;−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　Ｙｏｕｍｕ　Ｃｏｎｓｔａｎｔｓ　Ｆｉｌｅ　Ｎｏ３
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　スペルカード
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　人符「現世斬」‐人鬼「未来永劫斬」
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 3000]
Type     = S
MoveType = A
Physics  = N
Anim     = 3000
Ctrl     = 0

[State 3000, アニメ]
Type = ChangeAnim
TriggerAll = (!IsHelper(6400))
TriggerAll = ((var(42) = 1) && (Anim = 3000) && (MoveHit = [1,2]))
TriggerAll = NumEnemy != 0
Trigger1 = (Enemy(0),StateNo = 10008)
Trigger2 = NumEnemy = 2
Trigger2 = (Enemy(1),StateNo = 10008)
Value = 10000

[State 3000, アニメ]
Type = ChangeAnim
TriggerAll = (IsHelper(6400))
TriggerAll = ((var(42) = 1) && (Anim = 23000) && (MoveHit = [1,2]))
TriggerAll = NumEnemy != 0
Trigger1 = (Enemy(0),StateNo = 10008)
Trigger2 = NumEnemy = 2
Trigger2 = (Enemy(1),StateNo = 10008)
Value = 10000

[State 3000, アニメ]
Type = ChangeAnim
Trigger1 = (var(5) = 120) && (Anim = 10000)
Value = IfElse(IsHelper(6400),23001,3001)

[State 3000, アニメ]
Type = ChangeAnim
Trigger1 = (Anim = 3001) && (AnimTime = 0)
Value = 41
Elem = 9

[State 3000, 変数]
Type = VarSet
Trigger1 = (Time = 0)
var(5) = IfElse(IsHelper(6400),-10,0)

[State 3000, 変数増減]
Type = VarAdd
TriggerAll = (!IsHelper(6400))
Trigger1 = (Anim = 10000) && (var(5) < 2)
Trigger2 = NumEnemy != 0
Trigger2 = ((Anim = 10000) && (var(5) = 2) && (Enemy(0),StateNo = 10009))
Trigger3 = NumEnemy = 2
Trigger3 = ((Anim = 10000) && (var(5) = 2) && (Enemy(1),StateNo = 10009))
Trigger4 = (var(5) > 2)
var(5) = 1

[State 3000, 変数増減]
Type = VarAdd
TriggerAll = (IsHelper(6400))
Trigger1 = (Anim = 10000) && (var(5) < -8)
Trigger2 = NumEnemy != 0
Trigger2 = ((Anim = 10000) && (var(5) = -8) && (Enemy(0),StateNo = 10009))
Trigger3 = NumEnemy = 2
Trigger3 = ((Anim = 10000) && (var(5) = -8) && (Enemy(1),StateNo = 10009))
Trigger4 = (var(5) > -8)
var(5) = 1

[State 3000, 変数]
Type = VarSet
Trigger1 = (IsHelper(6400)) && (Time = 0)
var(42) = Root,var(42)

[State 3000, 変数増減]
Type = VarAdd
Trigger1 = (Anim = 3000) && (AnimElem = 6,=0)
fvar(5) = -500

;**************************************************
[State 3000, 移動速度]
Type = VelSet
Trigger1 = (!IsHelper(6400))
Trigger1 = (Anim = 3000) && ((AnimElem = 8,>=5) && (AnimElem = 9,<0))
X = 12.0+var(42)*3

[State 3000, 移動速度]
Type = VelSet
Trigger1 = (!IsHelper(6400))
Trigger1 = (Anim = 10000)
X = 0

[State 3000, 移動速度]
Type = VelSet
Trigger1 = (!IsHelper(6400))
Trigger1 = (Anim = 3001) && (var(5) = 121)
Y = -25

[State 3000, 速度加算]
Type = VelAdd
Trigger1 = (!IsHelper(6400))
Trigger1 = (Anim = 3001) || (Anim = 41)
Y = .68

[State 3000, 軸位置移動]
Type = PosAdd
Trigger1 = (!IsHelper(6400))
Trigger1 = (Anim = 10000) && (var(5) = 1)
X = (P2Dist X)

[State 3000, 軸位置移動]
Type = PosAdd
Trigger1 = (!IsHelper(6400))
Trigger1 = (Anim = 3001) && (var(5) = 121)
X = 0
Y = -30

;**************************************************
[State 3000, 超必時間止め]
Type = SuperPause
Trigger1 = (!IsHelper(6400))
Trigger1 = Time = 10
Time = 45
MoveTime = 45
Anim = -1
Pos = 0,0
Sound = s0,18
PowerAdd = -1000
Darken = 0
P2Defmul = 1

[State 3000, エフェクト]
Type = Helper
Trigger1 = (!IsHelper(6400))
Trigger1 = Time = 10
StateNo = 6200+var(42)*10
ID = 6200+var(42)*10
Name = "Effect"
Pos = 0,-20
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 1000
PauseMoveTime = 1000

[State 3000, カットイン]
Type = Helper
Trigger1 = (!IsHelper(6400))
Trigger1 = (Time = 10)
StateNo = 6300
ID = 6301
Name = "Cut_In"
Pos = 0,0
PosType = P1
Ownpal = 1
SuperMoveTime = 99
PauseMoveTime = 99

;**************************************************
[State 3000, 攻撃力補正]
Type = VarAdd
Trigger1 = (!IsHelper(6400))
Trigger1 = MoveHit = 1
fvar(39) = -IfElse(var(42)=0,35,0)
IgnoreHitPause = 1
Persistent = 1

[State 3000, 攻撃力補正]
Type = VarAdd
Trigger1 = (!IsHelper(6400))
Trigger1 = (Anim = 10000) && (var(5) = [3,78])
fvar(39) = -4
IgnoreHitPause = 1
Persistent = 5

[State 3000, 攻撃力補正]
Type = VarAdd
Trigger1 = (!IsHelper(6400))
Trigger1 = (Anim = 3001) && (var(5) = 122)
fvar(39) = -35
IgnoreHitPause = 1

[State 3000, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = Time > 0
Trigger1 = (IsHelper(6400))
Trigger1 = MoveHit = 1
fvar(39) = -IfElse(var(42)=0,35,0)
IgnoreHitPause = 1
Persistent = 1

[State 3000, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = (IsHelper(6400))
Trigger1 = (Anim = 10000) && (var(5) = [3,78])
fvar(39) = -4
IgnoreHitPause = 1
Persistent = 1

[State 3000, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = (IsHelper(6400))
Trigger1 = (Anim = 23001) && (var(5) = 122)
fvar(39) = -35
IgnoreHitPause = 1
Persistent = 1

[State 3000, 変数]
Type = VarSet
Trigger1 = (!IsHelper(6400))
Trigger1 = MoveHit = 1
var(7) = 7
IgnoreHitPause = 1
Persistent = 1

[State 3000, 変数]
Type = ParentVarSet
Trigger1 = (IsHelper(6400))
Trigger1 = MoveHit = 1
var(7) = 7
IgnoreHitPause = 1
Persistent = 1

[State 3000, 攻撃力]
Type = AttackMulSet
Trigger1 = (IsHelper(6400))
Value = IfElse(Root,fvar(39)<=3,.015,Root,fvar(39)/200.0)

;**************************************************
[State 3000, ヒットエフェクト]
Type = Helper
TriggerAll = 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) = 3000
Trigger2 = (Enemy(0),StateNo = 10009) && ((var(5) = [3,78]) || (var(5) = 121))
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 = 5
Size.XScale = .5
Size.YScale = .5
SuperMoveTime = 100
PauseMoveTime = 100

[State 3000, ヒットエフェクト]
Type = Helper
TriggerAll = 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) = 3000
Trigger2 = (Enemy(1),StateNo = 10009) && ((var(5) = [3,78]) || (var(5) = 121))
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 = 5
Size.XScale = .5
Size.YScale = .5
SuperMoveTime = 100
PauseMoveTime = 100

[State 3000, 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) = 3000
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 3000, 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) = 3000
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 3000, 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) = 3000
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 = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

[State 3000, 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) = 3000
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 = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 3000, 無敵]
Type = NotHitBy
Trigger1 = Time = 0
Value = SCA
Time = 95

[State 3000, 無敵]
Type = NotHitBy
Trigger1 = (Anim = 3001) || (Anim = 41)
Value = SCA
Time = 1

[State 3000, 状態変更]
Type = StateTypeSet
Trigger1 = (!IsHelper(6400))
Trigger1 = (Anim = 3001) && (AnimElem = 1)
StateType = A

[State 3000, ヒット数]
Type = HitAdd
Trigger1 = (Anim = 10000) && (var(5) = [8,78])
Trigger2 = ((Anim = 3001) || (Anim = 23001)) && (var(5) = 121)
Value = 1
Persistent = 5

[State 3000, 相手ライフ増減]
Type = TargetLifeAdd
Trigger1 = (!IsHelper(6400))
Trigger1 = (Anim = 10000) && (var(5) = [3,78])
Value = Floor(-30*(IfElse(var(12)=0,IfElse(fvar(39)<=3,.03,fvar(39)/100.0),IfElse(fvar(39)<=3,.015,fvar(39)/200.0))))
Persistent = 5

[State 3000, 相手ライフ増減]
Type = TargetLifeAdd
Trigger1 = (!IsHelper(6400))
Trigger1 = (Anim = 3001) && (var(5) = 121)
Value = Floor(-350*(IfElse(var(12)=0,IfElse(fvar(39)<=3,.03,fvar(39)/100.0),IfElse(fvar(39)<=3,.015,fvar(39)/200.0))))

[State 3000, 相手ライフ増減]
Type = TargetLifeAdd
Trigger1 = (IsHelper(6400))
Trigger1 = (Anim = 10000) && (var(5) = [3,78])
Value = Floor(-30*(IfElse(Root,fvar(39)<=3,.015,Root,fvar(39)/200.0)))
Persistent = 5

[State 3000, 相手ライフ増減]
Type = TargetLifeAdd
Trigger1 = (IsHelper(6400))
Trigger1 = (Anim = 23001) && (var(5) = 121)
Value = Floor(-350*(IfElse(Root,fvar(39)<=3,.015,Root,fvar(39)/200.0)))

[State 3000, スクロール]
Type = ScreenBound
Trigger1 = (Anim = 10000)
Value = 0
MoveCamera = 1,0

;**************************************************
[State 3000, 半身攻撃]
Type = Helper
Trigger1 = (!IsHelper(6400))
Trigger1 = (Time = 0) && (var(12) = 1)
StateNo = 3000
ID = 6400
Name = "Attack"
Pos = 0,0
PosType = P1
IgnoreHitPause = 1
SuperMoveTime = 1000000000000

[State 3000, アニメ]
Type = ChangeAnim
Trigger1 = (IsHelper(6400)) && (Time = 0)
Value = Anim+20000

[State 3000, 無敵]
Type = NotHitBy
Trigger1 = (IsHelper(6400))
Value = SCA
IgnoreHitPause = 1

[State 3000, 特殊効果]
Type = AssertSpecial
Trigger1 = (IsHelper(6400))
Flag = Invisible
IgnoreHitPause = 1

[State 3000, 本体に付く位置]
Type = BindToRoot
Trigger1 = (IsHelper(6400))
Time = 1
Pos = 0,0
IgnoreHitPause = 1

