[Statedef 797]
Type     = S
MoveType = I
Physics  = S
Anim     = 706
Ctrl     = 0

[State 797]
Type=VarAdd
Trigger1=animelem=6, =0
v=56
value=1

[State 710]
Type = NotHitBy
Trigger1 = AnimElem = 6,>=0
Value = SCA

[State 710]
Type = LifeAdd
Trigger1 = AnimElem = 6,=0
Value = ceil(LifeMax*var(36)*0.01)

[State 710]
Type = PowerAdd
Trigger1 = AnimElem = 6,=0
Value = -1800

[State 710]
Type = Helper
Trigger1 = AnimElem = 6,=0
StateNo = 6116
ID = 6116
Name = "BackGround"
Pos = 0,0
PosType = P1
Ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 710]
Type = Helper
Trigger1 = AnimElem = 6,=0
StateNo = 6300
ID = 6300
Name = "Cut_In"
Pos = 0,0
PosType = P1
Ownpal = 1
SuperMoveTime = 99
PauseMoveTime = 99

[State 710]
Type = PlaySnd
Trigger1 = AnimElem = 6
Value = s0,18

[State 710, ステート変更]
Type = ChangeState
Trigger1 = (var(56) = 1)
Trigger1 = AnimTime = 0
value = 3200

[State 710]
Type = VarSet
Trigger1 = AnimTime = 0
var(32) = 0

[State 710]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　Ｙｏｕｍｕ　Ｃｏｎｓｔａｎｔｓ　Ｆｉｌｅ　Ｎｏ４
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　特殊技
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　霊突
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 700]
Type     = S
MoveType = A
Physics  = N
Anim     = 700
Ctrl     = 0

[State 700, 変数]
Type = VarSet
Trigger1 = Time = 0
var(6) = 0

[State 700, 変数]
Type = VarSet
Trigger1 = !MoveContact
var(5) = P2StateNo
IgnoreHitPause = 1

[State 700, 変数]
Type = VarSet
Trigger1 = NumTarget != 0
Trigger1 = (var(5) = 131)
Trigger1 = MoveHit = 1
var(6) = 1
IgnoreHitPause = 1
Persistent = 0

;**************************************************
[State 700, 攻撃力補正]
Type = VarAdd
Trigger1 = (!IsHelper(6400))
Trigger1 = MoveHit = 1
fvar(39) = -25
IgnoreHitPause = 1
Persistent = 10

[State 700, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = Time > 0
Trigger1 = (IsHelper(6400))
Trigger1 = MoveHit = 1
fvar(39) = -25
IgnoreHitPause = 1
Persistent = 10

[State 700, 変数]
Type = VarSet
Trigger1 = (!IsHelper(6400))
Trigger1 = (MoveHit = 1) && (HitPauseTime = 9)
var(7) = 700
IgnoreHitPause = 1
Persistent = 10

[State 700, 変数]
Type = ParentVarSet
Trigger1 = (IsHelper(6400))
Trigger1 = (MoveHit = 1) && (HitPauseTime = 9)
var(7) = 700
IgnoreHitPause = 1
Persistent = 10

[State 700, ゲージ増減]
Type = PowerAdd
Trigger1 = (MoveHit = 1)
Value = IfElse(var(6),10,50)
IgnoreHitPause = 1
Persistent = 10

[State 700, 攻撃力]
Type = AttackMulSet
Trigger1 = (IsHelper(6400))
Value = IfElse(Root,fvar(39)<=3,.015,Root,fvar(39)/200.0)

;**************************************************
[State 700, ヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (MoveHit = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo != [120,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 20
StateNo = 6000
ID = 6002
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 700, ヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (MoveHit = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo != [120,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 20
StateNo = 6000
ID = 6002
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 700, ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (MoveGuarded = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo = [150,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 20
StateNo = 6005
ID = 6000
Name = "GuardSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 700, ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (MoveGuarded = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo = [150,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 20
StateNo = 6005
ID = 6000
Name = "GuardSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 700, カウンターヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (!IsHelper(6400))
Trigger1 = (MoveHit = 1) && (Enemy(0),Movetype = H) && (var(19))
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo != [120,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 20
StateNo = 6155
ID = 6155
Name = "Counter"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

[State 700, カウンターヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (!IsHelper(6400))
Trigger1 = (MoveHit = 1) && (Enemy(1),Movetype = H) && (var(19))
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo != [120,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 20
StateNo = 6155
ID = 6155
Name = "Counter"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 700, エフェクト]
Type = Explod
Trigger1 = (!IsHelper(6400))
Trigger1 = AnimElem = 6
Anim = 2004
ID = 2004
Pos = 100,-29
BindTime = -1
Ownpal = 1
SprPriority = 5
RemoveOnGetHit = 1
IgnoreHitPause = 1

;**************************************************
[State 700, 半身攻撃]
Type = Helper
Trigger1 = (!IsHelper(6400))
Trigger1 = (Time = 0) && (var(12) = 1)
StateNo = 700
ID = 6400
Name = "Attack"
Pos = 0,0
PosType = P1
IgnoreHitPause = 1

[State 700, アニメ]
Type = ChangeAnim
Trigger1 = (IsHelper(6400)) && (Time = 0)
Value = Anim+20000

[State 700, 無敵]
Type = NotHitBy
Trigger1 = (IsHelper(6400))
Value = SCA
IgnoreHitPause = 1

[State 700, 特殊効果]
Type = AssertSpecial
Trigger1 = (IsHelper(6400))
Flag = Invisible
IgnoreHitPause = 1

[State 700, 本体に付く位置]
Type = BindToRoot
Trigger1 = (IsHelper(6400))
Time = 1
Pos = 0,0
IgnoreHitPause = 1

[State 700, ヘルパーを消す]
Type = DestroySelf
TriggerAll = (IsHelper(6400))
Trigger1 = (AnimTime = 0) || (Root,MoveType = H)

;**************************************************
[State 700, 音ヘルパー]
Type = Helper
Trigger1 = (!IsHelper(6400))
Trigger1 = MoveHit = 1
Trigger1 = NumHelper(6049) = 0
StateNo = 6049
ID = 6049
Name = "Sound"
Pos = 0,0
PosType = P1
Ownpal = 0
IgnoreHitPause = 1
Persistent = 0

;**************************************************
[State 700, 音]
Type = PlaySnd
Trigger1 = (!IsHelper(6400))
Trigger1 = AnimElem = 6
Value = s0,2

[State 700, 音]
Type = PlaySnd
Trigger1 = (!IsHelper(6400))
Trigger1 = (MoveHit = 1) && (var(19))
Value = s0,19
Channel = 20
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 700, ヒット定義]
Type = HitDef
Trigger1 = AnimElem = 7
Attr              = S, NA
Damage            = 0
GetPower          = 0,10
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = HA
Priority          = 4,Hit
PauseTime         = 10,10
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = -25,-25
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 14+(var(19)*6)
Ground.HitTime    = 14+(var(19)*6)
Air.HitTime       = 14+(var(19)*6)
Ground.Velocity   = -4.5-(var(19)*3),-4-(var(19)*2)
Air.Velocity      = -4-(var(19)*3),-3.5-(var(19)*2)
AirGuard.Velocity = -4,-3
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil((70+(var(19)*60))*(var(16)/1000.0))
ID = 20

;**************************************************
[State 700, 相手ライフ増減-1]
Type = TargetLifeAdd
Trigger1 = NumTarget != 0
Trigger1 = (!IsHelper(6400))
Trigger1 = (var(12) = 0)
Trigger1 = (MoveHit = 1) && (var(6) = 0)
Value = Floor(-200*IfElse(fvar(39)<=3,.03,fvar(39)/100.0))
IgnoreHitPause = 1
Persistent = 10

[State 700, 相手ライフ増減-2]
Type = TargetLifeAdd
Trigger1 = NumTarget != 0
Trigger1 = (!IsHelper(6400))
Trigger1 = (var(12) = 1)
Trigger1 = (MoveHit = 1) && (var(6) = 0)
Value = Floor(-200*IfElse(fvar(39)<=3,.015,fvar(39)/200.0))
IgnoreHitPause = 1
Persistent = 10

[State 700, 相手ライフ増減-3]
Type = TargetLifeAdd
Trigger1 = NumTarget != 0
Trigger1 = (IsHelper(6400))
Trigger1 = (MoveHit = 1) && (var(6) = 0)
Value = Floor(-200*IfElse(Root,fvar(39)<=3,.015,Root,fvar(39)/200.0))
IgnoreHitPause = 1
Persistent = 10

[State 700, 相手ステート変更]
Type = TargetState
Trigger1 = NumTarget != 0
Trigger1 = MoveHit = 1
Value = IfElse(var(6)=1,10020,10000)
ID = 20
IgnoreHitPause = 1
Persistent = 0

;**************************************************
[State 700, ステート変更]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　成仏
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 701]
Type     = S
MoveType = A
Physics  = N
Anim     = 701
Ctrl     = 0

[State 701, 変数]
Type = VarSet
Trigger1 = Time = 0
var(6) = 0

[State 701, 変数]
Type = VarSet
Trigger1 = !MoveContact
var(5) = P2StateNo
IgnoreHitPause = 1

[State 701, 変数]
Type = VarSet
Trigger1 = NumTarget != 0
Trigger1 = (var(5) = 130)
Trigger1 = MoveHit = 1
var(6) = 1
IgnoreHitPause = 1
Persistent = 0

;**************************************************
[State 701, 攻撃力補正]
Type = VarAdd
Trigger1 = (!IsHelper(6400))
Trigger1 = MoveHit = 1
fvar(39) = -25
IgnoreHitPause = 1
Persistent = 10

[State 701, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = Time > 0
Trigger1 = (IsHelper(6400))
Trigger1 = MoveHit = 1
fvar(39) = -25
IgnoreHitPause = 1
Persistent = 10

[State 701, 変数]
Type = VarSet
Trigger1 = (!IsHelper(6400))
Trigger1 = (MoveHit = 1) && (HitPauseTime = 9)
var(7) = 700
IgnoreHitPause = 1
Persistent = 10

[State 701, 変数]
Type = ParentVarSet
Trigger1 = (IsHelper(6400))
Trigger1 = (MoveHit = 1) && (HitPauseTime = 9)
var(7) = 700
IgnoreHitPause = 1
Persistent = 10

[State 701, ゲージ増減]
Type = PowerAdd
Trigger1 = (MoveHit = 1)
Value = IfElse(var(6),10,50)
IgnoreHitPause = 1
Persistent = 10

[State 701, 攻撃力]
Type = AttackMulSet
Trigger1 = (IsHelper(6400))
Value = IfElse(Root,fvar(39)<=3,.015,Root,fvar(39)/200.0)

;**************************************************
[State 701, ヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (MoveHit = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo != [120,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 21
StateNo = 6000
ID = 6002
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)-10
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 701, ヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (MoveHit = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo != [120,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 21
StateNo = 6000
ID = 6002
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)-10
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 701, ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (MoveGuarded = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo = [150,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 21
StateNo = 6005
ID = 6000
Name = "GuardSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)-10
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 701, ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (MoveGuarded = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo = [150,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 21
StateNo = 6005
ID = 6000
Name = "GuardSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)-10
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 701, カウンターヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (!IsHelper(6400))
Trigger1 = (MoveHit = 1) && (Enemy(0),Movetype = H) && (var(19))
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo != [120,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 21
StateNo = 6155
ID = 6155
Name = "Counter"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

[State 701, カウンターヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (!IsHelper(6400))
Trigger1 = (MoveHit = 1) && (Enemy(1),Movetype = H) && (var(19))
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo != [120,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 21
StateNo = 6155
ID = 6155
Name = "Counter"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 701, 半身攻撃]
Type = Helper
Trigger1 = (!IsHelper(6400))
Trigger1 = (Time = 0) && (var(12) = 1)
StateNo = 701
ID = 6400
Name = "Attack"
Pos = 0,0
PosType = P1
IgnoreHitPause = 1

[State 701, アニメ]
Type = ChangeAnim
Trigger1 = (IsHelper(6400)) && (Time = 0)
Value = Anim+20000

[State 701, 無敵]
Type = NotHitBy
Trigger1 = (IsHelper(6400))
Value = SCA
IgnoreHitPause = 1

[State 701, 特殊効果]
Type = AssertSpecial
Trigger1 = (IsHelper(6400))
Flag = Invisible
IgnoreHitPause = 1

[State 701, 本体に付く位置]
Type = BindToRoot
Trigger1 = (IsHelper(6400))
Time = 1
Pos = 0,0
IgnoreHitPause = 1

[State 701, ヘルパーを消す]
Type = DestroySelf
TriggerAll = (IsHelper(6400))
Trigger1 = (AnimTime = 0) || (Root,MoveType = H)

;**************************************************
[State 701, エフェクト]
Type = Explod
Trigger1 = (!IsHelper(6400))
Trigger1 = AnimElem = 8
Anim = 2005
ID = 2005
Pos = 12,-83
BindTime = -1
Ownpal = 1
SprPriority = 5
RemoveOnGetHit = 1
IgnoreHitPause = 1

;**************************************************
[State 701, 音]
Type = PlaySnd
Trigger1 = (!IsHelper(6400))
Trigger1 = AnimElem = 8
Value = s0,2

[State 701, 音]
Type = PlaySnd
Trigger1 = (!IsHelper(6400))
Trigger1 = (MoveHit = 1) && (var(19))
Value = s0,19
Channel = 20
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 701, ヒット定義]
Type = HitDef
Trigger1 = AnimElem = 8
Attr              = S, NA
Damage            = 0
GetPower          = 0,10
AnimType          = hard
HitFlag           = MAF
GuardFlag         = LA
Priority          = 4,Hit
PauseTime         = 10,10
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = -25,-25
HitSound          = -1
GuardSound        = -1
Ground.Type       = Trip
Air.Type          = Low
Ground.SlideTime  = 14+(var(19)*6)
Ground.HitTime    = 14+(var(19)*6)
Air.HitTime       = 14+(var(19)*6)
Ground.Velocity   = -2-(var(19)*4),-3.5-(var(19)*2)
Air.Velocity      = -2-(var(19)*4),-3-(var(19)*2)
AirGuard.Velocity = -2,-3
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil((70+(var(19)*60))*(var(16)/1000.0))
ID = 21

;**************************************************
[State 701, 相手ライフ増減-1]
Type = TargetLifeAdd
Trigger1 = NumTarget != 0
Trigger1 = (!IsHelper(6400))
Trigger1 = (var(12) = 0)
Trigger1 = (MoveHit = 1) && (var(6) = 0)
Value = Floor(-200*IfElse(fvar(39)<=3,.03,fvar(39)/100.0))
IgnoreHitPause = 1
Persistent = 10

[State 701, 相手ライフ増減-2]
Type = TargetLifeAdd
Trigger1 = NumTarget != 0
Trigger1 = (!IsHelper(6400))
Trigger1 = (var(12) = 1)
Trigger1 = (MoveHit = 1) && (var(6) = 0)
Value = Floor(-200*IfElse(fvar(39)<=3,.015,fvar(39)/200.0))
IgnoreHitPause = 1
Persistent = 10

[State 701, 相手ライフ増減-3]
Type = TargetLifeAdd
Trigger1 = NumTarget != 0
Trigger1 = (IsHelper(6400))
Trigger1 = (MoveHit = 1) && (var(6) = 0)
Value = Floor(-200*IfElse(Root,fvar(39)<=3,.03,Root,fvar(39)/100.0))
IgnoreHitPause = 1
Persistent = 10

[State 701, 相手ステート変更]
Type = TargetState
Trigger1 = NumTarget != 0
Trigger1 = (MoveHit = 1) && (var(6) = 1)
Value = 10020
ID = 21
IgnoreHitPause = 1
Persistent = 0

;**************************************************
[State 701, ステート変更]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　霊撃
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 702]
Type     = S
MoveType = A
Physics  = N
Anim     = IfElse((PrevStateNo=[200,1999]),703,IfElse((PrevStateNo!=[120,155]),702,704))
Ctrl     = 0
VelSet   = 0

[State 702, 変数増減]
Type = VarSet
Trigger1 = (!IsHelper(6400))
Trigger1 = (Time = 0)
var(5) = IfElse((PrevStateNo=[200,1999]),1,IfElse((PrevStateNo!=[120,155]),2,0))

[State 702, 変数増減]
Type = VarSet
Trigger1 = (IsHelper(6400))
Trigger1 = (Time = 0)
var(5) = IfElse((Root,PrevStateNo=[200,1999]),1,IfElse((Root,PrevStateNo!=[120,155]),2,0))

[State 702, 変数増減]
Type = VarSet
Trigger1 = AnimElem = 5
var(3) = 0

[State 702, 変数増減]
Type = VarAdd
Trigger1 = AnimElem = 5
var(47) = -1

[State 702, 変数増減]
Type = VarSet
Trigger1 = fvar(5) < 1000
Trigger1 = (var(50) < 100) && (PrevStateNo!=[120,155])
Trigger1 = ProjHitTime(702) = 0
fvar(5) = 1000
IgnoreHitPause = 1

;**************************************************
[State 702, 攻撃力補正]
Type = VarAdd
Trigger1 = (!IsHelper(6400))
Trigger1 = ProjHitTime(702) = 0
fvar(39) = -20
IgnoreHitPause = 1
Persistent = 11

[State 702, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = (IsHelper(6400))
Trigger1 = (Root,ProjHitTime(702) = [0,1])
fvar(39) = -20
IgnoreHitPause = 1
Persistent = 11

[State 702, 変数]
Type = VarSet
Trigger1 = (!IsHelper(6400))
Trigger1 = ProjHitTime(702) = 0
var(7) = 3
IgnoreHitPause = 1

;**************************************************
[State 702, ヒットエフェクト]
Type = Helper
TriggerAll = NumEnemy != 0
TriggerAll = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo != [120,155])
TriggerAll = Enemy(0),GetHitvar(ChainID) = 22
Trigger1 = (ProjHitTime(702) = 0) && (Enemy(0),Movetype = H)
Trigger2 = (IsHelper(6400))
Trigger2 = (Root,ProjHitTime(702) = [0,1]) && (Enemy(0),Movetype = H)
StateNo = 6000
ID = 6002
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 11
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 702, ヒットエフェクト]
Type = Helper
TriggerAll = NumEnemy = 2
TriggerAll = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo != [120,155])
TriggerAll = Enemy(1),GetHitvar(ChainID) = 22
Trigger1 = (ProjHitTime(702) = 0) && (Enemy(1),Movetype = H)
Trigger2 = (IsHelper(6400))
Trigger2 = (Root,ProjHitTime(702) = [0,1]) && (Enemy(1),Movetype = H)
StateNo = 6000
ID = 6002
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 11
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 702, ガードエフェクト]
Type = Helper
TriggerAll = NumEnemy != 0
TriggerAll = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo = [150,155])
TriggerAll = Enemy(0),GetHitvar(ChainID) = 22
Trigger1 = (ProjGuardedTime(702) = 0) && (Enemy(0),Movetype = H)
Trigger2 = (IsHelper(6400))
Trigger2 = (Root,ProjGuardedTime(702) = [0,1]) && (Enemy(0),Movetype = H)
StateNo = 6005
ID = 6000
Name = "GuardSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 11
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 702, ガードエフェクト]
Type = Helper
TriggerAll = NumEnemy = 2
TriggerAll = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo = [150,155])
TriggerAll = Enemy(1),GetHitvar(ChainID) = 22
Trigger1 = (ProjGuardedTime(702) = 0) && (Enemy(1),Movetype = H)
Trigger2 = (IsHelper(6400))
Trigger2 = (Root,ProjGuardedTime(702) = [0,1]) && (Enemy(1),Movetype = H)
StateNo = 6005
ID = 6000
Name = "GuardSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 11
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 702, 半身攻撃]
Type = Helper
Trigger1 = (!IsHelper(6400))
Trigger1 = (Time = 0) && (var(12) = 1)
StateNo = 702
ID = 6400
Name = "Attack"
Pos = 0,0
PosType = P1
IgnoreHitPause = 1

[State 702, アニメ]
Type = ChangeAnim
Trigger1 = (IsHelper(6400)) && (Time = 0)
Value = Root,Anim+20000

[State 702, 無敵]
Type = NotHitBy
Trigger1 = (IsHelper(6400))
Value = SCA
IgnoreHitPause = 1

[State 702, 特殊効果]
Type = AssertSpecial
Trigger1 = (IsHelper(6400))
Flag = Invisible
IgnoreHitPause = 1

[State 702, 本体に付く位置]
Type = BindToRoot
Trigger1 = (IsHelper(6400))
Time = 1
Pos = 0,0
IgnoreHitPause = 1

[State 702, ヘルパーを消す]
Type = DestroySelf
TriggerAll = (IsHelper(6400))
Trigger1 = (AnimTime = 0) || (Root,MoveType = H)

;**************************************************
[State 702, 無敵]
Type = NotHitBy
Trigger1 = Time = 0
Value = SCA
Time = 14

;**************************************************
[State 702, エフェクトヘルパー]
Type = Helper
Trigger1 = (!IsHelper(6400))
Trigger1 = AnimElem = 5
Stateno = 6051
ID = 6051
Name = "Reigeki"
Pos = 0,-40
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 702, 音]
Type = PlaySnd
Trigger1 = (!IsHelper(6400))
Trigger1 = AnimElem = 5
Value = s0,15

;**************************************************
[State 702, 飛び道具]
Type = Projectile
Trigger1 = AnimElem = 5
Attr             = A, HP
Damage           = IfElse((var(5)=1),100,0)
GetPower         = 0
AnimType         = Hard
PauseTime        = 0,11
;-----------------------------------
Offset           = 0,-40
Velocity         = 0,0
ProjID           = 702
ProjAnim         = 705
ProjHitAnim      = 10000
ProjRemanim      = 10000
ProjHits         = 1
ProjMissTime     = 1
ProjScale        = 1,1
ProjPriority     = 9
ProjRemove       = 0
ProjRemoveTime   = 2
;-----------------------------------
HitFlag          = MAF
GuardFlag        = MA
SparkNo          = -1
SparkXY          = 0,999
HitSound         = s0,5
GuardSound       = -1
Ground.Type      = High
Ground.SlideTime = 15
Ground.HitTime   = 15
Ground.Velocity  = -IfElse((var(5)=1),.5,6),-IfElse((var(5)=1),10,5)
Air.Velocity     = -IfElse((var(5)=1),.5,6),-IfElse((var(5)=1),10,5)
Fall = 1
Fall.Recover = 0
ID = 22

;**************************************************
[State 702, ステート変更]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　カード宣言
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 710]
Type     = S
MoveType = I
Physics  = S
Anim     = 706
Ctrl     = 0

[State 710, 変数]
Type = VarSet
Trigger1 = (var(59) = 0) && (var(5) = 5900)
var(5) = 0

[State 710, 変数]
Type = VarSet
Trigger1 = (var(59) = 1) && (PrevStateNo =[0,20]) && (var(5) = 5900)
var(5) = 0

[State 710, 変数]
Type = VarSet
Trigger1 = var(56) = 0
Trigger1 = NumHelper(6115) = 0
Trigger1 = AnimElem = 5,=0
fvar(1) = (Power)+(1306-Floor((Power)*.1307))

[State 710, 変数]
Type = VarSet
Trigger1 = var(56) = 0
Trigger1 = AnimElem = 5,=1
var(17) = 1

[State 710, 変数増減]
Type = VarAdd
Trigger1 = var(56) = 0
Trigger1 = NumHelper(6115) = 1
Trigger1 = var(42) = 0
Trigger1 = AnimElem = 5,=0
var(47) = -1

[State 710, ゲージ増減]
Type = PowerAdd
Trigger1 = var(56) = 0
Trigger1 = NumHelper(6115) = 1
Trigger1 = var(42) = 0
Trigger1 = AnimElem = 5,=0
Value = -1000

[State 710, 変数]
Type = VarSet
Trigger1 = var(56) = 0
Trigger1 = NumHelper(6115) = 1
Trigger1 = var(42) = 0
Trigger1 = AnimElem = 5,=0
var(42) = 1

;**************************************************
[State 710, 無敵]
Type = NotHitBy
Trigger1 = AnimElem = 5,>=0
Trigger2 = var(56) > 0
Value = SCA

[State 710, ライフ増減]
Type = LifeAdd
Trigger1 = NumHelper(6115) = 0
Trigger1 = var(17) = 0
Trigger1 = AnimElem = 5,=0
Value = LifeMax*0.35

[State 710, ライフ]
Type = LifeSet
Trigger1 = var(56) > 0
Trigger1 = AnimElem = 5,=0
Value = LifeMax

[State 710, 特殊効果]
Type = AssertSpecial
Trigger1 = RoundState < 2
Trigger1 = var(56) > 0
Flag = Intro

;**************************************************
[State 710, 魔方陣]
Type = Helper
Trigger1 = var(56) = 0
Trigger1 = NumHelper(6115) = 0
Trigger1 = AnimElem = 5,=0
StateNo = 6115
ID = 6115
Name = "Mahojin"
Pos = 0,0
PosType = P1
Ownpal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
Size.XScale = 1
Size.YScale = 1

[State 710, 敵専用スペルカード用]
Type = Helper
Trigger1 = var(56) > 0
Trigger1 = AnimElem = 5,=0
StateNo = 6116
ID = 6116
Name = "BackGround"
Pos = 0,0
PosType = P1
Ownpal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 710, カットイン]
Type = Helper
Trigger1 = AnimElem = 5,=0
StateNo = 6300
ID = 6300
Name = "Cut_In"
Pos = 0,0
PosType = P1
Ownpal = 1
SuperMoveTime = 99
PauseMoveTime = 99

;**************************************************
[State 710, 音]
Type = PlaySnd
Trigger1 = AnimElem = 5
Value = s0,18

;**************************************************
[State 710, ステート変更]
Type = ChangeState
Trigger1 = RoundState <2
Trigger1 = AnimTime = 0
Trigger1 = (var(5) = 5900)
Value = 0
Ctrl = 0

