[statedef 22000];タンデム入力
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 22000

[State 22000]
type = varset
trigger1 = time = 7
var(1) = 0

[State 22000]
type = varadd
trigger1 = time = 7
var(5) = 1

[State 22000]
type = Helper
trigger1 = Numhelper(22500) = 0
trigger1 = time = 7
helpertype = normal
name = "ecarlate"
stateno = 22500
postype = back
facing = 1
keyctrl = 1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ID = 22500

[State 22000]
type = Helper
trigger1 = time = 7
helpertype = normal
name = "Ash"
stateno = 23000
postype = p1
pos = 0,0
facing = 1
keyctrl = 0
ownpal = 1
ID = 11000
persistent=0

[State 22000]
type = SuperPause
trigger1 = time = 7
pos = 0,-40
anim = S14012
time = 143
sound = S10,19
movetime = 143
darken = 0
p2defmul = 1
poweradd = -1000

[State 22000]
type = Explod
trigger1 = time = 7
anim = 22030
ID = 22030
pos = 0, 0
postype = p1
vel = 0, 0
removetime = 143
sprpriority = 2
supermovetime = 9999999
pausemovetime = 9999999
ownpal = 1
scale = 1.3, 1.3
removeongethit = 1

[State 22000]
type = Explod
trigger1 = time = 7
anim = 22050
ID = 22050
pos = 0, 0
postype = p1
vel = 0, 0
removetime = 143
sprpriority = 3
supermovetime = 9999999
pausemovetime = 9999999
ownpal = 1
scale = 0.8, 0.8
removeongethit = 1

[State 22000]
type = Explod
trigger1 = time = 150
anim = 22051
ID = 22051
pos = 0, 0
postype = p1
vel = 0, 0
removetime = -2
sprpriority = 3
supermovetime = 9999999
pausemovetime = 9999999
ownpal = 1
scale = 0.8, 0.8
removeongethit = 1

[State 22000]
type = Explod
trigger1 = time = 7
anim = 22080
ID = 22080
pos = 0, 240
postype = back
vel = 0, 0
removetime = 143
sprpriority = -4
supermovetime = 9999999
pausemovetime = 9999999
ownpal = 1
scale = 0.5, 0.5
removeongethit = 1

[State 22000]
type = Explod
trigger1 = time = 7
anim = 22100
ID = 22100
pos = -80, -20
postype = back
vel = 0, 0
removetime = 143
sprpriority = -5
supermovetime = 9999999
pausemovetime = 9999999
ownpal = 1
scale = 1.3, 1.3
removeongethit = 1

[state 22000]
type = changestate
trigger1 = time = 150
value = 0
ctrl = 1

[statedef 22500];変数記憶ヘルパー1
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 30000

[State 22500]
type = varrangeset
trigger1 = time = 0
value = 0
first = 0
last = 59

[State 22500]
type = PlaySnd
triggerall = time = [0,143]
trigger1 = var(59) <= 0
trigger1 = command = "x"
trigger1 = command != "holddown"
trigger2 = var(59) <= 0
trigger2 = command = "x"
trigger2 = command = "holddown"
trigger3 = var(59) <= 0
trigger3 = command = "Hado01"
trigger4 = var(59) <= 0
trigger4 = command = "Tatsumaki01"
trigger5 = var(59) <= 0
trigger5 = command = "HadoEx01"
trigger6 = var(59) >= 1
trigger6 = fvar(var(0)) = 1.0
value = S10, 40

[State 22500]
type = PlaySnd
triggerall = time = [0,143]
trigger1 = var(59) <= 0
trigger1 = command = "a"
trigger1 = command != "holddown"
trigger2 = var(59) <= 0
trigger2 = command != "holdfwd"
trigger2 = command = "a"
trigger2 = command = "holddown"
trigger3 = var(59) <= 0
trigger3 = command = "holdfwd"
trigger3 = command = "a"
trigger3 = command = "holddown"
trigger4 = var(59) <= 0
trigger4 = command = "Hado02"
trigger5 = var(59) <= 0
trigger5 = command = "Tatsumaki02"
trigger6 = var(59) <= 0
trigger6 = command = "HadoEx02"
trigger7 = var(59) >= 1
value = S10, 41