[State 3000, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (IsHelper(6400))
Trigger1 = ((Anim = 23000) || (Anim = 23001)) && (AnimTime = 0)

;**************************************************
[State 3000, エフェクト]
Type = Explod
Trigger1 = (!IsHelper(6400))
Trigger1 = (Anim = 3000) && (AnimElem = 8,=5)
Anim = 6106
ID = 6106
Pos = 0,0
Scale = 1,1
Ownpal = 1
SprPriority = 8
IgnoreHitPause = 1

[State 3000, エフェクト]
Type = Explod
TriggerAll = (!IsHelper(6400))
Trigger1 = (Anim = 3000) && (MoveHit = 3)
Trigger2 = (Anim = 10000) && (var(5) = 1)
Anim = 2019
ID = 2019
Pos = 0,-50
Scale = 1.5,1.5
Ownpal = 1
SprPriority = 8
IgnoreHitPause = 1

;**************************************************
[State 3000, 残像]
Type = Helper
Trigger1 = (Anim = 3000) && ((AnimElem = 8) || (AnimElem = 9,=1))
StateNo = 6055
ID = IfElse((AnimElem=8),6055,6056)
Name = "Mirage"
Pos = 0,-20
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = IfElse((AnimElem=8),10,0)

[State 3000, 残像]
Type = Helper
TriggerAll = (Anim = 10000)
Trigger1 = (var(5) = 3) || (var(5) = 43) || (var(5) = 8) || (var(5) = 48)
StateNo = 6056
ID = IfElse(var(5)=3,6056,IfElse(var(5)=43,6056,6057))
Name = "Mirage"
Pos = 0,-60+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Facing = IfElse(var(5)=3,1,IfElse(var(5)=43,1,-1))
Ownpal = 1
IgnoreHitPause = 1
Size.XScale = 1
Size.YScale = 1

[State 3000, 残像]
Type = Helper
TriggerAll = (Anim = 10000)
Trigger1 = (var(5) = 13) || (var(5) = 53) || (var(5) = 18) || (var(5) = 58)
StateNo = 6056
ID = IfElse(var(5)=13,6058,IfElse(var(5)=53,6058,6059))
Name = "Mirage"
Pos = 0,-60+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Facing = IfElse(var(5)=13,1,IfElse(var(5)=53,1,1))
Ownpal = 1
IgnoreHitPause = 1
Size.XScale = 1
Size.YScale = 1

[State 3000, 残像]
Type = Helper
TriggerAll = (Anim = 10000)
Trigger1 = (var(5) = 23) || (var(5) = 63) || (var(5) = 28) || (var(5) = 68)
StateNo = 6056
ID = IfElse(var(5)=23,6060,IfElse(var(5)=63,6060,6061))
Name = "Mirage"
Pos = 0,-60+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Facing = IfElse(var(5)=23,1,IfElse(var(5)=63,1,-1))
Ownpal = 1
IgnoreHitPause = 1
Size.XScale = 1
Size.YScale = 1

[State 3000, 残像]
Type = Helper
TriggerAll = (Anim = 10000)
Trigger1 = (var(5) = 33) || (var(5) = 73) || (var(5) = 38) || (var(5) = 78)
StateNo = 6056
ID = IfElse(var(5)=33,6062,IfElse(var(5)=73,6062,6063))
Name = "Mirage"
Pos = 0,-60+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Facing = IfElse(var(5)=33,-1,IfElse(var(5)=73,-1,1))
Ownpal = 1
IgnoreHitPause = 1
Size.XScale = 1
Size.YScale = 1

[State 3000, 閃光]
Type = Helper
Trigger1 = (Anim = 3001) && (var(5) = 121)
StateNo = 6058
ID = 6058
Name = "Slash"
Pos = 0,-80
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Size.XScale = 2.0
Size.YScale = 2.0

;**************************************************
[State 3000, 音]
Type = PlaySnd
Trigger1 = (!IsHelper(6400))
Trigger1 = AnimElem = 8
Value = s1,7+var(42)*6
Channel = 1

[State 3000, 音]
Type = PlaySnd
TriggerAll = (!IsHelper(6400))
Trigger1 = (var(42) = 0) && (Anim = 3000) && (MoveHit = 3)
Trigger2 = (Anim = 10000) && (var(5) = 1)
Value = s1,8
Channel = 2

[State 3000, 音]
Type = PlaySnd
Trigger1 = (Anim = 10000) && (var(5) = [3,78])
Trigger2 = (Anim = 3001) && (var(5) = 121)
Trigger3 = (Anim = 23001) && (var(5) = 121)
Value = s0,106
Channel = 1
Persistent = 5

[State 3000, 音]
Type = PlaySnd
Trigger1 = (!IsHelper(6400))
Trigger1 = (Anim = 3001) && (var(5) = 121)
Value = s1,11
Channel = 2

[State 3000, 音]
Type = PlaySnd
Trigger1 = (!IsHelper(6400))
Trigger1 = (MoveHit = 1) && (var(19))
Value = s0,19
Channel = 20
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 3000, ヒット定義]
Type = HitDef
Trigger1 = (Anim = 3000) && (AnimElem = 8,=4)
Trigger2 = (Anim = 23000) && (AnimElem = 8,=4)
Attr              = S, HA
Damage            = IfElse(var(42)=0,250,75),2
GetPower          = 0
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = MA
Priority          = 4,Hit
PauseTime         = 0,IfElse(var(42)=0,30,12)
Guard.PauseTime   = 0,12
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = -25,-25
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 25
Guard.SlideTime   = 19
Ground.HitTime    = 25
Guard.HitTime     = 19
Air.HitTime       = 25
Ground.Velocity   = 0,IfElse(var(42)=0,.5,-17.0)
Guard.Velocity    = -7.5
Air.Velocity      = 0,IfElse(var(42)=0,.5,-17.0)
AirGuard.Velocity = -3,-2.5
Fall = 1
Fall.Recover = 0
YAccel = .5
ID = 3000

;**************************************************
[State 3000, 相手ステート変更-1]
Type = TargetState
TriggerAll = NumTarget != 0
TriggerAll = (var(42) = 0) && (MoveHit = 1)
Trigger1 = (Anim = 3000) && ((AnimElem = 8,>=0) && (AnimElem = 9,<1))
Trigger2 = (Anim = 23000) && ((AnimElem = 8,>=0) && (AnimElem = 9,<1))
Value = 10007
ID = 3000
IgnoreHitPause = 1
Persistent = 0

[State 3000, 相手ステート変更-2]
Type = TargetState
TriggerAll = NumTarget != 0
TriggerAll = (var(42) = 1) && (MoveHit = 1)
Trigger1 = (Anim = 3000) && ((AnimElem = 8,>=0) && (AnimElem = 9,<1))
Trigger2 = (Anim = 23000) && ((AnimElem = 8,>=0) && (AnimElem = 9,<1))
Value = 10008
ID = 3000
IgnoreHitPause = 1
Persistent = 0

;**************************************************
[State 3000, ステート変更]
Type = ChangeState
Trigger1 = (Anim = 3000) && (AnimTime = 0)
Value = 0
Ctrl = 1

[State 3000, ステート変更]
Type = ChangeState
Trigger1 = (Anim = 41) && (Pos Y >=0) && (Vel Y > 0)
Value = 13
Ctrl = 0

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　断命剣「冥想斬」‐断迷剣「迷津慈航斬」
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 3001]
Type     = S
MoveType = A
Physics  = N
Anim     = 3010+var(42)
Ctrl     = 0

[State 3001, 変数]
Type = VarSet
Trigger1 = (Time = 0)
var(5) = 0

[State 3001, 変数増減]
Type = VarAdd
Trigger1 = MoveHit = 1
var(5) = 1
IgnoreHitPause = 1
Persistent = 2

[State 3001, 変数増減]
Type = VarAdd
Trigger1 = MoveGuarded = 1
var(5) = 1
IgnoreHitPause = 1
Persistent = 9

[State 3001, 変数]
Type = VarSet
Trigger1 = (IsHelper(6400)) && (Time = 0)
var(42) = Root,var(42)

[State 3001, 変数増減]
Type = VarAdd
Trigger1 = (AnimElem = 3)
fvar(5) = -500

;**************************************************
[State 3001, 超必時間止め]
Type = SuperPause
Trigger1 = (!IsHelper(6400))
Trigger1 = Time = 8
Time = 45
MoveTime = 45
Anim = -1
Pos = 0,0
Sound = s0,18
PowerAdd = -1000
Darken = 0
P2Defmul = 1

[State 3001, エフェクト]
Type = Helper
Trigger1 = (!IsHelper(6400))
Trigger1 = Time = 8
StateNo = 6200+var(42)*10
ID = 6200+var(42)*10
Name = "Effect"
Pos = 0,-50
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 1000
PauseMoveTime = 1000

[State 3001, カットイン]
Type = Helper
Trigger1 = (!IsHelper(6400))
Trigger1 = (Time = 8)
StateNo = 6300
ID = 6301
Name = "Cut_In"
Pos = 0,0
PosType = P1
Ownpal = 1
SuperMoveTime = 99
PauseMoveTime = 99

;**************************************************
[State 3001, 攻撃力補正]
Type = VarAdd
Trigger1 = (!IsHelper(6400))
Trigger1 = MoveHit = 1
fvar(39) = -IfElse(var(42)=0,7,30)
IgnoreHitPause = 1
Persistent = 2

[State 3001, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = Time > 0
Trigger1 = (IsHelper(6400))
Trigger1 = MoveHit = 1
fvar(39) = -IfElse(Root,var(42)=0,7,30)
IgnoreHitPause = 1
Persistent = 2

[State 3001, 変数]
Type = VarSet
Trigger1 = (!IsHelper(6400))
Trigger1 = MoveHit = 1
var(7) = 7
IgnoreHitPause = 1
Persistent = 2

[State 3001, 変数]
Type = ParentVarSet
Trigger1 = (IsHelper(6400))
Trigger1 = MoveHit = 1
var(7) = 7
IgnoreHitPause = 1
Persistent = 2

[State 3001, 攻撃力]
Type = AttackMulSet
Trigger1 = (IsHelper(6400))
Value = IfElse(Root,fvar(39)<=3,.015,Root,fvar(39)/200.0)

;**************************************************
[State 3001, 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) = 3001
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 = 2
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 3001, 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) = 3001
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 = 2
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 3001, 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) = 3001
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 = 9
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 3001, 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) = 3001
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 = 9
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 3001, 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) = 3001
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 = 2
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

[State 3001, 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) = 3001
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 = 2
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 3001, 半身攻撃]
Type = Helper
Trigger1 = (!IsHelper(6400))
Trigger1 = (Time = 0) && (var(12) = 1)
StateNo = 3001
ID = 6400
Name = "Attack"
Pos = 0,0
PosType = P1
IgnoreHitPause = 1
SuperMoveTime = 1000000000000

[State 3001, アニメ]
Type = ChangeAnim
Trigger1 = (IsHelper(6400)) && (Time = 0)
Value = Anim+20000

[State 3001, 無敵]
Type = NotHitBy
Trigger1 = (IsHelper(6400))
Value = SCA
IgnoreHitPause = 1

[State 3001, 特殊効果]
Type = AssertSpecial
Trigger1 = (IsHelper(6400))
Flag = Invisible
IgnoreHitPause = 1

