;---------------------------------------------------------------------------
; ここからは必殺技のステート
;---------------------------------------------------------------------------

;------  弱 百式・鬼焼き[出始め]  ------
[Statedef 1000]
type = S
movetype = A
physics = S
anim = 1000
velset = 0
poweradd = 130
ctrl = 0
juggle = 8
facep2 = 1

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

[State 1000, Width]
type = Width
trigger1 = 1
edge = 1,0

[State 1000,2]
type = NotHitBy
trigger1 = Time = 0
value = SCA,NA,SA,HA,NP,SP,HP,AA,AP
time = 6

[State 1000,3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,1
;channel = 0
volume = 255

[State 1000,4]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,2
;channel = 4

[State 1000,5]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 10

[State 1000]
type = null;VarSet
triggerall = Movehit = 1
trigger1 = AnimElem = 4
var(1) = 1
ignorehitpause = 1
persistent = 0

[State 1000]
type = null;VarSet
triggerall = Movehit = 1
trigger1 = AnimElem = 5
var(1) = 1
ignorehitpause = 1
persistent = 0

[State 1000]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype = Hard
damage = 98,10
getpower = 100,100
givepower = 20,20
hitflag = MAF
guardflag = MA
sparkno = s4010
guard.sparkno = s10151
sparkxy = -15,-60
pausetime = 12,12
hitsound = S4,2
guardsound = S4,9
ground.slidetime = 30
ground.hittime = 17
ground.velocity = -2.5,-12
air.velocity = -2.5,-12
guard.hittime = 17
guard.velocity = -13
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
;fall.recovertime = 65
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
yaccel = .537

[State 1000]
type = HitDef
;triggerall = var(1) != 1
trigger1 = AnimElem = 5
attr = S, SA
animtype = Hard
damage = 98,10
getpower = 100,100
givepower = 20,20
hitflag = MA
guardflag = MA
sparkno = s4010
guard.sparkno = s10151
sparkxy = -15,-80
pausetime = 12,12
hitsound = s4,2
guardsound = s4,9
ground.slidetime = 30
ground.hittime = 17
ground.velocity = -2.5,-12
air.velocity = -2.5,-12
guard.hittime = 17
guard.velocity = -13
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
;fall.recovertime = 65
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
yaccel = .537

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 1750
id = 1700
postype = P1
pos = 15,0
sprpriority = 10

[State 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 1001

;------  弱 百式・鬼焼き[空中]  ------
[Statedef 1001]
type = A
movetype = A
physics = N
anim = 1001

[State 1000, Width]
type = Width
trigger1 = 1
edge = 1,0

[State 1001, 2]
type = PosAdd
trigger1 = AnimElem = 1
x = 24

[State 1001, 3]
type = VelSet
trigger1 = Time = 0
x = 0
y = -5

[State 1001, 4]
type = VelAdd
trigger1 = Time > 0
y = .6

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

[State 1001, 7]
type = HitDef
;triggerall = var(1) != 1
trigger1 = AnimElem = 1
attr = A, SA
animtype = Hard
damage = 98,10
getpower = 50,50
givepower = 20,20
sparkno = s4010
guard.sparkno = s10151
sparkxy = -15,-100
hitflag = MA
guardflag = MA
pausetime = 12,12
hitsound = s4,2
guardsound = s4,9
ground.slidetime = 30
ground.hittime = 17
ground.velocity = -2,-7.5
air.velocity = -2,-7.5
guard.hittime = 17
guard.velocity = -13
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
;fall.recovertime = 65
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
yaccel = .5

[State 1000]
type = null;VarSet
trigger1 = AnimElem = 4
var(1) = 0
ignorehitpause = 1
persistent = 0

[State 1100]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
anim = 1760
postype = P1
pos = 0,0
sprpriority = 10

[State 1001, 21]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1002



;------  弱 百式・鬼焼き[着地]  ------
[Statedef 1002]
type = S
movetype = I
physics = S
anim = 1002
velset = 0,0

[State 1002, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1002, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------ Frost Diver ------------------
[Statedef 1240]
type = S
movetype = A
physics = S
anim = 1240
velset = 0
poweradd = ifelse(Var(10) != 0,0,130)
ctrl = 0
juggle = 8
facep2 = 1

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,10

[state 12]
type = playsnd
trigger1 = animelemtime(5) = 0
value = 5,222

[State 3000]
type = Projectile
trigger1 = AnimElemtime(5) = 0
projID = 1501
projhits = 3
projanim = 32
projremove = 1
projpriority = 1
projhitanim = 10102
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime =20
getpower = 0
ownpal = 0
offset = 45,40
velocity = 0, 0
attr = S, SP
animtype = hard
damage = 34 ,10
hitflag = MAF;D
guardflag = MA
hitsound = s5,15
guardsound = s4,9
pausetime = 0,12
sparkno = s4010
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -4,-0
air.juggle = 8
air.velocity = -5.6,-6.8
palfx.time = 30
p2facing = 1
p2stateno = 1241
palfx.color = 60
palfx.invertall = 1
palfx.add = 1,1,1
palfx.mul = 256,256,256
palfx.sinadd = 126,126,126,4

[State 3000]
type = Projectile
trigger1 = AnimElemtime(5) = 4
projID = 1501
projhits = 3
projanim = 32
projremove = 1
projpriority = 1
projhitanim = 10102
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime =20
getpower = 0
ownpal = 0
offset = 75,40
velocity = 0, 0
attr = S, SP
animtype = diagup
damage = 34 ,10
hitflag = MAF;D
guardflag = MA
hitsound = s5,15
guardsound = s4,9
pausetime = 0,12
sparkno = s4010
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -4,-6
air.juggle = 8
air.velocity = -5.6,-6.8
fall = 1
p2facing = 1
p2stateno = 1241
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

[State 3000]
type = Projectile
trigger1 = AnimElemtime(5) = 8
projID = 1501
projhits = 3
projanim = 32
projremove = 1
projpriority = 1
projhitanim = 10102
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime =20
getpower = 0
ownpal = 0
offset =125,40
velocity = 0, 0
attr = S, SP
animtype = diagup
damage = 34 ,10
hitflag = MAF;D
guardflag = MA
hitsound = s5,15
guardsound = s4,9
pausetime = 0,12
sparkno = s4010
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -4,-6
air.juggle = 8
air.velocity = -5.6,-6.8
p2stateno = 1241
fall = 1
p2facing = 1
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

[State 4305, flames]
type=helper
triggerall= projhit1501 && 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 x]
type = varset
trigger1 = 1
var(11) = 1

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

;--------------- Target -------------
[Statedef 1241]
type = S
movetype = H
physics = N
velset = -3.2,-12.3

[state des]
type = varset
triggerall = name = "Element V"
trigger1 = time = 0
var(29)     = 1

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

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

[State 1011, 1]
type = VelAdd
trigger1 = Time > 0
y = .6

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

[State 1011, 9]
type = SelfState
triggerall = enemy,numhelper(1243) = 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[State 1011, 9]
type = changestate
triggerall = enemy,numhelper(1243) = 1
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1242


[Statedef 1242]
type = A
movetype = H
physics = N
velset = -0.8,-15.3

[State 9000, 1]
type = PalFX
trigger1 = GameTime % 2
time = 10
color = 60
invertall = 1
add = 1,1,1
mul = 256,256,256
sinadd = 126,126,126,4

[State 1010, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 815

[State 1011, 1]
type = VelAdd
trigger1 = Time > 0
y = .6

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

[State 810, 1]
type = lifeadd
trigger1 = Time = 0
value = -60

[State 1011, 9]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;----------- Ice-----------
[statedef 1243]
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 = 1242
trigger2= pos y >= 0 && time > 9
value = 1244

[statedef 1244]
physics = N
velset = 0,0
anim = 1444
sprpriority = 4



[State 0, hit]
type = hitadd
trigger1 = time = 0
value = 1

[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

;------------- Earthly Impact ------------------
[Statedef 1266]
type = S
movetype = A
physics = S
anim = 1245
velset = 0
ctrl = 0
juggle = 8
facep2 = 1

[State 111]
type = playsnd
trigger1 = time = 0
value = 0,0

[State 1300, rever]
type = ReversalDef
trigger1 = animelem = 3, < 0
reversal.attr = SCA,AA
sparkno = s4010
pausetime = 10,10
hitsound = s4,9
numhits = 0
p1stateno = 1251
p2stateno = 1252

[State a]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1251]
type = S
movetype = A
physics = S
anim = 1250
velset = 0
poweradd = ifelse(Var(10) != 0,0,130)
ctrl = 0
juggle = 8
facep2 = 1

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

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

[State 111]
type = playsnd
trigger1 = time = 5
value = 0,4

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

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

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

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

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

[state 1020]
type = null;playsnd
trigger1 = time = 0
value = 4,4

[state 1020]
type = playsnd
trigger1 = time = 0
value = 5,18

[state 1020]
type = playsnd
trigger1 = time = 0
value = 21,2

[state 1020]
type = playsnd
trigger1 = time = 5
value = 21,3
volume = 200

[State ab]
type = targetbind
trigger1 = time = 0
pos = 60, 0

[state 1020]
type = velset
trigger1 = time >= 0
trigger1 = time <= 10
x = 13

[State ab]
type = targetlifeadd
trigger1 = time = 0
value = -155

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

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



;------ Target ---------
[Statedef 1252]
type    = A
movetype= H
physics = N

[State 0, ]
type = AfterImageTime
trigger1 = 1
time = 15

[State 1025, Anim] ;Custom animation
type = ChangeAnim2
trigger1 = Time = 0
value = 1252

[State 0, ]
type = VelSet
trigger1 = 1
x = -15
y = -2
ignorehitpause = 1

[State 50, 4];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = 27
trans = add1
timegap = 3
framegap = 1
length = 6
palbright = 0,0,0
palcontrast = 225,225,225

[State 1026, No scroll]
type = null;ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 1026, Hit wall]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 10
trigger2 = time >= 300
value = 1253

;------------------
[Statedef 1253]
type    = A
movetype= H
physics = N

[State 1027, Pos]
type = PosAdd
trigger1 = Time = 0
x = 10 - BackEdgeBodyDist

[State 1027, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 1027, Anim]
type = ChangeAnim
trigger1 = 1
value = 5017

