = 20

[State 1310, 4]
type = turn
triggerall = p2bodydist x < 0
trigger1 = time = 0
value = 1

[State 1320, 1]
type = Velset
trigger1 = time = 0
x = 0

[State 1320, 1]
type = Veladd
triggerall = time > 5
trigger1 = pos y < 0
y = 0.5

[State 1320, 1]
type = Velset
triggerall = time > 5
trigger1 = pos y >= 0
y = 0

[State 1320, 1]
type = posset
triggerall = time > 5
trigger1 = pos y >= 0
y = 0


[State 1182,1]
type = changeanim
trigger1 = time = 0
value = 5012

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

[state c]
type = selfstate
triggerall = alive
trigger1 = time >= 80
value = 0
ctrl = 1

;----------------------------------
[Statedef 12210]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 12210
ctrl     = 0
sprpriority = 1

[State 10000,1-1]
type = PalFX
Trigger1 = animelemtime(1) >= 0 && (time%6 = 0)
time = 1
add  = 10,21,240
ignorehitpause = 1
invertall = 0 

[State 10000,1-1]
type = PalFX
Trigger1 = animelemtime(1) >= 0 && (time%2 = 0)
time = 1
add  = 20,51,256
ignorehitpause = 1
invertall = 0
[State 1000, 5]
type = Explod
Trigger1 = animelemtime(1) >= 0 && (time%25 = 0)
anim = 12202
sprpriority = 9
postype = p1
pos = 0,-10
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
Trigger1 = animelemtime(1) >= 0 && (time%20 = 0)
anim = 879
sprpriority = 5
postype = p1
pos = 0,-10
bindtime = -1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
Trigger1 = animelemtime(1) >= 0 && (time%28 = 0)
anim = 879
sprpriority = 5
postype = p1
pos = 0,-30
facing = -1
bindtime = -1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
Trigger1 = animelemtime(1) >= 0 && (time%29 = 0)
anim = 879
sprpriority = 5
postype = p1
pos = 0,-50
bindtime = -1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
Trigger1 = animelemtime(1) >= 0 && (time%21 = 0)
anim = 879
sprpriority = 5
postype = p1
pos = 0,-70
facing = -1
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 4000, 11]
type = AfterImage
Trigger1 = animelemtime(1) >= 0 
time = 227
PalBright   = 0,0,0
PalContrast = 0,0,255
PalAdd      = 0,0,0
PalMul      = 1,1,1
Trans = Add1
timegap = 1
framegap = 3
length = 15
ignorehitpause = 1

[State 1100]
type = Explod
trigger1 = animtime = 0
persistent = 0
anim = 9981
postype = P1
facing = -1
pos = -60,158
sprpriority = 10

[State 1310, 4]
type = turn
triggerall = p2bodydist x < 0
trigger1 = animtime = 0
value = 1

[state c]
type = changestate
trigger1 = animtime = 0
value = 12211

;-------------------------------------------
[Statedef 12211]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 12212
ctrl     = 0
sprpriority = 2

[State 4000, 11]
type = AfterImage
Trigger1 = animelemtime(1) >= 0 
time = 227
PalBright   = 0,0,0
PalContrast = 0,0,255
PalAdd      = 0,0,0
PalMul      = 1,1,1
Trans = Add1
timegap = 1
framegap = 3
length = 15
ignorehitpause = 1

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
numhits = 0
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 2,6
sparkno = s4001
guard.sparkno = s10151
sparkxy = -30,-40
hitsound = s25,17
guardsound = s4,9
guard.sparkno = s4120
guard.velocity = -5
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = -8,0
air.velocity = -8,0
guard.hittime = 10
guard.velocity = -2
p2facing = 1
snap= 60,0
;p2stateno = 2003

[State 10000,1-1]
type = PalFX
Trigger1 = animelemtime(1) >= 0 && (time%6 = 0)
time = 1
add  = 10,21,240
ignorehitpause = 1
invertall = 0 