[State 3001, 本体に付く位置]
Type = BindToRoot
Trigger1 = (IsHelper(6400))
Time = 1
Pos = 0,0
IgnoreHitPause = 1

[State 3001, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (IsHelper(6400))
Trigger1 = ((Anim = 23000) || (Anim = 23001)) && (AnimTime = 0)

;**************************************************
[State 3001, 画面振動]
Type = EnvShake
Trigger1 = (!IsHelper(6400))
Trigger1 = AnimElem = 11
Time  = 24
Ampl  = 8
Freq  = 60
Phase = 100

;**************************************************
[State 3001, エフェクト]
Type = Explod
Trigger1 = (!IsHelper(6400))
Trigger1 = AnimElem = 9
Anim = 6105
ID = 6105
Pos = 0,0
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1

;**************************************************
[State 3001, 剣]
Type = Helper
Trigger1 = (!IsHelper(6400))
Trigger1 = (AnimElem = 3)
StateNo = 6059
ID = 6059+var(42)
Name = "Sword"
Pos = 12,-30
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 45

[State 3001, 音ヘルパー]
Type = Helper
Trigger1 = MoveHit = 1
Trigger1 = NumHelper(6049) = 0
StateNo = 6049
ID = 6049
Name = "Sound"
Pos = 0,0
PosType = P1
Ownpal = 0
IgnoreHitPause = 1
Persistent = 2

;**************************************************
[State 3001, 音]
Type = PlaySnd
Trigger1 = (!IsHelper(6400))
Trigger1 = AnimElem = 9
Value = s1,IfElse(var(42)=0,9,12)
Channel = 1

[State 3001, 音]
Type = PlaySnd
Trigger1 = (!IsHelper(6400))
Trigger1 = (MoveHit = 1) && (var(19))
Value = s0,19
Channel = 20
IgnoreHitPause = 1
Persistent = 2

;**************************************************
[State 3001, ヒット定義]
Type = HitDef
Trigger1 = (var(42) = 0) && (var(5) < 6)
Trigger1 = ((AnimElem = 10,>=0) && (AnimElem = 13,<0))
Trigger2 = (var(42) = 1)
Trigger2 = (AnimElem = 10,=0)
Attr              = S, HA
Damage            = IfElse(var(42)=0,50,500),2
GetPower          = 0
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = MA
Priority          = 4,Hit
PauseTime         = 2,2
Guard.PauseTime   = 9,9
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = -25,-25
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 25+(var(19)*6)
Guard.SlideTime   = 19
Ground.HitTime    = 25+(var(19)*6)
Guard.HitTime     = 19
Air.HitTime       = 25+(var(19)*6)
Ground.Velocity   = -8-(var(19)*2),-6-(var(19)*2)
Air.Velocity      = -8-(var(19)*2),-6-(var(19)*2)
AirGuard.Velocity = -3,-2.5
Fall = 1
Fall.Recover = 0
P2Facing = 1
ID = 3001
Persistent = 2

;**************************************************
[State 3001, 相手ステート変更]
Type = TargetState
Trigger1 = NumTarget != 0
Trigger1 = MoveHit = 1
Value = 10000
ID = 3001
IgnoreHitPause = 1
Persistent = 2

;**************************************************
[State 3001, ステート変更]
Type = ChangeState
Trigger1 = (AnimTime = 0)
Value = 0
Ctrl = 1

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　魂符「幽明の苦輪」‐魂魄「幽明求聞持聡明の法」
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 3002]
Type     = S
MoveType = A
Physics  = N
Anim     = 3020
Ctrl     = 0

[State 3002, 変数]
Type = VarSet
Trigger1 = (Time = 4)
var(12) = 1

;**************************************************
[State 3002, 超必時間止め]
Type = SuperPause
Trigger1 = Time = 4
Time = 12+var(42)*20
MoveTime = 12+var(42)*20
Anim = -1
Pos = 0,0
Sound = s1,10
PowerAdd = -1000
Darken = 0
P2Defmul = 1

[State 3002, エフェクト]
Type = Helper
Trigger1 = Time = 4
StateNo = 6200+var(42)*10
ID = 6200+var(42)*10
Name = "Effect"
Pos = 0,-50
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 1000
PauseMoveTime = 1000

[State 3002, カットイン]
Type = Helper
Trigger1 = (!IsHelper(6400))
Trigger1 = (Time = 4)
StateNo = 6300
ID = 6301
Name = "Cut_In"
Pos = 0,0
PosType = P1
Ownpal = 1
SuperMoveTime = 99
PauseMoveTime = 99

;**************************************************
[State 3002, 半身攻撃]
Type = Helper
Trigger1 = (!IsHelper(6400))
Trigger1 = (Time = 25) && (PrevStateNo = [200,699])
StateNo = PrevStateNo
ID = 6400
Name = "Attack"
Pos = 0,0
PosType = P1
IgnoreHitPause = 1
SuperMoveTime = 1000000000000

[State 3002, 半透明半身]
Type = Helper
Trigger1 = (Time = 25)
StateNo = 6060
ID = 6060
Name = "Hanshin2"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 1000000000000

[State 3002, 魔方陣]
Type = Helper
Trigger1 = (Time = 25)
StateNo = 6061
ID = 6061
Name = "Mahojin2"
Pos = 0,-35
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 1
Size.XScale = 4
Size.YScale = 4

;**************************************************
[State 3002, ステート変更]
Type = ChangeState
Trigger1 = (AnimTime = 0)
Value = 0
Ctrl = 1

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　エクストラスペルカード
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　「西行春風斬」
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 3100]
Type     = S
MoveType = A
Physics  = N
Anim     = 3030
Ctrl     = 0

[State 3100, 変数増減]
Type = VarAdd
Trigger1 = (Anim = 3030) && (AnimElem = 6,=0)
fvar(5) = -500

[State 3100, 移動速度]
Type = VelSet
Trigger1 = ((AnimElem = 8,>=6) && (AnimElem = 8,<15))
Trigger2 = ((AnimElem = 8,>=36) && (AnimElem = 8,<45))
Trigger3 = ((AnimElem = 8,>=66) && (AnimElem = 8,<75))
X = 25.0

[State 3100, 移動速度]
Type = VelSet
Trigger1 = ((AnimElem = 8,>=21) && (AnimElem = 8,<30))
Trigger2 = ((AnimElem = 8,>=51) && (AnimElem = 8,<60))
X = 16.0

[State 3100, 移動速度]
Type = VelSet
Trigger1 = ((AnimElem = 8,=15) || (AnimElem = 8,=30))
Trigger2 = ((AnimElem = 8,=45) || (AnimElem = 8,=60))
X = 0

[State 3100, 移動速度]
Type = VelSet
Trigger1 = (AnimElem = 8,=75)
X = 10

;**************************************************
[State 3100, 超必時間止め]
Type = SuperPause
Trigger1 = (!IsHelper(6400))
Trigger1 = (AnimElem = 6,=0)
Time = 40
MoveTime = 40
Anim = -1
Pos = 0,0
Sound = s0,18
PowerAdd = -1000
Darken = 0
P2Defmul = 1

[State 3100, エフェクト]
Type = Helper
Trigger1 = (!IsHelper(6400))
Trigger1 = (AnimElem = 6,=0)
StateNo = 6220
ID = 6220
Name = "Effect"
Pos = 0,-20
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 1000
PauseMoveTime = 1000

[State 3100, カットイン]
Type = Helper
Trigger1 = (!IsHelper(6400))
Trigger1 = (AnimElem = 6,=0)
StateNo = 6300
ID = 6301
Name = "Cut_In"
Pos = 0,0
PosType = P1
Ownpal = 1
SuperMoveTime = 99
PauseMoveTime = 99

;**************************************************
[State 3100,振り返る]
Type = Turn
Trigger1 = ((AnimElem = 8,=15) || (AnimElem = 8,=30))
Trigger2 = ((AnimElem = 8,=45) || (AnimElem = 8,=60))

;**************************************************
[State 3100, エフェクト]
Type = Explod
Trigger1 = ((AnimElem = 8,=5) || (AnimElem = 8,=20) || (AnimElem = 8,=35))
Trigger2 = ((AnimElem = 8,=50) || (AnimElem = 8,=65))
Anim = 6106
ID = 6106
Pos = 0,0
Scale = 1,1
Ownpal = 1
SprPriority = 8
IgnoreHitPause = 1

;**************************************************
[State 3100, 残像]
Type = Helper
Trigger1 = ((AnimElem = 8) || (AnimElem = 8,=15) || (AnimElem = 8,=30))
Trigger2 = ((AnimElem = 8,=45) || (AnimElem = 8,=60) || (AnimElem = 8,=75))
StateNo = 6055
ID = IfElse((AnimElem=8,=75),6056,6055)
Name = "Mirage"
Pos = 0,-20
PosType = P1
Ownpal = 1
IgnoreHitPause = 1

[State 3100, 弾]
Type = Helper
Trigger1 = ((AnimElem = 8) || (AnimElem = 8,=15) || (AnimElem = 8,=30))
Trigger2 = ((AnimElem = 8,=45) || (AnimElem = 8,=60))
StateNo = 2020
ID = 2020
Name = "Edge"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1

[State 3100, 花びら]
Type = Helper
Trigger1 = ((AnimElem = 8) || (AnimElem = 8,=15) || (AnimElem = 8,=30))
Trigger2 = ((AnimElem = 8,=45) || (AnimElem = 8,=60))
Trigger3 = ((AnimElem = 8,>=6) && (AnimElem = 8,<15))
Trigger4 = ((AnimElem = 8,>=21) && (AnimElem = 8,<30))
Trigger5 = ((AnimElem = 8,>=36) && (AnimElem = 8,<45))
Trigger6 = ((AnimElem = 8,>=51) && (AnimElem = 8,<60))
Trigger7 = ((AnimElem = 8,>=66) && (AnimElem = 8,<75))
StateNo = 6062
ID = 6062
Name = "Hanabira"
Pos = 0,-20
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 2
Size.XScale = .75
Size.YScale = .75

[State 3100, 花びら]
Type = Helper
Trigger1 = ((AnimElem = 8) || (AnimElem = 8,=15) || (AnimElem = 8,=30))
Trigger2 = ((AnimElem = 8,=45) || (AnimElem = 8,=60))
StateNo = 6062
ID = 6062
Name = "Hanabira"
Pos = 0,-20
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Size.XScale = .75
Size.YScale = .75

[State 3100, 花びら]
Type = Helper
Trigger1 = ((AnimElem = 8) || (AnimElem = 8,=15) || (AnimElem = 8,=30))
Trigger2 = ((AnimElem = 8,=45) || (AnimElem = 8,=60))
StateNo = 6062
ID = 6062
Name = "Hanabira"
Pos = 0,-20
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Size.XScale = .75
Size.YScale = .75

;**************************************************
[State 3100, 音]
Type = PlaySnd
Trigger1 = ((AnimElem = 8) || (AnimElem = 8,=15) || (AnimElem = 8,=30))
Trigger2 = ((AnimElem = 8,=45) || (AnimElem = 8,=60))
Value = s1,7
Channel = 1

[State 3100, 音]
Type = PlaySnd
Trigger1 = ((AnimElem = 8,=5) || (AnimElem = 8,=20) || (AnimElem = 8,=35))
Trigger2 = ((AnimElem = 8,=50) || (AnimElem = 8,=65))
Value = s1,8
Channel = 2