[State 22500]
type = PlaySnd
triggerall = root,stateno = 22000
trigger1 = var(59) <= 0
trigger1 = command != "holdfwd"
trigger1 = command = "b"
trigger1 = command != "holddown"
trigger2 = var(59) <= 0
trigger2 = command = "holdfwd"
trigger2 = command = "b"
trigger2 = command != "holddown"
trigger3 = var(59) <= 0
trigger3 = command != "holdfwd"
trigger3 = command = "b"
trigger3 = command = "holddown"
trigger4 = var(59) <= 0
trigger4 = command = "holdfwd"
trigger4 = command = "b"
trigger4 = command = "holddown"
trigger5 = var(59) <= 0
trigger5 = command = "Hado03"
trigger6 = var(59) <= 0
trigger6 = command = "Tatsumaki03"
trigger7 = var(59) <= 0
trigger7 = command = "HadoEx03"
trigger8 = var(59) >= 1
value = S10, 42

[State 22500];コマンド入力回数
type = varadd
triggerall = root,stateno = 22000
trigger1 = var(59) <= 0
trigger1 =command = "Hado01"
trigger2 = var(59) <= 0
trigger2 =command = "Hado02"
trigger3 = var(59) <= 0
trigger3 =command = "Hado03"
trigger4 = var(59) <= 0
trigger4 = command = "x"
trigger4 = command != "holddown"
trigger5 = var(59) <= 0
trigger5 = command = "a"
trigger5 = command != "holddown"
trigger6 = var(59) <= 0
trigger6 = command != "holdfwd"
trigger6 = command = "b"
trigger6 = command != "holddown"
trigger7 = var(59) <= 0
trigger7 = command = "holdfwd"
trigger7 = command = "b"
trigger7 = command != "holddown"
trigger8 = var(59) <= 0
trigger8 = command = "x"
trigger8 = command = "holddown"
trigger9 = var(59) <= 0
trigger9 = command != "holdfwd"
trigger9 = command = "a"
trigger9 = command = "holddown"
trigger10 = var(59) <= 0
trigger10 = command = "holdfwd"
trigger10 = command = "a"
trigger10 = command = "holddown"
trigger11 = var(59) <= 0
trigger11 = command != "holdfwd"
trigger11 = command = "b"
trigger11 = command = "holddown"
trigger12 = var(59) <= 0
trigger12 = command = "holdfwd"
trigger12 = command = "b"
trigger12 = command = "holddown"
trigger13 = var(59) <= 0
trigger13 = command = "Tatsumaki01"
trigger14 = var(59) <= 0
trigger14 = command = "Tatsumaki02"
trigger15 = var(59) <= 0
trigger15 = command = "Tatsumaki03"
trigger16 = var(59) <= 0
trigger16 = command = "HadoEx01"
trigger17 = var(59) <= 0
trigger17 = command = "HadoEx02"
trigger18 = var(59) <= 0
trigger18 = command = "HadoEx03"
trigger19 = var(59) >= 1
trigger19 = fvar(var(0)) = 1.0
trigger19 = stateno = 22000
var(0) = 1