[State 10000,1-1]
type = PalFX
Trigger1 = animelemtime(1) >= 0 && (time%2 = 0)
time = 1
add  = 20,51,256
ignorehitpause = 1
invertall = 0
[State 1000, 5]
type = Explod
Trigger1 = animelemtime(1) >= 0 && (time%25 = 0)
anim = 12202
sprpriority = 9
postype = p1
pos = 0,-10
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
Trigger1 = animelemtime(1) >= 0 && (time%20 = 0)
anim = 879
sprpriority = 5
postype = p1
pos = 0,-10
bindtime = -1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
Trigger1 = animelemtime(1) >= 0 && (time%28 = 0)
anim = 879
sprpriority = 5
postype = p1
pos = 0,-30
facing = -1
bindtime = -1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
Trigger1 = animelemtime(1) >= 0 && (time%29 = 0)
anim = 879
sprpriority = 5
postype = p1
pos = 0,-50
bindtime = -1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
Trigger1 = animelemtime(1) >= 0 && (time%21 = 0)
anim = 879
sprpriority = 5
postype = p1
pos = 0,-70
facing = -1
bindtime = -1
supermove = 1
under = 0
ownpal = 1


[State 1000]
type = VelSet
trigger1 = animelem=1,>=0
x = 20


[State 2000]
type = ChangeState
trigger1 = MoveHit = 1
value = 12212

[State 2000]
type = ChangeState
;trigger1 = AnimTime = 0
trigger1 = time >= 20
trigger2 = MoveGuarded
value = 5555

;----------------------------------------
; Strike loop
[Statedef 12212]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 12211
ctrl     = 0
sprpriority = 5

[State -2]
type = varset
triggerall = prevstateno != 12212
trigger1 = time = 0
var(16) = 0

[state qs]
type = playsnd
triggerall = prevstateno != 12212
trigger1 = time = 0
value = s3,9


[State -2]
type = varadd
trigger1 = time = 0
var(16) = 1

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 60,0

[State 801, 2]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 
pos = 70,0


[State 1000]
type = VelSet
trigger1 = AnimElemtime(1) >= 0 
x = 1.4

[State 10000,1-1]
type = PalFX
Trigger1 = animelemtime(1) >= 0 && (time%6 = 0)
time = 1
add  = 10,21,240
ignorehitpause = 1
invertall = 0 
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 10000,1-1]
type = PalFX
Trigger1 = animelemtime(1) >= 0 && (time%2 = 0)
time = 1
add  = 20,51,256
ignorehitpause = 1
invertall = 0
pausemovetime = 999999999999999
supermovetime = 999999999999999
[State 1000, 5]
type = Explod
Trigger1 = animelemtime(1) >= 0 && (time%25 = 0)
anim = 12202
sprpriority = 9
postype = p1
pos = 0,-10
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1000, 5]
type = Explod
Trigger1 = animelemtime(1) >= 0 && (time%20 = 0)
anim = 879
sprpriority = 5
postype = p1
pos = 0,-10
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
[State 1000, 5]
type = Explod
Trigger1 = animelemtime(1) >= 0 && (time%28 = 0)
anim = 879
sprpriority = 5
postype = p1
pos = 0,-30
facing = -1
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
[State 1000, 5]
type = Explod
Trigger1 = animelemtime(1) >= 0 && (time%29 = 0)
anim = 879
sprpriority = 5
postype = p1
pos = 0,-50
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1000, 5]
type = Explod
Trigger1 = animelemtime(1) >= 0 && (time%21 = 0)
anim = 879
sprpriority = 5
postype = p1
pos = 0,-70
facing = -1
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 4000, 11]
type = AfterImage
triggerall = prevstateno != 12212
Trigger1 = animelemtime(1) >= 0 
time = 227
PalBright   = 0,0,0
PalContrast = 0,0,255
PalAdd      = 0,0,0
PalMul      = 1,1,1
Trans = Add1
timegap = 1
framegap = 3
length = 15
ignorehitpause = 1

[State 200, ヒット定義]
type = HitDef
trigger1 =  AnimElem = 2
trigger2 =  AnimElem = 5
trigger3 =  AnimElem = 8
trigger4 =  AnimElem = 12
trigger5 =  AnimElem = 16
trigger6 =  AnimElem = 20
trigger7 =  AnimElem = 27
attr = S, HA
getpower = 0
damage = 26,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 5,25
sparkno = s10104
sparkxy = -0,-25-random%75
hitsound = s25,2
ground.type = hard
ground.slidetime = 55
ground.hittime  = 55
ground.velocity = 0,0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
snap = 70,0
palfx.time = 40
palfx.add  = 10,21,240
palfx.sinadd = 20,20,60,10
palfx.color = 0
palfx.invertall = 1
kill = 0
p2stateno = 12219