;**************************************************
[State 3100, ステート変更]
Type = ChangeState
Trigger1 = (AnimTime = 0)
Value = 0
Ctrl = 1

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　朱雀飛天之舞
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 3101]
Type     = S
MoveType = A
Physics  = N
Anim     = 3040
Ctrl     = 0
SprPriority = 3

[State 3101, アニメ]
Type = ChangeAnim
TriggerAll = (!IsHelper(6400))
TriggerAll = ((Anim = 3040) && (MoveHit = [1,2]))
TriggerAll = NumEnemy != 0
Trigger1 = (Enemy(0),StateNo = 10010)
Trigger2 = NumEnemy = 2
Trigger2 = (Enemy(1),StateNo = 10010)
Value = 10000

[State 3101, アニメ]
Type = ChangeAnim
Trigger1 = (Anim = 3042) && (AnimTime = 0)
Value = 41
Elem = 9

[State 3101, アニメ]
Type = ChangeAnim
Trigger1 = var(6) = 150
Value = 3042

[State 3101, 変数]
Type = VarSet
Trigger1 = Time = 0
var(5) = 0

[State 3101, 変数]
Type = VarSet
Trigger1 = Time = 0
var(6) = 0

[State 3101, 変数増減]
Type = VarAdd
Trigger1 = (Anim = 3040) && ((AnimElem = 8,>=0) && (AnimElem = 8,<10))
var(5) = IfElse((AnimElem=8,<9),25,31)

[State 3101, 変数増減]
Type = VarAdd
Trigger1 = (Anim = 3040) && ((AnimElem = 9,>=0) && (AnimElem = 9,<10))
var(5) = -IfElse((AnimElem=9,<9),31,25)

[State 3101, 変数増減]
Type = VarAdd
Trigger1 = var(6) = [150,152]
var(5) = -IfElse(var(6)=150,64,64)

[State 3101, 変数増減]
Type = VarAdd
Trigger1 = (Anim = 10000) || var(6) > 0
var(6) = 1

;**************************************************
[State 3101, 移動速度]
Type = VelSet
TriggerAll = (!IsHelper(6400))
Trigger1 = (Anim = 3040) && ((AnimElem = 8,>=0) && (AnimElem = 8,<10))
Trigger2 = (Anim = 3040) && ((AnimElem = 9,>=0) && (AnimElem = 9,<10))
X = 5.0

[State 3101, 移動速度]
Type = VelSet
TriggerAll = (!IsHelper(6400))
Trigger1 = (Anim = 3040) && ((AnimElem = 8,>=10) && (AnimElem = 9,<0))
X = 10

[State 3101, 移動速度]
Type = VelSet
TriggerAll = (!IsHelper(6400))
Trigger1 = (Anim = 10000)
X = 0

[State 3101, 軸位置移動]
Type = PosAdd
Trigger1 = (!IsHelper(6400))
Trigger1 = (Anim = 10000) && (var(6) = 1)
X = (P2Dist X)

[State 3101, 軸位置移動]
Type = PosAdd
Trigger1 = (!IsHelper(6400))
Trigger1 = (var(6) = 150)
X = (P2Dist X)-70
Y = -180

[State 3101, 移動速度]
Type = VelSet
TriggerAll = (!IsHelper(6400))
Trigger1 = (var(6) = 150)
X = 7.8
Y = 1

[State 3101, 速度乗算]
Type = VelMul
TriggerAll = (!IsHelper(6400))
TriggerAll = Vel X > .5
Trigger1 = (var(6) = [150,153]) || (var(6) = [183,188])
X = .9

[State 3101, 速度加算]
Type = VelAdd
TriggerAll = (!IsHelper(6400))
Trigger1 =  (var(6) = [150,153]) || (var(6) > 183)
Y = .34

[State 3101, 軸位置固定]
Type = PosFreeze
Trigger1 = (var(6) = [154,183])

;**************************************************
[State 3101, 攻撃力補正]
Type = VarAdd
Trigger1 = (var(6) = 3) || (var(6) = 23) || (var(6) = 33) || (var(6) = 40) || (var(6) = 45) || (var(6) = 48)
Trigger2 = (var(6) = 50) || (var(6) = 52) || (var(6) = 54) || (var(6) = [55,95]) || (var(6) = 154)
fvar(39) = -IfElse(var(6)=154,35,2)
IgnoreHitPause = 1
Persistent = 2

[State 3101, 変数]
Type = VarSet
Trigger1 = (var(6) = 3) || (var(6) = 23) || (var(6) = 33) || (var(6) = 40) || (var(6) = 45) || (var(6) = 48)
Trigger2 = (var(6) = 50) || (var(6) = 52) || (var(6) = 54) || (var(6) = [55,95]) || (var(6) = 154)
var(7) = 7
IgnoreHitPause = 1
Persistent = 2

;**************************************************
[State 3101, 超必時間止め]
Type = SuperPause
Trigger1 = (!IsHelper(6400))
Trigger1 = (Anim = 3040) && (AnimElem = 6,=0)
Time = 45
MoveTime = 45
Anim = -1
Pos = 0,0
Sound = s0,18
PowerAdd = -1000
Darken = 0
P2Defmul = 1

[State 3101, エフェクト]
Type = Helper
Trigger1 = (!IsHelper(6400))
Trigger1 = (Anim = 3040) && (AnimElem = 6,=0)
StateNo = 6220
ID = 6220
Name = "Effect"
Pos = 0,-20
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 1000
PauseMoveTime = 1000

[State 3101, カットイン]
Type = Helper
Trigger1 = (!IsHelper(6400))
Trigger1 = (Anim = 3040) && (AnimElem = 6,=0)
StateNo = 6300
ID = 6301
Name = "Cut_In"
Pos = 0,0
PosType = P1
Ownpal = 1
SuperMoveTime = 99
PauseMoveTime = 99

;**************************************************
[State 3101, ヒットエフェクト]
Type = Helper
TriggerAll = NumEnemy != 0
Trigger1 = (Enemy(0),StateNo = 10010)
Trigger1 = (var(6) = 3) || (var(6) = 23) || (var(6) = 33) || (var(6) = 40) || (var(6) = 45) || (var(6) = 48)
Trigger2 = (Enemy(0),StateNo = 10010)
Trigger2 = (var(6) = 50) || (var(6) = 52) || (var(6) = 54) || (var(6) = [55,95]) || (var(6) = 155)
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 = 2
Size.XScale = .5
Size.YScale = .5
SuperMoveTime = 100
PauseMoveTime = 100

[State 3101, ヒットエフェクト]
Type = Helper
TriggerAll = NumEnemy = 2
Trigger1 = (Enemy(1),StateNo = 10010)
Trigger1 = (var(6) = 3) || (var(6) = 23) || (var(6) = 33) || (var(6) = 40) || (var(6) = 45) || (var(6) = 48)
Trigger2 = (Enemy(1),StateNo = 10010)
Trigger2 = (var(6) = 50) || (var(6) = 52) || (var(6) = 54) || (var(6) = [55,95]) || (var(6) = 155)
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 = 2
Size.XScale = .5
Size.YScale = .5
SuperMoveTime = 100
PauseMoveTime = 100

;**************************************************
[State 3101, 無敵]
Type = NotHitBy
Trigger1 = (var(6) = [1,183])
Value = SCA

[State 3101, 状態変更]
Type = StateTypeSet
Trigger1 = (!IsHelper(6400))
Trigger1 = (var(6) = 150)
StateType = A

[State 3101, 透明度]
Type = Trans
Trigger1 = (Anim = 3040) && ((AnimElem = 8,>=0) && (AnimElem = 9,<10))
Trigger2 = (var(6) = [150,152])
Trans = AddAlpha
Alpha = 256-var(5),var(5)

[State 3101, 時間停止]
Type = Pause
Trigger1 = (var(6) = [150,154])
Time = 1

[State 3101, エフェクト]
Type = Explod
TriggerAll = (!IsHelper(6400))
Trigger1 = (var(6) = 155)
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, 残像]
Type = Helper
Trigger1 = (Anim = 3040) && ((AnimElem = 8) || (AnimElem = 9,=0))
StateNo = IfElse((AnimElem=8),6063,6064)
ID = 6063
Name = "Mirage"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = IfElse((AnimElem=8),10,0)

[State 3101, 残像]
Type = Helper
Trigger1 = (Anim = 3040) && ((AnimElem = 8) || (AnimElem = 9,=0))
StateNo = IfElse((AnimElem=8),6063,6064)
ID = 6064
Name = "Mirage"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = IfElse((AnimElem=8),10,0)

[State 3101, 残像]
Type = Helper
Trigger1 = (Anim = 3040) && ((AnimElem = 8) || (AnimElem = 9,=0))
StateNo = IfElse((AnimElem=8),6063,6064)
ID = 6065
Name = "Mirage"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = IfElse((AnimElem=8),10,0)

;**************************************************
[State 3101, 残像]
Type = Helper
TriggerAll = NumEnemy != 0
TriggerAll = (Enemy(0),StateNo = 10010)
TriggerAll = (Anim = 10000)
Trigger1 = (var(6) = 1) || (var(6) = 21) || (var(6) = 31) || (var(6) = 38) || (var(6) = 43) || (var(6) = 46)
Trigger2 = (var(6) = 48) || (var(6) = 50) || (var(6) = 52) || (var(6) = [53,91])
StateNo = 6065
ID = 6065
Name = "Mirage"
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
Facing = IfElse(var(6)=1,-1,IfElse(Random<500,1,-1))
Ownpal = 1
IgnoreHitPause = 1
Persistent = 2

[State 3101, 残像]
Type = Helper
TriggerAll = NumEnemy = 2
TriggerAll = (Enemy(0),StateNo != 10010)
TriggerAll = (Enemy(1),StateNo = 10010)
TriggerAll = (Anim = 10000)
Trigger1 = (var(6) = 1) || (var(6) = 21) || (var(6) = 31) || (var(6) = 38) || (var(6) = 43) || (var(6) = 46)
Trigger2 = (var(6) = 48) || (var(6) = 50) || (var(6) = 52) || (var(6) = [53,91])
StateNo = 6065
ID = 6065
Name = "Mirage"
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
Facing = IfElse(var(6)=1,-1,IfElse(Random<500,1,-1))
Ownpal = 1
IgnoreHitPause = 1
Persistent = 2

;**************************************************
[State 3101, 残像]
Type = Helper
TriggerAll = NumEnemy != 0
TriggerAll = (Enemy(0),StateNo = 10010)
TriggerAll = (Anim = 10000)
Trigger1 = (var(6) = 93)
StateNo = 6066
ID = 6065
Name = "Mirage"
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
Facing = 1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 2

[State 3101, 残像]
Type = Helper
TriggerAll = NumEnemy != 0
TriggerAll = (Enemy(0),StateNo = 10010)
TriggerAll = (Anim = 10000)
Trigger1 = (var(6) = 93)
StateNo = 6066
ID = 6066
Name = "Mirage"
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
Facing = 1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 2

[State 3101, 残像]
Type = Helper
TriggerAll = NumEnemy != 0
TriggerAll = (Enemy(0),StateNo = 10010)
TriggerAll = (Anim = 10000)
Trigger1 = (var(6) = 93)
StateNo = 6066
ID = 6065
Name = "Mirage"
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
Facing = -1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 2