[State 22500];何番目の攻撃か？
type = varset
triggerall = root,stateno = 22000
trigger1 = var(59) <= 0
trigger1 =command = "Hado01"
trigger2 = var(59) <= 0
trigger2 =command = "Hado02"
trigger3 = var(59) <= 0
trigger3 =command = "Hado03"
trigger4 = var(59) <= 0
trigger4 = command = "x"
trigger4 = command != "holddown"
trigger5 = var(59) <= 0
trigger5 = command = "a"
trigger5 = command != "holddown"
trigger6 = var(59) <= 0
trigger6 = command != "holdfwd"
trigger6 = command = "b"
trigger6 = command != "holddown"
trigger7 = var(59) <= 0
trigger7 = command = "holdfwd"
trigger7 = command = "b"
trigger7 = command != "holddown"
trigger8 = var(59) <= 0
trigger8 = command = "x"
trigger8 = command = "holddown"
trigger9 = var(59) <= 0
trigger9 = command != "holdfwd"
trigger9 = command = "a"
trigger9 = command = "holddown"
trigger10 = var(59) <= 0
trigger10 = command = "holdfwd"
trigger10 = command = "a"
trigger10 = command = "holddown"
trigger11 = var(59) <= 0
trigger11 = command != "holdfwd"
trigger11 = command = "b"
trigger11 = command = "holddown"
trigger12 = var(59) <= 0
trigger12 = command = "holdfwd"
trigger12 = command = "b"
trigger12 = command = "holddown"
trigger13 = var(59) <= 0
trigger13 = command = "Tatsumaki01"
trigger14 = var(59) <= 0
trigger14 = command = "Tatsumaki02"
trigger15 = var(59) <= 0
trigger15 = command = "Tatsumaki03"
trigger16 = var(59) <= 0
trigger16 = command = "HadoEx01"
trigger17 = var(59) <= 0
trigger17 = command = "HadoEx02"
trigger18 = var(59) <= 0
trigger18 = command = "HadoEx03"
trigger19 = var(59) >= 1
trigger19 = fvar(var(0)) = 1.0
trigger19 = var(var(0)) = 1
var(var(0)) = var(0)

[State 22500];弱
type = varset
triggerall = time = [0,143]
trigger1 = var(59) <= 0
trigger1 = command = "x"
trigger1 = command != "holddown"
trigger2 = var(59) >= 1
trigger2 = stateno = 22000
fvar(var(0)) = 1.0

[State 22500];中
type = varset
triggerall = time = [0,143]
trigger1 = var(59) <= 0
trigger1 = command = "a"
trigger1 = command != "holddown"
trigger2 = var(59) >= 1
trigger2 = root,stateno = 22000
fvar(var(0)) = 2.0

[State 22500];強
type = varset
triggerall = time = [0,143]
trigger1 = var(59) <= 0
trigger1 = command != "holdfwd"
trigger1 = command = "b"
trigger1 = command != "holddown"
trigger2 = var(59) >= 1
trigger2 = var(0) = 3
fvar(var(0)) = 3.0

[State 22500];6強
type = varset
triggerall = time = [0,143]
trigger1 = var(59) <= 0
trigger1 = command = "holdfwd"
trigger1 = command = "b"
trigger1 = command != "holddown"
trigger2 = var(59) >= 1
trigger2 = var(0) = 4
fvar(var(0)) = 4.0

[State 22500];屈弱
type = varset
triggerall = time = [0,143]
trigger1 = var(59) <= 0
trigger1 = command = "x"
trigger1 = command = "holddown"
trigger2 = var(59) >= 1
trigger2 = var(0) = 5
fvar(var(0)) = 5.0

[State 22500];屈中
type = varset
triggerall = time = [0,143]
trigger1 = var(59) <= 0
trigger1 = command != "holdfwd"
trigger1 = command = "a"
trigger1 = command = "holddown"
trigger2 = var(59) >= 1
trigger2 = var(0) = 6
fvar(var(0)) = 6.0

[State 22500];3中
type = varset
triggerall = time = [0,143]
trigger1 = var(59) <= 0
trigger1 = command = "holdfwd"
trigger1 = command = "a"
trigger1 = command = "holddown"
trigger2 = var(59) >= 1
trigger2 = var(0) = 7
fvar(var(0)) = 7.0

[State 22500];屈強
type = varset
triggerall = time = [0,143]
trigger1 = var(59) <= 0
trigger1 = command != "holdfwd"
trigger1 = command = "b"
trigger1 = command = "holddown"
trigger2 = var(59) >= 1
trigger2 = var(0) = 8
fvar(var(0)) = 8.0

[State 22500];3強
type = varset
triggerall = time = [0,143]
trigger1 = var(59) <= 0
trigger1 = command = "holdfwd"
trigger1 = command = "b"
trigger1 = command = "holddown"
trigger2 = var(59) >= 1
trigger2 = var(0) = 9
fvar(var(0)) = 9.0

[State 22500];水竜波弱
type = varset
triggerall = time = [0,143]
trigger1 = var(59) <= 0
trigger1 = command = "Hado01"
trigger2 = var(59) >= 1
trigger2 = var(0) = 10
fvar(var(0)) = 10.0