[State 1027, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F5,4

[State 1027, State]
type = ChangeState
trigger1 = time >= 15
value = 1254

;------------------
[Statedef 1254]
type    = A
movetype= H
physics = N

[State 0, ]
type = ChangeAnim
trigger1 = Time = 0
value = 5070

[State 1028, 1]
type = NotHitBy
trigger1 = 1
value = ,NA, NP

[State 1028, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -6

[State 1028, Vel X]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 1028, Gravity]
type = VelAdd
trigger1 = 1
y = .35

[State 1028, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;---------------------------------------------------------------------------
; Go To the screen
[Statedef 1255]
type    = S
physics = S
anim = 100
sprpriority = 1
ctrl = 0

[State 0, ]
type = Turn
trigger1 = frontedgedist <= -10
ignorehitpause = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x) * 2

[State 100, 3]
type = PlaySnd
triggerall = stateno = 1255
trigger1 = Time = 2
value = 5,13
channel = 2
loop = 1

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

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
trigger1 = screenpos x = [0,320]
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Go To the screen - Attack
[Statedef 1256]
type    = S
movetype = A
physics = S
anim = 1256
sprpriority = 1
ctrl = 0



[State 100, 1]
type = VelSet
trigger1 = time >= 0 && animelemtime(6) <=0 
x = const(velocity.run.fwd.x) * 2

[State 100, 1]
type = Veladd
triggerall = vel x >=0
trigger1 = time >= 0
x = -0.7

[State 100, 1]
type = Velset
trigger1 = vel x <= 0
x = 0

[State 100, 1]
type = Velset
trigger1 = animelem = 6
x = 0

[State 100, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,4

[State 100, 3]
type = PlaySnd
trigger1 = animelem = 5
value = 25,26

[State 100, 3]
type = PlaySnd
trigger1 = animelem = 14
value = 25,27

[State 100, 3]
type = PlaySnd
trigger1 = animelem = 14
value = 25,28
volume = 255


[State 12101]
Type = Explod
Trigger1 = animelemtime(5) >= 0 && animelemtime(13) <= 0 &&(Time%2 = 0)
Anim = 217
Pos = 72,-112
PosType = P1
Facing = 1-(Random<500)*2
VFacing = 1-(Random<500)*2
scale = 0.4,1.1
Ownpal = 1
SprPriority = 4


[State 2015, 飛び道具-2-1]
Type = Projectile
Trigger1 = animelemtime(5) >= 0 && animelemtime(13) <= 0 &&(Time%2 = 0)
Attr = A, HA
Damage = 3,5
GetPower = 0
AnimType = Hard
PauseTime         = 6,25
Guard.PauseTime   = 0,2
Offset            = 72,-112
Velocity          = 0,0
ProjID            = 1257
ProjAnim          = 1257
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          = s44,1
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
envshake.time = 4
envshake.ampl = 3
envshake.freq = 100
snap = 0, 50
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(75*(1/1000.0))

[State 12101]
Type = Explod
Trigger1 = projhit1257 = 1
Anim = 11000 + random%2
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
Facing = 1-(Random<500)*2
VFacing = 1-(Random<500)*2
Ownpal = 1
SprPriority = 4


[State 1011, 2]
type = EnvShake
Trigger1 = animelem = 14
time = 25
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 12101]
Type = Explod
Trigger1 = animelem = 14
Anim = 3023
Pos = 72,-118
PosType = P1
facing = 1
vfacing = 1
scale = 0.8,0.8
Ownpal = 1
SprPriority = 3
[State 12101]
Type = Explod
Trigger1 = animelem = 14
Anim = 3023
Pos = 72,-118
PosType = P1
facing = 1
vfacing = -1
scale = 0.8,0.8
Ownpal = 1
SprPriority = 3
[State 12101]
Type = Explod
Trigger1 = animelem = 14
Anim = 3023
Pos = 72,-118
PosType = P1
scale = 0.8,0.8
facing = -1
vfacing = -1
Ownpal = 1
SprPriority = 3
[State 12101]
Type = Explod
Trigger1 = animelem = 14
Anim = 3023
Pos = 72,-118
PosType = P1
scale = 0.8,0.8
facing = -1
vfacing = 1
Ownpal = 1
SprPriority = 3

[State 2015, 飛び道具-2-1]
Type = Projectile
Trigger1 = animelem = 14
Attr = A, HA
Damage = 21,10
GetPower = 0
AnimType = Hard
PauseTime         = 10,25
Guard.PauseTime   = 0,2
Offset            = 72,-62
Velocity          = 0,0
ProjID            = 1258
ProjAnim          = 1266
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          = s25,0
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 17
Air.HitTime       = 17
Ground.Velocity   = -4,-3
Air.Velocity      = -4,-6
AirGuard.Velocity = -0,-5
snap = 0, 0
p2facing = 1
Fall = 1
Fall.Recover = 0
Fall.RecoverTime = Ceil(75*(1/1000.0))
palfx.time = 80
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 12101]
Type = Explod
Trigger1 = projhit1258 = 1
Anim = 10302
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
scale = 1.1,1.1
Ownpal = 1
SprPriority = 4


[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;------  強 百式・鬼焼き[出始め]  ------
[Statedef 1100]
type = S
movetype = A
physics = S
anim = 1100
velset = 0
poweradd = ifelse(Var(10) != 0,0,130)
ctrl = 0
juggle = 8
facep2 = 1

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

[State 1000, Width]
type = Width
trigger1 = 1
edge = 1,0

[State 1120]
type = NotHitBy
trigger1 = Time = 0
value = SCA,NA,SA,HA,NP,SP,HP,AA,AP
time = 8

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,1
;channel = 0
volume = 255

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,2
;channel = 4

[State 1000]
type = null;PosAdd
trigger1 = AnimElem = 5
x = 13

[State 1000, 3]
type = PosAdd
trigger1 = AnimElem = 2 || AnimElem = 3
x = 10

[State 1000]
type = null;VarSet
triggerall = Movehit = 1
trigger1 = AnimElem = 4
var(1) = 1
ignorehitpause = 1
persistent = 0

[State 1000]
type = null;VarSet
triggerall = Movehit = 1
trigger1 = AnimElem = 5
var(1) = 1
ignorehitpause = 1
persistent = 0

[State 1000]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype = Hard
damage = 42,10
getpower = 100,100
givepower = 20,20
hitflag = MAF
guardflag = MA
sparkno = s4010
guard.sparkno = s10151
sparkxy = -15,-60
pausetime = 12,12
hitsound = s4,2
guardsound = s4,9
ground.slidetime = 30
ground.hittime = 17
ground.velocity = -3
air.velocity = -2.5,-6
guard.hittime = 17
guard.velocity = -13
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = ifelse(p2statetype != A,0,1)
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 1000]
type = HitDef
;triggerall = var(1) != 1
trigger1 = AnimElem = 5
attr = S, SA
animtype = Hard
damage = 42,10
getpower = 100,100
givepower = 20,20
hitflag = MAF
guardflag = MA
sparkno = s4010
guard.sparkno = s10151
sparkxy = -15,-80
pausetime = 12,12
hitsound = s4,2
guardsound = s4,9
ground.slidetime = 30
ground.hittime = 17
ground.velocity = -3
air.velocity = -2.5,-6
guard.hittime = 17
guard.velocity = -13
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = ifelse(p2statetype != A,0,1)
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 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 1750
id = 1700
postype = P1
pos = 15,0
sprpriority = 10

[State 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 1101

;------  強 百式・鬼焼き[空中]  ------
[Statedef 1101]
type = A
movetype = A
physics = N
anim = 1101

[State 1000, Width]
type = Width
trigger1 = 1
edge = 1,0

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

[State 1101, 2]
type = PosAdd
trigger1 = AnimElem = 1
x = 17;24

[State 1001, 3]
type = VelSet
trigger1 = Time = 0
x = 0
y = -8.8

[State 1001, 4]
type = VelAdd
trigger1 = Time > 0
y = .5

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

[State 1001, 7]
type = HitDef
;triggerall = var(1) != 1
trigger1 = AnimElem = 1
attr = A, SA
animtype = Hard
damage = 42,10
getpower = 50,50
givepower = 20,20
sparkno = s4010
guard.sparkno = s10151
sparkxy = -15,-100
hitflag = MAF
guardflag = MA
pausetime = 12,12
hitsound = s4,2
guardsound = s4,9
ground.slidetime = 30
ground.hittime = 17
ground.velocity = -2,-11
air.velocity = -2,-11
guard.hittime = 17
guard.velocity = -13
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 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
yaccel = .50

[State 1000]
type = null;VarSet
trigger1 = AnimElem = 4
var(1) = 0
ignorehitpause = 1
persistent = 0

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 7
persistent = 0
anim = 1760
postype = P1
pos = 0,0
sprpriority = 10

[State 1001, 21]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1102

;------  強 百式・鬼焼き[着地]  ------
[Statedef 1102]
type = S
movetype = I
physics = S
anim = 1102
velset = 0,0

[State 1002, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1002, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------  弱 百弐拾七式・葵花[初段]  ------
[Statedef 1200]
type = S
movetype = A
physics = N
anim = 1200
poweradd = 150
velset = 0
ctrl = 0
juggle = 8
facep2 = 1

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

[State 1200, 2]
type = null;Width
trigger1 = (AnimElem = 2,>=0 && AnimElem = 4,<=0)
value = 7,0

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,3
;channel = 0
volume = 255

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 35,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = s4010
guard.sparkno = s10151
sparkxy = -20, -65
hitsound = s4,2
guardsound = s4,9
ground.type = High
ground.slidetime = 24
ground.hittime  = 24
ground.velocity = -6
guard.hittime = 19
guard.velocity = -10
guard.slidetime = 24
;guard.ctrltime = 24
air.velocity = -4,-4
air.type = High
air.hittime = 12
air.fall = 1
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.cornerpush.veloff = 0

[State 240, 3]
type = VelSet
trigger1 = AnimElem = 2
x = 6;6.5

[State 240, 3]
type = VelSet
trigger1 = AnimElem = 5
x = 2;2.5

[State 1000,VelMul]
type = VelMul
trigger1 = AnimElem = 5,>=8
x = 0.8

[State 1300, 7]
type = ChangeState
trigger1 = command = "aoi" || var(1) = 1200
trigger1 = AnimElem = 4, >= 1
value = 1201
ignorehitpause = 0