[State 710, ステート変更]
Type = ChangeState
Trigger1 = (var(56) = 1)
Trigger1 = AnimTime = 0
Value = 3200

[State 710, ステート変更]
Type = ChangeState
Trigger1 = (IsHelper(6400)) && (Time > 1)
Value = 6400

[State 710, ステート変更]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ＡＩ用　エアフォール
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 790]
Type     = A
MoveType = I
Physics  = N
Anim     = 5050
Ctrl     = 0

[State 790, 移動速度]
Type = VelSet
Trigger1 = Time = 0
X = -2
Y = -4

[State 790, 速度加算]
Type = VelAdd
Trigger1 = 1
Y = .31

;**************************************************
[State 790, 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

;**************************************************
[State 790, ステート変更]
Type = ChangeState
Trigger1 = Vel Y > 0 && Pos Y >= 25
Value = 791

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ＡＩ用　バウンド
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 791]
Type     = L
MoveType = I
Physics  = N

[State 791, 移動速度]
Type = VelSet
Trigger1 = Time = 0
Trigger1 = GetHitVar(Fall.YVel) = 0
Trigger1 = Vel X > 1
X = 1

[State 791, 移動速度]
Type = VelSet
Trigger1 = Time = 0
Y = 0

[State 791, 速度加算]
Type = VelAdd
Trigger1 = (Anim = 5160)
y = .4

[State 791, 速度乗算]
Type = VelMul
Trigger1 = Time = 0
X = .75

[State 791, 移動速度]
Type = VelSet
Trigger1 = (Anim = 5100) && (AnimTime = 0)
Y = -3.4

[State 791, 軸位置]
Type = PosSet
Trigger1 = Time = 0
Trigger2 = (Anim = 5100) && (AnimTime = 0)
Y = 0

[State 791, 軸位置固定]
Type = PosFreeze
Trigger1 = Time = 0
Trigger1 = GetHitVar(Fall.YVel) != 0
value = 6

;**************************************************
[State 791, 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 791, アニメ]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 5100

[State 791, アニメ]
Type = ChangeAnim
Trigger1 = (Anim = 5100) && (AnimTime = 0)
Value = 5160

;**************************************************
[State 791, 音]
Type = PlaySnd
Trigger1 = Time = 1
Value = s0,13

;**************************************************
[State 791, ステート変更]
Type = ChangeState
Trigger1 = Time = 0
Trigger1 = GetHitVar(Fall.YVel) = 0
Trigger2 = Vel Y > 0 &&  Pos Y >= 0
Value = 792

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ＡＩ用　ダウン
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 792]
Type     = L
MoveType = I
Physics  = N

[State 792, 変数]
Type = VarSet
Trigger1 = Time = 0
var(5) = 0

[State 792, 変数増減]
Type = VarAdd
Trigger1 = Time = 0
var(56) = 1

[State 792, 移動速度]
Type = VelSet
Trigger1 = Time = 0
Y = 0

[State 792, 速度乗算]
Type = VelMul
Trigger1 = (Vel X != [.05,-.05])
X = .85

[State 792, 移動速度]
Type = VelSet
Trigger1 = (Vel X = [.05,-.05])
X = 0
Persistent = 0

[State 792, 軸位置]
Type = PosSet
Trigger1 = Time = 0
Y = 0

;**************************************************
[State 792, 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 792, アニメ]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 5170

[State 792, アニメ]
Type = ChangeAnim
Trigger1 = (Anim = 5170) && (AnimTime = 0)
Value = 5110

;**************************************************
[State 792, ステート変更]
Type = ChangeState
Trigger1 = Time > 50
Value = 793

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ＡＩ用　起き上がり
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 793]
Type     = L
MoveType = I
Physics  = N
Anim     = 5120
VelSet   = 0,0

;**************************************************
[State 793, 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

;**************************************************
[State 793, ステート変更]
Type = ChangeState
Trigger1 = (Anim = 5120) && (AnimTime = 0)
Value = IfElse(RoundState>2,0,710)
Ctrl = IfElse(RoundState>2,1,0)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　符の壱「二重の苦輪」　半身
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 794]
Type     = A
MoveType = I
Physics  = N
Ctrl     = 0

[State 794, 変数]
Type = VarSet
Trigger1 = Time = 0
var(56) = 1

[State 794, アニメ]
Type = ChangeAnim
Trigger1 = (Time = 0)
Value = 41
Elem = 9

[State 794, 速度加算]
Type = VelAdd
Trigger1 = 1
Y = .34

;**************************************************
[State 794, 透明度]
Type = Trans
Trigger1 = (IsHelper(6401))
Trans = AddAlpha
Alpha = 128,128
IgnoreHitPause = 1

[State 794, 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA

;**************************************************
[State 794, ステート変更]
Type = ChangeState
Trigger1 = Pos Y >= 0
Value = 795

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ＡＩ用　待機
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 795]
Type     = S
MoveType = I
Physics  = S
Anim     = 0
Ctrl     = 0

[State 795]
Type=ChangeState
Trigger1=!IsHelper
Trigger1=var(59)=0
value=0
ctrl=1

[State 795, 移動速度]
Type = VelSet
Trigger1 = Time = 0
Y = 0

[State 795, 移動速度]
Type = VelSet
Trigger1 = Abs(Vel X) < 2
Trigger2 = Time = 4
X = 0

[State 795, 軸位置]
Type = PosSet
Trigger1 = Time = 0
Y = 0

;**************************************************
[State 795, 振り返る]
Type = Turn
Trigger1 = Anim = 0
Trigger1 = P2Dist X < -5

[State 795, 透明度]
Type = Trans
Trigger1 = ((IsHelper(6401)) || (IsHelper(6402)) || (IsHelper(6403)))
Trans = AddAlpha
Alpha = 128,128
IgnoreHitPause = 1

[State 795, 無敵]
Type = NotHitBy
Trigger1 = ((IsHelper(6401)) || (IsHelper(6402)) || (IsHelper(6403)))
Value = SCA

;**************************************************
[State 795, ステート変更]
Type = ChangeState
TriggerAll = RoundState = 2
TriggerAll = (Time > 4) && (Random < 200)
TriggerAll = P2Dist X >= 150
Trigger1 = ((IsHelper(6401)) || (IsHelper(6402)) || (IsHelper(6403)))
Trigger1 = (Root,StateNo != 0) || ((Root,StateNo = 0) && (Root,Ctrl))
Trigger2 = ((!IsHelper(6401)) && (!IsHelper(6402)) && (!IsHelper(6403)))
Trigger2 = var(59)>0
Value = IfElse(Random<660,1004,IfElse(Random<660,1002,1007))

[State 795, ステート変更]
Type = ChangeState
TriggerAll = RoundState = 2
TriggerAll = (Time > 4) && (Random < 200)
TriggerAll = P2Dist X < 150
Trigger1 = ((IsHelper(6401)) || (IsHelper(6402)) || (IsHelper(6403)))
Trigger1 = (Root,StateNo != 0) || ((Root,StateNo = 0) && (Root,Ctrl))
Trigger2 = ((!IsHelper(6401)) && (!IsHelper(6402)) && (!IsHelper(6403)))
Trigger2 = var(59)>0
Value = IfElse(Random<660,1002,IfElse(Random<660,1007,1004))

[State 795, ステート変更]
Type = ChangeState
Trigger1 = Anim = 0
Trigger1 = Command = "holdback"
Trigger1 = InGuardDist
Value = 120

[State 795, ステート変更]
Type = ChangeState
Trigger1 = ((!IsHelper(6401)) && (!IsHelper(6402)) && (!IsHelper(6403)))
Trigger1 = Anim = 0
Trigger1 = RoundState > 2
Value = 0
Ctrl = 1

[State 795, ステート変更]
Type = ChangeState
Trigger1 = ((IsHelper(6401)) || (IsHelper(6402)) || (IsHelper(6403)))
Trigger1 = Root,StateNo = [170,180]
Trigger1 = RoundState > 2
Value = Root,StateNo

;**************************************************
[State 795, ヘルパーを消す]
Type = DestroySelf
Triggerall = ((IsHelper(6401)) || (IsHelper(6402)) || (IsHelper(6403)))
Trigger1 = (Root,StateNo = [790,793])
Trigger2 = (Root,StateNo = 797) && (Root,Time<10)
Trigger3 = (root,var(56)>1)

;−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　飛び道具関連
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　剣閃　弾
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2000]
MoveType = A
Physics  = N
Anim     = 2006
SprPriority = 4

[State 2000, 変数]
Type = VarAdd
Trigger1 = Time > 20
var(0) = 20

[State 2000, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(0) = IfElse(IsHelper(2000),7.25,IfElse(IsHelper(2001),8.25,7.75))

[State 2000, 変数増減]
Type = VarAdd
Trigger1 = Time = [8,16]
fvar(0) = -.6

[State 2000, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = IsHelper(2001) || IsHelper(2002)
fvar(3) = IfElse(IsHelper(2001),20,-20)*(Pi/180.0)

[State 2000, 移動速度]
Type = VelSet
Trigger1 = 1
X = fvar(0)*Cos(fvar(3))
Y = -fvar(0)*Sin(fvar(3))

;**************************************************
[State 2000, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
fvar(39) = -20
IgnoreHitPause = 1
Persistent = 1

[State 2000, 変数]
Type = ParentVarSet
Trigger1 = MoveHit = 1
var(7) = 7
IgnoreHitPause = 1
Persistent = 1

[State 2000, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=3,.03,Root,fvar(39)/100.0)

[State 2000, ガードにさせない]
Type = AttackDist
Trigger1 = Root,var(56) > 0
Value = 0

;**************************************************
[State 2000, 変数増減]
Type = VarSet
Trigger1 = NumEnemy > 1
var(58) = !EnemyNear,Alive
IgnoreHitPause = 1

[State 2000, 変数増減]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = var(59) < 41
Trigger1 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X>=(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))
Trigger2 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X<=(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 1+(EnemyNear,Time>40)*41
IgnoreHitPause = 1

[State 2000, 変数増減]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = (EnemyNear(var(58)),StateNo != [100,119])
Trigger2 = (EnemyNear(var(58)),Vel X<(EnemyNear,Const(Velocity.Run.Fwd.X)*.85))&&(EnemyNear(var(58)),Vel X>(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 0
IgnoreHitPause = 1

[State 2000, 音]
Type = ParentVarSet
TriggerAll = NumEnemy
TriggerAll = (P2Dist X=[-5-(EnemyNear(var(58)),Const(Size.Ground.Front)),37+(EnemyNear(var(58)),Const(Size.Ground.Back))])&&(P2Dist Y=[-43,43-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2006)
Trigger1 = (var(59) = [1,40])
var(7) = 10
IgnoreHitPause = 1
Persistent = 2

[State 2000, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2006)
Trigger1 = (var(59) = [1,40])
MoveType = I

[State 2000, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2006)
Trigger1 = (var(59) != [1,40])
MoveType = A

[State 2000, エフェクト]
Type = Explod
TriggerAll = NumEnemy
TriggerAll = (P2Dist X = [-5-(EnemyNear(var(58)),Const(Size.Ground.Front)),37+(EnemyNear(var(58)),Const(Size.Ground.Back))])&&(P2Dist Y=[-43,43-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2006)
Trigger1 = (var(59) = [1,40])
Anim = 6111
ID = 6110
Pos = 0,0
Scale = .5,.5
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 5
SuperMove = 1
PauseMoveTime = -1
Persistent = 2

;**************************************************
[State 2000, ヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (MoveHit = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo != [120,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 2000
StateNo = 6000
ID = 6005
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .5
SuperMoveTime = 100
PauseMoveTime = 100

[State 2000, ヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (MoveHit = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo != [120,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 2000
StateNo = 6000
ID = 6005
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .5
SuperMoveTime = 100
PauseMoveTime = 100

[State 2000, ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (MoveGuarded = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo = [150,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 2000
StateNo = 6005
ID = 6000
Name = "GuardSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .5
SuperMoveTime = 100
PauseMoveTime = 100

[State 2000, ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (MoveGuarded = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo = [150,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 2000
StateNo = 6005
ID = 6000
Name = "GuardSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .5
SuperMoveTime = 100
PauseMoveTime = 100

;**************************************************
[State 2000, 透明度]
Type = StateTypeSet
Trigger1 = Time = 25
MoveType = I

[State 2000, 透明度]
Type = Trans
Trigger1 = var(0) = 0
Trans = Add

[State 2000, 透明度]
Type = Trans
Trigger1 = var(0) > 0
Trans = AddAlpha
Alpha = IfElse(var(0)>256,0,256-var(0)),256

[State 2000, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

;**************************************************
[State 2000, 角度]
Type = AngleSet
Trigger1 = (Vel X != 0)
Value = ATan(Vel Y/Vel X)*(-180.0/Pi)+((Vel X<0)*180)

[State 2000, 角度]
Type = AngleSet
Trigger1 = (Vel X = 0)
Value = IfElse(Vel Y<0,90,-90)

[State 2000, 角度を有効]
Type = AngleDraw
Trigger1 = 1

;**************************************************
[State 2000, ヒット定義]
Type = HitDef
Trigger1 = ((!MoveContact) && (!MoveReversed))
Attr              = A, NP
Damage            = 65
GetPower          = 50,10
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = MA
Priority          = 4,Hit
PauseTime         = 0,12
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = -25,-25
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = Low
Ground.SlideTime  = 16
Ground.HitTime    = 16
Air.HitTime       = 16
Ground.Velocity   = -4.5,0
Air.Velocity      = -5,-3
AirGuard.Velocity = -5,-3
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(52*(Root,var(16)/1000.0))
ID = 2000

;**************************************************
[State 2000, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (MoveContact > 25) && (var(0) > 256)
Trigger2 = (!MoveContact) && (var(0) > 256)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　半身援護　弾
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2001]
MoveType = A
Physics  = N
Anim     = 2008
SprPriority = 4

[State 2001, 変数]
Type = VarAdd
Trigger1 = MoveContact
var(0) = 20

;**************************************************
[State 2001, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = IsHelper(2001) || IsHelper(2002)
fvar(3) = IfElse(IsHelper(2001),-15,-18)*(Pi/180.0)

[State 2001, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = IsHelper(2003) || IsHelper(2004)
fvar(3) = IfElse(IsHelper(2003),-21,-24)*(Pi/180.0)

[State 2001, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = IsHelper(2005) || IsHelper(2006)
fvar(3) = IfElse(IsHelper(2005),-27,-30)*(Pi/180.0)

;**************************************************
[State 2001, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = IsHelper(2011) || IsHelper(2012)
fvar(3) = IfElse(IsHelper(2011),30,27)*(Pi/180.0)

[State 2001, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = IsHelper(2013) || IsHelper(2014)
fvar(3) = IfElse(IsHelper(2013),24,21)*(Pi/180.0)

[State 2001, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = IsHelper(2015) || IsHelper(2016)
fvar(3) = IfElse(IsHelper(2015),18,15)*(Pi/180.0)

;**************************************************
[State 2001, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = IsHelper(2021) || IsHelper(2022)
fvar(3) = IfElse(IsHelper(2021),-30,-33)*(Pi/180.0)

[State 2001, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = IsHelper(2023) || IsHelper(2024)
fvar(3) = IfElse(IsHelper(2023),-36,-39)*(Pi/180.0)

[State 2001, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = IsHelper(2025) || IsHelper(2026)
fvar(3) = IfElse(IsHelper(2025),-42,-45)*(Pi/180.0)

;**************************************************
[State 2001, 移動速度]
Type = VelSet
Trigger1 = 1
X = 5*Cos(fvar(3))
Y = -5*Sin(fvar(3))

;**************************************************
[State 2001, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
fvar(39) = -2
IgnoreHitPause = 1
Persistent = 1

[State 2001, 変数]
Type = ParentVarSet
Trigger1 = MoveHit = 1
var(7) = 2
IgnoreHitPause = 1
Persistent = 1

[State 2001, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=3,.03,Root,fvar(39)/100.0)

[State 2001, ガードにさせない]
Type = AttackDist
Trigger1 = Root,var(56) > 0
Value = 0

;**************************************************
[State 2001, 変数増減]
Type = VarSet
Trigger1 = NumEnemy > 1
var(58) = !EnemyNear,Alive
IgnoreHitPause = 1

[State 2001, 変数増減]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = var(59) < 41
Trigger1 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X>=(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))
Trigger2 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X<=(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 1+(EnemyNear,Time>40)*41
IgnoreHitPause = 1

[State 2001, 変数増減]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = (EnemyNear(var(58)),StateNo != [100,119])
Trigger2 = (EnemyNear(var(58)),Vel X<(EnemyNear,Const(Velocity.Run.Fwd.X)*.85))&&(EnemyNear(var(58)),Vel X>(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 0
IgnoreHitPause = 1

[State 2001, 音]
Type = ParentVarSet
TriggerAll = NumEnemy
TriggerAll = (P2Dist X=[-5-(EnemyNear(var(58)),Const(Size.Ground.Front)),5+(EnemyNear(var(58)),Const(Size.Ground.Back))])&&(P2Dist Y=[-5,5-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2008)
Trigger1 = (var(59) = [1,40])
var(7) = 10
IgnoreHitPause = 1
Persistent = 2

[State 2001, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2008)
Trigger1 = (var(59) = [1,40])
MoveType = I

[State 2001, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2008)
Trigger1 = (var(59) != [1,40])
MoveType = A

[State 2001, エフェクト]
Type = Explod
TriggerAll = NumEnemy
TriggerAll = (P2Dist X = [-5-(EnemyNear(var(58)),Const(Size.Ground.Front)),5+(EnemyNear(var(58)),Const(Size.Ground.Back))])&&(P2Dist Y=[-5,5-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2008)
Trigger1 = (var(59) = [1,40])
Anim = 6111
ID = 6110
Pos = 0,0
Scale = .5,.5
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 5
SuperMove = 1
PauseMoveTime = -1
Persistent = 2

;**************************************************
[State 2001, ヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (MoveHit = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo != [120,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 2001
StateNo = 6000
ID = 6001
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .5
SuperMoveTime = 100
PauseMoveTime = 100

[State 2001, ヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (MoveHit = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo != [120,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 2001
StateNo = 6000
ID = 6001
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .5
SuperMoveTime = 100
PauseMoveTime = 100

[State 2001, ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (MoveGuarded = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo = [150,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 2001
StateNo = 6005
ID = 6000
Name = "GuardSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .5
SuperMoveTime = 100
PauseMoveTime = 100

[State 2001, ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (MoveGuarded = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo = [150,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 2001
StateNo = 6005
ID = 6000
Name = "GuardSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .5
SuperMoveTime = 100
PauseMoveTime = 100

;**************************************************
[State 2001, 透明度]
Type = StateTypeSet
Trigger1 = MoveContact
MoveType = I

[State 2001, 透明度]
Type = Trans
Trigger1 = var(0) = 0
Trans = Add

[State 2001, 透明度]
Type = Trans
Trigger1 = var(0) > 0
Trans = AddAlpha
Alpha = IfElse(var(0)>256,0,256-var(0)),256

[State 2001, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

;**************************************************
[State 2001, 角度]
Type = AngleSet
Trigger1 = (Vel X != 0)
Value = ATan(Vel Y/Vel X)*(-180.0/Pi)+((Vel X<0)*180)

[State 2001, 角度]
Type = AngleSet
Trigger1 = (Vel X = 0)
Value = IfElse(Vel Y<0,90,-90)

[State 2001, 角度を有効]
Type = AngleDraw
Trigger1 = 1

;**************************************************
[State 2001, ヒット定義]
Type = HitDef
Trigger1 = ((!MoveContact) && (!MoveReversed))
Attr              = A, NP
Damage            = 20
GetPower          = 50,10
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = MA
Priority          = 4,Hit
PauseTime         = 0,10
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = -25,-25
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = Low
Ground.SlideTime  = 213
Ground.HitTime    = 13
Air.HitTime       = 13
Ground.Velocity   = -4.5,0
Air.Velocity      = -5,-3
AirGuard.Velocity = -5,-3
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(27*(Root,var(16)/1000.0))
ID = 2001

;**************************************************
[State 2001, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (MoveContact > 25) && (var(0) > 256)
Trigger2 = (!MoveContact) && (var(0) > 256)
Trigger3 = (!MoveContact) && (FrontEdgeBodyDist < -50)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　斬撃　発射
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2002]
MoveType = A
Physics  = N
Anim     = 10000
SprPriority = 4

[State 2002, 変数増減]
Type = VarAdd
Trigger1 = Time = [1,10]
fvar(0) = 14
Persistent = 1

;**************************************************
[State 2002, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = IsHelper(2002) || IsHelper(2003)
fvar(3) = IfElse(IsHelper(2002),-35,60)*(Pi/180.0)

[State 2002, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = IsHelper(2004)
fvar(3) = -90*(Pi/180.0)

**************************************************
[State 2002, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = fvar(39) != 0
fvar(39) = fvar(39)
IgnoreHitPause = 1

[State 2002, 変数]
Type = ParentVarSet
Trigger1 = var(7) != 0
var(7) = var(7)
IgnoreHitPause = 1

[State 2002, 変数]
Type = VarSet
Trigger1 = var(7) != 0
var(7) = 0

[State 2002, 変数]
Type = VarSet
Trigger1 = fvar(39) != 0
fvar(39) = 0

[State 2002, ガードにさせない]
Type = AttackDist
Trigger1 = Root,var(56) > 0
Value = 0

;**************************************************
[State 2002, エフェクト]
Type = Explod
Trigger1 = Time = [0,10]
Anim = 2007
ID = 2007
Pos = Ceil(fvar(0)*Cos(fvar(3))),Ceil(-fvar(0)*Sin(fvar(3)))
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 2002, 弾]
Type = Helper
Trigger1 = Ishelper(2002)
Trigger1 = Time = [0,10]
StateNo = 2003
ID = 2003
Name = "Bullet"
Pos = Ceil(fvar(0)*Cos(fvar(3))),Ceil(-fvar(0)*Sin(fvar(3)))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .75
Size.YScale = .75

[State 2002, 弾]
Type = Helper
Trigger1 = Ishelper(2003)
Trigger1 = Time = [0,10]
StateNo = 2003
ID = 2013
Name = "Bullet"
Pos = Ceil(fvar(0)*Cos(fvar(3))),Ceil(-fvar(0)*Sin(fvar(3)))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .75
Size.YScale = .75

[State 2002, 弾]
Type = Helper
Trigger1 = Ishelper(2004)
Trigger1 = Time = [0,10]
StateNo = 2003
ID = 2023
Name = "Bullet"
Pos = Ceil(fvar(0)*Cos(fvar(3))),Ceil(-fvar(0)*Sin(fvar(3)))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .75
Size.YScale = .75

;**************************************************
[State 2002, 音]
Type = PlaySnd
Trigger1 = Time = [0,10]
Value = s1,2
Channel = 1
Persistent = 2

;**************************************************
[State 2002, ヘルパーを消す]
Type = DestroySelf
TriggerAll = Time > 0
Trigger1 = Time > 300
Trigger2 = (Ishelper(2002)) && (NumHelper(2003) = 0)
Trigger3 = (Ishelper(2003)) && (NumHelper(2013) = 0)
Trigger4 = (Ishelper(2004)) && (NumHelper(2023) = 0)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　斬撃　弾
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2003]
MoveType = A
Physics  = N
Anim     = 10000
SprPriority = 4

[State 2003, 変数]
Type = VarAdd
Trigger1 = MoveContact
var(0) = 20

;**************************************************
[State 2003, 変数]
Type = VarSet
Trigger1 = Time = 33
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 2003, 変数]
Type = VarSet
Trigger1 = Time = 33
fvar(10) = P2Dist Y+IfElse((EnemyNear,StateType=C),-20,(EnemyNear,Const(Size.Mid.Pos.Y)))

[State 2003, 変数]
Type = VarSet
Trigger1 = Time = 33
fvar(1) = IfElse((fvar(10)=[0,1]),1,IfElse((fvar(10)=[-1,0]),-1,fvar(10)))

[State 2003, 変数]
Type = VarSet
Trigger1 = Time = 33
fvar(2) = ATan(fvar(0)/fvar(1))-((.5*Pi)*IfElse((fvar(10)<0),-1,1))

[State 2003, 変数]
Type = VarSet
Trigger1 = (IsHelper(2003)) && (Time = 33)
fvar(3) = IfElse(fvar(2)>20*(Pi/180.0),20*(Pi/180.0),IfElse(fvar(2)<-20*(Pi/180.0),-20*(Pi/180.0),fvar(2)))

[State 2003, 変数]
Type = VarSet
Trigger1 = (IsHelper(2013)) && (Time = 33)
fvar(3) = IfElse(fvar(2)>60*(Pi/180.0),60*(Pi/180.0),IfElse(fvar(2)<45*(Pi/180.0),45*(Pi/180.0),fvar(2)))

[State 2003, 変数]
Type = VarSet
Trigger1 = (IsHelper(2023)) && (Time = 33)
fvar(3) = IfElse(fvar(2)>-20*(Pi/180.0),-20*(Pi/180.0),IfElse(fvar(2)<-45*(Pi/180.0),-45*(Pi/180.0),fvar(2)))

[State 2003, 変数]
Type = VarSet
Trigger1 = (IsHelper(12004)) && (Time = 0)
fvar(3) = (-40+Random/12.4875)*(Pi/180.0)

;**************************************************
[State 2003, 移動速度]
Type = VelSet
Trigger1 = (!IsHelper(12004)) && (Time > 32)
X = 5*Cos(fvar(3))
Y = -5*Sin(fvar(3))

[State 2003, 移動速度]
Type = VelSet
Trigger1 = (IsHelper(12004)) && (Time = 0)
X = 7*Cos(fvar(3))
Y = -7*Sin(fvar(3))

**************************************************
[State 2003, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
fvar(39) = -3
IgnoreHitPause = 1

[State 2003, 変数]
Type = ParentVarSet
Trigger1 = MoveHit = 1
var(7) = 1
IgnoreHitPause = 1
Persistent = 1

[State 2003, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=3,.03,Root,fvar(39)/100.0)