[State 22500];水竜波中
type = varset
triggerall = time = [0,143]
trigger1 = var(59) <= 0
trigger1 = command = "Hado02"
trigger2 = var(59) >= 1
trigger2 = var(0) = 11
fvar(var(0)) = 11.0

[State 22500];水竜波強
type = varset
triggerall = time = [0,143]
trigger1 = var(59) <= 0
trigger1 = command = "Hado03"
trigger2 = var(59) >= 1
trigger2 = var(0) = 12
fvar(var(0)) = 12.0

[State 22500];マダマダ弱
type = varset
triggerall = time = [0,143]
trigger1 = var(59) <= 0
trigger1 = command = "Tatsumaki01"
trigger2 = var(59) >= 1
trigger2 = var(0) = 13
fvar(var(0)) = 13.0

[State 22500];マダマダ中
type = varset
triggerall = time = [0,143]
trigger1 = var(59) <= 0
trigger1 = command = "Tatsumaki02"
trigger2 = var(59) >= 1
trigger2 = var(0) = 14
fvar(var(0)) = 14.0

[State 22500];マダマダ強
type = varset
triggerall = time = [0,143]
trigger1 = var(59) <= 0
trigger1 = command = "Tatsumaki03"
trigger2 = var(59) >= 1
trigger2 = var(0) = 15
fvar(var(0)) = 15.0

[State 22500];水竜破斬弱
type = varset
triggerall = time = [0,143]
trigger1 = var(59) <= 0
trigger1 = command = "HadoEx01"
trigger2 = var(59) >= 1
trigger2 = var(0) = 16
fvar(var(0)) = 16.0

[State 22500];水竜破斬中
type = varset
triggerall = time = [0,143]
trigger1 = var(59) <= 0
trigger1 = command = "HadoEx02"
trigger2 = var(59) >= 1
trigger2 = var(0) = 17
fvar(var(0)) = 17.0

[State 22500];水竜破斬強
type = varset
triggerall = time = [0,143]
trigger1 = var(59) <= 0
trigger1 = command = "HadoEx03"
trigger2 = var(59) >= 1
trigger2 = var(0) = 18
fvar(var(0)) = 18.0

[state 22500]
type = Destroyself
triggerall = numhelper(11000) = 1
trigger1 = helper(11000),stateno = 23100
trigger2 = helper(11000),stateno = 23021

[statedef 23000];接近
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 23000

[State 23000]
type = PlaySnd
trigger1 = time = 0
value = S4, 15
channel = 2
SuperPauseTime = 9999

[state 23021]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
slot = 1
stateno = 23021
time = -1

[state 23000]
type = velset
trigger1 = 1
x = 10

[state 23000]
type = changestate
trigger1 = P2BodyDist X <= 10
value = 23001

[statedef 23001];待機
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 23001

[state 23001];水竜破斬弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 16.0
value = ifelse(power >= 1000,23018,23012)

[state 23001];水竜破斬中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 17.0
value = ifelse(power >= 1000,23019,23013)

[state 23001];水竜破斬強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 18.0
value = ifelse(power >= 1000,23020,23014)

[state 23001];水竜波弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 10.0
value = 23012

[state 23001];水竜波中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 11.0
value = 23013

[state 23001];水竜波強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 12.0
value = 23014

[state 23001];マダマダ弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 13.0
value = 23015

[state 23001];マダマダ中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 14.0
value = 23016

[state 23001];マダマダ強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 15.0
value = 23017

[state 23001];弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 1.0
value = 23002

[state 23001];中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 2.0
value = 23004

[state 23001];強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 3.0
value = 23005

[state 23001];6強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 4.0
value = 23006

[state 23001];屈弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 5.0
value = 23007

[state 23001];屈中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 6.0
value = 23008

[state 23001];3中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 7.0
value = 23009

[state 23001];屈強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 8.0
value = 23010

[state 23001];3強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 9.0
value = 23011

[state 23001];消滅
type = changestate
trigger1 = numhelper(22500) > 0
value = 23100