[State 1302, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------  弱 百弐拾七式・葵花二段目 ------
[Statedef 1201]
type     = S
movetype = A
physics  = S
poweradd = 20
velset   = 0,0
anim     = 1210
ctrl     = 0
juggle = ifelse(p2statetype = A,1,13)
sprpriority = 2

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

[State 1200, 2]
type = null;Width
trigger1 = (AnimElem = 2,>=0 && AnimElem = 6,<=0)
value = 17,0

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,4
;channel = 0
volume = 255

[State 240, 3]
type = VelSet
trigger1 = AnimElem = 2 || AnimElem = 3
x = 8

[State 240, 3]
type = VelSet
trigger1 = AnimElem = 5
x = 4.5

[State 1000,VelMul]
type = VelMul
trigger1 = AnimElem = 6
x = 0.8

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 35,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = s4010
guard.sparkno = s10151
sparkxy = -20, -65
hitsound = s4,2
guardsound = s4,9
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.1,-6
guard.hittime = 13
guard.velocity = -10
air.velocity = -4,-6
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = -15
guard.cornerpush.veloff = -15
air.cornerpush.veloff = 0

[State 1000,]
type = ChangeState
trigger1 = command = "aoi"|| var(1) = 1200
trigger1 = AnimElemtime(4) > 1 && AnimElemtime(7) < 2
value = 1202
ignorehitpause = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------  弱 百弐拾七式・葵花三段目地上 ------
[Statedef 1202]
type     = S
movetype = A
physics  = S
poweradd = 20
velset   = 0,0
anim     = 1220
ctrl     = 0
sprpriority = 3

[State 1310, 1]
type = PosAdd
trigger1 = AnimElem = 1
x = 3.5

[State 1310, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1203

;------  弱 百弐拾七式・葵花三段目空中  ------
[Statedef 1203]
type = A
movetype = A
physics = N
anim = 1221
juggle = 1

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,4
;channel = 0
volume = 255

[State 1000, 2]
type = null;Width
trigger1 = AnimElem = 1,<=0
value = 60,40

[State 1310, 1]
type = PosAdd
trigger1 = AnimElem = 1
x = 0

[State 1312, 1]
type = VelSet
trigger1 = time = 0
x = 4.2
y = -4.2

[State 1312, 2]
type = VelAdd
trigger1 = Time > 1
y = .6

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 42,10
animtype = up
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 4,4
sparkno = s4010
guard.sparkno = s10151
sparkxy = -25, -60
hitsound = s4,2
guardsound = s4,9
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,15
guard.velocity = -15
guard.hittime = 14
guard.velocity = -4.5
airguard.velocity = -2.3,-1.8
air.velocity = -7,15
air.type = High
air.hittime = 12
ground.cornerpush.veloff = -19
guard.cornerpush.veloff = -19
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.ampl = 6
fall.envshake.freq = 100
fall.envshake.time = 12

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1204

;------  弱 百弐拾七式・葵花三段目着地  ------
[Statedef 1204]
type = S
movetype = I
physics = S
anim = 1222

[State 1000]
type = null;PlaySnd
trigger1 = time = 1
value = 2,4

[State 1313, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1313, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;------  強 百弐拾七式・葵花[初段]  ------
[Statedef 1250]
type = S
movetype = A
physics = N
anim = 1250
poweradd = 150
velset = 0
ctrl = 0
juggle = 8
facep2 = 1

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


[State 1200, 2]
type = null;Width
trigger1 = (AnimElem = 2,>=0 && AnimElem = 4,<=0)
value = 7,0

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,5

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 35,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = s4010
guard.sparkno = s10151
sparkxy = -20, -65
hitsound = s4,2
guardsound = s4,9
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6
guard.hittime = 24
guard.velocity = -11
air.velocity = -4,-4
air.type = High
air.hittime = 12
air.fall = 1
ground.cornerpush.veloff = -15
guard.cornerpush.veloff = -15
air.cornerpush.veloff = 0

[State 240, 3]
type = VelSet
trigger1 = AnimElem = 2
x = 7

[State 240, 3]
type = VelSet
trigger1 = AnimElem = 5
x = 2.5

[State 1000,VelMul]
type = VelMul
trigger1 = AnimElem = 5,>=13
x = 0.5

[State 1300, 7]
type = ChangeState
trigger1 = command = "aoi" || var(1) = 1250
trigger1 = AnimElem = 4, >= 1
value = 1260
ignorehitpause = 0

[State 1302, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------  強 百弐拾七式・葵花[ニ段目]  ------
[Statedef 1260]
type     = S
movetype = A
physics  = S
poweradd = 20
velset   = 0,0
anim     = 1260
ctrl     = 0
juggle = ifelse(p2statetype = A,1,13)
sprpriority = 2

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


[State 1200, 2]
type = null;Width
trigger1 = (AnimElem = 2,>=0 && AnimElem = 6,<=0)
value = 17,0

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,5

[State 240, 3]
type = VelSet
trigger1 = AnimElem = 2 || AnimElem = 3
x = 9

[State 240, 3]
type = VelSet
trigger1 = AnimElem = 5
x = 5

[State 1000,VelMul]
type = VelMul
trigger1 = AnimElem = 6
x = 0.5

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 35,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = s4010
guard.sparkno = s10151
sparkxy = -20, -65
hitsound = s4,2
guardsound = s4,9
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.4,-6
guard.hittime = 24
guard.velocity = -12
air.velocity = -4,-6
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = -18
guard.cornerpush.veloff = -18
air.cornerpush.veloff = 0

[State 1000,]
type = ChangeState
trigger1 = command = "aoi" || var(1) = 1250
trigger1 = AnimElemtime(4) > 1 && AnimElemtime(7) < 2
value = 1270
ignorehitpause = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------  強 百弐拾七式・葵花三段目地上  ------
[Statedef 1270]
type     = S
movetype = A
physics  = S
poweradd = 20
velset   = 0,0
anim     = 1270
ctrl     = 0
sprpriority = 3

[State 1310, 1]
type = PosAdd
trigger1 = AnimElem = 1
x = 0;3.5

[State 1310, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1271

;------  強 百弐拾七式・葵花三段目空中 ------
[Statedef 1271]
type = A
movetype = A
physics = N
anim = 1271
juggle = 1;ifelse(p2statetype = A,1,14)

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,6

[State 1000, 2]
type = null;Width
trigger1 = AnimElem = 1,<=0
value = 60,40

[State 1310, 1]
type = PosAdd
trigger1 = AnimElem = 1
x = 0

[State 1312, 1]
type = VelSet
trigger1 = time = 0
x = 5.62
y = -4.6

[State 1312, 2]
type = VelAdd
trigger1 = Time > 1
y = .5

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 42,10
animtype = up
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = s4010
guard.sparkno = s10151
sparkxy = -25, -60
hitsound = s4,2
guardsound = s4,9
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7.5,15
guard.hittime = 20
guard.velocity = -19
airguard.velocity = -3.2,-1.8
air.velocity = -7.5,15
air.type = High
air.hittime = 12
ground.cornerpush.veloff = -19
guard.cornerpush.veloff = -19
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.envshake.ampl = 6
fall.envshake.freq = 100
fall.envshake.time = 12

[State 1000, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1272

;------  強 百弐拾七式・葵花三段目着地  ------
[Statedef 1272]
type = S
movetype = I
physics = S
anim = 1272

[State 1000]
type = null;PlaySnd
trigger1 = time = 1
value = 2,4

[State 1313, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1313, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------  弱 弐百拾弐式・琴月　陰 出始め ------
[Statedef 1300]
type = A
movetype = A
physics = N
anim = 1300
poweradd = 150
velset = 0
ctrl = 0
juggle = 8;ifelse(p2statetype = A,1,14)
facep2 = 1

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

[State 1260, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1301

;------  弱 弐百拾弐式・琴月　陰 突進  ------
[Statedef 1301]
type = S
movetype = A
physics = N
anim = 1301

[State 1260, 1]
type = VelSet
trigger1 = AnimElem = 1,1
x = 9.5

[State 1260, 4]
type = ChangeState
trigger1 = AnimElem = 1,>=1
trigger1 = p2bodydist X < 60
value = 1303

[State 1000]
type = PlaySnd
trigger1 = time = 0
value = 3,10
;channel = 4
volume = 255

[State 1000]
type = PlaySnd
trigger1 = time = 0
value = 5,13
channel = 1
volume = 0

[State 1260, 4]
type = ChangeState
trigger1 = time = 14
value = 1302

;------  強 弐百拾弐式・琴月　陰 出始め ------
[Statedef 1350]
type = A
movetype = A
physics = N
anim = 1300
poweradd = 150
velset = 0
ctrl = 0
juggle = 1;ifelse(p2statetype = A,1,14)
facep2 = 1

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

[State 1260, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1351

;------  強 弐百拾弐式・琴月　陰 突進  ------
[Statedef 1351]
type = S
movetype = A
physics = N
anim = 1301

[State 1260, 1]
type = VelSet
trigger1 = AnimElem = 1,1
x = 9.5

[State 1260, 4]
type = ChangeState
trigger1 = AnimElem = 1,>=1
trigger1 = p2bodydist X < 60
value = 1303

[State 1000]
type = PlaySnd
trigger1 = time = 0
value = 3,10
volume = 255

[State 1000]
type = PlaySnd
trigger1 = time = 0
value = 5,13
channel = 1
volume = 0

[State 1260, 4]
type = ChangeState
trigger1 = time = 21
value = 1302

;------   弐百拾弐式・琴月　陰 止め  ------
[Statedef 1302]
type = S
movetype = I
physics = N
anim = 1302

[State 100, 4]
type = StopSnd
trigger1 = time = 0
channel = 4

[State 100, 4]
type = StopSnd
trigger1 = time = 0
channel = 1

[State 1660, 4]
type = VelMul
trigger1 = Time > 0
x = .8

[State 1260, 1]
type = VelSet
trigger1 = Time = 12
x = 0

[State 1270, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------   弐百拾弐式・琴月　陰 肘打ち ------
[Statedef 1303]
type = S
movetype = A
physics = N
anim = 1303