[State 2003, ガードにさせない]
Type = AttackDist
Trigger1 = Root,var(56) > 0
Value = 0

;**************************************************
[State 2003, 変数増減]
Type = VarSet
Trigger1 = NumEnemy > 1
var(58) = !EnemyNear,Alive
IgnoreHitPause = 1

[State 2003, 変数増減]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = var(59) < 41
Trigger1 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X>=(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))
Trigger2 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X<=(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 1+(EnemyNear,Time>40)*41
IgnoreHitPause = 1

[State 2003, 変数増減]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = (EnemyNear(var(58)),StateNo != [100,119])
Trigger2 = (EnemyNear(var(58)),Vel X<(EnemyNear,Const(Velocity.Run.Fwd.X)*.85))&&(EnemyNear(var(58)),Vel X>(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 0
IgnoreHitPause = 1

[State 2003, 音]
Type = ParentVarSet
TriggerAll = NumEnemy
TriggerAll = (P2Dist X=[-5-(EnemyNear(var(58)),Const(Size.Ground.Front)),5+(EnemyNear(var(58)),Const(Size.Ground.Back))])&&(P2Dist Y=[-5,5-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2008)
Trigger1 = (var(59) = [1,40])
var(7) = 10
IgnoreHitPause = 1
Persistent = 2

[State 2003, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2008)
Trigger1 = (var(59) = [1,40])
MoveType = I

[State 2003, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2008)
Trigger1 = (var(59) != [1,40])
MoveType = A

[State 2003, エフェクト]
Type = Explod
TriggerAll = NumEnemy
TriggerAll = (P2Dist X = [-5-(EnemyNear(var(58)),Const(Size.Ground.Front)),5+(EnemyNear(var(58)),Const(Size.Ground.Back))])&&(P2Dist Y=[-5,5-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2008)
Trigger1 = (var(59) = [1,40])
Anim = 6111
ID = 6110
Pos = 0,0
Scale = .5,.5
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 5
SuperMove = 1
PauseMoveTime = -1
Persistent = 2

;**************************************************
[State 2003, ヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (MoveHit = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo != [120,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 2003
StateNo = 6000
ID = 6000
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 2003, ヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (MoveHit = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo != [120,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 2003
StateNo = 6000
ID = 6000
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 2003, ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (MoveGuarded = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo = [150,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 2003
StateNo = 6005
ID = 6000
Name = "GuardSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 2003, ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (MoveGuarded = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo = [150,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 2003
StateNo = 6005
ID = 6000
Name = "GuardSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 2003, アニメ]
Type = ChangeAnim
Trigger1 = (!IsHelper(12004)) && (Time = 33)
Trigger2 = (IsHelper(12004)) && (Time = 0)
Value = 2008

[State 2003, 透明度]
Type = StateTypeSet
Trigger1 = MoveContact
MoveType = I

[State 2003, 透明度]
Type = Trans
Trigger1 = var(0) = 0
Trans = Add

[State 2003, 透明度]
Type = Trans
Trigger1 = var(0) > 0
Trans = AddAlpha
Alpha = IfElse(var(0)>256,0,256-var(0)),256

[State 2003, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

;**************************************************
[State 2003, 角度]
Type = AngleSet
Trigger1 = (Vel X != 0)
Value = ATan(Vel Y/Vel X)*(-180.0/Pi)+((Vel X<0)*180)

[State 2003, 角度]
Type = AngleSet
Trigger1 = (Vel X = 0)
Value = IfElse(Vel Y<0,90,-90)

[State 2003, 角度を有効]
Type = AngleDraw
Trigger1 = 1

;**************************************************
[State 2003, ヒット定義]
Type = HitDef
Trigger1 = ((!MoveContact) && (!MoveReversed))
Attr              = A, NP
Damage            = 15
GetPower          = 50,10
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = MA
Priority          = 4,Hit
PauseTime         = 0,8
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = -25,-25
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = Low
Ground.SlideTime  = 14
Ground.HitTime    = 14
Air.HitTime       = 14
Ground.Velocity   = -4.5,0
Air.Velocity      = -5,-3
AirGuard.Velocity = -5,-3
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = IfElse(IsHelper(12004),Ceil(33*(Root,var(16)/1000.0)),Ceil(23*(Root,var(16)/1000.0)))
ID = 2003

;**************************************************
[State 2003, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (MoveContact > 25) && (var(0) > 256)
Trigger2 = (!MoveContact) && (var(0) > 256)
Trigger3 = (!MoveContact) && (FrontEdgeBodyDist < -50) || (Pos Y > 50) || (ScreenPos Y < -200)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　反射下界斬　バリア
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2004]
MoveType = A
Physics  = N
Anim     = IfElse(IsHelper(2004),2009,2011)
SprPriority = 4

[State 2004, アニメ]
Type = ChangeAnim
Trigger1 = IsHelper(2004) && (Anim = 2009) && (Time = 44)
Value = 2010

[State 2004, 変数増減]
Type = VarAdd
Trigger1 = 1
var(0) = 1

[State 2004, 変数増減]
Type = VarAdd
Trigger1 = Root,MoveType = H
Trigger1 = var(0) < 31
var(0) = 31-var(0)

[State 2004, 変数増減]
Type = VarSet
Trigger1 = Root,MoveType = H
var(1) = 1

[State 2004, 変数増減]
Type = VarAdd
Trigger1 = IsHelper(2004) && (Time > 44)
fvar(0) = .15

[State 2004, 軸位置]
Type = PosSet
Trigger1 = 1
X = (Root,Pos X)+40*Facing
Y = (Root,Pos Y)-75

;**************************************************
[State 2004, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = fvar(39) != 0
fvar(39) = fvar(39)

[State 2004, 変数]
Type = VarSet
Trigger1 = fvar(39) != 0
fvar(39) = 0

[State 2004, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=3,.03,Root,fvar(39)/100.0)

[State 2004, ガードにさせない]
Type = AttackDist
Trigger1 = Root,var(56) > 0
Value = 0

;**************************************************
[State 2004, 変数]
Type = ParentVarSet
Trigger1 = var(7) != 0
var(7) = var(7)

[State 2004, 変数]
Type = VarSet
Trigger1 = var(7) != 0
var(7) = 0

;**************************************************
[State 2004, 無敵]
Type = NotHitBy
Trigger1 = (var(0) < 7) || (var(0) > 30)
Value = SCA

[State 2004, やられ上書き]
Type = HitOverride
Trigger1 = 1
Attr = SCA,AA,AP,AT
StateNo = 2005
Time = 1

[State 2004, 透明度]
Type = Trans
Trigger1 = IsHelper(2004)
Trans = Add

[State 6400, 特殊効果]
Type = AssertSpecial
Trigger1 = var(1) = 1
Trigger1 = IsHelper(2004)
Flag = Invisible

[State 2004, 特殊効果]
Type = AssertSpecial
Trigger1 = IsHelper(2004)
Flag = Noshadow
IgnoreHitPause = 1

[State 2004, 角度を有効]
Type = AngleDraw
Trigger1 = IsHelper(2004)
Value = 10
Scale = 1+fvar(0),1+fvar(0)

;**************************************************
[State 2004, ヘルパーを消す]
Type = DestroySelf
Trigger1 = var(0) > 37
Trigger1 = (Anim = 2011) && (NumHelper(12004) = 0)
Trigger2 = (Anim = 2010) && (AnimTime = 0)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　反射下界斬　バリア　攻撃を受けた時
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2005]
MoveType = A
Physics  = N

[State 2005, 軸位置]
Type = PosSet
Trigger1 = 1
X = (Root,Pos X)+40*Facing
Y = (Root,Pos Y)-75

;**************************************************
[State 2005, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = fvar(39) != 0
fvar(39) = fvar(39)

[State 2005, 変数]
Type = VarSet
Trigger1 = fvar(39) != 0
fvar(39) = 0

[State 2005, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=3,.03,Root,fvar(39)/100.0)

[State 2005, ガードにさせない]
Type = AttackDist
Trigger1 = Root,var(56) > 0
Value = 0

;**************************************************
[State 2005, 変数]
Type = ParentVarSet
Trigger1 = var(7) != 0
var(7) = var(7)

[State 2005, 変数]
Type = VarSet
Trigger1 = var(7) != 0
var(7) = 0

;**************************************************
[State 2005, 無敵]
Type = NotHitBy
Trigger1 = (var(0) < 7) || (var(0) > 37)
Value = SCA

[State 2005, やられ上書き]
Type = HitOverride
Trigger1 = 1
Attr = SCA,AA,AP,AT
StateNo = 2005
Time = 1

;**************************************************
[State 2005, 弾]
Type = Helper
Trigger1 = Time = 0
StateNo = 2003
ID = 12004
Name = "Bullet"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .5

[State 2005, 弾]
Type = Helper
Trigger1 = Time = 0
StateNo = 2003
ID = 12004
Name = "Bullet"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 2005, 音]
Type = PlaySnd
Trigger1 = Time = 0
Value = s0,14
Channel = 1
Persistent = 1

;**************************************************
[State 2005, ステート変更]
Type = ChangeState
Trigger1 = 1
Value = 2004

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　「西行春風斬」　弾
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2020]
MoveType = A
Physics  = N
Anim     = 2033
SprPriority = 5

[State 2020, 移動速度]
Type = VelAdd
Trigger1 = (Time = [10,60])
X = .15

;**************************************************
[State 2020, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
fvar(39) = -15
IgnoreHitPause = 1
Persistent = 1

[State 2020, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=3,.03,Root,fvar(39)/100.0)

;**************************************************
[State 2020, 変数]
Type = ParentVarSet
Trigger1 = MoveHit = 1
var(7) = 7
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 2020, ヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (MoveHit = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo != [120,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 2020
StateNo = 6000
ID = 6002
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 2020, ヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (MoveHit = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo != [120,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 2020
StateNo = 6000
ID = 6002
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 2020, ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (MoveGuarded = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo = [150,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 2020
StateNo = 6005
ID = 6000
Name = "GuardSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 2020, ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (MoveGuarded = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo = [150,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 2020
StateNo = 6005
ID = 6000
Name = "GuardSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 2020, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2020, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

;**************************************************
[State 2020, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = IfElse(Time<20,Time*.05,1),IfElse(Time<20,Time*.05,1)

;**************************************************
[State 2020, ヒット定義]
Type = HitDef
Trigger1 = Time > 10
Trigger1 = ((!MoveContact) && (!MoveReversed))
Attr              = A, HP
Damage            = 80,2
GetPower          = 0,0
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = MA
Priority          = 4,Hit
PauseTime         = 0,12
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = -25,-25
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 19
Guard.SlideTime   = 19
Ground.HitTime    = 19
Air.HitTime       = 19
Ground.Velocity   = IfElse(Facing=1,IfElse(EnemyNear,Facing=1,3.5,-3.5),IfElse(EnemyNear,Facing=-1,3.5,-3.5)),-6
Air.Velocity      = IfElse(Facing=1,IfElse(EnemyNear,Facing=1,4,-4),IfElse(EnemyNear,Facing=-1,4,-4)),-6.5
AirGuard.Velocity = IfElse(Facing=1,IfElse(EnemyNear,Facing=1,4,-4),IfElse(EnemyNear,Facing=-1,4,-4)),-2.5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(72*(Root,var(16)/1000.0))
SprPriority = 5
ID = 2020

;**************************************************
[State 2020, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (FrontEdgeDist < -100)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　符の参「業風神閃斬」　弾
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2030]
MoveType = A
Physics  = N
Anim     = 2030

[State 2030, 変数]
Type = VarSet
Trigger1 = (Time = 0)
fvar(0) = (-135+Random/7.4)*(Pi/180.0)

[State 2030, 変数]
Type = VarSet
Trigger1 = (Time = 0)
fvar(1) = .03+Random/99999.0

[State 2030, 変数]
Type = VarSet
Trigger1 = (Time = 0)
fvar(2) = .03+Random/99999.0

[State 2030, 変数]
Type = VarSet
Trigger1 = (Time = 0)
fvar(3) = .03+Random/99999.0

[State 2030, 変数]
Type = VarSet
Trigger1 = (Time = 0)
fvar(4) = .03+Random/99999.0

[State 2030, 変数]
Type = VarSet
Trigger1 = (Time = 0)
fvar(5) = .03+Random/99999.0

[State 2030, 変数]
Type = VarSet
Trigger1 = (Time = 0)
fvar(11) = (-25+Random/24.975)*(Pi/180.0)

[State 2030, 変数]
Type = VarSet
Trigger1 = (Time = 0)
fvar(12) = (-25+Random/24.975)*(Pi/180.0)

[State 2030, 変数]
Type = VarSet
Trigger1 = (Time = 0)
fvar(13) = (-25+Random/24.975)*(Pi/180.0)

[State 2030, 変数]
Type = VarSet
Trigger1 = (Time = 0)
fvar(14) = (-25+Random/24.975)*(Pi/180.0)

[State 2030, 変数]
Type = VarSet
Trigger1 = (Time = 0)
fvar(15) = (-25+Random/24.975)*(Pi/180.0)

;**************************************************
[State 2030, 移動速度]
Type = VelSet
Trigger1 = 1
X = 3*Cos(fvar(0))
Y = -3*Sin(fvar(0))

;**************************************************
[State 2030, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
fvar(39) = -5

[State 2030, 変数]
Type = ParentVarSet
Trigger1 = MoveHit = 1
var(7) = 2
IgnoreHitPause = 1
Persistent = 1

[State 2030, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=3,.03,Root,fvar(39)/100.0)

;**************************************************
[State 2030, 変数増減]
Type = VarSet
Trigger1 = NumEnemy > 1
var(58) = !EnemyNear,Alive
IgnoreHitPause = 1

[State 2030, 変数増減]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = var(59) < 41
Trigger1 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X>=(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))
Trigger2 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X<=(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 1+(EnemyNear,Time>40)*41
IgnoreHitPause = 1

[State 2030, 変数増減]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = (EnemyNear(var(58)),StateNo != [100,119])
Trigger2 = (EnemyNear(var(58)),Vel X<(EnemyNear,Const(Velocity.Run.Fwd.X)*.85))&&(EnemyNear(var(58)),Vel X>(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 0
IgnoreHitPause = 1

[State 2030, 音]
Type = ParentVarSet
TriggerAll = NumEnemy
TriggerAll = (P2Dist X=[-7-(EnemyNear(var(58)),Const(Size.Ground.Front)),7+(EnemyNear(var(58)),Const(Size.Ground.Back))])&&(P2Dist Y=[-7,7-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2030)
Trigger1 = (var(59) = [1,40])
var(7) = 10
IgnoreHitPause = 1
Persistent = 2

[State 2030, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2030)
Trigger1 = (var(59) = [1,40])
MoveType = I

[State 2030, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2030)
Trigger1 = (var(59) != [1,40])
MoveType = A

[State 2030, エフェクト]
Type = Explod
TriggerAll = NumEnemy
TriggerAll = (P2Dist X = [-7-(EnemyNear(var(58)),Const(Size.Ground.Front)),7+(EnemyNear(var(58)),Const(Size.Ground.Back))])&&(P2Dist Y=[-7,7-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2030)
Trigger1 = (var(59) = [1,40])
Anim = 6111
ID = 6110
Pos = 0,0
Scale = .5,.5
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 5
SuperMove = 1
PauseMoveTime = -1
Persistent = 2

;**************************************************
[State 2030, ヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (MoveHit = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo != [120,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 2030
StateNo = 6000
ID = 6001
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 2030, ヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (MoveHit = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo != [120,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 2030
StateNo = 6000
ID = 6001
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 2030, ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (MoveGuarded = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo = [150,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 2030
StateNo = 6005
ID = 6000
Name = "GuardSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 2030, ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (MoveGuarded = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo = [150,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 2030
StateNo = 6005
ID = 6000
Name = "GuardSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 2030, ガードにさせない]
Type = AttackDist
Trigger1 = 1
Value = 0

[State 2030, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2030, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 2030, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = IfElse(Time<14,.071+Time*.071,1),IfElse(Time<14,.071+Time*.071,1)

;**************************************************
[State 2030, ヒット定義]
Type = HitDef
Trigger1 = (Time > 14)
Trigger1 = ((!MoveContact) && (!MoveReversed))
Attr              = A, HP
Damage            = 20,1
GetPower          = 50,10
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = MA
Priority          = 4,Hit
PauseTime         = 0,10
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = -25,-25
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = Low
Ground.SlideTime  = 16
Ground.HitTime    = 16
Air.HitTime       = 16
Ground.Velocity   = -5.5,0
Air.Velocity      = -5,-3
AirGuard.Velocity = -5,-3
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(50*(Root,var(16)/1000.0))
Guard.Kill = 0
ID = 2030

;**************************************************
[State 2030, 飛び道具-1]
Type = Projectile
Trigger1 = (Root,Anim = [3110,3111]) && (Root,AnimElem = 8,=5)
Attr              = A, HP
Damage            = 20,1
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,8
Guard.PauseTime   = 0,0
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
VelMul            = 1.001,1.001
Accel             = fvar(1)*Cos(fvar(11)),fvar(1)*Sin(fvar(11))
ProjID            = 2000
ProjAnim          = 2031
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = .5,.5
ProjPriority      = 9999
ProjRemove        = 1
ProjRemoveTime    = -1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAFP
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 19
Ground.HitTime    = 19
Air.HitTime       = 19
Ground.Velocity   = -6.5
Guard.Velocity    = -7
Air.Velocity      = -5,-6
AirGuard.Velocity = -5.5,-3.5
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(48*(Root,var(16)/1000.0))
Guard.Dist = 0
Guard.Kill = 0
Persistent = 1
ID = 2030

[State 2030, 飛び道具-2]
Type = Projectile
Trigger1 = (Root,Anim = [3110,3111]) && (Root,AnimElem = 8,=5)
Attr              = A, HP
Damage            = 20,1
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,8
Guard.PauseTime   = 0,0
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
VelMul            = 1.001,1.001
Accel             = fvar(2)*Cos(fvar(12)),fvar(2)*Sin(fvar(12))
ProjID            = 2000
ProjAnim          = 2031
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = .5,.5
ProjPriority      = 9999
ProjRemove        = 1
ProjRemoveTime    = -1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAFP
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 19
Ground.HitTime    = 19
Air.HitTime       = 19
Ground.Velocity   = -6.5
Guard.Velocity    = -7
Air.Velocity      = -5,-6
AirGuard.Velocity = -5.5,-3.5
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(48*(Root,var(16)/1000.0))
Guard.Dist = 0
Guard.Kill = 0
Persistent = 1
ID = 2030

[State 2030, 飛び道具-3]
Type = Projectile
Trigger1 = (Root,Anim = [3110,3111]) && (Root,AnimElem = 8,=5)
Attr              = A, HP
Damage            = 20,1
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,8
Guard.PauseTime   = 0,0
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
VelMul            = 1.001,1.001
Accel             = fvar(3)*Cos(fvar(13)),fvar(3)*Sin(fvar(13))
ProjID            = 2000
ProjAnim          = 2031
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = .5,.5
ProjPriority      = 9999
ProjRemove        = 1
ProjRemoveTime    = -1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAFP
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 19
Ground.HitTime    = 19
Air.HitTime       = 19
Ground.Velocity   = -6.5
Guard.Velocity    = -7
Air.Velocity      = -5,-6
AirGuard.Velocity = -5.5,-3.5
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(48*(Root,var(16)/1000.0))
Guard.Dist = 0
Guard.Kill = 0
Persistent = 1
ID = 2030

[State 2030, 飛び道具-4]
Type = Projectile
Trigger1 = (Root,Anim = [3110,3111]) && (Root,AnimElem = 8,=5)
Attr              = A, HP
Damage            = 20,1
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,8
Guard.PauseTime   = 0,0
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
VelMul            = 1.001,1.001
Accel             = fvar(4)*Cos(fvar(14)),fvar(4)*Sin(fvar(14))
ProjID            = 2000
ProjAnim          = 2031
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = .5,.5
ProjPriority      = 9999
ProjRemove        = 1
ProjRemoveTime    = -1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAFP
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 19
Ground.HitTime    = 19
Air.HitTime       = 19
Ground.Velocity   = -6.5
Guard.Velocity    = -7
Air.Velocity      = -5,-6
AirGuard.Velocity = -5.5,-3.5
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(48*(Root,var(16)/1000.0))
Guard.Dist = 0
Guard.Kill = 0
Persistent = 1
ID = 2030

[State 2030, 飛び道具-5]
Type = Projectile
Trigger1 = (Root,Anim = [3110,3111]) && (Root,AnimElem = 8,=5)
Attr              = A, HP
Damage            = 20,1
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,8
Guard.PauseTime   = 0,0
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
VelMul            = 1.001,1.001
Accel             = fvar(5)*Cos(fvar(15)),fvar(5)*Sin(fvar(15))
ProjID            = 2000
ProjAnim          = 2031
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = .5,.5
ProjPriority      = 9999
ProjRemove        = 1
ProjRemoveTime    = -1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAFP
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 19
Ground.HitTime    = 19
Air.HitTime       = 19
Ground.Velocity   = -6.5
Guard.Velocity    = -7
Air.Velocity      = -5,-6
AirGuard.Velocity = -5.5,-3.5
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(48*(Root,var(16)/1000.0))
Guard.Dist = 0
Guard.Kill = 0
Persistent = 1
ID = 2030

;**************************************************
[State 2030, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (FrontEdgeBodyDist < -50) || (Pos Y > 50) || (ScreenPos Y < -200)
Trigger2 = (Root,Anim = [3110,3111]) && (Root,AnimElem = 8,=5)
Trigger3 = (Root,StateNo = [790,793])
Trigger4 = (Root,StateNo = 797) && (Root,Time<10)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　奥義「西行春風斬」　弾
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2031]
MoveType = A
Physics  = N
Anim     = 2033
SprPriority = 5

[State 2031, 移動速度]
Type = VelAdd
Trigger1 = (Time = [10,60])
X = .15

;**************************************************
[State 2031, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
fvar(39) = -10
IgnoreHitPause = 1
Persistent = 1

[State 2031, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=3,.03,Root,fvar(39)/100.0)

;**************************************************
[State 2031, 変数]
Type = ParentVarSet
Trigger1 = MoveHit = 1
var(7) = 7
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 2031, 変数増減]
Type = VarSet
Trigger1 = NumEnemy > 1
var(58) = !EnemyNear,Alive
IgnoreHitPause = 1

[State 2031, 変数増減]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = var(59) < 41
Trigger1 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X>=(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))
Trigger2 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X<=(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 1+(EnemyNear,Time>40)*41
IgnoreHitPause = 1

[State 2031, 変数増減]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = (EnemyNear(var(58)),StateNo != [100,119])
Trigger2 = (EnemyNear(var(58)),Vel X<(EnemyNear,Const(Velocity.Run.Fwd.X)*.85))&&(EnemyNear(var(58)),Vel X>(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 0
IgnoreHitPause = 1

[State 2031, 音]
Type = ParentVarSet
TriggerAll = NumEnemy
TriggerAll = (P2Dist X=[-(EnemyNear(var(58)),Const(Size.Ground.Front)),60+(EnemyNear(var(58)),Const(Size.Ground.Back))])&&(P2Dist Y=[-80,-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2033)
Trigger1 = (var(59) = [1,40])
var(7) = 10
IgnoreHitPause = 1
Persistent = 2

[State 2031, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2033)
Trigger1 = (var(59) = [1,40])
MoveType = I

[State 2031, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2033)
Trigger1 = (var(59) != [1,40])
MoveType = A

[State 2031, エフェクト]
Type = Explod
TriggerAll = NumEnemy
TriggerAll = (P2Dist X = [-(EnemyNear(var(58)),Const(Size.Ground.Front)),60+(EnemyNear(var(58)),Const(Size.Ground.Back))])&&(P2Dist Y=[-80,-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2033)
Trigger1 = (var(59) = [1,40])
Anim = 6111
ID = 6110
Pos = 0,0
Scale = .5,.5
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 5
SuperMove = 1
PauseMoveTime = -1
Persistent = 2

;**************************************************
[State 2031, ヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (MoveHit = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo != [120,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 2031
StateNo = 6000
ID = 6002
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 2031, ヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (MoveHit = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo != [120,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 2031
StateNo = 6000
ID = 6002
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 2031, ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (MoveGuarded = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo = [150,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 2031
StateNo = 6005
ID = 6000
Name = "GuardSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 2031, ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (MoveGuarded = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo = [150,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 2031
StateNo = 6005
ID = 6000
Name = "GuardSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 2031, ガードにさせない]
Type = AttackDist
Trigger1 = 1
Value = 0

[State 2031, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2031, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

;**************************************************
[State 2031, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = IfElse(Time<20,Time*.05,1),IfElse(Time<20,Time*.05,1)

;**************************************************
[State 2031, ヒット定義]
Type = HitDef
Trigger1 = Time > 10
Trigger1 = ((!MoveContact) && (!MoveReversed))
Attr              = A, HP
Damage            = 100,2
GetPower          = 0,0
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = MA
Priority          = 4,Hit
PauseTime         = 0,12
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = -25,-25
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 19
Guard.SlideTime   = 19
Ground.HitTime    = 19
Air.HitTime       = 19
Ground.Velocity   = IfElse(Facing=1,IfElse(EnemyNear,Facing=1,3.5,-3.5),IfElse(EnemyNear,Facing=-1,3.5,-3.5)),-6
Air.Velocity      = IfElse(Facing=1,IfElse(EnemyNear,Facing=1,4,-4),IfElse(EnemyNear,Facing=-1,4,-4)),-6.5
AirGuard.Velocity = IfElse(Facing=1,IfElse(EnemyNear,Facing=1,4,-4),IfElse(EnemyNear,Facing=-1,4,-4)),-2.5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(72*(Root,var(16)/1000.0))
Guard.Kill = 0
SprPriority = 5
ID = 2031

;**************************************************
[State 2031, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (FrontEdgeDist < -100)
Trigger2 = (Root,StateNo = [790,793])
Trigger3 = (Root,StateNo = 797) && (Root,Time<10)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　「幽冥神風斬」　弾
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2032]
MoveType = A
Physics  = N
Anim     = 10000
SprPriority = 4