[State 1000, 5]
type = Explod
Trigger1 = movehit = 1
anim = 12213
sprpriority = 2
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
bindtime = 1
supermove = 1
scale = 0.8,1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1000, 5]
type = Explod
Trigger1 = movehit = 1
anim = 1516
sprpriority = 2
postype = p2
pos = (target,const(size.mid.pos.x))-20+random%40,(target,const(size.mid.pos.y))+25-random%75
bindtime = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1000, 5]
type = Explod
Trigger1 = movehit = 1
anim = 10105
sprpriority = 2
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))+25-random%75
bindtime = 1
supermove = 1
scale = 0.5,0.5
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999



[State 3000, 1]
type = ChangeState
triggerall = var(16) <= 3
trigger1 = Animtime = 0
value = 12212

[State 52, 4]
type = ChangeState
triggerall = var(16) >= 3
trigger1 = AnimTime = 0
value = 12213

;----------------------------------------------
;target 2
[Statedef 12219]
type    = S
movetype= H
physics = N
velset = 0,0

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
value = 5000

[State 5000, 6]
type = Selfstate
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001 ;HITG_SLIDE

[State 5000, 7]
type = Selfstate
trigger1 = HitShakeOver
value = 5030

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

[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------
; Next strike
[Statedef 12213]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 12214
ctrl     = 0
sprpriority = 5



[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 60,0

[state snd]
type = playsnd
trigger1 = movehit = 1
value = s21,2

[State 1100]
type = Explod
trigger1 = animelem = 2
trigger2 = animelem = 6
persistent = 1
anim = 9981
postype = P1
facing = -1
pos = -60,158
sprpriority = 10

[State 3010, 弾]
Type = Helper
trigger1 = animelem = 2
trigger2 = animelem = 6
StateNo = 12201
ID = 12201
Name = "Quake"
Pos = 50,0
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = 1
IgnoreHitPause = 1
Persistent = 1


[State 1100]
type = Explod
trigger1 = animelem = 2
trigger2 = animelem = 6
persistent = 1
anim = 1251
postype = P1
facing = -1
pos = 40,0
sprpriority = 4

[state snd]
type = playsnd
trigger1 = animelem = 2
trigger2 = animelem = 6
value = s25,23

[State 4000, 11]
type = AfterImage
triggerall = prevstateno != 12212
Trigger1 = animelemtime(1) >= 0 
time = 227
PalBright   = 0,0,0
PalContrast = 0,0,255
PalAdd      = 0,0,0
PalMul      = 1,1,1
Trans = Add1
timegap = 1
framegap = 3
length = 15
ignorehitpause = 1

[State 200, ヒット定義]
type = HitDef
trigger1 =  AnimElem = 3
attr = S, HA
getpower = 0
damage = 66,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 0,15
sparkno = s10103
sparkxy = -0,-55
hitsound = s25,0
ground.type = hard
ground.slidetime = 55
ground.hittime  = 55
ground.velocity = -5,-3
air.velocity = -5,-3
fall = 1
fall.recovertime = 55
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
kill = 0


[State 200, ヒット定義]
type = HitDef
trigger1 =  AnimElem = 7
attr = S, HA
getpower = 0
damage = 46,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 0,17
sparkno = s10103
sparkxy = -0,-55
hitsound = s25,0
ground.type = hard
ground.slidetime = 55
ground.hittime  = 55
ground.velocity = -1,-10
air.velocity = -1,-10
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
kill = 0

[State 1000, 5]
type = Explod
Trigger1 = movehit = 1
anim = 10105
sprpriority = 2
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
bindtime = 1
supermove = 1
scale = 0.59,0.59
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999


[state snd]
type = playsnd
trigger1 = movehit = 1
value = s21,2

[state snd]
type = playsnd
trigger1 = animelem = 10
value = s25,17


[state snd]
type = playsnd
trigger1 = animelem = 10
value = s25,1

[state v]
type = velset
trigger1 = animelemtime(2) >= 0 && animelemtime(4) <= 0
x = 4
[state v]
type = velset
trigger1 = animelem = 5
x = 0