[State 100, 4]
type = StopSnd
trigger1 = time = 0
channel = 4

[State 100, 4]
type = StopSnd
trigger1 = time = 0
channel = 1

[State 1660, 4]
type = VelMul
trigger1 = Time > 0
x = .91

[State 1270, 6]
type = VelSet
trigger1 = Time = 35
x = 0

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

[State 1270, 7]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype = Hard
damage = 42,10
getpower = 100,100
givepower = 20,20
pausetime = 12,12
guard.pausetime = 12,12
sparkno = s4010
guard.sparkno = s10151
sparkxy = -15,-60
hitsound = S4,2
hitflag = MAF
guardflag = MA
guardsound = S4,9
ground.type = Low
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -9.5
guard.hittime = 30
guard.velocity = -6.6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
;fall.recover = 0
kill = 0
snap = 50,0
p2stateno = 19999

[State 1402, 2]
type = PosAdd
trigger1 = AnimElem = 7
x = 10

[State 1260, 4]
type = ChangeState
trigger1 = movehit = 1
value = 1304

[State 1270, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------  弱 弐百拾弐式・琴月　陰 倒す && ガード  ------
[Statedef 1304]
type = S
movetype = A
physics = S
anim = 3301

[state x]
type = varset
trigger1 = 1
var(11) = 1

[State 1000]
type = PlaySnd
trigger1 = time = 0
value = 0,4
volume = 255

[State 2005, 1]
type = Width
trigger1 = 1 
edge = 30,0

[State 1270, 6]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5040, 4]
type = null;StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 1270, 7]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype = Hard
damage = 12,5
getpower = 100,100
givepower = 20,20
pausetime = 0,0
guard.pausetime = 0,0
sparkno = s4010
guard.sparkno = s10151
sparkxy = -15,-60
hitsound = S5,15
hitflag = MAF
guardflag = MA
guardsound = S4,9
ground.type = Low
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -0
guard.hittime = 30
guard.velocity = -0
air.velocity = 0,-2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
;fall.recover = 0
kill = 0
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

[State 3202,9916]
type = Explod
triggerall = animelemtime(2) >= 0 && animelemtime(3) < 0
trigger1 = movehit = 1
anim = 1442
sprpriority = 2
scale = 0.8,0.8
postype = p2
Facing = 1-(Random<500)*2
VFacing = 1-(Random<500)*2
pos = 0,-60
ownpal = 1

[State 1270, 7]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype = Hard
damage = 12,5
getpower = 100,100
givepower = 20,20
pausetime = 0,0
guard.pausetime = 0,0
sparkno = s4010
guard.sparkno = s10151
sparkxy = -15,-60
hitsound = S44,4
hitflag = MAF
guardflag = MA
guardsound = S4,9
ground.type = Low
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -0
guard.hittime = 30
guard.velocity = -0
air.velocity = 0,-2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
;fall.recover = 0
kill = 0
Palfx.time = 30
Palfx.add = 13,61,98
Palfx.mul = 358,256,256
Palfx.sinadd = -112,-122,-112,10
Palfx.color = 0

[State 1100]
type = Explod
trigger1 = animelem = 5
persistent = 0
anim = 1253
postype = P1
pos = 40,-70
bindtime = -1
sprpriority = 10

[State 3202,9916]
type = Explod
triggerall = animelemtime(5) >= 0 && animelemtime(6) < 0
trigger1 = movehit = 1
anim = 1515
sprpriority = 2
scale = 1.8,1.8
postype = p2
pos = 0,-60
ownpal = 1

[State 3202,9916]
type = Explod
triggerall = animelemtime(5) >= 0 && animelemtime(6) < 0
trigger1 = movehit = 1
anim = 1515
sprpriority = 2
scale = 1.8,1.8
postype = p2
facing = -1
pos = 0,-60
ownpal = 1

[State 3202,9916]
type = Explod
triggerall = animelemtime(5) >= 0 && animelemtime(6) < 0
trigger1 = movehit = 1
anim = 1516
sprpriority = 2
scale = 2.8,2.8
postype = p2
pos = 0,-60
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 245, ヒット定義]
type = HitDef
trigger1 = AnimElem = 11
attr = S, NA
damage = 22,5
hitflag = MAF
guardflag = MA
animtype = Hard
ground.animtype = low
pausetime = 0,0
sparkxy = -10,-76
sparkno = s4010
guard.sparkno = S10150
hitsound = s5,4
guardsound = s4,9
ground.velocity = -2,-12
air.velocity = -2,-12
guard.velocity = -11
fall = 1
fall.recover = 0
guard.velocity = -12
getpower = 184,184
givepower = 21,21
fall.yvelocity = -3.4
envshake.time = 7
envshake.ampl = 10
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 3202,9916]
type = Explod
triggerall = animelemtime(11) >= 0 && animelemtime(12) < 0
trigger1 = movehit = 1
anim = 1441
sprpriority = 2
scale = 1.2,1.2
postype = p2
pos = 0,-60
ownpal = 1

[State 11101]
type = helper
trigger1 = Animelem = 18
id = 3300
persistent = 1
name = "stoneground"
pos = 70,0
postype = P1
stateno = 3309
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 3202,9916]
type = Explod
trigger1 = animelem = 18
anim = 1254
sprpriority = 2
postype = p1
pos = -40,0
ownpal = 1

[State 1000]
type = PlaySnd
trigger1 = animelem = 18
value = 2,0
volume = 255


[State 1001, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------- Wind Ring ------------------------
[Statedef 3308]
type    = S
movetype= A
physics = S
velset = 0,0
sprpriority = 3
anim = 3302
ctrl = 0

[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 50, 4];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = 37
trans = add1
timegap = 3
framegap = 1
length = 6
palbright = 100,100,100
palcontrast = 225,225,225

[State 800, 2.1]
type = Projectile
triggerall = root,stateno != 2002
triggerall = animelemtime(2) > 0
triggerall = animelemtime(34) < 0
trigger1 = (gametime%3) = 1
projanim = 3303
projremovetime = 2
projpriority = 99
projsprpriority = 5
offset = -90, 0
postype = p1
attr = S, SP
hitflag = MAF
guardflag = M
animtype = Hard
priority = 4,Hit
damage = 4,1
pausetime = 10,26
guard.pausetime = 10,10
sparkno = s11000 + root,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 2];ヘルパー消滅
type = destroyself
trigger1 = animtime = 0

;--------------- Stone Throw ------------------------
[Statedef 3309]
type    = S
movetype= A
physics = S
velset = 0,0
sprpriority = 3
juggle = 8
anim = 1251
ctrl = 0

[State 1000]
type = PlaySnd
trigger1 = time = 0
value = 21,2
volume = 255

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

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

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

[State 11101]
type = helper
trigger1 = Animelem = 3
id = 3300
persistent = 1
name = "stone"
pos = 0,-10
postype = P1
stateno = 3301
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 11101]
type = helper
trigger1 = Animelem = 3
id = 3300
persistent = 1
name = "stone"
pos = 0,-10
postype = P1
stateno = 3302
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 11101]
type = helper
trigger1 = Animelem = 3
id = 3300
persistent = 1
name = "stone"
pos = 0,-10
postype = P1
stateno = 3303
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999


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

[Statedef 3301]
type = S
movetype = A
physics = N
anim = 3304
velset = 8,-10
ctrl = 0
sprpriority = 2

[State a]
Type = AngleDraw
Trigger1 = 1

[State a]
Type = AngleAdd
Trigger1 = 1
Value = -25

[state 121]
type = veladd
trigger1 = time >=0
y = 0.4

[State 11100]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP



[State 11100]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 1513
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8

[State 11100]
type = HitDef
trigger1 = time >= 0 
attr = S, NA
animtype  = Hard
damage    = 15,5
hitflag = MAFD
getpower = 20,20
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s11000 + root,var(36)
guard.sparkno = s10151
sparkxy = 20,0
hitsound = s25,21
guardsound = S4,9
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0
envshake.time = 7
envshake.ampl = 7

[state 11100]
type = posset
trigger1 = !ishelper
y = 0

[state 11100]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1


[state 11100]
type = changestate
trigger1 = movehit = 1
trigger2 = moveguarded = 1
value = 3304


[state 1065]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300
trigger3 = pos y >= 0

[Statedef 3302]
type = S
movetype = A
physics = N
anim = 3304
velset = 3,-13
ctrl = 0
sprpriority = 2

[State a]
Type = AngleDraw
Trigger1 = 1

[State a]
Type = AngleAdd
Trigger1 = 1
Value = -25

[state 121]
type = veladd
trigger1 = time >=0
y = 0.4

[State 11100]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP



[State 11100]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 1513
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8

[State 11100]
type = HitDef
trigger1 = time >= 0 
attr = S, NA
animtype  = Hard
damage    = 15,5
hitflag = MAFD
getpower = 20,20
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s11000 + root,var(36)
guard.sparkno = s10151
sparkxy = 20,0
hitsound = s25,21
guardsound = S4,9
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0
envshake.time = 7
envshake.ampl = 7

[state 11100]
type = posset
trigger1 = !ishelper
y = 0

[state 11100]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[state 11100]
type = changestate
trigger1 = movehit = 1
trigger2 = moveguarded = 1
value = 3304


[state 1065]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300
trigger3 = pos y >= 0

[Statedef 3303]
type = S
movetype = A
physics = N
anim = 3304
velset = 10,-14
ctrl = 0
sprpriority = 2

[State a]
Type = AngleDraw
Trigger1 = 1

[State a]
Type = AngleAdd
Trigger1 = 1
Value = -25

[state 121]
type = veladd
trigger1 = time >=0
y = 0.4

[State 11100]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP



[State 11100]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 1513
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8

[State 11100]
type = HitDef
trigger1 = time >= 0 
attr = S, NA
animtype  = Hard
damage    = 15,5
hitflag = MAFD
getpower = 20,20
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s11000 + root,var(36)
guard.sparkno = s10151
sparkxy = 20,0
hitsound = s25,21
guardsound = S4,9
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0
envshake.time = 7
envshake.ampl = 7

[state 11100]
type = posset
trigger1 = !ishelper
y = 0

[state 11100]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[state 11100]
type = changestate
trigger1 = movehit = 1
trigger2 = moveguarded = 1
value = 3304


[state 1065]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300
trigger3 = pos y >= 0