[State 2032, 変数]
Type = VarAdd
Trigger1 = MoveContact
var(0) = 20

;**************************************************
[State 2032, 変数]
Type = VarSet
Trigger1 = Time = 33
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 2032, 変数]
Type = VarSet
Trigger1 = Time = 33
fvar(10) = P2Dist Y+IfElse((EnemyNear,StateType=C),-20,(EnemyNear,Const(Size.Mid.Pos.Y)))

[State 2032, 変数]
Type = VarSet
Trigger1 = Time = 33
fvar(1) = IfElse((fvar(10)=[0,1]),1,IfElse((fvar(10)=[-1,0]),-1,fvar(10)))

[State 2032, 変数]
Type = VarSet
Trigger1 = Time = 33
fvar(2) = ATan(fvar(0)/fvar(1))-((.5*Pi)*IfElse((fvar(10)<0),-1,1))

;**************************************************
[State 2032, 移動速度]
Type = VelSet
Trigger1 = (Time = 33)
X = 6*Cos(fvar(2))
Y = -6*Sin(fvar(2))

**************************************************
[State 2032, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
fvar(39) = -1
IgnoreHitPause = 1

[State 2032, 変数]
Type = ParentVarSet
Trigger1 = MoveHit = 1
var(7) = 2
IgnoreHitPause = 1
Persistent = 1

[State 2032, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=3,.03,Root,fvar(39)/100.0)

[State 2032, ガードにさせない]
Type = AttackDist
Trigger1 = 1
Value = 0

;**************************************************
[State 2032, 変数増減]
Type = VarSet
Trigger1 = NumEnemy > 1
var(58) = !EnemyNear,Alive
IgnoreHitPause = 1

[State 2032, 変数増減]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = var(59) < 41
Trigger1 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X>=(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))
Trigger2 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X<=(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 1+(EnemyNear,Time>40)*41
IgnoreHitPause = 1

[State 2032, 変数増減]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = (EnemyNear(var(58)),StateNo != [100,119])
Trigger2 = (EnemyNear(var(58)),Vel X<(EnemyNear,Const(Velocity.Run.Fwd.X)*.85))&&(EnemyNear(var(58)),Vel X>(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 0
IgnoreHitPause = 1

[State 2032, 音]
Type = ParentVarSet
TriggerAll = NumEnemy
TriggerAll = (P2Dist X=[-5-(EnemyNear(var(58)),Const(Size.Ground.Front)),5+(EnemyNear(var(58)),Const(Size.Ground.Back))])&&(P2Dist Y=[-5,5-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2008)
Trigger1 = (var(59) = [1,40])
var(7) = 10
IgnoreHitPause = 1
Persistent = 2

[State 2032, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2008)
Trigger1 = (var(59) = [1,40])
MoveType = I

[State 2032, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2008)
Trigger1 = (var(59) != [1,40])
MoveType = A

[State 2032, エフェクト]
Type = Explod
TriggerAll = NumEnemy
TriggerAll = (P2Dist X = [-5-(EnemyNear(var(58)),Const(Size.Ground.Front)),5+(EnemyNear(var(58)),Const(Size.Ground.Back))])&&(P2Dist Y=[-5,5-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2008)
Trigger1 = (var(59) = [1,40])
Anim = 6111
ID = 6110
Pos = 0,0
Scale = .5,.5
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 5
SuperMove = 1
PauseMoveTime = -1
Persistent = 2

;**************************************************
[State 2032, ヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (MoveHit = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo != [120,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 2032
StateNo = 6000
ID = 6001
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 2032, ヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (MoveHit = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo != [120,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 2032
StateNo = 6000
ID = 6001
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 2032, ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (MoveGuarded = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo = [150,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 2032
StateNo = 6005
ID = 6000
Name = "GuardSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 2032, ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (MoveGuarded = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo = [150,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 2032
StateNo = 6005
ID = 6000
Name = "GuardSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 2032, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 2007
ID = 2007
Pos = 0,0
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 2032, アニメ]
Type = ChangeAnim
Trigger1 = (!IsHelper(12004)) && (Time = 33)
Trigger2 = (IsHelper(12004)) && (Time = 0)
Value = 2008

[State 2032, 透明度]
Type = StateTypeSet
Trigger1 = MoveContact
MoveType = I

[State 2032, 透明度]
Type = Trans
Trigger1 = var(0) = 0
Trans = Add

[State 2032, 透明度]
Type = Trans
Trigger1 = var(0) > 0
Trans = AddAlpha
Alpha = IfElse(var(0)>256,0,256-var(0)),256

[State 2032, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

;**************************************************
[State 2032, 角度]
Type = AngleSet
Trigger1 = (Vel X != 0)
Value = ATan(Vel Y/Vel X)*(-180.0/Pi)+((Vel X<0)*180)

[State 2032, 角度]
Type = AngleSet
Trigger1 = (Vel X = 0)
Value = IfElse(Vel Y<0,90,-90)

[State 2032, 角度を有効]
Type = AngleDraw
Trigger1 = 1

;**************************************************
[State 2032, ヒット定義]
Type = HitDef
Trigger1 = ((!MoveContact) && (!MoveReversed))
Attr              = A, HP
Damage            = 5,1
GetPower          = 0
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = MA
Priority          = 4,Hit
PauseTime         = 0,0
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = -25,-25
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = Low
Ground.SlideTime  = 14
Ground.HitTime    = 14
Air.HitTime       = 14
Ground.Velocity   = IfElse(Facing=1,IfElse(EnemyNear,Facing=1,4.5,-4.5),IfElse(EnemyNear,Facing=-1,4.5,-4.5)),0
Air.Velocity      = IfElse(Facing=1,IfElse(EnemyNear,Facing=1,5,-5),IfElse(EnemyNear,Facing=-1,5,-5)),-3
AirGuard.Velocity = IfElse(Facing=1,IfElse(EnemyNear,Facing=1,5,-5),IfElse(EnemyNear,Facing=-1,5,-5)),-3
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(27*(Root,var(16)/1000.0))
Guard.Kill = 0
ID = 2032

;**************************************************
[State 2032, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (MoveContact > 25) && (var(0) > 256)
Trigger2 = (!MoveContact) && (var(0) > 256)
Trigger3 = (!MoveContact) && (FrontEdgeBodyDist < -50) || (BackEdgeBodyDist < -50) || (Pos Y > 50) || (ScreenPos Y < -200)
Trigger4 = ((RoundState > 2) && (!Root,Alive))

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　「幽冥神風斬」　弾発射
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2033]
MoveType = A
Physics  = N
Anim     = 10000
SprPriority = 4

[State 2033, 変数増減]
Type = VarAdd
Trigger1 = Time = 0
fvar(0) = -60
Persistent = 1

[State 2033, 変数増減]
Type = VarAdd
Trigger1 = Time = [1,5]
fvar(0) = 60
Persistent = 2

[State 2033, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = Root,var(5) = 170 || Root,var(5) = 175
fvar(10) = IfElse(Root,var(5)=170,.5,-.5)*Pi

[State 2033, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = Root,var(5) = 180 || Root,var(5) = 185
fvar(10) = IfElse(Root,var(5)=180,0,1)*Pi

[State 2033, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = Root,var(5) = 190 || Root,var(5) = 195
fvar(10) = IfElse(Root,var(5)=190,.25,-.75)*Pi

[State 2033, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = Root,var(5) = 200 || Root,var(5) = 205
fvar(10) = IfElse(Root,var(5)=200,-.25,.75)*Pi

[State 2033, 軸位置移動]
Type = PosAdd
Trigger1 = Time = 0
X = 90*Cos(fvar(10))
Y = -90*Sin(fvar(10))

;**************************************************
[State 2033, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = Root,var(5) = 170 || Root,var(5) = 175
fvar(11) = IfElse(Root,var(5)=170,0,1)*Pi

[State 2033, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = Root,var(5) = 180 || Root,var(5) = 185
fvar(11) = IfElse(Root,var(5)=180,-.5,.5)*Pi

[State 2033, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = Root,var(5) = 190 || Root,var(5) = 195
fvar(11) = IfElse(Root,var(5)=190,-.25,.75)*Pi

[State 2033, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = Root,var(5) = 200 || Root,var(5) = 205
fvar(11) = IfElse(Root,var(5)=200,-.75,.25)*Pi

**************************************************
[State 2033, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = fvar(39) != 0
fvar(39) = fvar(39)
IgnoreHitPause = 1

[State 2033, 変数]
Type = ParentVarSet
Trigger1 = var(7) != 0
var(7) = var(7)
IgnoreHitPause = 1

[State 2033, 変数]
Type = VarSet
Trigger1 = var(7) != 0
var(7) = 0

[State 2033, 変数]
Type = VarSet
Trigger1 = fvar(39) != 0
fvar(39) = 0

[State 2033, ガードにさせない]
Type = AttackDist
Trigger1 = 1
Value = 0

;**************************************************
[State 2033, エフェクト]
Type = Explod
Trigger1 = Time = [0,4]
Anim = 2007
ID = 2007
Pos = Ceil(fvar(0)*Cos(fvar(11))),Ceil(-fvar(0)*Sin(fvar(11)))
Ownpal = 1
SprPriority = 8
IgnoreHitPause = 1
Persistent = 2

;**************************************************
[State 2033, 弾]
Type = Helper
Trigger1 = Time = [0,4]
StateNo = 2032
ID = 2032
Name = "Bullet"
Pos = Ceil(fvar(0)*Cos(fvar(11))),Ceil(-fvar(0)*Sin(fvar(11)))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 2
Size.XScale = .75
Size.YScale = .75

;**************************************************
[State 2033, ヘルパーを消す]
Type = DestroySelf
TriggerAll = Time > 0
Trigger1 = Time > 300
Trigger2 = (Ishelper(2002)) && (NumHelper(2003) = 0)
Trigger3 = (Ishelper(2003)) && (NumHelper(2013) = 0)
Trigger4 = (Ishelper(2004)) && (NumHelper(2023) = 0)

;−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　システムエフェクトなど
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ヒットスパーク
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6000]
Physics  = N
Anim     = IfElse(IsHelper(6000),6000,IfElse(IsHelper(6006),6002,10000))
SprPriority = 8

[State 6000, 変数増減]
Type = VarAdd
Trigger1 = IsHelper(6000) || IsHelper(6006)
Trigger1 = Time > IfElse(IsHelper(6006),20,0)
var(0) = 25

[State 6000, 変数増減]
Type = VarAdd
Trigger1 = IsHelper(6005)
Trigger1 = Time > 8
var(0) = 125

[State 6000, 変数増減]
Type = VarSet
Trigger1 = IsHelper(6006)
Trigger1 = Time = 0
fvar(0) = (.1+Random/9999.0)

[State 6000, 透明度]
Type = Trans
Trigger1 = IsHelper(6000)|| IsHelper(6005) || IsHelper(6006)
Trans = AddAlpha
Alpha = 256-var(0),256

[State 6000, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

;**************************************************
[State 6000, アニメ]
Type = ChangeAnim
Trigger1 = IsHelper(6005)
Value = 6004
IgnoreHitPause = 1
Persistent = 0

;**************************************************
[State 6000, 角度]
Type = AngleSet
Trigger1 = !IsHelper(6006)
Trigger1 = Time = 0
Value = Random%359

[State 6000, 角度]
Type = AngleAdd
Trigger1 = IsHelper(6005)
Value = 2

[State 6000, 角度]
Type = AngleSet
Trigger1 = IsHelper(6006)
Trigger1 = Time = 0
Value = -70+Random%140

[State 6000, 角度を有効]
Type = AngleDraw
Trigger1 = IsHelper(6000)
Scale = .5+Time*.13,.5+Time*.13

[State 6000, 角度を有効]
Type = AngleDraw
Trigger1 = IsHelper(6005)
Scale = 2+Time*.2,2-Time*.2

[State 6000, 角度を有効]
Type = AngleDraw
Trigger1 = IsHelper(6006)
Scale = .1+Time*.035,.1+Time*fvar(0)

;**************************************************
[State 6000, エフェクトヘルパー]
Type = Helper
Trigger1 = IsHelper(6001)
Trigger1 = Time = 0
StateNo = 6001
ID = 6001
Name = "HitSpark"
SuperMoveTime = 100
PauseMoveTime = 100

[State 6000, エフェクト]
Type = Explod
Trigger1 = IsHelper(6001) || IsHelper(6002) || IsHelper(6004)
Trigger1 = Time = 0
Anim = 6001
ID = 6001
Pos = 0,0
Scale = .8,.8
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 8
SuperMove = 1
PauseMoveTime = -1

[State 6000, エフェクト]
Type = Explod
Trigger1 = IsHelper(6003)
Trigger1 = Time = 0
Anim = 6006
ID = 6006
Pos = 0,0
Scale = .5,.5
Ownpal = 1
SprPriority = 5
SuperMove = 1
PauseMoveTime = -1

[State 6000, エフェクト]
Type = Explod
Trigger1 = IsHelper(6004)
Trigger1 = Time = 0
Anim = 6010
ID = 6010
Pos = 0,0
Scale = .5,.5
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 5
SuperMove = 1
PauseMoveTime = -1

[State 6000, エフェクト]
Type = Explod
Trigger1 = IsHelper(6006)
Trigger1 = Time = 0
Anim = 6003
ID = 6003
Pos = 0,0
Scale = .5,.5
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 5
SuperMove = 1
PauseMoveTime = -1

[State 6000, エフェクト]
Type = Explod
Trigger1 = IsHelper(6002) || IsHelper(6003) || IsHelper(6005) || IsHelper(6006)
Trigger1 = Time = 0
Anim = 6015
ID = 6015
Pos = 0,0
Scale = .5,.5
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 5
SuperMove = 1
PauseMoveTime = -1

;**************************************************
[State 6000, エフェクト操作]
Type = ModifyExplod
Trigger1 = NumExplod(6003) > 0
ID = 6003
Scale = .5+Time*.02,.5+Time*.02

;**************************************************
[State 6000, ヘルパーを消す]
Type = DestroySelf
Trigger1 = IsHelper(6000) || IsHelper(6002) || IsHelper(6005) || IsHelper(6006)
Trigger1 = Time > IfElse(IsHelper(6006),30,10)
Trigger2 = IsHelper(6001) || IsHelper(6002) || IsHelper(6003) || IsHelper(6004)
Trigger2 = Time > 0

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ヒットスパーク　拡散
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6001]
Physics  = N
Anim     = IfElse(IsHelper(6001),6010,6015)
SprPriority = 8

[State 6001, 変数増減]
Type = VarAdd
Trigger1 = Time > 0
var(0) = 12

[State 6001, 透明度]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 256-var(0),256

[State 6001, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

;**************************************************
[State 6001, 角度]
Type = AngleSet
Trigger1 = Time = 0
Value = Random%359

[State 6001, 角度を有効]
Type = AngleDraw
Trigger1 = 1

;**************************************************
[State 6001, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 20

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ガードスパーク
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6005]
Physics  = N
Anim     = 10000
SprPriority = 8

;**************************************************
[State 6005, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 6005
ID = 6005
Pos = 0,0
Scale = .5,.5
Ownpal = 1
SprPriority = 8
SuperMove = 1
PauseMoveTime = -1

[State 6005, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 6015
ID = 6015
Pos = 0,0
Scale = .5,.5
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 5
SuperMove = 1
PauseMoveTime = -1

[State 6005, ガード音用]
Type = Helper
Trigger1 = Time = 0
Stateno = 6049
ID = 60499
Name = "Sound"
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9
PauseMoveTime = 9

;**************************************************
[State 6005, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 0

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　相手座標調査ヘルパー
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6045]
Physics  = N
Anim     = 10000

[State 6045, 変数]
Type = ParentVarSet
Trigger1 = ParentDist X <= 0
fvar(6) = ((ParentDist X)*Facing)*-1

[State 6045, 変数]
Type = ParentVarSet
Trigger1 = ParentDist X <= 0
fvar(7) = (ParentDist Y)*-1

[State 6045, 軸位置移動]
Type = PosAdd
Trigger1 = (P2Dist X != [-5,5])
X = IfElse(P2Dist X<0,-.75,.75)

[State 6045, 軸位置移動]
Type = PosAdd
Trigger1 = (P2Dist Y != [45,55])
Y = IfElse(P2Dist Y<50,-.75,.75)

[State 6045, 振り返る]
Type = Turn
Trigger1 = ParentDist X > 0

;**************************************************
[State 6045, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (Root,StateNo = [790,793]) || (RoundState > 2)
Trigger2 = (IsHelper(60450)) && (Time > 50)
Trigger3 = (Root,StateNo = 797) && (Root,Time<10)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　画面座標調査ヘルパー
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6046]
Physics  = N
Anim     = 10000

[State 6046, 変数]
Type = ParentVarSet
Trigger1 = 1
fvar(0) = (ScreenPos Y)*-1

[State 6046, 軸位置]
Type = PosSet
Trigger1 = 1
Y = 0

;**************************************************
[State 6046, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (Time > 0)
Trigger1 = (NumHelper(2011) = 0) && (NumHelper(2012) = 0)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　音専用ヘルパー
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6049]
Physics  = N
Anim     = 10000

[State 6049, 移動速度]
Type = VelSet
Trigger1 = (IsHelper(6049)) && (Time = 0)
X = 8.5

[State 6049, 音]
Type = PlaySnd
Trigger1 = (IsHelper(6049)) && ((P2StateNo = 10001) || (P2StateNo = 10003))
Value = s0,13

;**************************************************
[State 6049, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (IsHelper(60499)) || (IsHelper(60033)) 
Trigger1 = (Time > 0)
Trigger2 = (IsHelper(6049)) && ((P2StateNo = 10001) || (P2StateNo = 10003))
Trigger3 = (Time > 100)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　Ｋ　エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6050]
Physics  = N
Anim     = 2013
SprPriority = 8

[State 6050, 本体に付く位置]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = 7,-IfElse(Root,StateType=A,20,0)
IgnoreHitPause = 1

;**************************************************
[State 6050, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6050, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

;**************************************************
[State 6050, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = 65

[State 6050, ヘルパーを消す]
Type = DestroySelf
Trigger1 = AnimTime = 0
Trigger2 = (Root,StateNo = 52) || (Root,StateNo = [700,3099]) || (Root,MoveType = H)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　霊撃　エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6051]
Physics  = N
Anim     = 6020
SprPriority = 3

[State 6051, 変数]
Type = VarSet
Trigger1 = Time = [0,1]
fvar(0) = 5+Random/99.9

[State 6051, 変数]
Type = VarSet
Trigger1 = Time = [0,1]
fvar(10) = (Random/499.5)*Pi

[State 6051, 変数]
Type = VarSet
Trigger1 = Time = [0,1]
fvar(1) = 5+Random/99.9

[State 6051, 変数]
Type = VarSet
Trigger1 = Time = [0,1]
fvar(11) = (Random/499.5)*Pi

[State 6051, 変数]
Type = VarSet
Trigger1 = Time = [0,1]
fvar(2) = 5+Random/99.9

[State 6051, 変数]
Type = VarSet
Trigger1 = Time = [0,1]
fvar(12) = (Random/499.5)*Pi

[State 6051, 変数]
Type = VarSet
Trigger1 = Time = [0,1]
fvar(3) = 5+Random/99.9

[State 6051, 変数]
Type = VarSet
Trigger1 = Time = [0,1]
fvar(13) = (Random/499.5)*Pi

[State 6051, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
StateNo = 6052
ID = 6052

;**************************************************
[State 6051, エフェクト]
Type = Explod
Trigger1 = Time = [0,1]
Anim = 6052
ID = 6052
Scale = .5,.5
Vel = fvar(0)*Cos(fvar(10)),-fvar(0)*Sin(fvar(10))
Accel = -fvar(0)*Cos(fvar(10))/27.0,fvar(0)*Sin(fvar(10))/27.0
SprPriority = 7
OwnPal = 1

[State 6051, エフェクト]
Type = Explod
Trigger1 = Time = [0,1]
Anim = 6052
ID = 6052
Scale = .5,.5
Vel = fvar(1)*Cos(fvar(11)),-fvar(1)*Sin(fvar(11))
Accel = -fvar(1)*Cos(fvar(11))/27.0,fvar(1)*Sin(fvar(11))/27.0
SprPriority = 7
OwnPal = 1

[State 6051, エフェクト]
Type = Explod
Trigger1 = Time = [0,1]
Anim = 6052
ID = 6052
Scale = .5,.5
Vel = fvar(2)*Cos(fvar(12)),-fvar(2)*Sin(fvar(12))
Accel = -fvar(2)*Cos(fvar(12))/27.0,fvar(2)*Sin(fvar(12))/27.0
SprPriority = 7
OwnPal = 1

[State 6051, エフェクト]
Type = Explod
Trigger1 = Time = [0,1]
Anim = 6052
ID = 6052
Scale = .5,.5
Vel = fvar(3)*Cos(fvar(13)),-fvar(3)*Sin(fvar(13))
Accel = -fvar(3)*Cos(fvar(13))/27.0,fvar(3)*Sin(fvar(13))/27.0
SprPriority = 7
OwnPal = 1

;**************************************************
[State 6051, 変数増減]
Type = VarAdd
Trigger1 = Time > 9
var(0) = 25

[State 6051, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6051, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6051, 色]
Type = PalFX
Trigger1 = IsHelper(6051)
Mul = 256-IfElse(var(0)<256,var(0),256),256-IfElse(var(0)<256,var(0),256),256-IfElse(var(0)<256,var(0),256)
Time = 1

;**************************************************
[State 6051, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = .5+Time*.15,.5+Time*.15

[State 6051, エフェクト操作]
Type = ModifyExplod
Trigger1 = NumExplod(6052) > 0
Trigger1 = Time > 14
ID = 6052
Scale = .5-(Time*.041-.615),.5-(Time*.041-.615)
IgnoreHitPause = 1

;**************************************************
[State 6051, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 26

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　霊撃　エフェクト２
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6052]
Physics  = N
Anim     = 6102+IsHelper(6053)
SprPriority = 3-IsHelper(6053)*6

[State 6052, エフェクトヘルパー]
Type = Helper
Trigger1 = IsHelper(6052) && (Time = 0)
StateNo = 6052
ID = 6053

[State 6052, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6052, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

;**************************************************
[State 6052, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = .5+Time*.2-Time*.1,.15+Time*.1-Time*.05

;**************************************************
[State 6052, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 19

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　人符「現世斬」‐人鬼「未来永劫斬」　残像
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6055]
Physics  = N
Anim     = 2018
SprPriority = 5

[State 6055, 変数増減]
Type = VarAdd
Trigger1 = Time > 0
var(0) = IfElse(IsHelper(6055),20,8)

[State 6055, 変数増減]
Type = VarAdd
Trigger1 = Time > 0
fvar(0) = .2

[State 6055, 本体に付く位置]
Type = BindToRoot
Trigger1 = IsHelper(6055)
Time = 1
Pos = var(0),-20
IgnoreHitPause = 1

[State 6055, 本体に付く位置]
Type = BindToRoot
Trigger1 = IsHelper(6056)
Time = 1
Pos = -75+var(0),-20
IgnoreHitPause = 1

[State 6055, 角度を有効]
Type = AngleDraw
Trigger1 = IsHelper(6055)
Scale = 1+fvar(0),1-fvar(0)

[State 6055, 角度を有効]
Type = AngleDraw
Trigger1 = IsHelper(6056)
Scale = 2.5-fvar(0),.2+fvar(0)

[State 6055, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time = 5

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　人鬼「未来永劫斬」　連撃　残像
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6056]
Physics  = N
Anim     = 2018
SprPriority = 5

[State 6056, アニメ]
Type = ChangeAnim
Trigger1 = (Parent,IsHelper) && (Time = 0)
Trigger2 = (Parent,IsHelper) && (Time = 1)
Value = IfElse(Time=0,10000,2018)

[State 6056, 変数増減]
Type = VarAdd
Trigger1 = (!Parent,IsHelper) && (Time > 0)
Trigger2 = (Parent,IsHelper) && (Time > 1)
fvar(0) = .2

[State 6056, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = IsHelper(6056) || IsHelper(6057)
fvar(1) = IfElse(IsHelper(6056),.5,-.5)*Pi

[State 6056, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = IsHelper(6058) || IsHelper(6059)
fvar(1) = IfElse(IsHelper(6058),0,1)*Pi

[State 6056, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = IsHelper(6060) || IsHelper(6061)
fvar(1) = IfElse(IsHelper(6060),.25,-.25)*Pi

[State 6056, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = IsHelper(6062) || IsHelper(6063)
fvar(1) = IfElse(IsHelper(6062),-.75,.75)*Pi

[State 6056, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = IsHelper(6058) || IsHelper(6059)
fvar(2) = IfElse(IsHelper(6058),-.5,.5)*Pi

[State 6056, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = IsHelper(6060) || IsHelper(6061)
fvar(2) = IfElse(IsHelper(6060),-.25,.25)*Pi

[State 6056, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = IsHelper(6062) || IsHelper(6063)
fvar(2) = IfElse(IsHelper(6062),-.25,.25)*Pi

[State 6056, 軸位置移動]
Type = PosAdd
Trigger1 = Time = 0
X = 60*Cos(fvar(1))
Y = -60*Sin(fvar(1))

[State 6056, 移動速度]
Type = VelSet
Trigger1 = (!Parent,IsHelper)
Trigger2 = (Parent,IsHelper) && (Time > 0)
X = 20*Cos(fvar(2))
Y = -20*Sin(fvar(2))

[State 6056, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6056, 色]
Type = PalFX
Trigger1 = Parent,IsHelper
Color = 0
Time = 1

;**************************************************
[State 6056, 角度]
Type = AngleSet
Trigger1 = (Vel X > 0)
Value = ATan(Vel Y/Vel X)*(-180.0/Pi)

[State 6056, 角度]
Type = AngleSet
Trigger1 = (Vel X < 0)
Value = 180+ATan(Vel Y/Vel X)*(-180.0/Pi)