;弱--------------------------------------------------------
[Statedef 23002]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 23002
poweradd= 0
fasep2 = 1

[state 23021]
type = velset
trigger1 = animelemtime(2) = [0,3]
x = 1

[state 23021]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
slot = 1
stateno = 23021
time = -1

[State 23002]
type = AttackMulSet
trigger1 = 1
value = (1+parent,fvar(1))*(1+parent,fvar(2))*(1+parent,fvar(5))

[State 23002]
type = PlayerPush
trigger1 = 1
value = 1

[State 23002]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 23002]
type = varadd
trigger1 = time = 0
var(0) = 1

[State 23002]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 23002]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 1

[State 23002]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Light
damage    = 20
guardflag = MA
pausetime = 6,8
sparkno = S8000
guard.sparkno = S8010
sparkxy = -22,-42
hitsound   = S10,9
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-2.3
getpower = 0,0
givepower = 0, 0

[state 23003];弱'
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 1.0
trigger1 = time > 6 || movecontact
value = 23003

[state 23003];中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 2.0
trigger1 = time > 6 || movecontact
value = 23004

[state 23003];強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 3.0
trigger1 = time > 6 || movecontact
value = 23005

[state 23003];6強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 4.0
trigger1 = time > 6 || movecontact
value = 23006

[state 23003];屈中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 6.0
trigger1 = time > 6 || movecontact
value = 23008

[state 23003];3中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 7.0
trigger1 = time > 6 || movecontact
value = 23009

[state 23003];屈強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 8.0
trigger1 = time > 6 || movecontact
value = 23010

[state 23003];3強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 9.0
trigger1 = time > 6 || movecontact
value = 23011

[state 23001];水竜波弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 10.0
trigger1 = time > 6 || movecontact
value = 23012

[state 23001];水竜波中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 11.0
trigger1 = time > 6 || movecontact
value = 23013

[state 23001];水竜波強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 12.0
trigger1 = time > 6 || movecontact
value = 23014

[state 23001];マダマダ弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 13.0
trigger1 = time > 6 || movecontact
value = 23015

[state 23001];マダマダ中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 14.0
trigger1 = time > 6 || movecontact
value = 23016

[state 23001];マダマダ強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 15.0
trigger1 = time > 6 || movecontact
value = 23017

[state 23001];水竜破斬弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 16.0
trigger1 = time > 6 || movecontact
value = ifelse(power >= 1000,23018,23012)

[state 23001];水竜破斬中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 17.0
trigger1 = time > 6 || movecontact
value = ifelse(power >= 1000,23019,23013)

[state 23001];水竜破斬強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 18.0
trigger1 = time > 6 || movecontact
value = ifelse(power >= 1000,23020,23014)

[State 23002]
type = ChangeState
trigger1 = animtime = 0
value = 23001

;弱'--------------------------------------------------------
[Statedef 23003]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 23002
poweradd= 0
fasep2 = 1

[state 23023]
type = velset
trigger1 = animelemtime(2) = [0,3]
x = 1

[state 23021]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
slot = 1
stateno = 23021
time = -1

[State 23003]
type = AttackMulSet
trigger1 = 1
value = (1+parent,fvar(1))*(1+parent,fvar(2))*(1+parent,fvar(5))

[State 23003]
type = PlayerPush
trigger1 = 1
value = 1

[State 23002]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 23003]
type = varadd
trigger1 = time = 0
var(0) = 1

[State 23003]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 23003]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 1

[State 23003]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Light
damage    = 20
guardflag = MA
pausetime = 6,8
sparkno = S8000
guard.sparkno = S8010
sparkxy = -22,-42
hitsound   = S10,9
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-2.3
getpower = 0,0
givepower = 0, 0

[state 23003];弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 1.0
trigger1 = time > 6 || movecontact
value = 23005

[state 23003];中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 2.0
trigger1 = time > 6 || movecontact
value = 23004

[state 23003];強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 3.0
trigger1 = time > 6 || movecontact
value = 23005

[state 23003];6強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 4.0
trigger1 = time > 6 || movecontact
value = 23006

[state 23003];屈中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 6.0
trigger1 = time > 6 || movecontact
value = 23008