[State 3101, 残像]
Type = Helper
TriggerAll = NumEnemy != 0
TriggerAll = (Enemy(0),StateNo = 10010)
TriggerAll = (Anim = 10000)
Trigger1 = (var(6) = 93)
StateNo = 6066
ID = 6066
Name = "Mirage"
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
Facing = -1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 2


[State 3101, 残像]
Type = Helper
TriggerAll = NumEnemy = 2
TriggerAll = (Enemy(0),StateNo != 10010)
TriggerAll = (Enemy(1),StateNo = 10010)
Trigger1 = (var(6) = 93)
StateNo = 6066
ID = 6065
Name = "Mirage"
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
Facing = 1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 2

[State 3101, 残像]
Type = Helper
TriggerAll = NumEnemy = 2
TriggerAll = (Enemy(0),StateNo != 10010)
TriggerAll = (Enemy(1),StateNo = 10010)
TriggerAll = (Anim = 10000)
Trigger1 = (var(6) = 93)
StateNo = 6066
ID = 6066
Name = "Mirage"
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
Facing = 1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 2

[State 3101, 残像]
Type = Helper
TriggerAll = NumEnemy = 2
TriggerAll = (Enemy(0),StateNo != 10010)
TriggerAll = (Enemy(1),StateNo = 10010)
TriggerAll = (Anim = 10000)
Trigger1 = (var(6) = 93)
StateNo = 6066
ID = 6065
Name = "Mirage"
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
Facing = -1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 2

[State 3101, 残像]
Type = Helper
TriggerAll = NumEnemy = 2
TriggerAll = (Enemy(0),StateNo != 10010)
TriggerAll = (Enemy(1),StateNo = 10010)
TriggerAll = (Anim = 10000)
Trigger1 = (var(6) = 93)
StateNo = 6066
ID = 6066
Name = "Mirage"
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
Facing = -1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 2

;**************************************************
[State 3101, 分身]
Type = Helper
Trigger1 = (var(6) = 151)
StateNo = 6067
ID = 6067
Name = "Mirage"
Pos = 0,180
PosType = P1
Facing = 1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 3101, 分身]
Type = Helper
Trigger1 = (var(6) = 151)
StateNo = 6067
ID = 6067
Name = "Mirage"
Pos = 140,180
PosType = P1
Facing = -1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 3101, 分身]
Type = Helper
Trigger1 = (var(6) = 151)
StateNo = 6067
ID = 6069
Name = "Mirage"
Pos = 140,0
PosType = P1
Facing = -1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 3101, 閃光]
Type = Helper
Trigger1 = (var(6) = 154)
StateNo = 6058
ID = 6059
Name = "Slash"
Pos = 48,35
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Size.XScale = 2.0
Size.YScale = 2.0

[State 3101, 閃光]
Type = Helper
Trigger1 = (var(6) = 154)
StateNo = 6058
ID = 6060
Name = "Slash"
Pos = 48,35
PosType = P1
Ownpal = 1
Facing = -1
IgnoreHitPause = 1
Size.XScale = 2.0
Size.YScale = 2.0

;**************************************************
[State 3101, ヒット数]
Type = HitAdd
Trigger1 = (var(6) = 3) || (var(6) = 23) || (var(6) = 33) || (var(6) = 40) || (var(6) = 45) || (var(6) = 48)
Trigger2 = (var(6) = 50) || (var(6) = 52) || (var(6) = 54) || (var(6) = [55,94]) || (var(6) = 154)
Value = IfElse(var(6)=94,4,IfElse(var(6)=154,4,1))
Persistent = 2

[State 3101, 相手ライフ増減]
Type = TargetLifeAdd
Trigger1 = (var(6) = 3) || (var(6) = 23) || (var(6) = 33) || (var(6) = 40) || (var(6) = 45) || (var(6) = 48)
Trigger2 = (var(6) = 50) || (var(6) = 52) || (var(6) = 54) || (var(6) = [55,95])
Value = Floor(-10*(IfElse(var(12)=0,IfElse(fvar(39)<=3,.03,fvar(39)/100.0),IfElse(fvar(39)<=3,.015,fvar(39)/200.0))))
Persistent = 2

[State 3101, 相手ライフ増減]
Type = TargetLifeAdd
Trigger1 = (var(6) = 154)
Value = Floor(-100*(IfElse(var(12)=0,IfElse(fvar(39)<=3,.03,fvar(39)/100.0),IfElse(fvar(39)<=3,.015,fvar(39)/200.0))))
Persistent = 1

;**************************************************
[State 3101, 音]
Type = PlaySnd
Trigger1 = (Anim = 3040) && (AnimElem = 8,=0)
Value = s1,7

[State 3101, 音]
Type = PlaySnd
Trigger1 = (var(6) = 95) || (var(6) = 154)
Value = s1,8

[State 3101, 音]
Type = PlaySnd
Trigger1 = (var(6) = 154)
Value = s1,11

;**************************************************
[State 3101, ヒット定義]
Type = HitDef
Trigger1 = (Anim = 3040) && (AnimElem = 8,=10)
Attr              = A, HT
Damage            = 75,2
GetPower          = 0
AnimType          = Hard
HitFlag           = M
GuardFlag         = N
Priority          = 4,Hit
PauseTime         = 0,0
Guard.PauseTime   = 0,0
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = -25,-25
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 25
Guard.SlideTime   = 19
Ground.HitTime    = 25
Guard.HitTime     = 19
Air.HitTime       = 25
Ground.Velocity   = 0,8
Guard.Velocity    = -7.5
Air.Velocity      = 0,8
AirGuard.Velocity = -3,-2.5
Fall = 1
Fall.Recover = 0
NumHits = 0
Guard.Dist = 0
P2StateNo = 10010
YAccel = .5
ID = 3101

;**************************************************
[State 3101, ステート変更]
Type = ChangeState
Trigger1 = (Anim = 3040) && (AnimTime = 0)
Value = 0
Ctrl = 1

[State 3101, ステート変更]
Type = ChangeState
Trigger1 = (Anim = 41) && (Pos Y >=0) && (Vel Y > 0)
Value = 13
Ctrl = 0

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　敵専用スペルカード
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　符の壱「二重の苦輪」
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 3200]
Type     = S
MoveType = A
Physics  = N
Anim     = 0
Ctrl     = 0

[State 3200, 半身]
Type = Helper
Trigger1 = NumHelper(6401) = 0
StateNo = 794
ID = 6401
Name = "Hanshin3"
Pos = -40,-65
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 3200, ステート変更]
Type = ChangeState
Trigger1 = Time = 0
Value = 0
Ctrl = 1

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　符の弐「心眼迷想斬」
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 3201]
Type     = S
MoveType = A
Physics  = N
Ctrl     = 0
velset = 0,0

[State 3201, アニメ]
Type = ChangeAnim
Trigger1 = (Time = 0) && (Anim != 3099+var(53))
Value = 3099+var(53)

[State 3201, 変数]
Type = VarSet
Trigger1 = (AnimElem = 1,=0)
var(4) = 0

[State 3201, 変数]
Type = VarSet
Trigger1 = (AnimElem = 1,=0)
var(5) = 0

[State 3201, 変数]
Type = VarSet
Trigger1 = (AnimElem = 1,=0)
var(6) = 0

[State 3201, 変数]
Type = VarSet
Trigger1 = 1
var(15) = 200

[State 3201, 変数]
Type = VarAdd
Trigger1 = var(5)=9
var(32) = 500

[State 3201, 変数]
Type = VarSet
Trigger1 = 1
var(22) = 3201

[State 3201, 変数増減]
Type = VarAdd
Trigger1 = 1
var(5) = 1

[State 3201, 変数増減]
Type = VarAdd
Trigger1 = MoveHit = 1
Trigger1 = (HitPauseTime = 1)
Trigger2 = MoveGuarded = 1
Trigger2 = (HitPauseTime = 8)
var(6) = 1
IgnoreHitPause = 1

;**************************************************
[State 3201, エフェクト]
Type = Helper
Trigger1 = var(5) = [9,14]
StateNo = 6230
ID = 6230
Name = "Effect"
Pos = 0,-50
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 1000
PauseMoveTime = 1000

;**************************************************
[State 3201, 攻撃力補正]
Type = VarAdd
Trigger1 = (HitPauseTime = 1)
Trigger1 = MoveHit = 1
fvar(39) = -7
IgnoreHitPause = 1

[State 3201, 変数]
Type = VarSet
Trigger1 = (HitPauseTime = 1)
Trigger1 = MoveHit = 1
var(7) = 7
IgnoreHitPause = 1

;**************************************************
[State 3201, ヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (HitPauseTime = 1)
Trigger1 = (MoveHit = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo != [120,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 3201
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 = 2
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 3201, ヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (HitPauseTime = 1)
Trigger1 = (MoveHit = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo != [120,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 3201
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 = 2
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 3201, ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (HitPauseTime = 8)
Trigger1 = (MoveGuarded = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo = [150,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 3201
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 = 9
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 3201, ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (HitPauseTime = 8)
Trigger1 = (MoveGuarded = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo = [150,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 3201
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 = 9
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 3201, カウンターヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (!IsHelper(6400))
Trigger1 = (HitPauseTime = 1)
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) = 3201
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 = 2
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

[State 3201, カウンターヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (!IsHelper(6400))
Trigger1 = (HitPauseTime = 1)
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) = 3201
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 = 2
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 3201, やられ上書き]
Type = Null;HitOverride
Trigger1 = var(5) < IfElse(var(53)<3,75,70)
Attr = SCA,AA,AP,AT
StateNo = 10999+var(51)
Time = 1
IgnoreHitPause = 1

[State 3201, 画面振動]
Type = EnvShake
Trigger1 = var(5) = IfElse(var(53)<3,59,50)
Time  = 24
Ampl  = 8
Freq  = 60
Phase = 100

[State 3201, ガードにさせない]
Type = AttackDist
Trigger1 = 1
Value = 0

;**************************************************
[State 3201, エフェクト]
Type = Explod
Trigger1 = var(5) = IfElse(var(53)<3,55,50)
Anim = 6105
ID = 6105
Pos = 0,0
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1

;**************************************************
[State 3201, 剣]
Type = Helper
Trigger1 = var(5) = 9
StateNo = 6059
ID = IfElse(var(53)>1,6060,6059)
Name = "Sword"
Pos = 12,-30
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 45

;**************************************************
[State 3201, 音]
Type = PlaySnd
Trigger1 = var(5) = 9
Value = s0,18
Channel = 1

[State 3201, 音]
Type = PlaySnd
Trigger1 = var(5) = IfElse(var(53)<3,51,46)
Value = s1,12
Channel = 1

[State 3201, 音]
Type = PlaySnd
Trigger1 = (!IsHelper(6400))
Trigger1 = (HitPauseTime = 1)
Trigger1 = (MoveHit = 1) && (var(19))
Value = s0,19
Channel = 20
IgnoreHitPause = 1
Persistent = 2