[State 6056, 角度]
Type = AngleSet
Trigger1 = (Vel X = 0)
Value = IfElse(Vel Y<0,90,-90)

[State 6056, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = 1+fvar(0),1-fvar(0)

;**************************************************
[State 6056, 残像]
Type = Helper
Trigger1 = (!Parent,IsHelper) && (Time = 0)
Trigger2 = (Parent,IsHelper) && (Time = 1)
StateNo = 6057
ID = 6057
Name = "Slash"
Pos = Ceil(35*Cos(fvar(1))),Ceil(-35*Sin(fvar(1)))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Size.XScale = .75
Size.YScale = .75

[State 6056, 軸位置移動]
Type = PosAdd
Trigger1 = (!Parent,IsHelper) && (Time = 0)
Trigger2 = (Parent,IsHelper) && (Time = 1)
X = -60*Cos(fvar(2))
Y = 60*Sin(fvar(2))

;**************************************************
[State 6056, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (!Parent,IsHelper) && (Time = 6)
Trigger2 = (Parent,IsHelper) && (Time = 5)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　人鬼「未来永劫斬」　連撃　斬撃
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6057]
Physics  = N
Anim     = 2020
SprPriority = 6

[State 6057, 変数増減]
Type = VarAdd
Trigger1 = Time > 4
var(0) = 24

[State 6057, 変数増減]
Type = VarAdd
Trigger1 = Time > 0
fvar(0) = .066666

[State 6057, 変数増減]
Type = VarSet
Trigger1 = Time = 0
fvar(1) = Parent,Vel X

[State 6057, 変数増減]
Type = VarSet
Trigger1 = Time = 0
fvar(2) = Parent,Vel Y

;**************************************************
[State 6057, 透明度]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 256-var(0),256

[State 6057, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

;**************************************************
[State 6057, 角度]
Type = AngleSet
Trigger1 = (fvar(1) > 0)
Value = ATan(fvar(2)/fvar(1))*(-180.0/Pi)

[State 6057, 角度]
Type = AngleSet
Trigger1 = (fvar(1) < 0)
Value = 180+ATan(fvar(2)/fvar(1))*(-180.0/Pi)

[State 6057, 角度]
Type = AngleSet
Trigger1 = (fvar(1) = 0)
Value = IfElse(Vel Y<0,90,-90)

[State 6057, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = 1+(fvar(0)*4.0),1-fvar(0)

;**************************************************
[State 6057, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 14

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　人鬼「未来永劫斬」　閃光
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6058]
Physics  = N
Anim     = 2019
SprPriority = 5

[State 6058, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6058, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6058, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = IfElse(IsHelper(6058),-90,45)

;**************************************************
[State 6058, ヘルパーを消す]
Type = DestroySelf
Trigger1 = AnimTime = 0

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　断命剣「冥想斬」‐断迷剣「迷津慈航斬」　剣
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6059]
Physics  = N
Anim     = IfElse(IsHelper(6059),2021,2025)
SprPriority = 5

[State 6059, アニメ]
Type = ChangeAnim
Trigger1 = ((Anim = 2021)|| (Anim = 2025)) && (AnimTime = 0)
Trigger2 = ((Anim = 2023)|| (Anim = 2027)) && (AnimTime = 0)
Value = IfElse(IsHelper(6059),2022,2026)

[State 6059, アニメ]
Type = ChangeAnim
Trigger1 = (Root,AnimElem = 9)
Value = IfElse(IsHelper(6059),2023,2027)

[State 6059, アニメ]
Type = ChangeAnim
Trigger1 = (Root,AnimElem = 13,>=13)
Trigger1 = ((Anim != 2024) && (Anim != 2028))
Value = IfElse(IsHelper(6059),2024,2028)

[State 6059, アニメ]
Type = ChangeAnim
Trigger1 = ((Anim = 2023)|| (Anim = 2027))
Trigger1 = (Root,HitPauseTime != 0)
Value = Anim
Elem = AnimElemNo(-1)

;**************************************************
[State 6059, 変数]
Type = VarSet
Trigger1 = (Time = 6)
var(0) = 42

[State 6059, 変数]
Type = VarSet
Trigger1 = (Root,AnimElem = 4)
var(0) = 55

[State 6059, 変数]
Type = VarSet
Trigger1 = (Root,AnimElem = 5)
var(0) = 90

[State 6059, 変数]
Type = VarSet
Trigger1 = (Root,AnimElem = 6)
var(0) = 170

[State 6059, 変数]
Type = VarSet
Trigger1 = (Root,AnimElem = 7)
var(0) = 195

[State 6059, 変数]
Type = VarSet
Trigger1 = (Root,AnimElem = 8)
var(0) = 210

[State 6059, 変数]
Type = VarSet
Trigger1 = (Root,AnimElem = 9)
var(0) = 0

;**************************************************
[State 6059, 変数]
Type = VarSet
Trigger1 = (Time = 0)
var(1) = 12

[State 6059, 変数]
Type = VarSet
Trigger1 = (Root,AnimElem = 4)
var(1) = 18

[State 6059, 変数]
Type = VarSet
Trigger1 = (Root,AnimElem = 5)
var(1) = 22

[State 6059, 変数]
Type = VarSet
Trigger1 = (Root,AnimElem = 6)
var(1) = -16

[State 6059, 変数]
Type = VarSet
Trigger1 = (Root,AnimElem = 7)
var(1) = -34

[State 6059, 変数]
Type = VarSet
Trigger1 = (Root,AnimElem = 8)
var(1) = -41

[State 6059, 変数]
Type = VarSet
Trigger1 = (Root,AnimElem = 9)
var(1) = -14

[State 6059, 変数]
Type = VarSet
Trigger1 = (Root,AnimElem = 10)
var(1) = 46

[State 6059, 変数]
Type = VarSet
Trigger1 = (Root,AnimElem = 11)
var(1) = 11

[State 6059, 変数]
Type = VarSet
Trigger1 = (Root,AnimElem = 12)
var(1) = 14

[State 6059, 変数]
Type = VarSet
Trigger1 = (Time = 0)
var(2) = -27

[State 6059, 変数]
Type = VarSet
Trigger1 = (Root,AnimElem = 4)
var(2) = -28

[State 6059, 変数]
Type = VarSet
Trigger1 = (Root,AnimElem = 5)
var(2) = -55

[State 6059, 変数]
Type = VarSet
Trigger1 = (Root,AnimElem = 6)
var(2) = -72

[State 6059, 変数]
Type = VarSet
Trigger1 = (Root,AnimElem = 7)
var(2) = -66

[State 6059, 変数]
Type = VarSet
Trigger1 = (Root,AnimElem = 8)
var(2) = -57

[State 6059, 変数]
Type = VarSet
Trigger1 = (Root,AnimElem = 9)
var(2) = -69

[State 6059, 変数]
Type = VarSet
Trigger1 = (Root,AnimElem = 10)
var(2) = -37

[State 6059, 変数]
Type = VarSet
Trigger1 = (Root,AnimElem = 11)
var(2) = -2

[State 6059, 変数]
Type = VarSet
Trigger1 = (Root,AnimElem = 12)
var(2) = -5

;**************************************************
[State 6059, 変数増減]
Type = VarAdd
Trigger1 = (Time > 0)
Trigger1 = (Root,HitPauseTime = 0)
var(3) = 1

;**************************************************
[State 6059, 変数]
Type = VarSet
Trigger1 = (Time = 0)
fvar(0) = IfElse(IsHelper(6059),.75,1)

[State 6059, 変数]
Type = VarSet
Trigger1 = ((Anim = 2022) || (Anim = 2026))
fvar(0) = IfElse(IsHelper(6059),.75+fvar(1),1+fvar(1))

[State 6059, 変数]
Type = VarSet
Trigger1 = ((Anim = 2023) || (Anim = 2027))
fvar(0) = IfElse(IsHelper(6059),.88+fvar(1),1.75+fvar(1))

[State 6059, 変数増減]
Type = VarAdd
Trigger1 = (Time = [7,28])
fvar(1) = .005

;**************************************************
[State 6059, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6059, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6059, 本体に付く位置]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = var(1),var(2)
IgnoreHitPause = 1

[State 6059, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = var(0)
Scale = fvar(0),fvar(0)

;**************************************************
[State 6059, ヘルパーを消す]
Type = DestroySelf
Trigger1 = ((Anim = 2024)|| (Anim = 2028)) && (AnimTime = 0)
Trigger2 = (Root,MoveType = H)
Trigger3 = (Root,StateNo = [790,793])
Trigger4 = (Root,StateNo = 797) && (Root,Time<10)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　魂符「幽明の苦輪」‐魂魄「幽明求聞持聡明の法」　半透明半身
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6060]
Physics  = N
SprPriority = -2

[State 6060, 変数]
Type = VarSet
Trigger1 = Time = 0
var(0) = Root,PrevStateNo

[State 6060, 変数]
Type = VarSet
Trigger1 = (Anim = [200,499]) && (AnimTime = 0)
var(1) = 1

[State 6060, アニメ]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = (Root,Anim = 3020)
Trigger1 = (var(0) != [200,499])
Trigger2 = (Anim = [20200,23020]) && (AnimTime = 0)
Value = 0

[State 6060, アニメ]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = (Root,Anim = 3020)
Trigger1 = (var(0) = [200,499])
Value = var(0)

[State 6060, アニメ]
Type = ChangeAnim
TriggerAll = (Root,Anim != 3020)
TriggerAll = (Anim != Root,Anim)
TriggerAll = SelfAnimExist(Root,Anim)
TriggerAll = Root,MoveType != H
Trigger1 = (var(0) != [200,499]) || (var(1) = 1)
Trigger2 = (Root,Anim = 1021) && (Root,AnimElem = 1,=0)
Trigger3 = (Root,Anim = 1022) && (Root,AnimElem = 1,=0)
Trigger4 = (Root,Anim = 10000)
Trigger5 = (Root,Anim = 3001) && (Root,AnimElem = 1,=0)
Value = Root,Anim
Elem = Root,AnimElemNo(0)

[State 6060, アニメ]
Type = ChangeAnim
TriggerAll = (Root,Anim != 3020)
TriggerAll = (Anim != Root,Anim)
Trigger1 = !SelfAnimExist(Root,Anim)
Trigger2 = Root,MoveType = H
Value = 10000

[State 6060, アニメ]
Type = ChangeAnim
Trigger1 = (Root,HitPauseTime != 0) && (Anim != 1012)
Value = Anim
Elem = AnimElemNo(0)

[State 6060, アニメ]
Type = ChangeAnim
Trigger1 = (Root,HitPauseTime != 0) && (Anim = 1012)
Value = Anim
Elem = AnimElemNo(-1)

[State 6060, 残像]
Type = AfterImage
Trigger1 = Time = 0
Trigger2 = (Root,var(12) = 0)
Trans = None
Time = 2
Length = 11
Timegap = 1
Framegap = 9
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
PalColor = 0

[State 6060, 残像標示時間]
Type = AfterImageTime
Trigger1 = (Root,var(12) = 1)
Time = 2

;**************************************************
[State 6060, 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA

[State 6060, 押さない]
Type = PlayerPush
Trigger1 = 1
Value = 0

[State 6060,振り返る]
Type = Turn
Trigger1 = Facing != Root,Facing

[State 6060, 本体に付く位置]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = 0,0
IgnoreHitPause = 1

[State 6060, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible

;**************************************************
[State 6060, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (Root,var(12) = 0)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　魂符「幽明の苦輪」‐魂魄「幽明求聞持聡明の法」　魔方陣
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6061]
Physics  = N
Anim     = 2029
SprPriority = 8

[State 6061, 本体に付く位置]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = 0,-35
IgnoreHitPause = 1

;**************************************************
[State 6061, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6061, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

;**************************************************
[State 6061, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = Time
Scale = Root,fvar(5)/1000.0,Root,fvar(5)/1000.0

;**************************************************
[State 6061, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (Root,var(12) = 0)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　奥義「西行春風斬」　花びら
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6062]
Physics  = N
Anim     = 2032
SprPriority = 8

[State 6062, 変数増減]
Type = VarAdd
Trigger1 = Time > 19
var(0) = 12

[State 6062, 変数]
Type = VarSet
Trigger1 = Time = 0
var(1) = Random%359

[State 6062, 変数]
Type = VarSet
Trigger1 = Time = 0
var(2) = IfElse(Random<500,1,-1)

[State 6230, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(0) = 1+Random/499.5*Pi

[State 6230, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(1) = Random/499.5*Pi

;**************************************************
[State 2030, 移動速度]
Type = VelSet
Trigger1 = 1
X = fvar(0)*Cos(fvar(1))
Y = -fvar(0)*Sin(fvar(1))

;**************************************************
[State 6062, 透明度]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 256-var(0),256

[State 6062, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6062, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = (var(1)+Time*2)*var(2)

;**************************************************
[State 6062, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (var(0) > 249)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　朱雀飛天之舞　開始残像
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6063]
Physics  = N
Anim     = 2036
SprPriority = 2

[State 6063, 変数]
Type = VarAdd
Trigger1 = Time > 0
var(0) = 25

[State 6063, 変数増減]
Type = VarAdd
Trigger1 = 1
fvar(0) = IfElse(Time=0,10,-1)

[State 6063, 変数増減]
Type = VarAdd
Trigger1 = 1
fvar(1) = fvar(0)

[State 6063, 変数増減]
Type = VarAdd
Trigger1 = 1
fvar(2) = -fvar(0)

;**************************************************
[State 6063, 透明度]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 256-var(0),var(0)

[State 6063, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6063, 本体に付く位置]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = IfElse(IsHelper(6063),fvar(1),IfElse(IsHelper(6064),fvar(1)/10.0,-fvar(1))),IfElse(IsHelper(6063),fvar(2)/5.0,IfElse(IsHelper(6064),fvar(2),fvar(2)/10.0))
IgnoreHitPause = 1

;**************************************************
[State 6063, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 9

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　朱雀飛天之舞　終了残像
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6064]
Physics  = N
Anim     = 2036
SprPriority = 2

[State 6064, 変数増減]
Type = VarAdd
Trigger1 = Time > 0
var(0) = 25

[State 6064, 変数増減]
Type = VarAdd
Trigger1 = 1
fvar(0) = IfElse(Time=0,60,-6)

********************************
[State 6064, 透明度]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = var(0),256-var(0)

[State 6064, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6064, 本体に付く位置]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = IfElse(IsHelper(6063),fvar(0),IfElse(IsHelper(6064),fvar(0)/10.0,-fvar(0))),IfElse(IsHelper(6063),-fvar(0)/5.0,IfElse(IsHelper(6064),-fvar(0),-fvar(0)/10.0))
IgnoreHitPause = 1

;**************************************************
[State 6064, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 9

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　朱雀飛天之舞　連撃残像
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6065]
Physics  = N
Anim     = 2018
SprPriority = 2

[State 6065, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(0) = 30+Random/49.95*Pi

[State 6065, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(1) = (-30+Random/16.65)*(Pi/180.0)

[State 6065, 変数増減]
Type = VarAdd
Trigger1 = Time > 0
fvar(2) = .2

[State 6065, 軸位置移動]
Type = PosAdd
Trigger1 = Time = 0
X = (-fvar(0)*3)*Cos(fvar(1))
Y = (fvar(0)*3)*Sin(fvar(1))

;**************************************************
[State 6065, 移動速度]
Type = VelSet
Trigger1 = 1
X = fvar(0)*Cos(fvar(1))
Y = -fvar(0)*Sin(fvar(1))

[State 6065, 透明度]
Type = Trans
Trigger1 = Time = 0
Trans = AddAlpha
Alpha = 128,128

[State 6065, 透明度]
Type = Trans
Trigger1 = Time > 0
Trans = Add

[State 6065, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6065, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = ATan(Vel Y/Vel X)*(-180.0/Pi)
Scale = 1+fvar(2),(1-fvar(2))/1.5

;**************************************************
[State 6065, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 4

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　朱雀飛天之舞　連撃ラスト残像
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6066]
Physics  = N
Anim     = 2037
SprPriority = 2

[State 6066, 変数増減]
Type = VarAdd
Trigger1 = Time > 7
var(0) = 12

[State 6066, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(0) = 30

[State 6066, 変数]
Type = VarSet
Trigger1 = Time = 2
fvar(0) = 12

[State 6066, 変数増減]
Type = VarAdd
Trigger1 = Time = [3,28]
fvar(0) = -.48

[State 6066, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(1) = IfElse(IsHelper(6066),25,-25)*(Pi/180.0)

[State 6066, 軸位置移動]
Type = PosAdd
Trigger1 = Time = 0
X = (-fvar(0)*3)*Cos(fvar(1))
Y = (fvar(0)*3)*Sin(fvar(1))

;**************************************************
[State 6066, 移動速度]
Type = VelSet
Trigger1 = 1
X = fvar(0)*Cos(fvar(1))
Y = -fvar(0)*Sin(fvar(1))

[State 6066, 透明度]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 256-var(0),256

[State 6066, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6066, 角度を有効]
Type = AngleSet
Trigger1 = Time = 0
Value = ATan(Vel Y/Vel X)*(-180.0/Pi)

[State 6066, 角度を有効]
Type = AngleDraw
Trigger1 = 1

;**************************************************
[State 6066, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 28

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　朱雀飛天之舞　ラスト分身
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6067]
Physics  = N
Anim     = IfElse(IsHelper(6067),3041,3042)
SprPriority = 2

[State 6067, 変数増減]
Type = VarAdd
Trigger1 = Time > 33
var(0) = 25

[State 6067, 変数増減]
Type = VarAdd
Trigger1 = Time = [0,3]
var(0) = IfElse(Time=0,192,-64)

[State 6067, 移動速度]
Type = VelSet
TriggerAll = (IsHelper(6067))
Trigger1 = Time = 0
X = 7.8
Y = -7.9

[State 6067, 移動速度]
Type = VelSet
TriggerAll = (!IsHelper(6067))
Trigger1 = Time = 0
X = 7.8
Y = 1

[State 6067, 速度乗算]
Type = VelMul
TriggerAll = (IsHelper(6067))
TriggerAll = Vel X > .5
Trigger1 = (Time = [0,3]) || (Time > 32)
X = .9

[State 6067, 速度加算]
Type = VelAdd
Trigger1 =  (Time = [0,3]) || (Time > 32)
Y = .34

[State 6067, 軸位置固定]
Type = PosFreeze
Trigger1 = (Time = [3,32])

;**************************************************
[State 6067, 透明度]
Type = Trans
Trigger1 = (Time = [0,2]) || (Time > 33)
Trans = AddAlpha
Alpha = 256-var(0),var(0)

[State 6067, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6067, 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA

;**************************************************
[State 3101, エフェクト]
Type = Explod
TriggerAll = (IsHelper(6067))
Trigger1 = (Time = 4)
Anim = 2038
ID = 2038
Pos = 30,-85
BindTime = -1
Scale = 1.25,1.25
VFacing = -1
Ownpal = 1
SprPriority = 5
RemoveOnGetHit = 1
IgnoreHitPause = 1

[State 3101, エフェクト]
Type = Explod
TriggerAll = (!IsHelper(6067))
Trigger1 = (Time = 4)
Anim = 2038
ID = 2038
Pos = 13,-26
BindTime = -1
Scale = 1.25,1.25
Ownpal = 1
SprPriority = 5
RemoveOnGetHit = 1
IgnoreHitPause = 1

;**************************************************
[State 6067, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 43

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ダッシュエフェクト１
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6100]
Physics  = N
Anim     = 6100
SprPriority = IfElse(IsHelper(6100),5,-5)

[State 6100, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
StateNo = 6101
ID = 6101
SuperMoveTime = 100
PauseMoveTime = 100

;**************************************************
[State 6100, 変数増減]
Type = VarAdd
Trigger1 = Time > 0
var(0) = 25

[State 6100, 透明度]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 256-var(0),256

[State 6100, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

;**************************************************
[State 6100, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = .15+Time*.02,.4+Time*.05

;**************************************************
[State 6100, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 9

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ダッシュエフェクト２
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6101]
Physics  = N
Anim     = 6101
SprPriority = IfElse(Parent,IsHelper(6100),-5,5)

[State 6101, 変数増減]
Type = VarAdd
Trigger1 = Time > 0
var(0) = 25

[State 6101, 透明度]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 256-var(0),256

[State 6101, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

;**************************************************
[State 6101, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = .15+Time*.02,.4+Time*.05

;**************************************************
[State 6101, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 9

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　高速ジャンプエフェクト１
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6102]
Physics  = N
Anim     = 6102
SprPriority = 5

[State 6102, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
StateNo = 6103
ID = 6103
SuperMoveTime = 100
PauseMoveTime = 100

;**************************************************
[State 6102, 変数増減]
Type = VarAdd
Trigger1 = Time > 0
var(0) = 25

[State 6102, 透明度]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 256-var(0),256

[State 6102, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

;**************************************************
[State 6102, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = .2+Time*.05,.05+Time*.02

;**************************************************
[State 6102, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 9

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　高速ジャンプエフェクト２
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6103]
Physics  = N
Anim     = 6103
SprPriority = -5

[State 6103, 変数増減]
Type = VarAdd
Trigger1 = Time > 0
var(0) = 25

[State 6103, 透明度]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 256-var(0),256

[State 6103, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

;**************************************************
[State 6103, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = .2+Time*.05,.05+Time*.02

;**************************************************
[State 6103, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 9

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　霊‐Ｂアイテム
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6105]
Physics  = N
Anim     = IfElse((IsHelper(6105)),6310,6311)
SprPriority = 8

[State 6105, 移動速度]
Type = VelSet
Trigger1 = Time = 0
X = IfElse(Random<500,.8+Random/250.0,-.8-Random/250.0)
Y = IfElse(Random<500,.8+Random/250.0,-.8-Random/250.0)

[State 6105, 移動速度]
Type = VelMul
Trigger1 = Time < 25
X = .9
Y = .9

[State 6105, 移動速度]
Type = VelSet
Trigger1 = Time = 25
X = 0
Y = 0

[State 6105, 移動速度]
Type = VelSet
Trigger1 = Time > 34
X = 10*((RootDist X)/(Abs(RootDist X)+Abs(RootDist Y-40)+.0000001))
Y = 10*((RootDist Y-40)/(Abs(RootDist X)+Abs(RootDist Y-40)+.0000001))

;**************************************************
[State 6105, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

;**************************************************
[State 6105, 音]
Type = PlaySnd
Trigger1 = Time > 34
Trigger1 = ((RootDist X = [-5,5]) && (RootDist Y = [35,45]))
Value = s0,25

;**************************************************
[State 6105, 変数増減]
Type = ParentVarAdd
Trigger1 = Time > 34
Trigger1 = IsHelper(6105)
Trigger1 = Root,fvar(5) < 1000
Trigger1 = ((RootDist X = [-5,5]) && (RootDist Y = [35,45]))
fvar(5) = 50

[State 6105, ゲージ増減]
Type = PowerAdd
Trigger1 = Time > 34
Trigger1 = IsHelper(6105)
Trigger1 = Root,fvar(5) >= 1000
Trigger1 = ((RootDist X = [-5,5]) && (RootDist Y = [35,45]))
Value = 50

;**************************************************
[State 6105, 変数増減]
Type = ParentVarAdd
Trigger1 = Time > 34
Trigger1 = IsHelper(6106)
Trigger1 = Root,var(47) < 2
Trigger1 = ((RootDist X = [-5,5]) && (RootDist Y = [35,45]))
var(47) = 1

[State 6105, ゲージ増減]
Type = PowerAdd
Trigger1 = Time > 34
Trigger1 = IsHelper(6106)
Trigger1 = Root,var(47) >= 2
Trigger1 = ((RootDist X = [-5,5]) && (RootDist Y = [35,45]))
Value = 100

;**************************************************
[State 6105, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 34
Trigger1 = ((RootDist X = [-5,5]) && (RootDist Y = [35,45]))

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　グレイズ
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6110]
Physics  = N
Anim     = 6110

[State 6110, 変数]
Type = VarSet
Trigger1 = (Root,ProjCancelTime(0) = 1)
var(5) = 1
IgnoreHitPause = 1
Persistent = 0

[State 6110, 変数]
Type = ParentVarSet
Trigger1 = MoveHit = 1
Trigger2 = var(5) = 1
var(7) = 10
IgnoreHitPause = 1
Persistent = 0

;**************************************************
[State 6110, ゲージ増減]
Type = PowerAdd
Trigger1 = (Root,ProjCancelTime(0) = 1)
Trigger2 = (MoveHit = 1)
Value = 10

;**************************************************
[State 6110, 受け止め定義]
Type = ReversalDef
Trigger1 = 1
Reversal.Attr = SCA,AP
PauseTime     = 0,0
SparkNo       = -1
HitSound      = -1
NumHits       = 0
ID = 6110

;**************************************************
[State 6110, 飛び道具]
Type = Projectile
Trigger1 = Time = 0
Attr              = A, HP
GetPower          = 0
AnimType          = Back
PauseTime         = 0,0
;-----------------------------------
OffSet            = 0,0
Velocity          = 0,0
ProjAnim          = 6112
ProjRemAnim       = -1
ProjHits          = 0
ProjRemove        = 1
ProjRemoveTime    = 1
ProjPriority      = 1
ProjID            = 6110
SuperMoveTime     = 1
PauseMoveTime     = 1
;-----------------------------------
HitFlag           = P
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Guard.Dist = 0

;**************************************************
[State 6110, エフェクト]
Type = Explod
Trigger1 = MoveHit = 1
Trigger2 = var(5) = 1
Anim = 6111
ID = 6010
Pos = 0,-40
Scale = .5,.5
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 5
SuperMove = 1
PauseMoveTime = -1
Persistent = 0

;**************************************************
[State 6110, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 0

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　魔方陣
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6115]
Physics  = N
Anim     = 2015
SprPriority = -8

[State 6115, 本体に付く位置]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = -4,(Root,Pos Y)*-1
IgnoreHitPause = 1

[State 6115, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6115, 変数増減]
Type = VarAdd
Trigger1 = (Time = [1,50])
Trigger2 = (var(0) > 1) && (var(1) = 1)
var(0) = IfElse(var(1)=0,3,-3)