[state 23003];3中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 7.0
trigger1 = time > 6 || movecontact
value = 23009

[state 23003];屈強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 8.0
trigger1 = time > 6 || movecontact
value = 23010

[state 23003];3強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 9.0
trigger1 = time > 6 || movecontact
value = 23011

[state 23001];水竜波弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 10.0
trigger1 = time > 6 || movecontact
value = 23012

[state 23001];水竜波中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 11.0
trigger1 = time > 6 || movecontact
value = 23013

[state 23001];水竜波強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 12.0
trigger1 = time > 6 || movecontact
value = 23014

[state 23001];マダマダ弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 13.0
trigger1 = time > 6 || movecontact
value = 23015

[state 23001];マダマダ中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 14.0
trigger1 = time > 6 || movecontact
value = 23016

[state 23001];マダマダ強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 15.0
trigger1 = time > 6 || movecontact
value = 23017

[state 23001];水竜破斬弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 16.0
trigger1 = time > 6 || movecontact
value = ifelse(power >= 1000,23018,23012)

[state 23001];水竜破斬中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 17.0
trigger1 = time > 6 || movecontact
value = ifelse(power >= 1000,23019,23013)

[state 23001];水竜破斬強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 18.0
trigger1 = time > 6 || movecontact
value = ifelse(power >= 1000,23020,23014)

[State 23003]
type = ChangeState
trigger1 = animtime = 0
value = 23001

;中--------------------------------------------------------
[Statedef 23004]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 23004
velset = 0,0
poweradd= 0

[state 23021]
type = velset
trigger1 = animelemtime(2) = [0,3]
x = 2

[state 23021]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
slot = 1
stateno = 23021
time = -1

[State 23004]
type = AttackMulSet
trigger1 = 1
value = (1+parent,fvar(1))*(1+parent,fvar(2))*(1+parent,fvar(5))

[State 23004]
type = PlayerPush
trigger1 = 1
value = 1

[State 23004]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 23004]
type = varadd
trigger1 = time = 0
var(0) = 1

[State 23004]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4, 1
channel = 2
lowpriority = 1

[State 23004]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 2

[State 23004]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 35
guardflag = MA
pausetime = 6,8
sparkno = S8001
guard.sparkno = S8010
sparkxy = -22,-42
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4
getpower = 22*(1+fvar(6)), 11*(1+fvar(6))
givepower = 12, 6

[state 23003];強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 3.0
trigger1 = time > 10 || movecontact
value = 23005

[state 23003];6強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 4.0
trigger1 = time > 10 || movecontact
value = 23006

[state 23003];屈強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 8.0
trigger1 = time > 10 || movecontact
value = 23010

[state 23003];3強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 9.0
trigger1 = time > 10 || movecontact
value = 23011

[state 23001];水竜波弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 10.0
trigger1 = time > 10 || movecontact
value = 23012

[state 23001];水竜波中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 11.0
trigger1 = time > 10 || movecontact
value = 23013

[state 23001];水竜波強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 12.0
trigger1 = time > 10 || movecontact
value = 23014

[state 23001];マダマダ弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 13.0
trigger1 = time > 10 || movecontact
value = 23015

[state 23001];マダマダ中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 14.0
trigger1 = time > 10 || movecontact
value = 23016

[state 23001];マダマダ強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 15.0
trigger1 = time > 10 || movecontact
value = 23017

[state 23001];水竜破斬弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 16.0
trigger1 = time > 10 || movecontact
value = ifelse(power >= 1000,23018,23012)

[state 23001];水竜破斬中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 17.0
trigger1 = time > 10 || movecontact
value = ifelse(power >= 1000,23019,23013)

[state 23001];水竜破斬強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 18.0
trigger1 = time > 10 || movecontact
value = ifelse(power >= 1000,23020,23014)

[State 23004]
type = ChangeState
trigger1 = animtime = 0
value = 23001

;強--------------------------------------------------------
[Statedef 23005]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 23005
velset = 0,0

[state 23021]
type = velset
trigger1 = animelemtime(2) = [0,3]
x = 3

[state 23021]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
slot = 1
stateno = 23021
time = -1