;**************************************************
[State 3201, ヒット定義-1]
Type = HitDef
TriggerAll = ((HitPauseTime = 0) &&  (!MoveContact)) || (MoveContact > 1)
Trigger1 = (var(53) < 3) && (var(5) = [53,71]) && (var(6) < 5)
Attr              = S, HA
Damage            = 60,2
GetPower          = 0
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = MA
Priority          = 4,Hit
PauseTime         = 2,2
Guard.PauseTime   = 9,9
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = -25,-25
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 25
Guard.SlideTime   = 19
Ground.HitTime    = 25
Guard.HitTime     = 19
Air.HitTime       = 25
Ground.Velocity   = -8,-6
Air.Velocity      = -8,-6
AirGuard.Velocity = -3,-2.5
Fall = 1
Fall.Recover = 0
Guard.Kill = 0
P2Facing = 1
ID = 3201

[State 3201, ヒット定義-2]
Type = HitDef
TriggerAll = ((HitPauseTime = 0) &&  (!MoveContact)) || (MoveContact > 1)
Trigger1 = (var(53) > 2) && (var(5) = [48,66]) && (var(6) < 5)
Attr              = S, HA
Damage            = 90,2
GetPower          = 0
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = N
Priority          = 4,Hit
PauseTime         = 2,2
Guard.PauseTime   = 9,9
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = -25,-25
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 25
Guard.SlideTime   = 19
Ground.HitTime    = 25
Guard.HitTime     = 19
Air.HitTime       = 25
Ground.Velocity   = -8,-6
Air.Velocity      = -8,-6
AirGuard.Velocity = -3,-2.5
Fall = 1
Fall.Recover = 0
Guard.Kill = 0
P2Facing = 1
ID = 3201

;**************************************************
[State 3201, ステート変更]
Type = ChangeState
Trigger1 = (AnimTime = 0)
Value = 0
Ctrl = 1

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　符の参「業風神閃斬」
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 3202]
Type     = S
MoveType = A
Physics  = N
Ctrl     = 0

[State 3202, アニメ]
Type = ChangeAnim
Trigger1 = (Time = 0) && (Anim != [3110,3111])
Value = IfElse(var(53)<3,3110,3111)

[State 3202, 変数増減]
Type = VarSet
Trigger1 = 1
var(4) = IfElse(var(4)=0,1,0)

[State 3202, 変数]
Type = VarSet
Trigger1 = (AnimElem = 1,=0)
var(5) = 0

[State 3202, 変数]
Type = VarSet
Trigger1 = 1
var(15) = 200

[State 3202, 変数]
Type = VarSet
Trigger1 = 1
var(22) = 3202

[State 3201, 変数]
Type = VarAdd
Trigger1 = var(5)=30
var(32) = 500

[State 3202, 変数増減]
Type = VarAdd
Trigger1 = 1
var(5) = 1

[State 3202, 移動速度]
Type = VelSet
Trigger1 = (Anim = [3110,3111]) && (AnimElem = 8,=5)
X = 18.0

[State 3202, 移動速度]
Type = VelSet
Trigger1 = (Anim = [3110,3111]) && ((AnimElem = 8,>=6) && (AnimElem = 11,<0))
Trigger1 = Vel X < 1
X = 1

;**************************************************
[State 3202, エフェクト]
Type = Helper
Trigger1 = (var(4) = 0) && (var(5) = [20,157])
StateNo = 6230
ID = 6230
Name = "Effect"
Pos = 0,-20
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 2
SuperMoveTime = 1000
PauseMoveTime = 1000

;**************************************************
[State 3202, 攻撃力補正]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(39) = -35
IgnoreHitPause = 1
Persistent = 1

[State 3202, 変数]
Type = VarSet
Trigger1 = MoveHit = 1
var(7) = 7
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 3202, ヒットエフェクト]
Type = Helper
TriggerAll = 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) = 3202
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 3202, ヒットエフェクト]
Type = Helper
TriggerAll = 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) = 3202
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 3202, 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) = 3202
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 3202, 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) = 3202
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 3202, 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) = 3201
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 = 2
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

[State 3202, 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) = 3201
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 = 2
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 3202, やられ上書き]
Type = Null;HitOverride
Trigger1 = (var(5) < 179)
Attr = SCA,AA,AP,AT
StateNo = 10999+var(51)
Time = 1
IgnoreHitPause = 1

[State 3202, ガードにさせない]
Type = AttackDist
Trigger1 = 1
Value = 0

;**************************************************
[State 3202, エフェクト]
Type = Explod
Trigger1 = (Anim = [3110,3111]) && (AnimElem = 8,=5)
Anim = 6106
ID = 6106
Pos = 0,0
Scale = 1,1
Ownpal = 1
SprPriority = 8
IgnoreHitPause = 1

[State 3202, エフェクト]
Type = Explod
Trigger1 = (Anim = [3110,3111]) && (AnimElem = 8,=5)
Anim = 2019
ID = 2019
Pos = 0,-50
Scale = 1.5,1.5
Ownpal = 1
SprPriority = 8
IgnoreHitPause = 1

;**************************************************
[State 3202, 残像]
Type = Helper
Trigger1 = (Anim = [3110,3111]) && ((AnimElem = 8) || (AnimElem = 9,=1))
StateNo = 6055
ID = IfElse((AnimElem=8),6055,6056)
Name = "Mirage"
Pos = 0,-20
PosType = P1
Ownpal = 1
IgnoreHitPause = 1

;**************************************************
[State 3202, 音]
Type = PlaySnd
Trigger1 = AnimElem = 8
Value = s1,7
Channel = 1

[State 3202, 音]
Type = PlaySnd
Trigger1 = (Anim = [3110,3111]) && (AnimElem = 8,=5)
Value = s1,8
Channel = 2

[State 3202, 音]
Type = PlaySnd
Trigger1 = (!IsHelper(6400))
Trigger1 = (MoveHit = 1) && (var(19))
Value = s0,19
Channel = 20
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 3202, ヒット定義]
Type = HitDef
Trigger1 = (Anim = [3110,3111]) && (AnimElem = 8,=4)
Attr              = S, HA
Damage            = IfElse(var(53)<3,150,300),2
GetPower          = 0
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = N
Priority          = 4,Hit
PauseTime         = 0,30
Guard.PauseTime   = 0,12
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = -25,-25
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 25
Guard.SlideTime   = 19
Ground.HitTime    = 25
Guard.HitTime     = 19
Air.HitTime       = 25
Ground.Velocity   = 0,.5
Guard.Velocity    = -7.5
Air.Velocity      = 0,.5
AirGuard.Velocity = -3,-2.5
Fall = 1
Fall.Recover = 0
YAccel = .5
ID = 3202

;**************************************************
[State 3202, 相手ステート変更-1]
Type = TargetState
TriggerAll = NumTarget != 0
TriggerAll = (MoveHit = 1)
TriggerAll = (Target,StateNo = 5000)
Trigger1 = (Anim = 3110) && ((AnimElem = 8,>=0) && (AnimElem = 9,<1))
Value = 10007
ID = 3202
IgnoreHitPause = 1
Persistent = 0

;**************************************************
[State 3202, ステート変更]
Type = ChangeState
Trigger1 = (AnimTime = 0)
Value = 0
Ctrl = 1

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　奥義「西行春風斬」
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 3203]
Type     = S
MoveType = A
Physics  = N
Ctrl     = 0

[State 3203, アニメ]
Type = ChangeAnim
Trigger1 = (Time = 0) && (Anim != [3120,3121])
Value = IfElse(var(53)<3,3120,3121)

[State 3203, アニメ]
Type = ChangeAnim
Trigger1 = (Anim = 3120) && (AnimElem = 8,=80)
Trigger2 = (Anim = 3121) && (AnimElem = 8,=95)
Value = IfElse(var(53)<3,3110,3111)
Elem = 10

[State 3203, 変数増減]
Type = VarSet
Trigger1 = 1
var(4) = IfElse(var(4)=0,1,0)

[State 3203, 変数]
Type = VarSet
Trigger1 = (AnimElem = 1,=0)
var(5) = 0

[State 3201, 変数]
Type = VarAdd
Trigger1 = var(5)=30
var(32) = 500

[State 3203, 変数]
Type = VarSet
Trigger1 = 1
var(22) = 3203

[State 3203, 変数増減]
Type = VarAdd
Trigger1 = 1
var(5) = 1

[State 3203, 移動速度]
Type = VelSet
TriggerAll = (Anim = [3120,3121])
Trigger1 = ((AnimElem = 8,>=6) && (AnimElem = 8,<15))
Trigger2 = ((AnimElem = 8,>=36) && (AnimElem = 8,<45))
Trigger3 = ((AnimElem = 8,>=66) && (AnimElem = 8,<75))
X = 25.0

[State 3203, 移動速度]
Type = VelSet
TriggerAll = (Anim = [3120,3121])
Trigger1 = ((AnimElem = 8,>=21) && (AnimElem = 8,<30))
Trigger2 = ((AnimElem = 8,>=51) && (AnimElem = 8,<60))
Trigger3 = ((Anim = 3121) && ((AnimElem = 8,>=80) && (AnimElem = 8,<90)))
X = 16.0

[State 3203, 移動速度]
Type = VelSet
TriggerAll = (Anim = [3120,3121])
Trigger1 = ((AnimElem = 8,=15) || (AnimElem = 8,=30))
Trigger2 = ((AnimElem = 8,=45) || (AnimElem = 8,=60))
Trigger3 = ((Anim = 3121) && (AnimElem = 8,=75))
X = 0

[State 3203, 移動速度]
Type = VelSet
Trigger1 = ((Anim = 3120) && (AnimElem = 8,=75))
Trigger2 = ((Anim = 3121) && (AnimElem = 8,=90))
X = 10

[State 3203, 移動速度]
Type = VelSet
Trigger1 = (Anim = [3110,3111]) && ((AnimElem = 8,>=6) && (AnimElem = 11,<0))
Trigger1 = Vel X < 1
X = 1

;**************************************************
[State 3203, エフェクト]
Type = Helper
Trigger1 = (var(53) < 3) && (var(4) = 0) && (var(5) = [20,50])
Trigger2 = (var(53) > 2) && (var(4) = 0) && (var(5) = [20,30])
StateNo = 6230
ID = 6230
Name = "Effect"
Pos = 0,-20
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 2
SuperMoveTime = 1000
PauseMoveTime = 1000

;**************************************************
[State 3203,振り返る]
Type = Turn
TriggerAll = (Anim = [3120,3121])
Trigger1 = ((AnimElem = 8,=15) || (AnimElem = 8,=30))
Trigger2 = ((AnimElem = 8,=45) || (AnimElem = 8,=60))
Trigger3 = ((Anim = 3121) && (AnimElem = 8,=75))

[State 3203, やられ上書き]
Type = Null;HitOverride
Trigger1 = (var(5) < 64)
Attr = SCA,AA,AP,AT
StateNo = 10999+var(51)
Time = 1
IgnoreHitPause = 1

[State 3203, ガードにさせない]
Type = AttackDist
Trigger1 = 1
Value = 0

;**************************************************
[State 3203, エフェクト]
Type = Explod
TriggerAll = (Anim = [3120,3121])
Trigger1 = ((AnimElem = 8,=5) || (AnimElem = 8,=20) || (AnimElem = 8,=35))
Trigger2 = ((AnimElem = 8,=50) || (AnimElem = 8,=65))
Trigger3 = ((Anim = 3121) && (AnimElem = 8,=80))
Anim = 6106
ID = 6106
Pos = 0,0
Scale = 1,1
Ownpal = 1
SprPriority = 8
IgnoreHitPause = 1