[Statedef 3304]
type = S
movetype = A
physics = N
anim = 3304
velset = -13,-1 + (random%3)
ctrl = 0
sprpriority = 2

[State a]
Type = AngleDraw
Trigger1 = 1

[State a]
Type = AngleAdd
Trigger1 = 1
Value = 26



[State 11100]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 11100]
type = posset
trigger1 = !ishelper
y = 0

[state 11100]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1


[state 1065]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300
trigger4 = pos y >= 0

;------  弱/強 弐百拾弐式・琴月　陰[ヒット→爆発]  ------
[Statedef 1305]
type = S
movetype = A
physics = S
anim = 1305
ctrl = 0
velset = 0

[State 2201]
type = TargetBind
trigger1 = AnimElem = 1
pos = 66, -63
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 1000]
type = PlaySnd
trigger1 = AnimElem = 3,15
value = 2,4
;channel = 0
volume = 255

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 3,15
value = 5,4
;channel = 0
volume = 0

[State 183, 3]
type = EnvShake
trigger1 = AnimElem = 2
persistent = 0
ignorehitpause = 1
freq = 120
ampl = 4
phase = 120
time = 15

[State 183, 3]
type = EnvShake
trigger1 = AnimElem = 3,15
persistent = 0
ignorehitpause = 1
freq = 120
ampl = 4
phase = 120
time = 20

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 3,15
persistent = 0
anim = 2050
postype = P2
pos = -10,-10
sprpriority = 10
scale = 0.5,0.5

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 1420, Damage1]
type = TargetLifeAdd
trigger1 = animelem = 4
value = -56

[State 1270, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;------  琴月[２P処理]  ------
[Statedef 1307]
type    = S
movetype= H
physics = N
;velset = 0,0
ctrl = 0

[State 1320, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 1330

[State 9000, 1]
type = PalFX
trigger1 = Animelem = 4
time = 30
add = 110,0,160
color = 1

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

[State 210, 3]
type = null;PosAdd
trigger1 = time = 50
x = 23

[State 1307,4]
type = Changestate
Trigger1 = AnimTime = 0
value = 1308
ctrl = 0

;------  琴月[２P処理２]  ------
[Statedef 1308]
type = A
movetype = H
physics = N

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

[State 1308, 1]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 210, 3]
type = PosAdd
trigger1 = time = 0
y = 17

[State 1308, Anim]
type = ChangeAnim
trigger1 = time = 0
value = 5160

[State 1308, 1];吹き飛び
type = VelSet
trigger1 = time = 0
y = 0;3.5
x = -0.5;6.5

[State 1525, 4]
type = VelAdd
trigger1 = Time > 0
y = .5

[State 1370, Sprite2]
type = SprPriority
trigger1 = time >= 0 
value = 1

[State 1420, State]
type = SelfState
trigger1 = Pos Y >= 20 && Vel Y > 0
value = 5100

;-------------------- Repeler Charge -----
[Statedef 1440]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1440
sprpriority = 4

[state x]
type = varset
trigger1 = 1
var(11) = 1

[state pos]
type = posset
trigger1 = time = 0
y = 0

[State 111]
type = playsnd
trigger1 = time = 0
value = 0,0

[State 1100]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 1253
postype = P1
pos = 50,-70
bindtime = -1
sprpriority = 10

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


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

[state 1212]
type = nothitby
trigger1 = time <= 31
value = SCA


[State 1270, 7]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype = Hard
damage = 25,2
getpower = 100,100
givepower = 20,20
pausetime = 1,1
guard.pausetime = 2,2
sparkno = s10103
guard.sparkno = s10151
sparkxy = -40,-55
hitsound = S25,2
guardflag = MA
guardsound = S4,9
p2facing = 1
ground.velocity = -3;5
ground.slidetime = 30
ground.hittime = 17
ground.velocity = 0
guard.hittime = 17
guard.velocity = -13
ground.cornerpush.veloff = -10
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -19
p2stateno = 1445
p2facing = 1
fall = 1
fall.recover = 0
kill = 0

[State 1000, 5]
type = Explod
Trigger1 = movehit = 1
anim = 12213
sprpriority = 2
postype = p2
pos = (target,const(size.mid.pos.x))-20,(target,const(size.mid.pos.y))
bindtime = -1
supermove = 1
removetime = 60
scale = 0.6,1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
[state 1020]
type = playsnd
trigger1 = time = 0
value = 21,3
volume = 200



[state 1020]
type = velset
trigger1 = time >= 0
trigger1 = time <= 3
x = 13


[State a]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;------ Target ---------
[Statedef 1445]
type    = S
movetype= H
physics = N
velset = -13,0

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

[state des]
type = varset
triggerall = name = "Element V"
trigger1 = time = 0
var(29)     = 1

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

[State a]
type = changeanim
trigger1 = time = 0
value = 5012

[State 4000, PalFX]
type = PalFX
trigger1 = Time % 3 = 0
time = 3
color = 0
add  = 20,51,256
ignorehitpause = 1
invertall = 1


[state b]
type = velset
triggerall = pos y < 0
trigger1 = time = 0
y = 10

[state b]
type = veladd
trigger1 = vel x < 0
x = 0.6 

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

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

[state b]
type = velset
trigger1 = vel x >= 0
x = 0

[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


[state c]
type = changestate
trigger1 = animtime = 0
value = 1446

[Statedef 1446]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 4000, PalFX]
type = PalFX
trigger1 = Time % 3 = 0
time = 3
color = 0
add  = 20,51,256
ignorehitpause = 1
invertall = 1

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

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

[state b]
type = veladd
trigger1 = vel x < 0
x = 0.6 

[State 1000, PosSet]
type = PosSet
trigger1 = 1
y = 0

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

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

[state b]
type = velset
trigger1 = vel x >= 0
x = 0

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

[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


[state c]
type = selfstate
triggerall = alive
trigger1 = time >= 40
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;屑風
[Statedef 1400]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1400
sprpriority = 4

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

[State 200]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6,0

[State 200]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,5
volume = 255
channel = 4

[State 3000]
type = null;HitBy
trigger1 = time = 0
value = SCA, NT, ST
time = 8

[State 1100, 無敵]
type = NotHitBy
trigger1 = time = 0;AnimElem = 1
value = SCA
time = 7

[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = Time = 0
attr = S, ST
hitflag = M-
numhits = 0
priority = 6, Miss
sparkno = s4030
sparkxy = -20,-80
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
p1stateno = 1410
p2stateno = 1420
hitsound = S5,16
guard.dist = 0

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;屑風p1処理

[Statedef 1410]
type    = S
movetype= A
physics = N
anim = 1410

[State 1000, 2]
type = Width
trigger1 = AnimElem = 1
value = 40,0

[State 810, 1]
type = PlaySnd
Trigger1 = time = 0
value = 0,11

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 10
value = 2,6
;channel = 0
volume = 255

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 11
value = 5,5
;channel = 0
volume = 100

[State 810, 1]
type = Sprpriority
trigger1 = AnimElem = 7 || AnimElem = 8 || AnimElem = 9
value = -2

[State 1500]
type = TargetBind
trigger1 = AnimElem = 1
pos = 22, 0
time = 1

[State 1500]
type = TargetBind
trigger1 = AnimElem = 2
pos = 33, 0
time = 1

[State 1500]
type = TargetBind
trigger1 = AnimElem = 3
pos = 36, 0
time = 1

[State 1500]
type = TargetBind
trigger1 = AnimElem = 4
pos = 33, 0
time = 1

[State 1500]
type = TargetBind
trigger1 = Animelem = 5
pos = 22, 0
time = 1

[State 1500]
type = TargetBind
trigger1 = AnimElem = 6
pos = 15, 0
time = 1

[State 1500]
type = TargetBind
trigger1 = AnimElem = 7
pos = 11, 0
time = 1

[State 1500]
type = TargetBind
trigger1 = AnimElem = 8 || AnimElem = 9
pos = 0, 0
time = 1

[State 1500]
type = TargetBind
trigger1 = AnimElem = 10
pos = -9, 0
time = 1

[State 1500]
type = TargetBind
trigger1 = AnimElem = 11
pos = -25, 0
time = 1

[State 1500,]
type = Turn
trigger1 = AnimElem = 10
;trigger1 = Animtime = 0
value = 1

[State 810, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;屑風p2処理
[Statedef 1420]
type    = S
movetype= H
physics = N
sprpriority = 0
ctrl = 0
;velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1420

[State 820, 1]
type = null;sprpriority
Trigger1 = AnimElem = 8
value = 5

[State 1322]
type = velset
trigger1 = AnimElem = 11, = 1
x = -20;11.3

[State 1322]
type = velmul
trigger1 = AnimElem = 11, > 1
x = .78

[State 1322]
type = null;velset
trigger1 = AnimElem = 18
x = 0

[State 1500,]
type = Turn
trigger1 = AnimElem = 10
value = 1

[State 820, 1]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 弱百八式・闇払い

[Statedef 1500]
type     = S
movetype = A
physics  = S
juggle = 0;ifelse(p2statetype = L,0,8)
poweradd = 100
velset   = 0,0
anim     = 1510
ctrl     = 0
sprpriority = 3

[state x]
type = varset
trigger1 = 1
var(11) = 1

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

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,4

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,0
;channel = 0
volume = 255

[State 1100]
type = Explod
trigger1 = Animelem = 4
persistent = 0
anim = 1254
postype = P1
scale = 0.8,0.7
pos = -10,0
sprpriority = 10

[State 11101]
type = helper
trigger1 = Animelem = 4
id = 11100
persistent = 0
name = "lball"
pos = 25,-40
postype = P1
stateno = 1502
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1100]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
anim = 1512
postype = P1
pos = -10,-50
sprpriority = 10
bindtime = -1

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

[Statedef 1501]
type     = S
movetype = A
physics  = S
juggle = 0;ifelse(p2statetype = L,0,8)
poweradd = 100
velset   = 0,0
anim     = 1501
ctrl     = 0
sprpriority = 3

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

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,3

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,0
;channel = 0
volume = 255