[State 6115, 変数]
Type = VarSet
Trigger1 = Root,fvar(1) <= 0
var(1) = 1

[State 6115, 変数増減]
Type = VarAdd
Trigger1 = Time > 9
var(2) = 1

[State 6115, 変数]
Type = VarSet
Trigger1 = var(2) > 359
var(2) = 0

[State 6115, 変数増減]
Type = VarAdd
Trigger1 = Time = [30,36]
var(7) = -IfElse(Time=30,1,IfElse(Time<33,3,IfElse(Time=33,4,IfElse(Time<36,5,8))))

[State 6115, 変数増減]
Type = VarAdd
Trigger1 = Time = [37,44]
var(7) = -IfElse(Time=37,7,IfElse(Time<41,10,IfElse(Time=42,11,IfElse(Time=43,12,25))))

[State 6115, 変数増減]
Type = VarAdd
Trigger1 = Time = [45,56]
var(7) = -IfElse(Time<47,15,IfElse(Time<50,20,IfElse(Time=50,11,5)))

[State 6115, 変数増減]
Type = VarAdd
Trigger1 = Time = [20,30]
var(8) = IfElse(Time=30,6,25)

[State 6115, 変数増減]
Type = VarSet
Trigger1 = (Root,Anim = 706) && (Root,AnimElem = 5,=0)
fvar(0) = 0

[State 6115, 変数増減]
Type = VarAdd
Trigger1 = fvar(0) < 3.15
fvar(0) = .15

;**************************************************
[State 6115, 変数];原作の基準がイマイチわからない･･･
Type = VarSet
Trigger1 = Time = 0
fvar(1) = (Root,Power)+(1306-Floor((Root,Power)*.1307))

[State 6115, 変数]
Type = VarSet
Trigger1 = 1
var(3) = Floor(Root,fvar(1)*.001)

[State 6115, 変数]
Type = VarSet
Trigger1 = 1
var(4) = Floor(Root,fvar(1)*.01)%10

[State 6115, 変数]
Type = VarSet
Trigger1 = 1
var(5) = Floor(Root,fvar(1)*.1)%10

[State 6115, 変数]
Type = VarSet
Trigger1 = 1
var(6) = Floor(Root,fvar(1))%10

[State 6115, 変数]
Type = VarSet
Trigger1 = Time = 0
var(13) = var(3)

[State 6115, 変数]
Type = VarSet
Trigger1 = Time = 0
var(14) = var(4)

[State 6115, 変数]
Type = VarSet
Trigger1 = Time = 0
var(15) = var(5)

[State 6115, 変数]
Type = VarSet
Trigger1 = Time = 0
var(16) = var(6)

;**************************************************
[State 6115, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6115, 背景の色]
Type = BGPalFX
Trigger1 = 1
Time = 1
Mul = 256-var(0),256-var(0),256-var(0)

;**************************************************
[State 6115, 角度を有効]
Type = AngleDraw
Trigger1 = (var(2) < 90) || (var(2) = [180,269])
Value = IfElse((var(2)<90),0,-180)
Scale = IfElse(Time<9,2,Root,fvar(1)/fvar(1)),IfElse(Time<9,.4,(Root,fvar(1)/fvar(1))*.2)

[State 6115, 角度を有効]
Type = AngleDraw
Trigger1 = (var(2) = [90,179]) || (var(2) = [270,359])
Value = IfElse((var(2)<180),-90,-270)
Scale = (Root,fvar(1)/fvar(1))*.2,(Root,fvar(1)/fvar(1))

;**************************************************
[State 6115, エフェクト]
Type = Explod
Trigger1 = Time = 0
Trigger2 = (Time > 0) && (Root,Anim = 706) && (Root,AnimElem = 5,=0)
Anim = 6250
ID = 6250
Pos = IfElse(TeamSide=2,270,50),200+IfElse(NumPartner,(Root,var(52)<Root,ID)*17,0)
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1

[State 6115, エフェクト]
Type = Explod
Trigger1 = Time = 0
Trigger2 = (Time > 0) && (Root,Anim = 706) && (Root,AnimElem = 5,=0)
Anim = 6257
ID = 6250
Pos = IfElse(TeamSide=2,270,50),200+IfElse(NumPartner,(Root,var(52)<Root,ID)*17,0)
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 9
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1

[State 6115, エフェクト]
Type = Explod
TriggerAll = (Root,var(42) = 0)
Trigger1 = (Time = 0)
Trigger2 = (Time > 0) && (Root,Anim = 706) && (Root,AnimElem = 5,=0)
Anim = IfElse(Root,var(40)=0,6251,IfElse(Root,var(40)=1,6253,6255))+IfElse(TeamSide=2,10,0)
ID = 6260
Pos = IfElse(TeamSide=2,270,50),200+IfElse(NumPartner,(Root,var(52)<Root,ID)*17,0)
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 11
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1

[State 6115, エフェクト]
Type = Explod
TriggerAll = (Root,var(42) = 1)
Trigger1 = (Time = 0) 
Trigger2 = (Time > 0) && (Root,Anim = 706) && (Root,AnimElem = 5,=0)
Anim = IfElse(Root,var(41)=0,6252,IfElse(Root,var(41)=1,6254,6256))+IfElse(TeamSide=2,10,0)
ID = 6261
Pos = IfElse(TeamSide=2,270,50),200+IfElse(NumPartner,(Root,var(52)<Root,ID)*17,0)
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 11
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1

;**************************************************
[State 6115, エフェクト]
Type = Explod
Trigger1 = Root,fvar(1) > 0
Trigger1 = Time > 19
Anim = 6320
ID = 6320
Pos = IfElse(TeamSide=2,260,40),213+IfElse(NumPartner,(Root,var(52)<Root,ID)*17,0)+Floor(var(7)*.5)
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 10
Trans = AddAlpha
Alpha = var(8),256-var(8)
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1

[State 6115, エフェクト]
Type = Explod
Trigger1 = Root,fvar(1) > 1000
Trigger1 = Time > 19
Anim = 6330+var(3)
ID = 6320
Pos = IfElse(TeamSide=2,280,60),213+IfElse(NumPartner,(Root,var(52)<Root,ID)*17,0)+Floor(var(7)*.5)
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 10
Trans = AddAlpha
Alpha = var(8),256-var(8)
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1

[State 6115, エフェクト]
Type = Explod
Trigger1 = Root,fvar(1) > 100
Trigger1 = Time > 19
Anim = 6330+var(4)
ID = 6320
Pos = IfElse(TeamSide=2,284,64),213+IfElse(NumPartner,(Root,var(52)<Root,ID)*17,0)+Floor(var(7)*.5)
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 10
Trans = AddAlpha
Alpha = var(8),256-var(8)
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1

[State 6115, エフェクト]
Type = Explod
Trigger1 = Root,fvar(1) > 10
Trigger1 = Time > 19
Anim = 6330+var(5)
ID = 6320
Pos = IfElse(TeamSide=2,288,68),213+IfElse(NumPartner,(Root,var(52)<Root,ID)*17,0)+Floor(var(7)*.5)
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 10
Trans = AddAlpha
Alpha = var(8),256-var(8)
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1

[State 6115, エフェクト]
Type = Explod
Trigger1 = Root,fvar(1) > 0
Trigger1 = Time > 19
Anim = 6330+var(6)
ID = 6320
Pos = IfElse(TeamSide=2,292,72),213+IfElse(NumPartner,(Root,var(52)<Root,ID)*17,0)+Floor(var(7)*.5)
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 10
Trans = AddAlpha
Alpha = var(8),256-var(8)
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1

[State 6115, エフェクト]
Type = Explod
Trigger1 = Root,fvar(1) > 0
Trigger1 = Time > 19
Anim = 6330+var(13)
ID = 6320
Pos = IfElse(TeamSide=2,301,81),214+IfElse(NumPartner,(Root,var(52)<Root,ID)*17,0)+Floor(var(7)*.5)
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 10
Trans = AddAlpha
Alpha = var(8),256-var(8)
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1

[State 6115, エフェクト]
Type = Explod
Trigger1 = Root,fvar(1) > 0
Trigger1 = Time > 19
Anim = 6330+var(14)
ID = 6320
Pos = IfElse(TeamSide=2,305,85),214+IfElse(NumPartner,(Root,var(52)<Root,ID)*17,0)+Floor(var(7)*.5)
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 10
Trans = AddAlpha
Alpha = var(8),256-var(8)
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1

[State 6115, エフェクト]
Type = Explod
Trigger1 = Root,fvar(1) > 0
Trigger1 = Time > 19
Anim = 6330+var(15)
ID = 6320
Pos = IfElse(TeamSide=2,309,89),214+IfElse(NumPartner,(Root,var(52)<Root,ID)*17,0)+Floor(var(7)*.5)
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 10
Trans = AddAlpha
Alpha = var(8),256-var(8)
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1

[State 6115, エフェクト]
Type = Explod
Trigger1 = Root,fvar(1) > 0
Trigger1 = Time > 19
Anim = 6330+var(16)
ID = 6320
Pos = IfElse(TeamSide=2,313,93),214+IfElse(NumPartner,(Root,var(52)<Root,ID)*17,0)+Floor(var(7)*.5)
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 10
Trans = AddAlpha
Alpha = var(8),256-var(8)
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1

;**************************************************
[State 6115, エフェクト操作]
Type = ModifyExplod
Trigger1 = NumExplod(6250) > 0
ID = 6250
Scale = 3.65-fvar(0),3.65-fvar(0)

[State 6115, エフェクト操作]
Type = ModifyExplod
Trigger1 = NumExplod(6260) > 0
ID = 6260
Scale = 3.65-fvar(0),3.65-fvar(0)

[State 6115, エフェクト操作]
Type = ModifyExplod
Trigger1 = NumExplod(6261) > 0
ID = 6261
Scale = 3.65-fvar(0),3.65-fvar(0)

[State 6115, エフェクトを消す]
Type = RemoveExplod
TriggerAll = NumExplod(6250) > 0
Trigger1 = Root,fvar(1) <= 0
Trigger2 = (Root,Anim = 706) && (Root,AnimElem = 4,=18)
ID = 6250

[State 6115, エフェクトを消す]
Type = RemoveExplod
TriggerAll = NumExplod(6260) > 0
Trigger1 = Root,fvar(1) <= 0
Trigger2 = (Root,Anim = 706) && (Root,AnimElem = 4,=18)
ID = 6260

[State 6115, エフェクトを消す]
Type = RemoveExplod
TriggerAll = NumExplod(6261) > 0
Trigger1 = Root,fvar(1) <= 0
Trigger2 = (Root,Anim = 706) && (Root,AnimElem = 4,=18)
ID = 6261

;**************************************************
[State 6115, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (var(0) = 0) && (var(1) = 1)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　敵専用スペルカード用
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6116]
Physics  = N
Anim     = 10000

[State 6116]
Type=VarSet
Trigger1=time=0
var(56)=root,var(56)

[State 6116, 変数]
Type = VarSet
Trigger1 = Root,StateNo = [790,793]
Trigger2 = var(56)!=root,var(56)
var(1) = 1

[State 7801]
Type=Explod
Trigger1= root,var(51)=2
Trigger1= root,var(56)>=2
anim=19999-(teamside=2)
ID = 19999
Postype=left
pos= (TeamSide=1)*20+(TeamSide=2)*300,80
bindtime=1
removetime=1
vel=0,0
sprpriority=990
ownpal=1
scale= 0.5,0.5
Facing      = IfElse(TeamSide=2,-1,1)
Ignorehitpause=1
Pausemovetime=9999
Supermovetime=9999

[State 7801]
Type=Explod
Trigger1= root,var(51)=2
Trigger1= root,var(56)>=2
anim=9010+5*(root,var(32)>500)
ID = 19999
Postype=left
pos= (TeamSide=1)*20+(TeamSide=2)*299,80
bindtime=1
removetime=1
vel=0,0
sprpriority=999
ownpal=1
scale= 1.385*(0.01+0.49*(1000-root,var(32))*0.001),0.7
Ignorehitpause=1
Facing      = IfElse(TeamSide=2,-1,1)
Pausemovetime=9999
Supermovetime=9999

[State 6116, 変数増減]
Type = VarAdd
Trigger1 = (Time = [1,50])
Trigger2 = (var(0) > 1) && (var(1) = 1)
var(0) = IfElse(var(1)=0,3,-3)

[State 6116, 変数増減]
Type = VarAdd
Trigger1 = fvar(0) < 2.1
fvar(0) = .1

;**************************************************
[State 6116, 背景の色]
Type = BGPalFX
Trigger1 = 1
Time = 1
Mul = 256-var(0),256-var(0),256-var(0)

[State 6116, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = TimerFreeze
IgnoreHitPause = 1

[State 6116, 特殊効果]
Type = AssertSpecial
TriggerAll = Root,Alive
TriggerAll = Root,var(56) < 5
Triggerall = var(51)=1
Trigger1 = NumEnemy = 1
Trigger1 = (Enemy,Alive) && (Enemy,Life > 0)
Trigger2 = NumEnemy = 2
Trigger2 = ((Enemy(0),Alive) && (Enemy(0),Life > 0) && (Enemy(1),Alive) && (Enemy(1),Life > 0))
Flag = NoKO

;**************************************************
[State 6116, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 6250
ID = 6250
Pos = IfElse(TeamSide=2,270,50),200+IfElse(NumPartner,(Root,var(52)<Root,ID)*12,0)
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 10
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1

[State 6116, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 6257
ID = 6250
Pos = IfElse(TeamSide=2,270,50),200+IfElse(NumPartner,(Root,var(52)<Root,ID)*12,0)
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 9
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1

[State 6116, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 6400+(Root,var(56)-1)+(IfElse(TeamSide=2,10,0))
ID = 6260
Pos = IfElse(TeamSide=2,270,50),200+IfElse(NumPartner,(Root,var(52)<Root,ID)*12,0)
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 11
RemoveTime = -1
SuperMove   = 1
PauseMoveTime  = -1

;**************************************************
[State 6116, エフェクト操作]
Type = ModifyExplod
Trigger1 = NumExplod(6250) > 0
ID = 6250
Scale = 2.6-fvar(0),2.6-fvar(0)

[State 6116, エフェクト操作]
Type = ModifyExplod
Trigger1 = NumExplod(6260) > 0
ID = 6260
Scale = 2.6-fvar(0),2.6-fvar(0)

[State 6116, エフェクトを消す]
Type = RemoveExplod
TriggerAll = NumExplod(6250) > 0
Trigger1 = Root,StateNo = [790,793]
Trigger2 = (Root,StateNo = 797) && (Root,Time<10)
ID = 6250

[State 6116, エフェクトを消す]
Type = RemoveExplod
TriggerAll = NumExplod(6260) > 0
Trigger1 = Root,StateNo = [790,793]
Trigger2 = (Root,StateNo = 797) && (Root,Time<10)
ID = 6260

;**************************************************
[State 6116, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (var(0) = 0) && (var(1) = 1)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　スペルカード選択用
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6120]
Physics = N
Anim    = IfElse(IsHelper(6120),6270,IfElse(IsHelper(6121),6271,6272))
SprPriority = 9

[State 6120, 変数]
Type = VarSet
TriggerAll = var(0) = 0
Trigger1 = var(1) = 0
Trigger1 = Time > 0
Trigger2 = fvar(0) >= .36
Trigger2 = Root,Command = "start"
var(0) = 1

[State 6120, 変数]
Type = VarSet
TriggerAll = var(0) = 1
Trigger1 = fvar(0) <= 0
var(0) = 2

[State 6120, 変数]
Type = VarSet
TriggerAll = var(0) = 2
Trigger1 = var(1) = 0
Trigger2 = fvar(0) >= .36
Trigger2 = Root,Command = "start"
var(0) = 3

[State 6120, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger2 = (var(0) = 1) && (fvar(0) < .36)
var(1) = 200

[State 6120, 変数増減]
Type = VarAdd
Trigger1 = (var(1) > 0) && (fvar(0) >= .36)
var(1) = -1

[State 6120, 変数]
Type = VarSet
TriggerAll = var(0) = 1
Trigger1 = var(1) = 0
Trigger1 = Time > 0
var(2) = 1

[State 6120, 変数増減]
Type = VarAdd
Trigger1 = (Time > 0)
Trigger1 = (var(0) = 0) && (fvar(0) < .36)
Trigger2 = (var(0) = 2) && (fvar(0) < .36)
fvar(0) = .04

[State 6120, 変数増減]
Type = VarAdd
Trigger1 = (var(0) = 1) && (fvar(0) > 0)
Trigger2 = (var(0) = 3) && (fvar(0) > 0)
fvar(0) = -.04

[State 6120, 変数増減]
Type = VarSet
Trigger1 = 0;Time = 0
fvar(1) = ScreenPos X

[State 6120, 変数増減]
Type = VarSet
Trigger1 = 0;Time = 0
fvar(2) = ScreenPos Y

[State 6120, 軸位置]
Type = PosSet
Trigger1 = 0;TeamSide = 1
X = -160+fvar(1)

[State 6120, 軸位置]
Type = PosSet
Trigger1 = 0;TeamSide = 1
Y = -210+ScreenPos Y

;**************************************************
[State 6120, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6120, アニメ]
Type = ChangeAnim
Trigger1 = var(0) = 2
Value = Anim+3
Persistent = 0

[State 6120, 画像表示順位]
Type = SprPriority
Trigger1 = Anim = 6270
Value = IfElse(Root,var(40)=0,11,8)

[State 6120, 画像表示順位]
Type = SprPriority
Trigger1 = Anim = 6271
Value = IfElse(Root,var(40)=1,11,8)

[State 6120, 画像表示順位]
Type = SprPriority
Trigger1 = Anim = 6272
Value = IfElse(Root,var(40)=2,11,8)

[State 6120, 画像表示順位]
Type = SprPriority
Trigger1 = Anim = 6273
Value = IfElse(Root,var(41)=0,11,8)

[State 6120, 画像表示順位]
Type = SprPriority
Trigger1 = Anim = 6274
Value = IfElse(Root,var(41)=1,11,8)

[State 6120, 画像表示順位]
Type = SprPriority
Trigger1 = Anim = 6275
Value = IfElse(Root,var(41)=2,11,8)

;**************************************************
[State 6120, 色]
Type = PalFX
Trigger1 = Anim = 6270
Mul = IfElse(Root,var(40)=0,256,128),IfElse(Root,var(40)=0,256,128),IfElse(Root,var(40)=0,256,128)
Time = 1

[State 6120, 色]
Type = PalFX
Trigger1 = Anim = 6271
Mul = IfElse(Root,var(40)=1,256,128),IfElse(Root,var(40)=1,256,128),IfElse(Root,var(40)=1,256,128)
Time = 1

[State 6120, 色]
Type = PalFX
Trigger1 = Anim = 6272
Mul = IfElse(Root,var(40)=2,256,128),IfElse(Root,var(40)=2,256,128),IfElse(Root,var(40)=2,256,128)
Time = 1

[State 6120, 色]
Type = PalFX
Trigger1 = Anim = 6273
Mul = IfElse(Root,var(41)=0,256,128),IfElse(Root,var(41)=0,256,128),IfElse(Root,var(41)=0,256,128)
Time = 1

[State 6120, 色]
Type = PalFX
Trigger1 = Anim = 6274
Mul = IfElse(Root,var(41)=1,256,128),IfElse(Root,var(41)=1,256,128),IfElse(Root,var(41)=1,256,128)
Time = 1

[State 6120, 色]
Type = PalFX
Trigger1 = Anim = 6275
Mul = IfElse(Root,var(41)=2,256,128),IfElse(Root,var(41)=2,256,128),IfElse(Root,var(41)=2,256,128)
Time = 1

;**************************************************
[State 6120, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = fvar(0),.4

;**************************************************
[State 6120, エフェクト]
Type = Explod
Trigger1 = Time = 1
Anim = IfElse(IsHelper(6120),6280,IfElse(IsHelper(6121),6281,6282))
ID = 6280
Pos = 0,35
Scale = .5,.5
Ownpal = 0
SprPriority = 10
RemoveTime = -1

[State 6120, エフェクト]
Type = Explod
Trigger1 = (var(0) = 2) && (var(2) = 0)
Anim = IfElse(IsHelper(6120),6283,IfElse(IsHelper(6121),6284,6285))
ID = 6281
Pos = 0,35
Scale = .5,.5
Ownpal = 0
SprPriority = 10
RemoveTime = -1
Persistent = 0

;**************************************************
[State 6120, エフェクト操作]
Type = ModifyExplod
Trigger1 = NumExplod(6280) > 0
ID = 6280
Scale = fvar(0),.4

[State 6120, エフェクト操作]
Type = ModifyExplod
Trigger1 = NumExplod(6281) > 0
ID = 6281
Scale = fvar(0),.4

[State 6120, エフェクトを消す]
Type = RemoveExplod
Trigger1 = NumExplod(6280) > 0
Trigger1 = var(0) = 2
ID = 6280

[State 6120, エフェクトを消す]
Type = RemoveExplod
Trigger1 = NumExplod(6281) > 0
Trigger1 = (var(0) = 3) && (fvar(0) <= 0)
ID = 6281

;**************************************************
[State 6120, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (var(0) = 3) && (fvar(0) <= 0)
Trigger2 = (var(0) = 2) && (var(2) = 1) && (fvar(0) >= 0)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ボーダークラッシュ　エフェクト1
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6150]
Physics  = N
Anim     = 6120
SprPriority = 9

[State 6150, 変数増減]
Type = VarAdd
Trigger1 = (Time > 19)
var(0) = 25

[State 6150, 変数増減]
Type = VarAdd
Trigger1 = (Time > 0)
fvar(0) = .004

;**************************************************
[State 6150, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
StateNo = 6151
ID = 6151
Name = "Effect"

[State 6150, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
StateNo = 6151
ID = 6151
Name = "Effect"

[State 6150, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
StateNo = 6151
ID = 6151
Name = "Effect"

[State 6150, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
StateNo = 6151
ID = 6151
Name = "Effect"

[State 6150, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
StateNo = 6151
ID = 6151
Name = "Effect"

[State 6150, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
StateNo = 6151
ID = 6151
Name = "Effect"

[State 6150, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
StateNo = 6151
ID = 6151
Name = "Effect"

;**************************************************
[State 6150, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6150, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6150, 色]
Type = PalFX
Trigger1 = 1
Mul = 256-IfElse(var(0)<256,var(0),256),256-IfElse(var(0)<256,var(0),256),256-IfElse(var(0)<256,var(0),256)
Time = 1

;**************************************************
[State 6150, 角度]
Type = AngleSet
Trigger1 = Time = 0
Value = Random%359

[State 6150, 角度加算]
Type = AngleAdd
Trigger1 = 1
Value = 5

[State 6150, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = .5+(Time*.12-fvar(0)),.5+(Time*.12-fvar(0))

;**************************************************
[State 6150, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 29

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−
;ボーダークラッシュ　エフェクト２
[Statedef 6151]
Physics = N
Anim    = 6121
SprPriority = 8

[State 6151, 変数増減]
Type = VarSet
Trigger1 = Time = 0
fvar(0) = 2.5+Random/133.2

[State 6151, 変数増減]
Type = VarSet
Trigger1 = Time = 0
fvar(1) = Random/499.5*Pi

[State 6151, 変数増減]
Type = VarSet
Trigger1 = Time = 0
fvar(2) = Random/3996.0

[State 6151, 移動速度]
Type = VelSet
Trigger1 = Time = 0
X = (fvar(0))*Cos(fvar(1))
Y = -(fvar(0))*Sin(fvar(1))

;**************************************************
[State 6151, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6151, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

;**************************************************
[State 6151, 角度]
Type = AngleSet
Trigger1 = (Vel X != 0)
Value = ATan(Vel Y/Vel X)*(-180.0/Pi)+((Vel X<0)*180)

[State 6151, 角度]
Type = AngleSet
Trigger1 = (Vel X = 0)
Value = IfElse(Vel Y<0,90,-90)

[State 6151, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = .75+fvar(2),.75+fvar(2)

;**************************************************
[State 6151, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 29

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　カウンターヒット　エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6155]
Physics  = N
Anim     = 6130+Random%9
SprPriority = 9

[State 6155, エフェクトヘルパー]
Type = Helper
Trigger1 = IsHelper(6155)
Trigger1 = Time = 0
StateNo = 6155
ID = 6156
SuperMoveTime = 100
PauseMoveTime = 100

[State 6155, エフェクトヘルパー]
Type = Helper
Trigger1 = IsHelper(6155)
Trigger1 = Time = 0
StateNo = 6155
ID = 6156
SuperMoveTime = 100
PauseMoveTime = 100

[State 6155, エフェクトヘルパー]
Type = Helper
Trigger1 = IsHelper(6155)
Trigger1 = Time = 0
StateNo = 6155
ID = 6156
SuperMoveTime = 100
PauseMoveTime = 100

;**************************************************
[State 6155, 変数増減]
Type = VarAdd
Trigger1 = IsHelper(6155)
Trigger1 = (Time > 35)
var(1) = 17

[State 6155, 変数]
Type = VarSet
Trigger1 = (Time = 0)
fvar(0) = Random/2497.5

[State 6155, 変数]
Type = VarSet
Trigger1 = (Time = 0)
fvar(1) = Random/2497.5

[State 6155, 変数]
Type = VarSet
Trigger1 = (Time = 0)
fvar(2) = Random/2497.5

[State 6155, 変数]
Type = VarSet
Trigger1 = (Time = 0)
fvar(5) = Random/166.5

[State 6155, 変数]
Type = VarSet
Trigger1 = (Time = 0)
fvar(6) = Random/166.5

[State 6155, 変数]
Type = VarSet
Trigger1 = (Time = 0)
fvar(10) = Random/111.0

[State 6155, 変数]
Type = VarSet
Trigger1 = (Time = 0)
fvar(11) = Random/111.0

;**************************************************
[State 6155, 移動速度]
Type = VelSet
Trigger1 = Time = 0
X = -10+Random/49.95
Y = -3-Random/111.0