[state v]
type = velset
trigger1 = animelemtime(6) >= 0 && animelemtime(8) <= 0
x = 3
[state v]
type = velset
trigger1 = animelem = 9
x = 0

[State 3010, 弾]
Type = Helper
trigger1 = AnimElem = 10
StateNo = 12217
ID = 12217
Name = "Lightning"
Pos = 40,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[state v]
type = velset
trigger1 = animelem = 10
x = 4
y = -13

[state v]
type = veladd
trigger1 = animelemtime(10) >=0 && animelemtime(14) <=0
x = -1.1
y = 1


[state v]
type = velset
trigger1 = animelem = 14
x = 2.4
y = -0.5

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 10
type    = A

[state v]
type = velset
trigger1 = animelem =15
x = 8
y = 12

[State SE]
type = ChangeState
value = 12111
triggerall =  command = "searth"
triggerall = power >= 3000
trigger1 = (animelem=14,>0) && var(22) = 1

[State 1000]
type = ChangeState
triggerall = AnimelemTime(15) >= 0
trigger1 = pos y >= 0
value = 12220

;------------------------------
[Statedef 12217]
type = A
movetype = A
physics = N
anim = 3025
velset = 0,0
ctrl = 0


[state v]
type = velset
trigger1 = 1
x = 0.6

[State 1170]
type = posadd
trigger1 = 1
y = 0


[State 1000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 39


[State 1011, 2]
type = EnvShake
trigger1 = time%5 = 0 
time = 3
ampl = 8
freq = 60
phase = 60
ignorehitpause = 1

[State 2010, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 1000, 5]
type = Explod
Trigger1 = time = 0
anim = 12203
sprpriority = 5
postype = p1
scale = 1,2.4
pos = 0,0
facing = 1
vfacing = 1
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
Trigger1 = (Time%12 = 0)
anim = 10105
sprpriority = 5
postype = p1
pos = 0,0
facing = 1
vfacing = 1
bindtime = 1
scale = 1,0.2
supermove = 1
ownpal = 1

[State 2015, 飛び道具-2-1]
Type = Projectile
Trigger1 = (Time%6 = 0)
Attr              = A, HA
Damage            = 15,5
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,25
Guard.PauseTime   = 0,2
Offset            = 0,0
Velocity          = 0,0
ProjID            = 12222
ProjAnim          = 12105
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 4
ProjHeightBound   = -1000,50
ProjEdgeBound     = 9999
ProjStageBound    = 9999
HitFlag           = MAFD
GuardFlag         = N
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = 25,2
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 17
Air.HitTime       = 17
Ground.Velocity   = -2,-3
Air.Velocity      = -2,-4
AirGuard.Velocity = -0,-5
kill = 0
Fall = 1
Fall.Recover = 0
palfx.time = 80
palfx.add = -30,-40,240
palfx.sinadd = 20,20,70,10
palfx.color = 0
palfx.invertall = 1

[State 3010, 弾]
Type = Helper
trigger1 = time = 15
StateNo = 12218
ID = 12218
Name = "Lightning"
Pos = 10,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1


[State 1170]
type = DestroySelf
trigger1 = time >= 15

;--------------------------------
; Lightning 2
;------------------------------
[Statedef 12218]
type = A
movetype = A
physics = N
anim = 3025
velset = 0,0
ctrl = 0




[State 1000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 39


[State 1011, 2]
type = EnvShake
trigger1 = time = 0 
trigger2 = time = 17
trigger3 = time = 34
trigger4 = time = 51
time = 9
ampl = 8
freq = 60
phase = 60
ignorehitpause = 1

[State 2010, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[state snd]
type = playsnd
trigger1 = time = 0 
trigger2 = time = 17
trigger3 = time = 34
trigger4 = time = 51
value = s25,22
volume = 255

[State 1000, 5]
type = Explod
Trigger1 = Time = 0
anim = 8009
sprpriority = 6
postype = p1
pos = 0,-220
scale = 1,1
facing = 1
vfacing = 1
bindtime = 1
removetime = 78
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0 
trigger2 = time = 17
trigger3 = time = 34
trigger4 = time = 51
anim = 12203
sprpriority = 5
postype = p1
pos = 0,0
facing = 1
scale = 1.2, 1.65
vfacing = 1
bindtime = 1
supermove = 1
ownpal = 1