[State 3000]
type = Projectile
trigger1 = AnimElem = 4
projID = 1501
projhits = 3
projanim = 32
projremove = 1
projpriority = 1
projhitanim = 10102
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime =20
getpower = 0
ownpal = 0
offset = 25,40
velocity = 0, 0
attr = S, SP
animtype = hard
damage = 34 ,10
hitflag = MAF;D
guardflag = MA
hitsound = s4,2
guardsound = s4,9
pausetime = 0,12
sparkno = s4010
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -4,-0
air.juggle = 8
air.velocity = -5.6,-6.8
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

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 1501
projhits = 3
projanim = 32
projremove = 1
projpriority = 1
projhitanim = 10102
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime =20
getpower = 0
ownpal = 0
offset = 55,40
velocity = 0, 0
attr = S, SP
animtype = diagup
damage = 34 ,10
hitflag = MAF;D
guardflag = MA
hitsound = s4,2
guardsound = s4,9
pausetime = 0,12
sparkno = s4010
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -4,-6
air.juggle = 8
air.velocity = -5.6,-6.8
fall = 1
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

[State 3000]
type = Projectile
trigger1 = AnimElem = 6
projID = 1501
projhits = 3
projanim = 32
projremove = 1
projpriority = 1
projhitanim = 10102
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime =20
getpower = 0
ownpal = 0
offset =105,40
velocity = 0, 0
attr = S, SP
animtype = diagup
damage = 34 ,10
hitflag = MAF;D
guardflag = MA
hitsound = s4,2
guardsound = s4,9
pausetime = 0,12
sparkno = s4010
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -4,-6
air.juggle = 8
air.velocity = -5.6,-6.8
fall = 1
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


[State 1100]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
anim = 1550
postype = P1
pos = -15,-120
sprpriority = 10
removetime = 18
bindtime = -1

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

[Statedef 1502]
type = S
movetype = A
physics = N
anim = 1513
velset = 8,-10
ctrl = 0
sprpriority = 2

[State 11100]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 121]
type = veladd
trigger1 = time >=0
y = 0.7

[State 11100]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 11125]
type = Explod
trigger1 = (GameTime%5) = 0
anim = 1514
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 11125]
type = Explod
trigger1 = (GameTime%15) = 0
anim = 1515
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 11125]
type = Explod
trigger1 = (GameTime%10) = 0
anim = 1515
sprpriority = 3
postype = p1
pos = 0,0
facing = -1
bindtime = -1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 11100]
type = PlaySnd
trigger1 = time = 0
value = 24, 0
volume = -100

[State 11100]
type = PlaySnd
trigger1 = (GameTime%55) = 1
value = 24, 1
volume = -100

[State 1065]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 1518
sprpriority = 10
postype = p1
pos = 20,0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999

[State 11100]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 1513
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 2
projid = 1513
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = M
projhits = 1
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-3
air.velocity = -1,-3

[State 11100]
type = null;HitDef
trigger1 = time >= 0 
attr = S, NA
animtype  = Hard
damage    = Ceil(0.0265 * enemy,Const(data.life)) * root,var(39),Ceil(0.005 * enemy,Const(data.life)) * root,var(39)
hitflag = MAFD
getpower = 20,20
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s4010
guard.sparkno = s10151
sparkxy = 20,0
hitsound = s25,2
guardsound = S4,9
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,0
air.velocity = -3,0
fall = 0
fall.recover = 0

[state 11100]
type = posset
trigger1 = !ishelper
y = 0

[state 11100]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 11100]
type = ChangeState
triggerall = ishelper
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-100,100]
value = 1503

[State 11100]
type = ChangeState
trigger1 = pos y >= 0
value = 1503

[state 1065]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300

[Statedef 1503]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1513
ownpal = 1

[State 11125]
type = Projectile
trigger1 = time = 0
attr = S, NA
projanim = 1519
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
projhitremove = 1
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 10,10
sparkno = s10103
guard.sparkno = s10151
sparkxy = 0,0
hitsound   = -1;s2556,0
guardsound = S4,9
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-5.3
fall = 1
fall.recover = 0
Palfx.time          = 50
Palfx.add           = 13,61,98
Palfx.mul           = 358,256,256
Palfx.sinadd        = -112,-122,-112,10
Palfx.color         = 0


[state 612]
type = playsnd
trigger1 = time = 0
value = 25, 2
volume = 255


[state 11125]
type = nothitby
trigger1 = 1
value = SCA

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

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

[State 11125]
type = Explod
trigger1 = time = 0
anim = 10104
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 11125]
type = Explod
trigger1 = time = 0
anim = 10105
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
scale = 0.4,0.4
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 11125]
type = Explod
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 20
anim = 1516
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
scale = 1.4,1.4
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 11125]
type = Explod
trigger1 = time = 10
anim = 1516
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
scale = 1.6,1.6
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 11125]
type = Explod
trigger1 = time = 20
anim = 1516
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
scale = 1.8,1.8
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1



[state 11125]
type = destroyself
trigger1 = Time >= 20

[Statedef 1504]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
sprpriority = 150
anim = 1517
ownpal = 1

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

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

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

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

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

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

[State a]
Type = AngleDraw
Trigger1 = Time >= 0
scale = 1 + Var(56)/5.0 , 0.1 + Var(56)/5.0

[State a]
Type = null;AngleAdd
Trigger1 = Time >= 0
Value = -3

[state a]
type = destroyself
trigger1 = Time >= 40

[Statedef 1505]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
sprpriority = 150
anim = 1517
ownpal = 1

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

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

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

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

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

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

[State a]
Type = AngleDraw
Trigger1 = Time >= 0
scale = 1 + Var(56)/5.0 , 0.1 + Var(56)/5.0

[State a]
Type = Angleset
Trigger1 = 1
Value = -45

[state a]
type = destroyself
trigger1 = Time >= 40

[Statedef 1506]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
sprpriority = 150
anim = 1517
ownpal = 1

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

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

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

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

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

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

[State a]
Type = AngleDraw
Trigger1 = Time >= 0
scale = 0.1 + Var(56)/5.0 , 1 + Var(56)/5.0

[State a]
Type = null;AngleAdd
Trigger1 = Time >= 0
Value = -3

[state a]
type = destroyself
trigger1 = Time >= 40
;--------------------------------------------------------------------------
; 強百八式・闇払い

[Statedef 1550]
type     = S
movetype = A
physics  = S
juggle = 0;ifelse(p2statetype = L,0,8)
poweradd = 100
velset   = 0,0
anim     = 1540
ctrl     = 0
sprpriority = 3

[state x]
type = varset
trigger1 = 1
var(11) = 1

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

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
value = 21,4

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,1
;channel = 0
volume = 255

[State 1100]
type = Explod
trigger1 = Animelem = 4
persistent = 0
anim = 1254
postype = P1
scale = 0.8,0.7
pos = -10,0
sprpriority = 10

[State 1100]
type = Explod
trigger1 = Animelem = 10
persistent = 0
anim = 1254
postype = P1
scale = 0.8,0.7
pos = -10,0
sprpriority = 10

[State 11101]
type = helper
trigger1 = Animelem = 4
id = 11100
persistent = 0
name = "lball"
pos = 25,-40
postype = P1
stateno = 1502
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 11101]
type = helper
trigger1 = Animelem = 10
id = 11100
persistent = 0
name = "lball"
pos = 30,-60
postype = P1
stateno = 1552
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1100]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
anim = 1512
postype = P1
pos = -10,-50
sprpriority = 10
bindtime = -1

[State 1100]
type = Explod
trigger1 = AnimElem = 10
persistent = 0
anim = 1520
postype = P1
pos = 15,-125
sprpriority = 10
bindtime = -1

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

[Statedef 1552]
type = S
movetype = A
physics = N
anim = 1513
velset = 8,7
ctrl = 0
sprpriority = 2

[State 11100]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 121]
type = veladd
trigger1 = time >=0
y = -0.7

[State 11100]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 11125]
type = Explod
trigger1 = (GameTime%5) = 0
anim = 1514
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 11125]
type = Explod
trigger1 = (GameTime%15) = 0
anim = 1515
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 11125]
type = Explod
trigger1 = (GameTime%10) = 0
anim = 1515
sprpriority = 3
postype = p1
pos = 0,0
facing = -1
bindtime = -1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 11100]
type = PlaySnd
trigger1 = time = 0
value = 24, 0
volume = -100

[State 11100]
type = PlaySnd
trigger1 = (GameTime%55) = 1
value = 24, 1
volume = -100

[State 1065]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 1518
sprpriority = 10
postype = p1
pos = 20,0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999

[State 11100]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 1513
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 2
projid = 1513
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = M
projhits = 1
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-3
air.velocity = -1,-3


[State 11100]
type = null;HitDef
trigger1 = time >= 0 
attr = S, NA
animtype  = Hard
damage    = Ceil(0.0265 * enemy,Const(data.life)) * root,var(39),Ceil(0.005 * enemy,Const(data.life)) * root,var(39)
hitflag = MAFD
getpower = 20,20
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s4010
guard.sparkno = s10151
sparkxy = 20,0
hitsound = s24,2
guardsound = S4,9
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0

[state 11100]
type = posset
trigger1 = !ishelper
y = 0

[state 11100]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 11100]
type = ChangeState
triggerall = ishelper
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-100,100]
value = 1503

[State 11100]
type = ChangeState
trigger1 = pos y >= 0
value = 1503

[state 1065]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300

;------------------------------------------------------------------------------
[StateDef 887]
type = S
movetype= A
physics = S
juggle  = 6
velset = 0,0
ctrl = 0
anim = 1510
poweradd = 20

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S2,0
volume = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S5,33
volume = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 877
pos = 88,-112
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,.9
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 877
pos = 120,-112
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,.9
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 877
pos = 152,-112
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,.9
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State 887, 1]
type = Projectile
trigger1 = AnimElem = 4 = 1
trigger2 = AnimElem = 4 = 2
projanim = 878
projhitanim = -1
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projremove = 1
projremovetime = 32
projscreenbound = 100
projshadow = -1
offset = 88,-112
velocity = 0
attr = S, SP
damage   = 28
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S5,9
sparkxy = 9000,9000
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
fall = 1



[State 887, 1]
type = Projectile
trigger1 = AnimElem = 4 = 1
trigger2 = AnimElem = 4 = 2
projanim = 878
projhitanim = -1
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projremove = 1
projremovetime = 32
projscreenbound = 100
projshadow = -1
offset = 120,-112
velocity = 0
attr = S, SP
damage   = 28
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S5,9
sparkxy = 9000,9000
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
fall = 1