[State 6155, 速度加算]
Type = VelAdd
Trigger1 = Time > 0
Y = .5

[State 6155, 速度加算]
Type = VelSet
Trigger1 = (Pos Y >= 0) && (Vel Y > 0)
Y = (Vel Y)*-1

;**************************************************
[State 6155, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6155, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6155, 色]
Type = PalFX
Trigger1 = IsHelper(6155)
Mul = 256-IfElse(var(1)<256,var(1),256),256-IfElse(var(1)<256,var(1),256),256-IfElse(var(1)<256,var(1),256)
Time = 1

;**************************************************
[State 6155, エフェクト]
Type = Explod
Trigger1 = IsHelper(6155)
Trigger1 = Time = 0
Anim = 6140
ID = 6140
Pos = 0,0
Scale = 3,3
SprPriority = 7
SuperMoveTime = 100
PauseMoveTime = 100

[State 6155, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 6130+Random%9
ID = 6130
Pos = 0,0
Vel = -5+fvar(5),-3-fvar(10)
Accel = 0,.5
Scale = .1+fvar(1),.1+fvar(1)
SprPriority = 9
RemoveTime = 50
SuperMoveTime = 100
PauseMoveTime = 100

[State 6155, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 6130+Random%9
ID = 6130
Pos = 0,0
Vel = -5+fvar(6),-3-fvar(11)
Accel = 0,.5
Scale = .1+fvar(2),.1+fvar(2)
SprPriority = 9
RemoveTime = 50
SuperMoveTime = 100
PauseMoveTime = 100

;**************************************************
[State 6155, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = .1+fvar(0),.1+fvar(0)

;**************************************************
[State 6155, エフェクト操作]
Type = ModifyExplod
Trigger1 = IsHelper(6155)
ID = 6140
Scale = 3+Time*.025,3+Time*.025
IgnoreHitPause = 1

;**************************************************
[State 6155, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 49

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　スペルカード壱符エフェクト　本体
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6200]
Physics = N
Anim    = 6200
SprPriority = 7

[State 6200, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
StateNo = 6201
ID = 6201
SuperMoveTime = 100
PauseMoveTime = 100

[State 6200, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
StateNo = 6201
ID = 6201
SuperMoveTime = 100
PauseMoveTime = 100

[State 6200, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
StateNo = 6201
ID = 6201
SuperMoveTime = 100
PauseMoveTime = 100

[State 6200, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
StateNo = 6201
ID = 6201
SuperMoveTime = 100
PauseMoveTime = 100

;**************************************************
[State 6200, 変数増減]
Type = VarAdd
Trigger1 = (Time > 4)
var(0) = 15

[State 6200, 変数増減]
Type = VarAdd
Trigger1 = (Time > 4)
var(1) = 10

[State 6200, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6200, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6200, 色]
Type = PalFX
Trigger1 = 1
Mul = 256-IfElse(var(0)<256,var(0),256),256-IfElse(var(0)<256,var(0),256),256-IfElse(var(1)<256,var(1),256)
Time = 1

;**************************************************
[State 6200, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = .75+Time*.1,.75+Time*.1

;**************************************************
[State 6200, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 6201
ID = 6201
Pos = 0,0
Scale = .75,.75
SprPriority = 7
RemoveTime = 25
SuperMove = 1
PauseMoveTime = -1

[State 6200, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 6203
ID = 6203
Pos = 0,0
Scale = .5,.5
SprPriority = 9
SuperMove = 1
PauseMoveTime = -1

;**************************************************
[State 6200, エフェクト操作]
Type = ModifyExplod
Trigger1 = 1
ID = 6201
Scale = .75+Time*.0475,.75+Time*.0475
IgnoreHitPause = 1

;**************************************************
[State 6200, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 24

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−
;スペルカード壱符エフェクト　2
[Statedef 6201]
Physics = N
Anim    = 6202
SprPriority = 8

[State 6201, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6201, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6201, 変数増減]
Type = VarAdd
Trigger1 = Time > 14
var(0) = 25

[State 6201, 変数増減]
Type = VarSet
Trigger1 = Time = 0
fvar(0) = (.04+Random/30000.0)

[State 6201, 変数増減]
Type = VarSet
Trigger1 = Time = 0
fvar(1) = (.04+Random/30000.0)

[State 6201, 乱数]
Type = varRandom
Trigger1 = Time = 0
V = 1
Range = 2,5

[State 6201, 乱数]
Type = varRandom
Trigger1 = Time = 0
V = 2
Range = 0,1

;**************************************************
[State 6201, 角度]
Type = AngleSet
Trigger1 = Time = 0
Value = Random%359

[State 6201, 角度加算]
Type = AngleAdd
Trigger1 = 1
Value = var(1)*IfElse(var(2)=0,1,-1)

[State 6201, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = .75*Cos(Time*fvar(0)),.75+Sin(Time*fvar(1))

;**************************************************
[State 6201, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 24

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　スペルカード弐符エフェクト　本体
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6210]
Physics = N
Anim    = 6210
SprPriority = 7

[State 6210, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6210)
StateNo = 6210
ID = 6211
SuperMoveTime = 100
PauseMoveTime = 100

[State 6210, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6210)
StateNo = 6210
ID = 6212
SuperMoveTime = 100
PauseMoveTime = 100

[State 6210, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6210)
StateNo = 6211
ID = 6211
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6210, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6210)
StateNo = 6211
ID = 6211
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6210, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6210)
StateNo = 6211
ID = 6211
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6210, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6210)
StateNo = 6211
ID = 6211
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6210, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6210)
StateNo = 6211
ID = 6212
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6210, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6210)
StateNo = 6211
ID = 6212
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6210, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6210)
StateNo = 6211
ID = 6212
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6210, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6210)
StateNo = 6211
ID = 6212
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6210, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6210)
StateNo = 6211
ID = 6212
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6210, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6210)
StateNo = 6211
ID = 6212
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6210, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6210)
StateNo = 6212
ID = 6212
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6210, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6210)
StateNo = 6212
ID = 6212
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6210, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6210)
StateNo = 6212
ID = 6212
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6210, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6210)
StateNo = 6212
ID = 6212
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6210, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6210)
StateNo = 6212
ID = 6212
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

;**************************************************
[State 6210, 変数増減]
Type = VarAdd
Trigger1 = (Time > 5)
var(0) = 25

[State 6210, 変数増減]
Type = VarAdd
Trigger1 = Time > 0
fvar(0) = IfElse(IsHelper(6210),.003,IfElse(IsHelper(6211),.006,.009))

[State 6210, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6210, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6210, 色]
Type = PalFX
Trigger1 = IsHelper(6210)
Mul = 256-IfElse(var(0)<256,var(0),256),256-IfElse(var(0)<256,var(0),256),256-IfElse(var(0)<256,var(0),256)
Time = 1

;**************************************************
[State 6210, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = .25+Time*IfElse(IsHelper(6210),.1,IfElse(IsHelper(6211),.2,.3))-Time*fvar(0),.25+Time*IfElse(IsHelper(6210),.1,IfElse(IsHelper(6211),.2,.3))-Time*fvar(0)

;**************************************************
[State 6210, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 15

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−
;スペルカード弐符エフェクト　２
[Statedef 6211]
Physics = N
Anim    = 6211
SprPriority = 9

[State 6211, 透明度]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 256-var(0),256

[State 6211, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6211, 乱数]
Type = varRandom
Trigger1 = Time = 0
V = 1
Range = 0,1

[State 6211, 変数増減]
Type = VarAdd
Trigger1 = Time > 14
var(0) = 25

;**************************************************
[State 6211, 角度]
Type = AngleSet
Trigger1 = Time = 0
Value = Random%359

[State 6211, 角度]
Type = AngleAdd
Trigger1 = 1
Value = IfElse(var(1)=0,2,-2)

[State 6211, 角度を有効]
Type = AngleDraw
Trigger1 = IsHelper(6211)
Scale = 2,3-Time*.116

[State 6211, 角度を有効]
Type = AngleDraw
Trigger1 = IsHelper(6212)
Scale = 1,1-Time*.036

;**************************************************
[State 6211, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 24

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−
;スペルカード弐符エフェクト　3
[Statedef 6212]
Physics = N
Anim    = 6212
SprPriority = 9

[State 6212, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6212)
StateNo = 6212
ID = 6213
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6212, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6212, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6212, 変数]
Type = VarSet
Trigger1 = Time = 0
var(0) = Random%359

[State 6212, 変数増減]
Type = VarSet
Trigger1 = Time = 0
var(1) = 1+Random%6

[State 6212, 変数増減]
Type = VarSet
Trigger1 = Time = 0
fvar(0) = Cos((var(0))*(Pi/180.0))

[State 6212, 変数増減]
Type = VarSet
Trigger1 = Time = 0
fvar(1) = -Sin((var(0))*(Pi/180.0))

[State 6212, 移動速度]
Type = VelSet
Trigger1 = Time = 0
X = fvar(0)*var(1)/2.0
Y = fvar(1)*var(1)/2.0

[State 6212, 軸位置移動]
Type = PosAdd
Trigger1 = Time = 0
X = fvar(0)*var(1)
Y = fvar(1)*var(1)

;**************************************************
[State 6212, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = var(0)
Scale = .5+Time*.035,.5-Time*.02

;**************************************************
[State 6212, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 24

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　エクストラスペルエフェクト　本体
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6220]
Physics = N
Anim    = 6206
SprPriority = 7

[State 6220, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6220)
StateNo = 6220
ID = 6221
SuperMoveTime = 100
PauseMoveTime = 100

[State 6220, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6220)
StateNo = 6220
ID = 6222
SuperMoveTime = 100
PauseMoveTime = 100

[State 6220, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6220)
StateNo = 6221
ID = 6221
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6220, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6220)
StateNo = 6221
ID = 6221
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6220, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6220)
StateNo = 6221
ID = 6221
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6220, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6220)
StateNo = 6221
ID = 6221
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6220, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6220)
StateNo = 6221
ID = 6222
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6220, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6220)
StateNo = 6221
ID = 6222
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6220, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6220)
StateNo = 6221
ID = 6222
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6220, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6220)
StateNo = 6221
ID = 6222
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6220, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6220)
StateNo = 6221
ID = 6222
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6220, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6220)
StateNo = 6221
ID = 6222
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6220, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6220)
StateNo = 6222
ID = 6222
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6220, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6220)
StateNo = 6222
ID = 6222
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6220, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6220)
StateNo = 6222
ID = 6222
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6220, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6220)
StateNo = 6222
ID = 6222
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6220, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6220)
StateNo = 6222
ID = 6222
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6220, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6220)
StateNo = 6222
ID = 6222
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

;**************************************************
[State 6220, 変数増減]
Type = VarAdd
Trigger1 = (Time > 5)
var(0) = 25

[State 6220, 変数増減]
Type = VarAdd
Trigger1 = (Time = [1,25])
Trigger2 = (var(1) > 1) && (var(2) = 1)
var(1) = IfElse(Time<26,6,-6)

[State 6220, 変数増減]
Type = VarSet
Trigger1 = (IsHelper(6220)) && (Root,StateNo != [3100,3101])
Trigger1 = var(1) > 0
var(2) = 1

[State 6220, 変数増減]
Type = VarSet
Trigger1 = (IsHelper(6220)) && (Root,StateNo = [3100,3101])
Trigger1 = var(3) = 0
var(3) = IfElse(Root,StateNo=3100,1,2)

[State 6220, 変数増減]
Type = VarAdd
Trigger1 = Time > 0
fvar(0) = IfElse(IsHelper(6220),.003,IfElse(IsHelper(6221),.006,.009))

[State 6220, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6220, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6220, 色]
Type = PalFX
Trigger1 = IsHelper(6220)
Mul = 256-IfElse(var(0)<256,var(0),256),256-IfElse(var(0)<256,var(0),256),256-IfElse(var(0)<256,var(0),256)
Time = 1

[State 6220, 背景の色]
Type = BGPalFX
Trigger1 = (NumHelper(6115) = 0)
Trigger1 = (IsHelper(6220)) && (var(3) = 1)
Trigger2 = (NumHelper(6115) = 1)
Trigger2 = (IsHelper(6220)) && (var(3) = 1)
Trigger2 = var(1) > 150
Trigger3 = (NumHelper(6115) = 0)
Trigger3 = (IsHelper(6220)) && (var(3) = 2)
Time = 1
Mul = 250-var(1),250-var(1),250-var(1)

;**************************************************
[State 6220, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = .25+Time*IfElse(IsHelper(6220),.1,IfElse(IsHelper(6221),.2,.3))-Time*fvar(0),.25+Time*IfElse(IsHelper(6220),.1,IfElse(IsHelper(6221),.2,.3))-Time*fvar(0)

;**************************************************
[State 6220, ヘルパーを消す]
Type = DestroySelf
Trigger1 = !IsHelper(6220)
Trigger1 = Time > 15
Trigger2 = (IsHelper(6220))
Trigger2 = (Time > 15) && (var(1) = 0)
Trigger3 = (IsHelper(6220)) && (var(1) = 0) && (var(2) = 1)
Trigger3 = Time > 0

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−
;エクストラスペルエフェクト　1
[Statedef 6221]
Physics = N
Anim    = 6207
SprPriority = 9

[State 6221, 透明度]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 256-var(0),256

[State 6221, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6221, 乱数]
Type = varRandom
Trigger1 = Time = 0
V = 1
Range = 0,1

[State 6221, 変数増減]
Type = VarAdd
Trigger1 = Time > 14
var(0) = 25

;**************************************************
[State 6221, 角度]
Type = AngleSet
Trigger1 = Time = 0
Value = Random%359

[State 6221, 角度]
Type = AngleAdd
Trigger1 = 1
Value = IfElse(var(1)=0,2,-2)

[State 6221, 角度を有効]
Type = AngleDraw
Trigger1 = IsHelper(6221)
Scale = 2,3-Time*.116

[State 6221, 角度を有効]
Type = AngleDraw
Trigger1 = IsHelper(6222)
Scale = 1,1-Time*.036

;**************************************************
[State 6221, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 24

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−
;エクストラスペルエフェクト　3
[Statedef 6222]
Physics = N
Anim    = 6204
SprPriority = 9

[State 6222, エフェクトヘルパー]
Type = Helper
Trigger1 = Time = 0
Trigger1 = IsHelper(6222)
StateNo = 6222
ID = 6223
Ownpal = 1
SuperMoveTime = 100
PauseMoveTime = 100

[State 6222, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6222, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6222, 変数]
Type = VarSet
Trigger1 = Time = 0
var(0) = Random%359

[State 6222, 変数増減]
Type = VarSet
Trigger1 = Time = 0
var(1) = 1+Random%6

[State 6222, 変数増減]
Type = VarSet
Trigger1 = Time = 0
fvar(0) = Cos((var(0))*(Pi/180.0))

[State 6222, 変数増減]
Type = VarSet
Trigger1 = Time = 0
fvar(1) = -Sin((var(0))*(Pi/180.0))

[State 6222, 移動速度]
Type = VelSet
Trigger1 = Time = 0
X = fvar(0)*var(1)/2.0
Y = fvar(1)*var(1)/2.0

[State 6222, 軸位置移動]
Type = PosAdd
Trigger1 = Time = 0
X = fvar(0)*var(1)
Y = fvar(1)*var(1)

;**************************************************
[State 6222, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = var(0)
Scale = .5+Time*.035,.5-Time*.02

;**************************************************
[State 6222, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 24

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　敵専用スペルエフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6230]
Physics = N
Anim    = IfElse(IsHelper(6230),6220,6221)
SprPriority = 8

[State 6230, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(0) = 100+Random/4.995

[State 6230, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(1) = Random/499.5*Pi

[State 6230, 軸位置移動]
Type = PosAdd
Trigger1 = Time = 0
X = fvar(0)*Cos(fvar(1))
Y = -fvar(0)*Sin(fvar(1))

[State 6230, 移動速度]
Type = VelSet
Trigger1 = Time = 0
X = (-fvar(0)/22.0)*Cos(fvar(1))
Y = (fvar(0)/22.0)*Sin(fvar(1))

;**************************************************
[State 6230, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6230, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6230, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = 1-Time*.05,1-Time*.05

;**************************************************
[State 6230, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 19

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　カットイン
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6300]
Physics = N
Anim = 10000

[State 6300, カットイン]
Type = Explod
Trigger1 = IsHelper(6300)
Trigger1 = Time > 0
Anim = 6301
ID = 6300
Pos = IfElse(TeamSide=2,260-Time,60+Time),125
PosType = Left
Scale = .5,.5
Facing = IfElse(TeamSide=2,-1,1)
SprPriority = 8
OnTop = 1
RemoveTime  = 1
SuperMove = 1
PauseMoveTime = -1

[State 6300, カットイン]
Type = Explod
Trigger1 = IsHelper(6300)
Trigger1 = Time > 0
Anim = 6300
ID = 6300
Pos = IfElse(TeamSide=2,260-Time,60+Time),125
PosType = Left
Scale = .5,.5
Facing = IfElse(TeamSide=2,-1,1)
SprPriority = 9
OnTop = 1
RemoveTime  = 1
SuperMove = 1
PauseMoveTime = -1

;**************************************************
[State 6300, カットイン]
Type = Explod
Trigger1 = IsHelper(6301)
Trigger1 = Time > 0
Anim = 6302
ID = 6300
Pos = IfElse(TeamSide=2,314-var(2),6+var(2)),125
PosType = Left
Scale = fvar(0),fvar(0)
Facing = IfElse(TeamSide=2,-1,1)
SprPriority = -9
Trans = AddAlpha
Alpha = 256-var(0),var(0)
RemoveTime  = 1
SuperMove = 1
PauseMoveTime = -1

;**************************************************
[State 6300, 色]
Type = PalFX
Trigger1 = IsHelper(6300)
Mul = 50+var(0),50+var(0),50+var(0)
Time = 1

[State 6300, 特殊効果]
Type = AssertSpecial
Trigger1 = IsHelper(6301)
Flag = NoFG

[State 6300, 変数増減]
Type = VarAdd
Trigger1 = IsHelper(6300)
Trigger1 = Time > 0
var(0) = IfElse(Time<50,4,-4)

[State 6300, 変数増減]
Type = VarAdd
Trigger1 = IsHelper(6301)
Trigger1 = Time > 39
var(0) = 25

[State 6300, 変数増減]
Type = VarSet
Trigger1 = IsHelper(6301)
Trigger1 = Time = 0 || Time = 40
var(1) = IfElse(Time=0,15,5)

[State 6300, 変数増減]
Type = VarAdd
Trigger1 = IsHelper(6301)
Trigger1 = Time = [1,15]
var(1) = -1

[State 6300, 変数増減]
Type = VarAdd
Trigger1 = IsHelper(6301)
Trigger1 = Time > 0
var(2) = var(1)

[State 6300, 変数増減]
Type = VarAdd
Trigger1 = IsHelper(6301)
Trigger1 = Time = 0 || Time > 39
fvar(0) = IfElse(Time=0,.5,.03)

[State 6300, エフェクトを消す]
Type = RemoveExplod
Trigger1 = IsHelper(6300)
Trigger1 = Time > 1
Trigger1 = var(0) < -44
Trigger2 = IsHelper(6301)
Trigger2 = var(0) > 249
ID = 6300

[State 6300, ヘルパーを消す]
Type = DestroySelf
Trigger1 = IsHelper(6300)
Trigger1 = Time > 1
Trigger1 = var(0) < -44
Trigger2 = IsHelper(6301)
Trigger2 = var(0) > 249

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　半身
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6400]
Physics  = N
Anim     = 2000
SprPriority = 8

[State 6400, 変数]
Type = VarSet
Trigger1 = Root,MoveType = H
var(0) = 0

[State 6400, 変数]
Type = VarSet
Trigger1 = Root,MoveType = H
var(1) = 0

[State 6400, 変数]
Type = VarSet
Trigger1 = Root,MoveType = H
var(2) = 0

[State 6400, 変数]
Type = VarSet
Trigger1 = Root,var(56) = 1
Trigger1 = (NumHelper(6401))
var(3) = 1

[State 6400, 変数]
Type = VarSet
Trigger1 = Root,var(56) = 3 || (Root,var(56) = 5)
Trigger1 = (Root,Anim = 706) && (Root,AnimTime = [-1,0])
var(3) = IfElse(Root,var(56)=3,2,3)

[State 6400, 変数]
Type = VarSet
Trigger1 = Root,StateNo = [790,793]
Trigger2 = ((Root,var(56) = 5) && (RoundState > 2) && ((Root,Ctrl) || (Root,StateNo = 5150)))
Trigger3 = (Root,StateNo = 797) && (Root,Time<10)
var(3) = 0

[State 6400, 変数]
Type = VarSet
Trigger1 = Root,StateNo = [790,793]
Trigger2 = ((Root,var(56) = 5) && (RoundState > 2) && (Root,Ctrl))
Trigger3 = var(5) > IfElse(Root,var(53)=1,175,IfElse(Root,var(53)=2,125,50))
Trigger4 = (Root,StateNo = 797) && (Root,Time<10)
var(5) = 0

[State 6400, 変数増減]
Type = VarAdd
Trigger1 = ((RoundState = 2) && (Root,var(56) = 5) && (var(3) = 3))
Trigger2 = var(5) > 0
var(5) = 1

[State 6400, 変数]
Type = VarSet
TriggerAll = Root,var(12) = 1
Trigger1 = RootDist X = [-6,6]
Trigger1 = RootDist Y = [34,46]
var(12) = 1

[State 6400, 変数]
Type = VarSet
Trigger1 = (Root,var(12) = 0) && (var(12) = 1)
var(12) = 0

[State 6400, 変数増減]
Type = VarAdd
Trigger1 = (Root,Anim = 251) && (Root,AnimElem = 5)
var(0) = 7

[State 6400, 変数増減]
Type = VarAdd
Trigger1 = (Root,Anim = 451) && (Root,AnimElem = 5)
var(1) = 7

[State 6400, 変数増減]
Type = VarAdd
Trigger1 = (Root,Anim = 651) && (Root,AnimElem = 2,=12)
var(2) = 7

[State 6400, 変数増減]
Type = VarAdd
Trigger1 = var(0) > 0
var(0) = -1
Persistent = 6

[State 6400, 変数増減]
Type = VarAdd
Trigger1 = var(1) > 0
var(1) = -1
Persistent = 6

[State 6400, 変数増減]
Type = VarAdd
Trigger1 = var(2) > 0
var(2) = -1
Persistent = 6

[State 6400, 親の変数]
Type = ParentVarSet
Trigger1 = (Root,var(13) = 1)
Trigger1 = ((var(0) = 0) && (var(1) = 0) && (var(2) = 0))
var(13) = 0

[State 6400, 変数]
Type = VarSet
Trigger1 = 1
fvar(0) = Random/4995.0

[State 6400, 変数]
Type = ParentVarSet
Trigger1 = 1
fvar(2) = (RootDist X)*-1

[State 6400, 変数]
Type = ParentVarSet
Trigger1 = var(7) != 0
var(7) = var(7)

[State 6400, 変数増減]
Type = ParentVarAdd
TriggerAll = Root,var(50) != 101
Trigger1 = var(0) > 0 || var(1) > 0 || var(2) > 0
fvar(5) = -20
Persistent = 6

[State 6400, 変数]
Type = ParentVarAdd
Trigger1 = fvar(39) != 0
fvar(39) = fvar(39)

[State 6400, 変数]
Type = VarSet
Trigger1 = var(7) > 0
var(7) = 0

[State 6400, 変数]
Type = VarSet
Trigger1 = fvar(39) != 0
fvar(39) = 0

;**************************************************
[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (Root,var(42) != 1) || (Root,StateNo != 3000) || (Root,Anim = 3000)
TriggerAll = (var(3) = 0) && (var(12) = 0)
Trigger1 = RootDist X = [39,41]
X = 0

[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (Root,var(42) != 1) || (Root,StateNo != 3000) || (Root,Anim = 3000)
TriggerAll = (var(3) = 0) && (var(12) = 0)
Trigger1 = RootDist X != [39,41]
Trigger1 = RootDist X = [34,46]
X = IfElse(RootDist X<40,.5,-.5)

[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (Root,var(42) != 1) || (Root,StateNo != 3000) || (Root,Anim = 3000)
TriggerAll = (var(3) = 0) && (var(12) = 0)
Trigger1 = RootDist X != [34,46]
X = ((RootDist X-40)/20.0)

[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (Root,var(42) != 1) || (Root,StateNo != 3000) || (Root,Anim = 3000)
TriggerAll = (var(3) = 0) && (var(12) = 0)
Trigger1 = RootDist Y = [99,101]
Y = 0

[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (Root,var(42) != 1) || (Root,StateNo != 3000) || (Root,Anim = 3000)
TriggerAll = (var(3) = 0) && (var(12) = 0)
Trigger1 = RootDist Y != [99,101]
Trigger1 = RootDist Y = [94,106]
Y = IfElse(RootDist Y<100,.5,-.5)

[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (Root,var(42) != 1) || (Root,StateNo != 3000) || (Root,Anim = 3000)
TriggerAll = (var(3) = 0) && (var(12) = 0)
Trigger1 = RootDist Y != [94,106]
Y = ((RootDist Y-100)/20.0)

[State 6400, 移動速度]
Type = VelSet
Trigger1 = (var(0) > 0) || (var(1) > 0) || (var(2) > 0)
X = 0
Y = 0

;**************************************************
[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (Root,var(42) = 1) && (Root,StateNo = 3000) && (Root,Anim != 3000) || (var(3) = 3)
TriggerAll = ((var(3) = 0) && (var(12) = 0))
Trigger1 = RootDist X = [-1,1]
X = 0

[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (Root,var(42) = 1) && (Root,StateNo = 3000) && (Root,Anim != 3000) || (var(3) = 3)
TriggerAll = ((var(3) = 0) && (var(12) = 0))
Trigger1 = RootDist X != [-1,1]
Trigger1 = RootDist X = [-6,6]
X = IfElse(RootDist X<40,.5,-.5)