[State 1000, 5]
type = Explod
Trigger1 = Time = 0
trigger2 = time = 39
anim = 12216
sprpriority = 5
postype = p1
pos = 0,-220
facing = 1
scale = 1.2,1.2
vfacing = 1
bindtime = 1
supermove = 1
ownpal = 1


[State 1000, 5]
type = Explod
trigger1 = time = 0 
trigger2 = time = 17
trigger3 = time = 34
trigger4 = time = 51
anim = 10105
sprpriority = 5
postype = p1
pos = 0,0
facing = 1
vfacing = 1
bindtime = 1
scale = 1,0.2
supermove = 1
ownpal = 1

[State 2015, 飛び道具-2-1]
Type = Projectile
trigger1 = time = 0 
trigger2 = time = 17
trigger3 = time = 34
Attr              = A, HA
Damage            = 15,5
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,18
Guard.PauseTime   = 0,2
Offset            = 0,0
Velocity          = 0,0
ProjID            = 12222
ProjAnim          = 12105
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 4
ProjHeightBound   = -1000,50
ProjEdgeBound     = 9999
ProjStageBound    = 9999
HitFlag           = MAFD
GuardFlag         = N
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = 25,2
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 17
Air.HitTime       = 17
Ground.Velocity   = -5,4
Air.Velocity      = -5,4
AirGuard.Velocity = -0,-5
Fall = 1
Fall.Recover = 0
palfx.time = 80
palfx.add = -30,-40,240
palfx.sinadd = 20,20,70,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 2015, 飛び道具-2-1]
Type = Projectile
trigger1 = time = 51
Attr              = A, HA
Damage            = 25,5
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,10
Guard.PauseTime   = 0,2
Offset            = 0,0
Velocity          = 0,0
ProjID            = 12222
ProjAnim          = 12105
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 4
ProjHeightBound   = -1000,50
ProjEdgeBound     = 9999
ProjStageBound    = 9999
HitFlag           = MAFD
GuardFlag         = N
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = 25,2
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 17
Air.HitTime       = 17
Ground.Velocity   = -8,7
Air.Velocity      = -8,7
AirGuard.Velocity = -0,-5
Fall = 1
Fall.Recover = 0
palfx.time = 80
palfx.add = -30,-40,240
palfx.sinadd = 20,20,70,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 1170]
type = DestroySelf
trigger1 = time >= 78

;------------------------------------
[Statedef 12220]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 12215
ctrl     = 0
ctrl     = 0
sprpriority = 2


[state pos]
type = posset
trigger1 = time = 0
y = 0

[state qs]
type = playsnd
trigger1 = animelem = 1
value = s25,23
volume = 255

[state qs]
type = playsnd
trigger1 = animelem = 1
value = s25,24
channel = 3

volume = 255
[state qs]
type = playsnd
trigger1 = animelemtime(1) = 52
value = s2,8



[State 3010, 弾]
Type = Helper
trigger1 = AnimElem = 1
StateNo = 12221
ID = 12221
Name = "Erupt"
Pos = -20,-10
PosType = P1
Ownpal = 1
size.yscale = 0.5
IgnoreHitPause = 1
Persistent = 1


[State 3010, 弾]
Type = Helper
trigger1 = AnimElem = 1
StateNo = 12201
ID = 12201
Name = "Quake"
Pos = 10,0
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = 1
IgnoreHitPause = 1
Persistent = 1

[State 3010, 弾]
Type = Helper
trigger1 = AnimElemtime(1) = 13
StateNo = 12201
ID = 12201
Name = "Quake"
Pos = 10,0
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = 1
IgnoreHitPause = 1
Persistent = 1


[State 3010, 弾]
Type = Helper
trigger1 = AnimElemtime(1) = 25
StateNo = 12201
ID = 12201
Name = "Quake"
Pos = 10,0
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = 1
IgnoreHitPause = 1
Persistent = 1

[State 1305, 1]
type = VarSet
trigger1    = animelem= 2
var(29)     = 1

[State a]
type = Changestate
triggerall = screenpos x = [-10,330]
trigger1 = animtime = 0
value = 0
ctrl = 1

[State a]
type = Changestate
triggerall = screenpos x != [-10,330]
trigger1 = animtime = 0
value = 1255
ignorehitpause = 1

;------------------------------------------
; Erupt
[Statedef 12221]
MoveType = A
Physics  = N
Anim     = 12217
SprPriority = 8