[State 887, 1]
type = Projectile
trigger1 = AnimElem = 4 = 1
trigger2 = AnimElem = 4 = 2
projanim = 878
projhitanim = -1
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projremove = 1
projremovetime = 32
projscreenbound = 100
projshadow = -1
offset = 152,-112
velocity = 0
attr = S, SP
damage   = 28
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S5,9
sparkxy = 9000,9000
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
fall = 1


[State 887, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------
[StateDef 890]
type = S
movetype= A
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1510
poweradd = 20

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S5,55
volume = 0


[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 889
pos = 5,-160
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = .5,0
accel = 0,0
random = 0,0
removetime = 54
supermove = 9999
pausemove = 9999
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0



[State 890, 1]
type = Projectile
trigger1 = AnimElem = 4 = 1
trigger2 = AnimElem = 4 = 2
trigger3 = AnimElem = 4 = 3
trigger4 = AnimElem = 4 = 4
trigger5 = AnimElem = 4 = 5
trigger6 = AnimElem = 5 = 6
trigger7 = AnimElem = 5 = 7
projanim = 890
projhitanim = -1
projpriority = 1
projremove = 1
projremovetime = 54
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 5,-171
velocity = .5
attr = S, SP
damage   = 23
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S4,0
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
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






[State 890, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
[StateDef 1078]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7767
poweradd = 20

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S2,0
volume = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S5,3
volume = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 9981
pos = 24,164
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 0
pausemove = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 1078, 1]
type = Projectile
trigger1 = AnimElem = 1 = 1
projanim = 1077
projhitanim = 10103
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 63,120
velocity = 3
attr = S, SP
damage   = 80
sprpriority = 99999999
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S4,2
sparkxy = 33,-27
guardsound = S6,0
ground.type = Low
ground.slidetime = 144
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 = 1
fall = 0
palfx.time = 30
palfx.color = 60
palfx.invertall = 0
palfx.add = 100,99,100
palfx.mul = 120,55,88
palfx.sinadd = 256,100,189,10
trans = add


[State 1078, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------
[StateDef 8234]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1501
poweradd = 50

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 12
value = S2,24
volume = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 12
value = S5,2
volume = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 15
value = S5,2
volume = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 18
value = S5,2
volume = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 21
value = S5,2
volume = 0

[State 0, Explod]
type = Explod
trigger1 = time = 12
anim = 2050
pos = 33,-64
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 = time = 15
anim = 2050
pos = 73,-64
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 = time = 18
anim = 2050
pos = 113,-64
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 = time = 21
anim = 2050
pos = 153,-64
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 = 1


[State 8234, 1]
type = Projectile
trigger1 = time = 12
projanim = 1504
projhitanim = -1
projpriority = 1
projremove = 1
projremovetime = 52
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 33,-64
velocity = 0
attr = S, SP
damage   = 20
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 = -8
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
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 8234, 1]
type = Projectile
trigger1 = time = 15
projanim = 1504
projhitanim = -1
projpriority = 1
projremove = 1
projremovetime = 52
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 73,-64
velocity = 0
attr = S, SP
damage   = 20
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 = -8
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
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 8234, 1]
type = Projectile
trigger1 = time = 18
projanim = 1504
projhitanim = -1
projpriority = 1
projremove = 1
projremovetime = 52
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 113,-64
velocity = 0
attr = S, SP
damage   = 20
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 = -8
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
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 8234, 1]
type = Projectile
trigger1 = time = 21
projanim = 1504
projhitanim = -1
projpriority = 1
projremove = 1
projremovetime = 52
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 153,-64
velocity = 0
attr = S, SP
damage   = 20
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 = -8
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
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 8234, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;========================================
; Sylph blow
;========================================
[Statedef 11115]
type = S
movetype = A
physics = N
anim = 1277
ctrl = 0
juggle = 7
poweradd= 100
velset = 0,0
sprpriority = 1

[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 1
value = s44, 0
volume = 250

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 1
value = s0, 0


[State 10000, sombras] 
type = Afterimage
trigger1 = TIME = 0
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  -1
length  = 13
TimeGap = 1
FrameGap = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 1278
;id = 1251
sprpriority = 1
postype = p1
pos = 0,0
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 1282
sprpriority = 0
postype = p1
pos = -10,0
vel = 0,0
supermove = 0
under = 0
ownpal = 1




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



[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11117


;ダッシュ
[Statedef 11117]
type = S
movetype = A
physics = N
anim = 1276
ctrl = 0
juggle = 7
velset = 80,0
sprpriority = 1




;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = Medium
damage    = 10,2
getpower = 61,61
guardflag = H
hitflag = MAFD
numhits = 1
pausetime = 2,4
sparkno = s11000 + var(36)
guard.sparkno = s10151
sparkxy = -7,-40
hitsound   = s44,1
guardsound = s4,9
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,0
air.fall = 1
fall.recover = 0
yaccel = .5
fall = 1



[State a];ヘルパ
type = Helper
trigger1 = movehit = 1
id = 11121
name = "ech"
sprpriority = 2
pos = 0,0
postype = p2
stateno = 11121
juggle = 8
helpertype = normal
keyctrl = 0 
ownpal = 1


[State 1000, 3]
type = ChangeState
trigger1 = time >= 5
value = 11116


;終了
[Statedef 11116]
type = S
movetype = A
physics = N
anim = 1264
ctrl = 0
juggle = 8
velset = 0,0
sprpriority = 1



[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 1279
sprpriority = 2
postype = p1
pos = -30,0
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 1282
sprpriority = 2
postype = p1
pos = 20,0
vel = 0,0
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 1281
sprpriority = 2
postype = p1
pos = -30,0
vel = 0,0
supermove = 0
under = 0
ownpal = 1


[state 1255]
type = turn
triggerall = p2bodydist x < 0
trigger1 = command = "aoi"


[state 1255]
type = changestate
trigger1 = command = "aoi"
value = 11125

;AI
[state 1255]
type = turn
triggerall = time >10
triggerall = p2bodydist x < 0
trigger1 = var(59) = 1
[state 1255]
triggerall = time >10
type = changestate
trigger1 = var(59) = 1
value = 11125


[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------
[Statedef 11125]
type = S
movetype = A
physics = N
anim = 1277
ctrl = 0
juggle = 7
poweradd= 100
velset = 0,0
sprpriority = 1

[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 1
value = s44, 0
volume = 250

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 1
value = s0, 3


[State 10000, sombras] 
type = Afterimage
trigger1 = TIME = 0
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  -1
length  = 13
TimeGap = 1
FrameGap = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 1278
;id = 1251
sprpriority = 1
postype = p1
pos = 0,0
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 1282
sprpriority = 0
postype = p1
pos = -10,0
vel = 0,0
supermove = 0
under = 0
ownpal = 1




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



[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11127


;ダッシュ
[Statedef 11127]
type = S
movetype = A
physics = N
anim = 1276
ctrl = 0
juggle = 7
velset = 80,0
sprpriority = 1




;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = Medium
damage    = 10,2
getpower = 61,61
guardflag = H
hitflag = MAFD
numhits = 1
pausetime = 2,4
sparkno = s11000 + var(36)
guard.sparkno = s10151
sparkxy = -7,-40
hitsound   = s44,1
guardsound = s4,9
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,0
air.fall = 1
fall.recover = 0
yaccel = .5
fall = 1



[State a];ヘルパ
type = Helper
trigger1 = movehit = 1
id = 11121
name = "ech"
sprpriority = 2
pos = 0,0
postype = p2
stateno = 11121
juggle = 8
helpertype = normal
keyctrl = 0 
ownpal = 1


[State 1000, 3]
type = ChangeState
trigger1 = time >= 5
value = 11126


;終了
[Statedef 11126]
type = S
movetype = A
physics = N
anim = 1283
ctrl = 0
juggle = 8
velset = 0,0
sprpriority = 1



[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 1279
sprpriority = 2
postype = p1
pos = -30,0
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 1282
sprpriority = 2
postype = p1
pos = 20,0
vel = 0,0
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 1281
sprpriority = 2
postype = p1
pos = -30,0
vel = 0,0
supermove = 0
under = 0
ownpal = 1



[state 1255]
type = changestate
trigger1 = command = "yamibarai2" || command = "aoi" || command = "yamibarai1"
value = 11135

;AI

[state 1255]
triggerall = time >10
type = changestate
trigger1 = var(59) = 1
value = 11135

[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 11121]
type    = S
movetype= A
sprpriority = 4
physics = S
velset = 0,0
juggle = 8
anim = 1266
ctrl = 0



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

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



[State 22121,1]
type = TargetLifeAdd
trigger1 = movehit = 1
value = Ceil(-0.002 * enemy,Const(data.life)) - 1
ignorehitpause = 1
absolute = 1

[State 22121, 2]
type = HitDef
trigger1 = animelem = 1
attr = S, NA
animtype  = hard
damage    = 5
getpower = 61,61
guardflag = M
pausetime = 4,4
sparkno = s11000 + random%2
guard.sparkno = s10151
sparkxy = -30,-75
hitsound   = s44,1
guardsound = s4,9
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -0,-2
air.velocity = 0,-2
fall = 1
fall.recover = 0
envshake.time = 7
envshake.ampl = 7

[State 22121, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = hard
damage    = 5
getpower = 61,61
guardflag = M
pausetime = 4,4
sparkno = s11000 + random%2
guard.sparkno = s10151
sparkxy = -30,-75
hitsound   = s44,1
guardsound = s4,9
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
fall = 1
fall.recover = 0
ground.velocity = -0,-3
air.velocity = 0,-3
envshake.time = 7
envshake.ampl = 7

[State 22121, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
animtype  = hard
damage    = 5
getpower = 61,61
guardflag = M
pausetime = 4,4
sparkno = s11000 + random%2
guard.sparkno = s10151
sparkxy = -30,-75
hitsound   = s44,1
guardsound = s4,9
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
fall = 1
fall.recover = 0
ground.velocity = -0,-3
air.velocity = 0,-3
envshake.time = 7
envshake.ampl = 7



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

;-----------------------------------------------------------
[Statedef 11135]
type = S
movetype = A
physics = N
anim = 1277
ctrl = 0
juggle = 7
poweradd= 100
velset = 0,0
sprpriority = 1