;**************************************************
[State 3203, 残像]
Type = Helper
TriggerAll = (Anim = [3120,3121])
Trigger1 = ((AnimElem = 8) || (AnimElem = 8,=15) || (AnimElem = 8,=30))
Trigger2 = ((AnimElem = 8,=45) || (AnimElem = 8,=60) || (AnimElem = 8,=75))
Trigger3 = ((Anim = 3121) && (AnimElem = 8,=90))
StateNo = 6055
ID = IfElse(IfElse(var(53)<3,AnimElem=8,=75,AnimElem=8,=90),6056,6055)
Name = "Mirage"
Pos = 0,-20
PosType = P1
Ownpal = 1
IgnoreHitPause = 1

[State 3203, 弾]
Type = Helper
TriggerAll = (Anim = [3120,3121])
Trigger1 = ((AnimElem = 8) || (AnimElem = 8,=15) || (AnimElem = 8,=30))
Trigger2 = ((AnimElem = 8,=45) || (AnimElem = 8,=60))
Trigger3 = ((Anim = 3121) && (AnimElem = 8,=75))
StateNo = 2031
ID = 2031
Name = "Edge"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1

[State 3203, 花びら]
Type = Helper
TriggerAll = (Anim = [3120,3121])
Trigger1 = ((AnimElem = 8) || (AnimElem = 8,=15) || (AnimElem = 8,=30))
Trigger2 = ((AnimElem = 8,=45) || (AnimElem = 8,=60))
Trigger3 = ((AnimElem = 8,>=6) && (AnimElem = 8,<15))
Trigger4 = ((AnimElem = 8,>=21) && (AnimElem = 8,<30))
Trigger5 = ((AnimElem = 8,>=36) && (AnimElem = 8,<45))
Trigger6 = ((AnimElem = 8,>=51) && (AnimElem = 8,<60))
Trigger7 = ((AnimElem = 8,>=66) && (AnimElem = 8,<75))
Trigger3 = ((Anim = 3121) && ((AnimElem = 8,>=80) && (AnimElem = 8,<90)))
StateNo = 6062
ID = 6062
Name = "Hanabira"
Pos = 0,-20
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 2
Size.XScale = .75
Size.YScale = .75

[State 3203, 花びら]
Type = Helper
TriggerAll = (Anim = [3120,3121])
Trigger1 = ((AnimElem = 8) || (AnimElem = 8,=15) || (AnimElem = 8,=30))
Trigger2 = ((AnimElem = 8,=45) || (AnimElem = 8,=60))
Trigger3 = ((Anim = 3121) && (AnimElem = 8,=75))
StateNo = 6062
ID = 6062
Name = "Hanabira"
Pos = 0,-20
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Size.XScale = .75
Size.YScale = .75

[State 3203, 花びら]
Type = Helper
TriggerAll = (Anim = [3120,3121])
Trigger1 = ((AnimElem = 8) || (AnimElem = 8,=15) || (AnimElem = 8,=30))
Trigger2 = ((AnimElem = 8,=45) || (AnimElem = 8,=60))
Trigger3 = ((Anim = 3121) && (AnimElem = 8,=75))
StateNo = 6062
ID = 6062
Name = "Hanabira"
Pos = 0,-20
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Size.XScale = .75
Size.YScale = .75

;**************************************************
[State 3203, 音]
Type = PlaySnd
TriggerAll = (Anim = [3120,3121])
Trigger1 = ((AnimElem = 8) || (AnimElem = 8,=15) || (AnimElem = 8,=30))
Trigger2 = ((AnimElem = 8,=45) || (AnimElem = 8,=60))
Trigger3 = ((Anim = 3121) && (AnimElem = 8,=75))
Value = s1,7
Channel = 1

[State 3203, 音]
Type = PlaySnd
TriggerAll = (Anim = [3120,3121])
Trigger1 = ((AnimElem = 8,=5) || (AnimElem = 8,=20) || (AnimElem = 8,=35))
Trigger2 = ((AnimElem = 8,=50) || (AnimElem = 8,=65))
Trigger3 = ((Anim = 3121) && (AnimElem = 8,=80))
Value = s1,8
Channel = 2

;**************************************************
[State 3203, ステート変更]
Type = ChangeState
Trigger1 = (AnimTime = 0)
Value = 0
Ctrl = 1

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　「幽冥神風斬」
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 3204]
Type     = S
MoveType = A
Physics  = N
Ctrl     = 0

[State 3204, アニメ]
Type = ChangeAnim
Trigger1 = ((Time = 0) && (Anim != 3130) && (Anim != 3001) && (Anim != 10000))
Value = 3130

[State 3204, アニメ]
Type = ChangeAnim
Trigger1 = (var(5) = 169)
Value = 10000

[State 3204, アニメ]
Type = ChangeAnim
Trigger1 = (var(5) = 260) && (Anim = 10000)
Value = 3001

[State 3204, アニメ]
Type = ChangeAnim
Trigger1 = (Anim = 3001) && (AnimTime = 0)
Value = 41
Elem = 9

[State 3204, 変数]
Type = VarSet
Trigger1 = var(5) = 0
var(4) = IfElse(Life<250,4,IfElse(Life<500,3,IfElse(Life<750,2,1)))

[State 3204, 変数増減]
Type = VarAdd
Trigger1 = ((var(5) = 159) && (var(4) > 0))
var(4) = -1

[State 3204, 変数]
Type = VarSet
Trigger1 = ((var(5) = 159) && (var(4) > 0))
var(5) = 117

[State 3204, 変数]
Type = VarSet
Trigger1 = ((Anim = 3130) && (AnimElem = 1,=0))
var(5) = -1

[State 3204, 変数増減]
Type = VarSet
Trigger1 = 1
var(6) = IfElse(var(6)=0,1,0)

[State 3201, 変数]
Type = VarAdd
Trigger1 = var(5)=30
var(32) = 500

[State 3204, 変数]
Type = VarSet
Trigger1 = 1
var(22) = 3204

[State 3204, 移動速度]
Type = VelSet
TriggerAll = (Anim = 3130)
Trigger1 = (var(5) = 67)
Trigger2 = (var(5) = 118)
X = 25.0

[State 3204, 移動速度]
Type = VelSet
TriggerAll = (Anim = 3130)
Trigger1 = (var(5) = -1)
Trigger2 = ((var(5) = 67) && (FrontEdgeDist < -100))
Trigger3 = ((var(5) = 118) && (FrontEdgeDist < -100))
X = 0

[State 3204, 軸位置]
Type = PosAdd
Trigger1 = (var(5) = [68,117]) || (var(5) = [119,159])
X = (FrontEdgeDist-420)

[State 3204, 軸位置]
Type = PosAdd
Trigger1 = (var(5) = 235)
X = (P2Dist X)
Y = (Pos Y)*-1

[State 3204, 移動速度]
Type = VelSet
Trigger1 = (var(5) = 260)
Y = -20

[State 3204, 速度加算]
Type = VelAdd
Trigger1 = (Anim = 3001) || (Anim = 41)
Y = .68

[State 3204, 軸位置]
Type = PosAdd
Trigger1 = (var(5) = 117)
Y = P2Dist Y

[State 3204, 軸位置]
Type = PosSet
Trigger1 = (var(5) = 169)
X = 0
Y = 0

[State 3204, 変数増減]
Type = VarAdd
Trigger1 = (var(5) < 67) || (var(5) = [68,117]) || (var(5) = [119,261])
Trigger2 = ((var(5) = 67) && (Vel X = 0))
Trigger3 = ((var(5) = 113) && (Vel X = 0))
Trigger4 = ((var(5) = 118) && (Vel X = 0))
var(5) = 1

;**************************************************
[State 3204, 攻撃力補正]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(39) = -10
IgnoreHitPause = 1
Persistent = 1

[State 3204, 変数]
Type = VarSet
Trigger1 = MoveHit = 1
var(7) = 7
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 3204, エフェクト]
Type = Helper
Trigger1 = (var(5) = [20,40])
StateNo = 6230
ID = 6231
Name = "Effect"
Pos = 0,-20
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 2
SuperMoveTime = 1000
PauseMoveTime = 1000

;**************************************************
[State 3204, ヒットエフェクト]
Type = Helper
TriggerAll = 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) = 3204
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 3204, ヒットエフェクト]
Type = Helper
TriggerAll = 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) = 3204
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 3204, 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) = 3204
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 3204, 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) = 3204
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 3204, 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) = 3204
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 = 2
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

[State 3204, 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) = 3204
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 = 2
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 3204, 無敵]
Type = NotHitBy
Trigger1 = (var(5) = [68,117]) || (var(5) = [119,261])
Value = SCA
IgnoreHitPause = 1

[State 3204,振り返る]
Type = Turn
TriggerAll = (Anim = 3130)
Trigger1 = (var(5) = 68)
Trigger2 = ((var(5) = 119) && (Vel X = 0))

[State 3204, 状態変更]
Type = StateTypeSet
Trigger1 = ((Pos Y = 0) && (StateType != S))
StateType = S

[State 3204, 状態変更]
Type = StateTypeSet
Trigger1 = ((Pos Y != 0) && (StateType != A))
StateType = A

[State 3204, やられ上書き]
Type = Null;HitOverride
Trigger1 = Anim = 3130
Attr = SCA,AA,AP,AT
StateNo = 10999+var(51)
Time = 1
IgnoreHitPause = 1

[State 3204, ガードにさせない]
Type = AttackDist
Trigger1 = 1
Value = 0

[State 3204, スクロール]
Type = ScreenBound
Trigger1 = Anim = 3130
Value = 0
MoveCamera = 0,0

[State 3204, 押さない]
Type = PlayerPush
Trigger1 = Anim = 3130
Value = 0

[State 3204, 接触判定リセット]
Type = MoveHitReset
TriggerAll = (Anim = 3130)
Trigger1 = (AnimElem = 8,=5)
Trigger2 = (var(5) = 113)

;**************************************************
[State 3204, エフェクト]
Type = Explod
TriggerAll = (Anim = 3130)
Trigger1 = (AnimElem = 8,=0)
Anim = 6106
ID = 6106
Pos = 0,0
Scale = 1,1
Ownpal = 1
SprPriority = 8
IgnoreHitPause = 1

[State 3204, エフェクト]
Type = Explod
TriggerAll = (!IsHelper(6400))
Trigger1 = (Anim = 3130) && (MoveHit = 3)
Anim = 2019
ID = 2019
Pos = 0,-50
Scale = 1.5,1.5
Ownpal = 1
SprPriority = 8
IgnoreHitPause = 1

;**************************************************
[State 3204, 残像]
Type = Helper
TriggerAll = (Anim = 3130)
Trigger1 = (AnimElem = 8,=0)
StateNo = 6055
ID = IfElse((Anim=3110),6056,6055)
Name = "Mirage"
Pos = 0,-20
PosType = P1
Ownpal = 1
IgnoreHitPause = 1

[State 3204, 残像]
Type = Helper
TriggerAll = (Anim = 10000)
Trigger1 = (var(5) = 170) || (var(5) = 175)
StateNo = 6056
ID = IfElse(var(5)=170,6056,IfElse(var(5)=210,6056,6057))
Name = "Mirage"
Pos = 0,-100
PosType = P1
Facing = IfElse(var(5)=170,1,-1)
Ownpal = 1
IgnoreHitPause = 1
Size.XScale = 1
Size.YScale = 1