[State 1011, 2]
type = EnvShake
trigger1 = time = 0 
time = 16
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1




[State 2000,]
type = PlaySnd
trigger1 = time= 0
value = 44,0
volume = 255

[State 2015, 変数増減]
Type = VarAdd
Trigger1 = (Time = 0)+(Time > 39)
fvar(0) = (Time=0)-(Time>0)*.08

[State 2015, 変数]
Type = VarSet
Trigger1 = (Time < 40)
fvar(1) = IfElse(Time=39,.8,.4+Random/2497.5)

[State 2015, エフェクト]
Type = Explod
Trigger1 = Time < 20
Anim = 12218
ID = 5501
Pos = 30+Time*30,0
scale = 0.3,0.5
PosType = P1
Ownpal = 1
SprPriority = 5



[State 2015, 飛び道具-1]
Type = Projectile
Trigger1 = IsHelper(12221) && (!var(0))
Trigger1 = (Time%3 = 0) && (Time < 44)
Attr              = A, HA
Damage            = 5,5
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,2
Guard.PauseTime   = 0,2
Offset            = 0,-20
Velocity          = 0,0
ProjID            = 12223
ProjAnim          = 8010+(Time=4)+(Time>4)*2
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 4
ProjHeightBound   = -1000,50
ProjEdgeBound     = 9999
ProjStageBound    = 9999
HitFlag           = MAF
GuardFlag         = MA
SparkNo           = s10105
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = 25,2
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 17
Air.HitTime       = 17
Ground.Velocity   = -9.5,-1
Air.Velocity      = -9,-1
AirGuard.Velocity = -9,-3
Fall = 1
Fall.Recover = 0


[State 2015, 飛び道具-2-1]
Type = Projectile
TriggerAll = (Time%15 = 0) && (Time < 44)
Trigger1 = IsHelper(12221) && (var(0))
Attr              = A, HA
Damage            = 5,5
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,2
Guard.PauseTime   = 0,2
Offset            = 0,-20
Velocity          = 0,0
ProjID            = 12223
ProjAnim          = 8010+(Time=4)+(Time>4)*2
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 4
ProjHeightBound   = -1000,50
ProjEdgeBound     = 9999
ProjStageBound    = 9999
HitFlag           = MAF
GuardFlag         = N
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = 25,2
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 17
Air.HitTime       = 17
Ground.Velocity   = -9.5,-3
Air.Velocity      = -9,-2
AirGuard.Velocity = -9,-3
Fall = 1
Fall.Recover = 0

[State 2015, 飛び道具-2-1]
Type = Projectile
Trigger1 = Time = 44
Attr              = A, HA
Damage            = 15,5
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,25
Guard.PauseTime   = 0,2
Offset            = 0,-20
Velocity          = 0,0
ProjID            = 12223
ProjAnim          = 8011
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 4
ProjHeightBound   = -1000,50
ProjEdgeBound     = 9999
ProjStageBound    = 9999
HitFlag           = MAF
GuardFlag         = N
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = 25,2
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 17
Air.HitTime       = 17
Ground.Velocity   = -9.5,-3
Air.Velocity      = -9,-2
AirGuard.Velocity = -9,-3
Fall = 1
Fall.Recover = 0
p2stateno = 1252


[State 2015, ヘルパーを消す]
Type = DestroySelf
Trigger1 = animTime = 0




;===========================
[Statedef 19999]
type    = S
movetype= H
physics = N
velset = 0,0

[state nothit]
type = nothitby
trigger1 = 1
value = S, SP

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
value = 5002



[State 5000, 6]
type = Selfstate
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001 ;HITG_SLIDE

[State 5000, 7]
type = Selfstate
trigger1 = HitShakeOver
value = 5030

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

[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;===========================
[Statedef 19998]
type    = S
movetype= H
physics = N
velset = 0,0

[state nothit]
type = nothitby
trigger1 = 1
value = S, SP

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
value = 5002


[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = animTime = 0
value = 5007

[State 5000, 6]
type = Selfstate
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001 ;HITG_SLIDE

[State 5000, 7]
type = Selfstate
trigger1 = HitShakeOver
value = 5030

[State 5000, 7]
type = null;Selfstate
trigger1 = time >= 55
value = 5030

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

[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140