[state 1255]
type = turn
triggerall = p2dist x < 0
trigger1 = time = 0

[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 1
value = s44, 0
volume = 250




[State 10000, sombras] 
type = Afterimage
trigger1 = TIME = 0
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  -1
length  = 13
TimeGap = 1
FrameGap = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 1278
;id = 1251
sprpriority = 1
postype = p1
pos = 0,0
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 1282
sprpriority = 0
postype = p1
pos = -10,0
vel = 0,0
supermove = 0
under = 0
ownpal = 1

[state 66]
type = posset
trigger1 = animtime = 0
x = enemy,pos x


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



[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11137


;ダッシュ
[Statedef 11137]
type = S
movetype = A
physics = N
anim = 6610
ctrl = 0
juggle = 7
velset = 0,0
sprpriority = 1

[state x]
type = varset
trigger1 = 1
var(11) = 1

[state 66]
type = posadd
triggerall = enemy,facing = 1
trigger1 = time = 0
x = -80

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 1
value = s0, 4

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 1279
sprpriority = 2
postype = p1
pos = -30,0
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 1282
sprpriority = 2
postype = p1
pos = 20,0
vel = 0,0
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 1281
sprpriority = 2
postype = p1
pos = -30,0
vel = 0,0
supermove = 0
under = 0
ownpal = 1

;---------------------[攻撃の指定]


[State a];ヘルパ
type = Helper
trigger1 = animelem = 3
id = 11131
name = "fire"
pos = 60,-5
postype = p1
sprpriority = -1
stateno = 11131
juggle = 8
helpertype = normal
keyctrl = 0 
ownpal = 1

[State a];ヘルパ
type = Helper
trigger1 = animelem = 3
id = 11131
name = "fire"
pos = 60,5
postype = p1
sprpriority = 4
stateno = 11131
juggle = 8
helpertype = normal
keyctrl = 0 
ownpal = 1

[State a];ヘルパ
type = Helper
trigger1 = animelem = 3
id = 11131
name = "fire"
pos = 30,0
postype = p1
sprpriority = -1
stateno = 11131
juggle = 8
helpertype = normal
keyctrl = 0 
ownpal = 1

[State a];ヘルパ
type = Helper
trigger1 = animelem = 3
id = 11131
name = "fire"
pos = 80,0
postype = p1
sprpriority = 4
stateno = 11131
juggle = 8
helpertype = normal
keyctrl = 0 
ownpal = 1


[State 440, 2]
type = PlaySnd
trigger1 = animelem = 3
value = s44, 2
volume = 250

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 3
value = s44, 3
volume = 250


[State 1000, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1



;-------------------------------------------
[Statedef 11131]
type    = S
movetype= A
physics = S
velset = 0,0
sprpriority = 3
juggle = 8
anim = 6611
ctrl = 0

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

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


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

[State 1011, 2]
type = EnvShake
trigger1 = time = 0
time = 25
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
trigger2 = animelem = 4
trigger3 = animelem = 8
anim = 6612
persistent = 1
sprpriority = -1
postype = p1
pos = 0,14
vel = 0,0
scale = 1.2,1.2
supermove = 0
under = 0
ownpal = 1


[State 800, 2.1]
type = Projectile
trigger1 = animelem = 3
projanim = 6613
projremovetime = 20
projpriority = 99
projsprpriority = 5
offset = 0, 0
postype = p1
attr = S, SP
hitflag = MAF
guardflag = M
animtype = Hard
priority = 4,Hit
damage = 15,10
pausetime = 10, 10
guard.pausetime = 0, 6
sparkno = -1;s20000+(random%12)
guard.sparkno = -1;S8056
hitsound = -1;S0,7
guardsound = S6,0
sparkxy = 20, -78
ground.type = High
air.type = High
guard.slidetime = 18
guard.hittime = 19
guard.ctrltime = 15
guard.velocity = -10
ground.velocity = -4, -5.3
air.velocity = -5, -6
sprpriority = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
persistent = 1
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1


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

;-------------------------------------------
[Statedef 11141]
type    = S
movetype= A
physics = S
velset = 0,0
sprpriority = 3
juggle = 8
anim = 6611
ctrl = 0

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

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


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

[State 1011, 2]
type = EnvShake
trigger1 = time = 0
time = 25
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
trigger2 = animelem = 4
trigger3 = animelem = 8
anim = 6612
persistent = 1
sprpriority = -1
postype = p1
pos = 0,14
vel = 0,0
scale = 1.2,1.2
supermove = 0
under = 0
ownpal = 1


[State 800, 2.1]
type = Projectile
trigger1 = animelem = 3
projanim = 6613
projremovetime = 20
projpriority = 99
projsprpriority = 5
offset = 0, 0
postype = p1
attr = S, SP
hitflag = MAF
guardflag = M
animtype = Hard
priority = 4,Hit
damage = 65,10
pausetime = 10, 10
guard.pausetime = 0, 6
sparkno = -1;s20000+(random%12)
guard.sparkno = -1;S8056
hitsound = -1;S0,7
guardsound = S6,0
sparkxy = 20, -78
ground.type = High
air.type = High
guard.slidetime = 18
guard.hittime = 19
guard.ctrltime = 15
guard.velocity = -10
ground.velocity = -4, -5.3
air.velocity = -5, -6
sprpriority = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
persistent = 1
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1


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

;---------------------------- Pulling Wind ---------------------------
[Statedef 3350]
type     = S
movetype = A
physics  = S
juggle = 0;ifelse(p2statetype = L,0,8)
poweradd = 100
velset   = 0,0
anim     = 3355
ctrl     = 0
sprpriority = 3

[state x]
type = varset
trigger1 = 1
var(11) = 1

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,10
;channel = 0
volume = 255

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 1254
persistent = 1
sprpriority = 5
postype = p1
pos = -20,0
supermove = 0
ownpal = 1

[State 11101]
type = helper
trigger1 = Animelem = 2
id = 3355
persistent = 1
name = "pwind"
pos = 300,0
postype = P1
stateno = 3355
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 11101]
type = helper
trigger1 = Animelem = 2
id = 3357
persistent = 1
name = "p"
pos = 300,0
postype = P1
stateno = 3357
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

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

;--------------------
[Statedef 3355]
type    = S
movetype= A
physics = S
velset = -6,0
sprpriority = 8
anim = 3356
ctrl = 0

[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 = -3.5

[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 1078, 1]
type = Projectile
triggerall = animelemtime(2) > 0
trigger1 = (gametime%5) = 1
projanim = 3359
projremovetime = 2
projpriority = 99
projsprpriority = 5
offset = 0, 0
attr = S, SP
damage   = 6,3
animtype = hard
guardflag = M
hitflag = MAFDP
pausetime = 1,1
hitsound = S44,1
guardsound = S6,0
sparkxy = -10, -58
sparkno = s11000 + root,var(36)
guard.sparkno = S10151
ground.type = Low
ground.slidetime = 144
ground.hittime  = 25
ground.velocity = 5
air.animtype = Back
air.velocity = 4,-6
air.fall = 1
down.velocity = 4,-6
down.hittime = 30
down.bounce = 1
fall = 0
persistent = 1
envshake.time = 7
envshake.ampl = 7




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


[State 2];ヘルパー消滅
type = changestate
trigger1 = time >= 80
value = 3356

;--------------------
[Statedef 3356]
type    = S
movetype= A
physics = S
velset = -3.5,0
sprpriority = 3
anim = 3357
ctrl = 0

[State 50, 4];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = 27
trans = add1
timegap = 3
framegap = 1
length = 6
palbright = 100,100,100
palcontrast = 225,225,225

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

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



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

;------------------
[Statedef 3357]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = -3.5,0
ctrl = 0
anim = 3358

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = posadd
trigger1 = pos x = enemy,pos x
x = -30


[State 1000, 0]
type = PlayerPush
trigger1 = 1
value = 1



[state a]
type = destroyself
trigger1 = time >= 80

;---------------------------- Fire Splash ---------------------------
[Statedef 3450]
type     = S
movetype = A
physics  = S
juggle = 0;ifelse(p2statetype = L,0,8)
poweradd = 100
velset   = 0,0
anim     = 3355
ctrl     = 0
sprpriority = 3

[state x]
type = varset
trigger1 = 1
var(11) = 1

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,10
;channel = 0
volume = 255

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 1254
persistent = 1
sprpriority = 5
postype = p1
pos = -20,0
supermove = 0
ownpal = 1

[State 11101]
type = helper
trigger1 = Animelem = 2
id = 3455
persistent = 1
name = "bfire"
pos = 0,0
postype = P1
stateno = 3455
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999


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

;----------------------------------------
[Statedef 3455]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 4446

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1


[State a];ヘルパ
type = Helper
trigger1 = time = 0
id = 3455
name = "fire"
pos = 60,0
postype = p1
sprpriority = -1
stateno = 11141
juggle = 8
helpertype = normal
keyctrl = 0 
ownpal = 1

[State a];ヘルパ
type = Helper
trigger1 = time = 0
id = 3455
name = "fire"
pos = -60,0
postype = p1
sprpriority = -1
stateno = 11141
juggle = 8
helpertype = normal
keyctrl = 0 
ownpal = 1

[State a];ヘルパ
type = Helper
trigger1 = time = 27
id = 3455
name = "fire"
pos = 0,0
postype = p1
sprpriority = -1
stateno = 11141
juggle = 8
helpertype = normal
keyctrl = 0 
ownpal = 1

[State a];ヘルパ
type = Helper
trigger1 = time = 52
id = 3455
name = "fire"
pos = 120,0
postype = p1
sprpriority = -1
stateno = 11141
juggle = 8
helpertype = normal
keyctrl = 0 
ownpal = 1

[State a];ヘルパ
type = Helper
trigger1 = time = 52
id = 3455
name = "fire"
pos = -120,0
postype = p1
sprpriority = -1
stateno = 11141
juggle = 8
helpertype = normal
keyctrl = 0 
ownpal = 1


[State 440, 2]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 27
trigger3 = time = 52
value = s44, 2
volume = 250

[State 440, 2]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 27
trigger3 = time = 52
value = s44, 3
volume = 250



[state a]
type = destroyself
trigger1 = time >= 53