[State 3204, 残像]
Type = Helper
TriggerAll = (Anim = 10000)
Trigger1 = (var(5) = 180) || (var(5) = 185)
StateNo = 6056
ID = IfElse(var(5)=180,6058,IfElse(var(5)=220,6058,6059))
Name = "Mirage"
Pos = 0,-100
PosType = P1
Facing = 1
Ownpal = 1
IgnoreHitPause = 1
Size.XScale = 1
Size.YScale = 1

[State 3204, 残像]
Type = Helper
TriggerAll = (Anim = 10000)
Trigger1 = (var(5) = 190) || (var(5) = 195)
StateNo = 6056
ID = IfElse(var(5)=190,6060,IfElse(var(5)=230,6060,6061))
Name = "Mirage"
Pos = 0,-100
PosType = P1
Facing = IfElse(var(5)=190,1,-1)
Ownpal = 1
IgnoreHitPause = 1
Size.XScale = 1
Size.YScale = 1

[State 3204, 残像]
Type = Helper
TriggerAll = (Anim = 10000)
Trigger1 = (var(5) = 200) || (var(5) = 205)
StateNo = 6056
ID = IfElse(var(5)=200,6062,IfElse(var(5)=240,6062,6063))
Name = "Mirage"
Pos = 0,-100
PosType = P1
Facing = IfElse(var(5)=200,-1,1)
Ownpal = 1
IgnoreHitPause = 1
Size.XScale = 1
Size.YScale = 1

[State 3204, 閃光]
Type = Helper
Trigger1 = (var(5) = 260)
StateNo = 6058
ID = 6058
Name = "Slash"
Pos = 0,-120
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Size.XScale = 2.0
Size.YScale = 2.0

;**************************************************
[State 3204, 弾]
Type = Helper
TriggerAll = (Anim = 10000)
Trigger1 = (var(5) = 170) || (var(5) = 175) || (var(5) = 180) || (var(5) = 185)
Trigger2 = (var(5) = 190) || (var(5) = 195) || (var(5) = 200) || (var(5) = 205)
StateNo = 2033
ID = 2033
Name = "Shot"
Pos = 0,-100
PosType = P1
Facing = 1
Ownpal = 1
IgnoreHitPause = 1
Size.XScale = 1
Size.YScale = 1

[State 3204, 弾]
Type = Helper
TriggerAll = (var(53) > 1)
TriggerAll = (var(6) = 0) && ((FrontEdgeDist > -50) && (BackEdgeDist > -50))
Trigger1 = var(5) = 67
Trigger2 = var(5) = 118
StateNo = 2032
ID = 2032
Name = "Bullet"
Pos = -20,-35
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .75
Size.YScale = .75

[State 3204, 弾]
Type = Helper
TriggerAll = (var(6) = 0) && ((FrontEdgeDist > -50) && (BackEdgeDist > -50))
Trigger1 = var(5) = 67
Trigger2 = var(5) = 118
StateNo = 2032
ID = 2032
Name = "Bullet"
Pos = 0,-20
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .75
Size.YScale = .75

[State 3204, 弾]
Type = Helper
TriggerAll = (var(53) > 1)
TriggerAll = (var(6) = 0) && ((FrontEdgeDist > -50) && (BackEdgeDist > -50))
Trigger1 = var(5) = 67
Trigger2 = var(5) = 118
StateNo = 2032
ID = 2032
Name = "Bullet"
Pos = -20,-5
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .75
Size.YScale = .75

;**************************************************
[State 3204, 音]
Type = PlaySnd
TriggerAll = (Anim = 3130)
Trigger1 = (var(5) = 62)
Trigger2 = (var(5) = 113)
Value = s1,7
Channel = 1

[State 3204, 音]
Type = PlaySnd
TriggerAll = (Anim = 3130)
Trigger1 = (var(5) = 66)
Trigger2 = (var(5) = 117)
Value = s1,8
Channel = 2

[State 3204, 音]
Type = PlaySnd
TriggerAll = (var(6) = 0) && ((FrontEdgeDist > -50) && (BackEdgeDist > -50))
Trigger1 = var(5) = 67
Trigger2 = var(5) = 118
Value = s1,2
Channel = 3
Persistent = 1

[State 3204, 音]
Type = PlaySnd
TriggerAll = (var(6) = 0)
Trigger1 = (var(5) = [170,205])
Value = s1,2
Channel = 3
Persistent = 1

[State 3204, 音]
Type = PlaySnd
Trigger1 = (Anim = 3001) && (var(5) = 261)
Value = s1,11
Channel = 4

[State 3204, 音]
Type = PlaySnd
Trigger1 = (!IsHelper(6400))
Trigger1 = (MoveHit = 1) && (var(19))
Value = s0,19
Channel = 20
IgnoreHitPause = 1
Persistent = 1

;**************************************************

[State 3204, ヒット定義-1]
Type = HitDef
TriggerAll = (var(53) < 2)
TriggerAll = (Anim = 3130) && (!MoveContact)
Trigger1 = (AnimElem = 8,=5)
Trigger2 = (var(5) = 113)
Attr              = A, HT
Damage            = 200,5
GetPower          = 0
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = MA
Priority          = 4,Hit
PauseTime         = 0,30
Guard.PauseTime   = 0,12
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = -25,-25
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 25
Guard.SlideTime   = 19
Ground.HitTime    = 25
Guard.HitTime     = 19
Air.HitTime       = 25
Ground.Velocity   = 0,.5
Guard.Velocity    = -7.5
Air.Velocity      = 0,.5
AirGuard.Velocity = -3,-2.5
HitOnce = 0
Fall = 1
Fall.Recover = 0
YAccel = .5
ID = 3204

[State 3204, ヒット定義-2]
Type = HitDef
TriggerAll = (var(53) > 1)
TriggerAll = (Anim = 3130) && (!MoveContact)
Trigger1 = (AnimElem = 8,=5)
Trigger2 = (var(5) = 113)
Attr              = A, HT
Damage            = IfElse(var(53)<3,200,300),2
GetPower          = 0
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = N
Priority          = 4,Hit
PauseTime         = 0,30
Guard.PauseTime   = 0,12
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = -25,-25
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 25
Guard.SlideTime   = 19
Ground.HitTime    = 25
Guard.HitTime     = 19
Air.HitTime       = 25
Ground.Velocity   = 0,.5
Guard.Velocity    = -7.5
Air.Velocity      = 0,.5
AirGuard.Velocity = -3,-2.5
HitOnce = 0
Fall = 1
Fall.Recover = 0
YAccel = .5
ID = 3204

;**************************************************
[State 3204, 飛び道具-1]
Type = Projectile
Trigger1 = (var(5) = 170) || (var(5) = 175) || (var(5) = 180) || (var(5) = 185)
Trigger2 = (var(5) = 190) || (var(5) = 195) || (var(5) = 200) || (var(5) = 205)
Attr              = A, HA
Damage            = 30,1
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,30
Guard.PauseTime   = 0,0
;-----------------------------------
Offset            = 0,-100
Velocity          = 0,0
ProjID            = 2000
ProjAnim          = 2034
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = .5,.5
ProjPriority      = 9999
ProjRemove        = 1
ProjRemoveTime    = 3
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAF
GuardFlag         = N
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,-6
Guard.Velocity    = -7
Air.Velocity      = -5,-6
AirGuard.Velocity = -5.5,-3.5
Fall = 1
Fall.Recover = 0
Guard.Dist = 0
Persistent = 1
ID = 3204

[State 3204, 飛び道具-2]
Type = Projectile
Trigger1 = (var(5) = 260)
Attr              = A, HA
Damage            = 350,1
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,0
Guard.PauseTime   = 0,0
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
ProjID            = 2000
ProjAnim          = 2035
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = .5,.5
ProjPriority      = 9999
ProjRemove        = 1
ProjRemoveTime    = 3
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAF
GuardFlag         = N
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   = 0,-20
Guard.Velocity    = -7
Air.Velocity      = 0,-20
AirGuard.Velocity = -7,-4.5
YAccel = .5
Fall = 1
Fall.Recover = 0
Guard.Dist = 0
Persistent = 1
ID = 3204

;**************************************************
[State 3204, 相手ステート変更-1]
Type = TargetState
TriggerAll = NumTarget != 0
TriggerAll = (MoveHit = 1)
TriggerAll = (Target,StateNo = 5000)
Trigger1 = (Anim = 3130) && ((AnimElem = 8,>=0) && (AnimElem = 9,<1))
Value = 10007
ID = 3204
IgnoreHitPause = 1
Persistent = 0

;**************************************************
[State 3204, ステート変更]
Type = ChangeState
Trigger1 = (Anim = 41) && (Pos Y >=0) && (Vel Y > 0)
Value = 13
Ctrl = 0

;−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−
;−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−
;−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−
;−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−
;−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−


;
; Story mode Armor state
;

[StateDef 11777]
Type = A
MoveType = H
Physics = N
ctrl=0

[State 11777]
Type=VarSet
Trigger1=var(15)=0
Trigger2=fvar(15)=0
fvar(15)=1

[State 11777]
Type=VarSet
Trigger1=var(15)=0
var(16)=0

[State 11777]
Type=VarAdd
Trigger1=var(15)>0
var(15)=-1

[State 11777]
Type=VarSet
Trigger1=time=0
var(15)=27

[State 11777]
Type=VarAdd
Trigger1=time=0
var(16)=GetHitVar(Damage)

[State 11777]
Type=VarSet
Trigger1=time=0
Trigger1=var(16)>=125
Trigger1=GetHitVar(Damage)>=20
fvar(15)=fvar(15)*0.8

[State 11777]
Type=VarSet
Trigger1=fvar(15)<0.05
fvar(15)=0.05

[State 6965]
Type=ChangeAnim
Trigger1=anim!=Root,anim
value=Root,anim
ignorehitpause=1

[State 6965]
Type=Assertspecial
Trigger1=1
flag=invisible
flag2=noshadow
ignorehitpause=1

[State 6965, HitOverride]
Type = HitOverride
Trigger1 = 1
Attr = SCA, AA, AP , AT
StateNo = 11777
Time = 1
ForceAir = 0
ignorehitpause=1

[State 6965, BindToRoot]
Type = BindToRoot
Trigger1 = 1
Time = 1
Facing = 1
Pos = 0, 0
ignorehitpause=1

[State 6966, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = GetHitVar(Damage)*fvar(15)
ignorehitpause=1

[State 6966, VarSet]
Type = VarSet
Trigger1 = Root,StateNo=3204
FV = 1
Value = fvar(1)*(0.5+0.5*root,Life/root,Lifemax)
ignorehitpause=1

[State 6966, ParentVarAdd]
Type = ParentVarAdd
Trigger1 = Time = 0
fV = 29
Value = fVar(1)
ignorehitpause=1

[State 6965, DestroySelf]
Type = DestroySelf
Trigger1 = Root,StateNo!=[3200,3204]
Trigger2 = Root,StateNo=3201
Trigger2 = Root,var(5) >= IfElse(Root,var(53)<3,75,70)
Trigger3 = Root,StateNo=3202
Trigger4 = Root,var(5) >= 179
Trigger4 = Root,StateNo=3203
Trigger4 = Root,var(5) >= 64
Trigger5 = Root,StateNo=3204
Trigger5 = (root,var(5) = [68,117]) || (root,var(5) = [119,261]) || (root,anim!=3130)
ignorehitpause=1