[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (Root,var(42) = 1) && (Root,StateNo = 3000) && (Root,Anim != 3000) || (var(3) = 3)
TriggerAll = ((var(3) = 0) && (var(12) = 0))
Trigger1 = RootDist X != [-6,6]
X = ((RootDist X)/20.0)

[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (Root,var(42) = 1) && (Root,StateNo = 3000) && (Root,Anim != 3000) || (var(3) = 3)
TriggerAll = ((var(3) = 0) && (var(12) = 0))
Trigger1 = RootDist Y = [39,41]
Y = 0

[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (Root,var(42) = 1) && (Root,StateNo = 3000) && (Root,Anim != 3000) || (var(3) = 3)
TriggerAll = ((var(3) = 0) && (var(12) = 0))
Trigger1 = RootDist Y != [39,41]
Trigger1 = RootDist Y = [34,46]
Y = IfElse(RootDist Y<100,.5,-.5)

[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (Root,var(42) = 1) && (Root,StateNo = 3000) && (Root,Anim != 3000) || (var(3) = 3)
TriggerAll = ((var(3) = 0) && (var(12) = 0))
Trigger1 = RootDist Y != [34,46]
Y = ((RootDist Y-40)/20.0)

;**************************************************
[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (Root,var(12) = 1)
Trigger1 = RootDist X = [-1,1]
X = 0

[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (Root,var(12) = 1)
Trigger1 = RootDist X != [-1,1]
Trigger1 = RootDist X = [-6,6]
X = IfElse(RootDist X<40,1,-1)

[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (Root,var(12) = 1)
Trigger1 = RootDist X != [-6,6]
X = ((RootDist X)/10.0)

[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (Root,var(12) = 1)
Trigger1 = RootDist Y = [39,41]
Y = 0

[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (Root,var(12) = 1)
Trigger1 = RootDist Y != [39,41]
Trigger1 = RootDist Y = [34,46]
Y = IfElse(RootDist Y<100,1,-1)

[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (Root,var(12) = 1)
Trigger1 = RootDist Y != [34,46]
Y = ((RootDist Y-40)/10.0)

[State 6400, 軸位置]
Type = PosSet
Trigger1 = var(3) = 1 || var(12) = 1
X = Root,Pos X
Y = Root,Pos Y-40

;**************************************************
[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (Root,var(42) != 1) || (Root,StateNo != 3000) || (Root,Anim = 3000)
TriggerAll = (var(3) = 2) && (var(12) = 0)
Trigger1 = RootDist X = [-1,1]
X = 0

[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (Root,var(42) != 1) || (Root,StateNo != 3000) || (Root,Anim = 3000)
TriggerAll = (var(3) = 2) && (var(12) = 0)
Trigger1 = RootDist X != [-1,1]
Trigger1 = RootDist X = [-6,6]
X = IfElse(RootDist X<0,.5,-.5)

[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (Root,var(42) != 1) || (Root,StateNo != 3000) || (Root,Anim = 3000)
TriggerAll = (var(3) = 2) && (var(12) = 0)
Trigger1 = RootDist X != [-6,6]
X = ((RootDist X)/20.0)

[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (Root,var(42) != 1) || (Root,StateNo != 3000) || (Root,Anim = 3000)
TriggerAll = (var(3) = 2) && (var(12) = 0)
Trigger1 = RootDist Y = [199,201]
Y = 0

[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (Root,var(42) != 1) || (Root,StateNo != 3000) || (Root,Anim = 3000)
TriggerAll = (var(3) = 2) && (var(12) = 0)
Trigger1 = RootDist Y != [199,201]
Trigger1 = RootDist Y = [194,206]
Y = IfElse(RootDist Y<200,.5,-.5)

[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (Root,var(42) != 1) || (Root,StateNo != 3000) || (Root,Anim = 3000)
TriggerAll = (var(3) = 2) && (var(12) = 0)
Trigger1 = RootDist Y != [194,206]
Y = ((RootDist Y-200)/20.0)

;**************************************************
[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (var(3) = 3) && (var(12) = 0)
Trigger1 = Pos X = [-1,1]
X = 0

[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (var(3) = 3) && (var(12) = 0)
Trigger1 = Pos X != [-1,1]
Trigger1 = Pos X = [-6,6]
X = -IfElse(Pos X<0,.5,-.5)*Facing

[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (var(3) = 3) && (var(12) = 0)
Trigger1 = Pos X != [-6,6]
X = -((Pos X)/20.0)*Facing

[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (var(3) = 3) && (var(12) = 0)
Trigger1 = Pos Y = [-139,-141]
Y = 0

[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (var(3) = 3) && (var(12) = 0)
Trigger1 = Pos Y != [-139,-141]
Trigger1 = Pos Y = [-134,-146]
Y = IfElse(Pos Y<-160,.5,-.5)

[State 6400, 移動速度]
Type = VelSet
TriggerAll = (var(0) = 0) && (var(1) = 0) && (var(2) = 0)
TriggerAll = (var(3) = 3) && (var(12) = 0)
Trigger1 = Pos Y != [-134,-146]
Y = -((Pos Y+140)/20.0)

;**************************************************
[State 6400,振り返る]
Type = Turn
Trigger1 = Facing != Root,Facing
Trigger1 = (var(0) = 0) || (var(1) = 0) || (var(2) = 0)

[State 6400, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6400, 特殊効果]
Type = AssertSpecial
Trigger1 = var(3) = 1 || var(12) = 1
Flag = Invisible

;**************************************************
[State 6400, エフェクト]
Type = Explod
Trigger1 = (var(3) != 1) && (var(12) = 0)
Anim = 2001
ID = 2001
Pos = 0,0
Random = 8,8
Vel = -.2+Random/4995.0,-1.6
Scale = .5,.5
Ownpal = 1
SprPriority = 2
IgnoreHitPause = 1
Persistent = 3
SuperMove = 1

;**************************************************
[State 6400, 弾]
Type = Helper
Trigger1 = var(0) > 0
StateNo = 2001
ID = 2000+var(0)
Name = "Bullet"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 6
Size.XScale = .75
Size.YScale = .75

[State 6400, 弾]
Type = Helper
Trigger1 = var(1) > 0
StateNo = 2001
ID = 2010+var(1)
Name = "Bullet"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 6
Size.XScale = .75
Size.YScale = .75

[State 6400, 弾]
Type = Helper
Trigger1 = var(2) > 0
StateNo = 2001
ID = 2020+var(2)
Name = "Bullet"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 6
Size.XScale = .75
Size.YScale = .75

[State 6400, 弾]
Type = Helper
Trigger1 = (Root,var(53) < 2)
Trigger1 = (Root,Anim = [3110,3111]) && ((Root,AnimElem = 6,>=0) && (Root,AnimElem = 7,<0))
StateNo = 2030
ID = 2030
Name = "Bullet"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 14
Size.XScale = .5
Size.YScale = .5

[State 6400, 弾]
Type = Helper
Trigger1 = (Root,var(53) > 1)
Trigger1 = (Root,Anim = [3110,3111]) && ((Root,AnimElem = 6,>=0) && (Root,AnimElem = 7,<0))
StateNo = 2030
ID = 2030
Name = "Bullet"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 9
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 6400, 音]
Type = PlaySnd
Trigger1 = var(0) > 0 || var(1) > 0 || var(2) > 0 ||  var(5) = 50
Value = s1,2
Channel = 1
Persistent = 6

[State 6400, 音]
Type = PlaySnd
Trigger1 = (Root,var(53) < 2)
Trigger1 = (Root,Anim = [3110,3111]) && ((Root,AnimElem = 6,>=0) && (Root,AnimElem = 7,<0))
Value = s1,2
Channel = 1
Persistent = 14

[State 6400, 音]
Type = PlaySnd
Trigger1 = (Root,var(53) > 1)
Trigger1 = (Root,Anim = [3110,3111]) && ((Root,AnimElem = 6,>=0) && (Root,AnimElem = 7,<0))
Value = s1,2
Channel = 1
Persistent = 9

;**************************************************
[State 2030, 飛び道具-1]
Type = Projectile
Trigger1 = (var(5) = 50)
Attr              = A, HP
Damage            = 20,1
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,8
Guard.PauseTime   = 0,0
;-----------------------------------
Offset            = 0,0
Velocity          = .7,0
Accel             = .07,0
ProjID            = 2000
ProjAnim          = 2031
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = .5,.5
ProjPriority      = 9999
ProjRemove        = 1
ProjRemoveTime    = -1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAFP
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 19
Ground.HitTime    = 19
Air.HitTime       = 19
Ground.Velocity   = -6.5
Guard.Velocity    = -7
Air.Velocity      = -5,-6
AirGuard.Velocity = -5.5,-3.5
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(48*(Root,var(16)/1000.0))
Guard.Dist = 0
Guard.Kill = 0
Persistent = 1
ID = 2030

[State 2030, 飛び道具-2]
Type = Projectile
Trigger1 = (var(5) = 50)
Attr              = A, HP
Damage            = 20,1
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,8
Guard.PauseTime   = 0,0
;-----------------------------------
Offset            = 0,0
Velocity          = .5*Cos(.125*Pi),-.5*Sin(.125*Pi)
Accel             = .05*Cos(.125*Pi),-.05*Sin(.125*Pi)
ProjID            = 2000
ProjAnim          = 2031
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = .5,.5
ProjPriority      = 9999
ProjRemove        = 1
ProjRemoveTime    = -1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAFP
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 19
Ground.HitTime    = 19
Air.HitTime       = 19
Ground.Velocity   = -6.5
Guard.Velocity    = -7
Air.Velocity      = -5,-6
AirGuard.Velocity = -5.5,-3.5
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(48*(Root,var(16)/1000.0))
Guard.Dist = 0
Guard.Kill = 0
Persistent = 1
ID = 2030

[State 2030, 飛び道具-3]
Type = Projectile
Trigger1 = (var(5) = 50)
Attr              = A, HP
Damage            = 20,1
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,8
Guard.PauseTime   = 0,0
;-----------------------------------
Offset            = 0,0
Velocity          = .7*Cos(.25*Pi),-.7*Sin(.25*Pi)
Accel             = .07*Cos(.25*Pi),-.07*Sin(.25*Pi)
ProjID            = 2000
ProjAnim          = 2031
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = .5,.5
ProjPriority      = 9999
ProjRemove        = 1
ProjRemoveTime    = -1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAFP
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 19
Ground.HitTime    = 19
Air.HitTime       = 19
Ground.Velocity   = -6.5
Guard.Velocity    = -7
Air.Velocity      = -5,-6
AirGuard.Velocity = -5.5,-3.5
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(48*(Root,var(16)/1000.0))
Guard.Dist = 0
Guard.Kill = 0
Persistent = 1
ID = 2030

[State 2030, 飛び道具-4]
Type = Projectile
Trigger1 = (var(5) = 50)
Attr              = A, HP
Damage            = 20,1
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,8
Guard.PauseTime   = 0,0
;-----------------------------------
Offset            = 0,0
Velocity          = .5*Cos(.375*Pi),-.5*Sin(.375*Pi)
Accel             = .05*Cos(.375*Pi),-.05*Sin(.375*Pi)
ProjID            = 2000
ProjAnim          = 2031
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = .5,.5
ProjPriority      = 9999
ProjRemove        = 1
ProjRemoveTime    = -1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAFP
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 19
Ground.HitTime    = 19
Air.HitTime       = 19
Ground.Velocity   = -6.5
Guard.Velocity    = -7
Air.Velocity      = -5,-6
AirGuard.Velocity = -5.5,-3.5
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(48*(Root,var(16)/1000.0))
Guard.Dist = 0
Guard.Kill = 0
Persistent = 1
ID = 2030

[State 2030, 飛び道具-5]
Type = Projectile
Trigger1 = (var(5) = 50)
Attr              = A, HP
Damage            = 20,1
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,8
Guard.PauseTime   = 0,0
;-----------------------------------
Offset            = 0,0
Velocity          = 0,-.7
Accel             = 0,-.07
ProjID            = 2000
ProjAnim          = 2031
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = .5,.5
ProjPriority      = 9999
ProjRemove        = 1
ProjRemoveTime    = -1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAFP
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 19
Ground.HitTime    = 19
Air.HitTime       = 19
Ground.Velocity   = -6.5
Guard.Velocity    = -7
Air.Velocity      = -5,-6
AirGuard.Velocity = -5.5,-3.5
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(48*(Root,var(16)/1000.0))
Guard.Dist = 0
Guard.Kill = 0
Persistent = 1
ID = 2030

[State 2030, 飛び道具-6]
Type = Projectile
Trigger1 = (var(5) = 50)
Attr              = A, HP
Damage            = 20,1
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,8
Guard.PauseTime   = 0,0
;-----------------------------------
Offset            = 0,0
Velocity          = .5*Cos(.625*Pi),-.5*Sin(.625*Pi)
Accel             = .05*Cos(.625*Pi),-.05*Sin(.625*Pi)
ProjID            = 2000
ProjAnim          = 2031
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = .5,.5
ProjPriority      = 9999
ProjRemove        = 1
ProjRemoveTime    = -1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAFP
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 19
Ground.HitTime    = 19
Air.HitTime       = 19
Ground.Velocity   = -6.5
Guard.Velocity    = -7
Air.Velocity      = -5,-6
AirGuard.Velocity = -5.5,-3.5
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(48*(Root,var(16)/1000.0))
Guard.Dist = 0
Guard.Kill = 0
Persistent = 1
ID = 2030

[State 2030, 飛び道具-7]
Type = Projectile
Trigger1 = (var(5) = 50)
Attr              = A, HP
Damage            = 20,1
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,8
Guard.PauseTime   = 0,0
;-----------------------------------
Offset            = 0,0
Velocity          = .7*Cos(.75*Pi),-.7*Sin(.75*Pi)
Accel             = .07*Cos(.75*Pi),-.07*Sin(.75*Pi)
ProjID            = 2000
ProjAnim          = 2031
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = .5,.5
ProjPriority      = 9999
ProjRemove        = 1
ProjRemoveTime    = -1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAFP
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 19
Ground.HitTime    = 19
Air.HitTime       = 19
Ground.Velocity   = -6.5
Guard.Velocity    = -7
Air.Velocity      = -5,-6
AirGuard.Velocity = -5.5,-3.5
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(48*(Root,var(16)/1000.0))
Guard.Dist = 0
Guard.Kill = 0
Persistent = 1
ID = 2030

[State 2030, 飛び道具-8]
Type = Projectile
Trigger1 = (var(5) = 50)
Attr              = A, HP
Damage            = 20,1
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,8
Guard.PauseTime   = 0,0
;-----------------------------------
Offset            = 0,0
Velocity          = .5*Cos(.875*Pi),-.5*Sin(.875*Pi)
Accel             = .05*Cos(.875*Pi),-.05*Sin(.875*Pi)
ProjID            = 2000
ProjAnim          = 2031
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = .5,.5
ProjPriority      = 9999
ProjRemove        = 1
ProjRemoveTime    = -1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAFP
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 19
Ground.HitTime    = 19
Air.HitTime       = 19
Ground.Velocity   = -6.5
Guard.Velocity    = -7
Air.Velocity      = -5,-6
AirGuard.Velocity = -5.5,-3.5
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(48*(Root,var(16)/1000.0))
Guard.Dist = 0
Guard.Kill = 0
Persistent = 1
ID = 2030

[State 2030, 飛び道具-9]
Type = Projectile
Trigger1 = (var(5) = 50)
Attr              = A, HP
Damage            = 20,1
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,8
Guard.PauseTime   = 0,0
;-----------------------------------
Offset            = 0,0
Velocity          = -.7,0
Accel             = -.07,0
ProjID            = 2000
ProjAnim          = 2031
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = .5,.5
ProjPriority      = 9999
ProjRemove        = 1
ProjRemoveTime    = -1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAFP
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 19
Ground.HitTime    = 19
Air.HitTime       = 19
Ground.Velocity   = -6.5
Guard.Velocity    = -7
Air.Velocity      = -5,-6
AirGuard.Velocity = -5.5,-3.5
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(48*(Root,var(16)/1000.0))
Guard.Dist = 0
Guard.Kill = 0
Persistent = 1
ID = 2030

[State 2030, 飛び道具-10]
Type = Projectile
Trigger1 = (var(5) = 50)
Attr              = A, HP
Damage            = 20,1
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,8
Guard.PauseTime   = 0,0
;-----------------------------------
Offset            = 0,0
Velocity          = .5*Cos(1.125*Pi),-.5*Sin(1.125*Pi)
Accel             = .05*Cos(1.125*Pi),-.05*Sin(1.125*Pi)
ProjID            = 2000
ProjAnim          = 2031
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = .5,.5
ProjPriority      = 9999
ProjRemove        = 1
ProjRemoveTime    = -1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAFP
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 19
Ground.HitTime    = 19
Air.HitTime       = 19
Ground.Velocity   = -6.5
Guard.Velocity    = -7
Air.Velocity      = -5,-6
AirGuard.Velocity = -5.5,-3.5
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(48*(Root,var(16)/1000.0))
Guard.Dist = 0
Guard.Kill = 0
Persistent = 1
ID = 2030

[State 2030, 飛び道具-11]
Type = Projectile
Trigger1 = (var(5) = 50)
Attr              = A, HP
Damage            = 20,1
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,8
Guard.PauseTime   = 0,0
;-----------------------------------
Offset            = 0,0
Velocity          = .7*Cos(1.25*Pi),-.7*Sin(1.25*Pi)
Accel             = .07*Cos(1.25*Pi),-.07*Sin(1.25*Pi)
ProjID            = 2000
ProjAnim          = 2031
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = .5,.5
ProjPriority      = 9999
ProjRemove        = 1
ProjRemoveTime    = -1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAFP
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 19
Ground.HitTime    = 19
Air.HitTime       = 19
Ground.Velocity   = -6.5
Guard.Velocity    = -7
Air.Velocity      = -5,-6
AirGuard.Velocity = -5.5,-3.5
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(48*(Root,var(16)/1000.0))
Guard.Dist = 0
Guard.Kill = 0
Persistent = 1
ID = 2030

[State 2030, 飛び道具-12]
Type = Projectile
Trigger1 = (var(5) = 50)
Attr              = A, HP
Damage            = 20,1
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,8
Guard.PauseTime   = 0,0
;-----------------------------------
Offset            = 0,0
Velocity          = .5*Cos(1.375*Pi),-.5*Sin(1.375*Pi)
Accel             = .05*Cos(1.375*Pi),-.05*Sin(1.375*Pi)
ProjID            = 2000
ProjAnim          = 2031
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = .5,.5
ProjPriority      = 9999
ProjRemove        = 1
ProjRemoveTime    = -1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAFP
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 19
Ground.HitTime    = 19
Air.HitTime       = 19
Ground.Velocity   = -6.5
Guard.Velocity    = -7
Air.Velocity      = -5,-6
AirGuard.Velocity = -5.5,-3.5
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(48*(Root,var(16)/1000.0))
Guard.Dist = 0
Guard.Kill = 0
Persistent = 1
ID = 2030

[State 2030, 飛び道具-13]
Type = Projectile
Trigger1 = (var(5) = 50)
Attr              = A, HP
Damage            = 20,1
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,8
Guard.PauseTime   = 0,0
;-----------------------------------
Offset            = 0,0
Velocity          = 0,.7
Accel             = 0,.07
ProjID            = 2000
ProjAnim          = 2031
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = .5,.5
ProjPriority      = 9999
ProjRemove        = 1
ProjRemoveTime    = -1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAFP
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 19
Ground.HitTime    = 19
Air.HitTime       = 19
Ground.Velocity   = -6.5
Guard.Velocity    = -7
Air.Velocity      = -5,-6
AirGuard.Velocity = -5.5,-3.5
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(48*(Root,var(16)/1000.0))
Guard.Dist = 0
Guard.Kill = 0
Persistent = 1
ID = 2030

[State 2030, 飛び道具-14]
Type = Projectile
Trigger1 = (var(5) = 50)
Attr              = A, HP
Damage            = 20,1
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,8
Guard.PauseTime   = 0,0
;-----------------------------------
Offset            = 0,0
Velocity          = .5*Cos(1.625*Pi),-.5*Sin(1.625*Pi)
Accel             = .05*Cos(1.625*Pi),-.05*Sin(1.625*Pi)
ProjID            = 2000
ProjAnim          = 2031
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = .5,.5
ProjPriority      = 9999
ProjRemove        = 1
ProjRemoveTime    = -1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAFP
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 19
Ground.HitTime    = 19
Air.HitTime       = 19
Ground.Velocity   = -6.5
Guard.Velocity    = -7
Air.Velocity      = -5,-6
AirGuard.Velocity = -5.5,-3.5
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(48*(Root,var(16)/1000.0))
Guard.Dist = 0
Guard.Kill = 0
Persistent = 1
ID = 2030

[State 2030, 飛び道具-15]
Type = Projectile
Trigger1 = (var(5) = 50)
Attr              = A, HP
Damage            = 20,1
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,8
Guard.PauseTime   = 0,0
;-----------------------------------
Offset            = 0,0
Velocity          = .7*Cos(1.75*Pi),-.7*Sin(1.75*Pi)
Accel             = .07*Cos(1.75*Pi),-.07*Sin(1.75*Pi)
ProjID            = 2000
ProjAnim          = 2031
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = .5,.5
ProjPriority      = 9999
ProjRemove        = 1
ProjRemoveTime    = -1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAFP
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 19
Ground.HitTime    = 19
Air.HitTime       = 19
Ground.Velocity   = -6.5
Guard.Velocity    = -7
Air.Velocity      = -5,-6
AirGuard.Velocity = -5.5,-3.5
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(48*(Root,var(16)/1000.0))
Guard.Dist = 0
Guard.Kill = 0
Persistent = 1
ID = 2030

[State 2030, 飛び道具-16]
Type = Projectile
Trigger1 = (var(5) = 50)
Attr              = A, HP
Damage            = 20,1
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,8
Guard.PauseTime   = 0,0
;-----------------------------------
Offset            = 0,0
Velocity          = .5*Cos(1.875*Pi),-.5*Sin(1.875*Pi)
Accel             = .05*Cos(1.875*Pi),-.05*Sin(1.875*Pi)
ProjID            = 2000
ProjAnim          = 2031
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = .5,.5
ProjPriority      = 9999
ProjRemove        = 1
ProjRemoveTime    = -1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAFP
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 19
Ground.HitTime    = 19
Air.HitTime       = 19
Ground.Velocity   = -6.5
Guard.Velocity    = -7
Air.Velocity      = -5,-6
AirGuard.Velocity = -5.5,-3.5
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(48*(Root,var(16)/1000.0))
Guard.Dist = 0
Guard.Kill = 0
Persistent = 1
ID = 2030

;uuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu
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;uuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu
[Statedef 11000]
Type     = U
MoveType = H
Physics  = N
MoveHitPersist = 1

[State 11000, o?Eo]
Type = VarSet
Trigger1 = (MoveContact = 1)
Trigger1 = var(22) != 3204
var(4) = 1

[State 11000, o?Eo]
Type = VarSet
Trigger1 = Anim != [3100,3130]
var(5) = 1

[State 11000, aeaCata\i?]
Type = LifeAdd
Trigger1 = Time = 0
Value = -Ceil((GetHitVar(Damage))*.5)

;**************************************************
[State 11000, eΓeτeΩAπAae?]
Type = HitOverride
Trigger1 = 1
Attr = SCA,AA,AP,AT
StateNo = IfElse(Life>0,var(22),5030)
Time = 1

[State 11000, aXaNaiu[ai]
Type = ScreenBound
Trigger1 = var(22) = 3204
Value = 0
MoveCamera = 0,0

[State 11000, e?e│e?eo]
Type = PlayerPush
Trigger1 = var(22) = 3204
Value = 0

;**************************************************
[State 11000, aXaeu[ago?iX]
Type = ChangeState
Trigger1 = 1
Value = IfElse(Life>0,var(22),5030)
Ctrl = 0

;uuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu
;u@aXu[apu[aAu[a}u[
;uuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu
[Statedef 11001]
Type     = U
MoveType = H
Physics  = N
MoveHitPersist = 1

[State 11001, o?Eo]
Type = VarSet
Trigger1 = (MoveContact = 1)
var(4) = 1

[State 11001, o?Eo]
Type = VarSet
Trigger1 = 1
var(5) = 1

[State 11001, o?Eo]
Type = VarSet
Trigger1 = Time = 0
fvar(10) = (Vel X)

[State 11001, o?Eo]
Type = VarSet
Trigger1 = Time = 0
fvar(11) = (Vel Y)

[State 11001, aeaCata\i?]
Type = LifeAdd
Trigger1 = Time = 0 && GetHitVar(HitShakeTime) > 0
Value = Ceil((GetHitVar(Damage))*.5)

[State 11001, aeaCata\i?]
Type = LifeAdd
Trigger1 = Time = 0 && GetHitVar(HitShakeTime) = 0
Value = -Ceil((GetHitVar(Damage))*.5)

[State 11001, aAajau]
Type = ChangeAnim
Trigger1 = 1
Value = Anim
Elem = AnimElemNo(-1)

[State 11001, e┌o≪a?ox]
Type = VelSet
Trigger1 = Time = 0 && GetHitVar(HitShakeTime) > 0
X = 0
Y = 0

[State 11001, e┌o≪a?ox]
Type = VelSet
Trigger1 = HitShakeOver
X = fvar(10)
Y = fvar(11)

;**************************************************
[State 11001, eΓeτeΩAπAae?]
Type = HitOverride
Trigger1 = 1
Attr = SCA,AA,AP,AT
StateNo = IfElse(Life>0,11001,5030)
Time = 1
IgnoreHitPause = 1

[State 11001, EF]
Type = PalFX
Trigger1 = Time = 0 && GetHitVar(HitShakeTime) > 0
Time = GetHitVar(HitShakeTime)-1
Add = 96,96,96

;**************************************************
[State 11001, aXaeu[ago?iX]
Type = ChangeState
Trigger1 = HitShakeOver || Life < 1
Value = IfElse(Life>0,var(22),5030)
Ctrl = 0 