[State 23005]
type = AttackMulSet
trigger1 = 1
value = (1+parent,fvar(1))*(1+parent,fvar(2))*(1+parent,fvar(5))

[State 23005]
type = PlayerPush
trigger1 = 1
value = 1

[State 23005]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 23005]
type = varadd
trigger1 = time = 0
var(0) = 1

[State 23005]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4, 2
channel = 2
lowpriority = 1

[State 23005]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 3

[State 23005]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Hard
damage    = 70
guardflag = MA
pausetime = 6,22
sparkno = S8002
guard.sparkno = S8010
sparkxy = -22,-42
hitsound   = S10,11
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4
getpower = 0, 0
givepower = 18, 9

[State 23005]
type = ChangeState
trigger1 = animtime = 0
value = 23001

;前強--------------------------------------------------------
[Statedef 23006]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 23006
velset = 0,0

[state 23021]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
slot = 1
stateno = 23021
time = -1

[State 23006]
type = AttackMulSet
trigger1 = 1
value = (1+parent,fvar(1))*(1+parent,fvar(2))*(1+parent,fvar(5))

[State 23006]
type = PlayerPush
trigger1 = 1
value = 1

[State 23006]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 23006]
type = varadd
trigger1 = time = 0
var(0) = 1

[State 23006]
type = PlaySnd
trigger1 = AnimElem = 5
value = S4, 5
channel = 2
lowpriority = 1

[State 23006]
type = PlaySnd
trigger1 = AnimElem = 5
value = 10, 3

[State 23006]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = back
damage    = 100
guardflag = HA
pausetime = 6,8
sparkno = S8002
guard.sparkno = S8010
sparkxy = -22,-42
hitsound   = S10,11
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -8.-2
air.velocity = -6.5,-4
fall = 1
fall.recover = 0
getpower = 0, 0
givepower = 18, 9

[State 23006]
type = ChangeState
trigger1 = animtime = 0
value = 23001

;屈弱--------------------------------------------------------
[Statedef 23007]
type    = C
movetype= A
physics = C
ctrl = 0
velset = 0,0
anim = 23007
velset = 0,0

[state 23021]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
slot = 1
stateno = 23021
time = -1

[State 23007]
type = AttackMulSet
trigger1 = 1
value = (1+parent,fvar(1))*(1+parent,fvar(2))*(1+parent,fvar(5))

[State 23007]
type = PlayerPush
trigger1 = 1
value = 1

[State 23007]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 23007]
type = varadd
trigger1 = time = 0
var(0) = 1

[State 23007]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 1

[State 23007]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
animtype  = Light
damage    = 20
guardflag = LA
pausetime = 6,8
sparkno = S8000
guard.sparkno = S8010
sparkxy = -22,-42
hitsound   = S10,9
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4
getpower = 16*(1+fvar(6)), 8*(1+fvar(6))
givepower = 8, 3

[state 23003];中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 2.0
trigger1 = time > 7 || movecontact
value = 23004

[state 23003];強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 3.0
trigger1 = time > 7 || movecontact
value = 23005

[state 23003];6強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 4.0
trigger1 = time > 7 || movecontact
value = 23006

[state 23003];屈中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 6.0
trigger1 = time > 7 || movecontact
value = 23008

[state 23003];3中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 7.0
trigger1 = time > 7 || movecontact
value = 23009

[state 23003];屈強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 8.0
trigger1 = time > 7 || movecontact
value = 23010

[state 23003];3強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 9.0
trigger1 = time > 7 || movecontact
value = 23011

[state 23001];水竜波弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 10.0
trigger1 = time > 7 || movecontact
value = 23012

[state 23001];水竜波中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 11.0
trigger1 = time > 7 || movecontact
value = 23013

[state 23001];水竜波強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 12.0
trigger1 = time > 7 || movecontact
value = 23014

[state 23001];マダマダ弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 13.0
trigger1 = time > 7 || movecontact
value = 23015

[state 23001];マダマダ中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 14.0
trigger1 = time > 7 || movecontact
value = 23016

[state 23001];マダマダ強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 15.0
trigger1 = time > 7 || movecontact
value = 23017

[state 23001];水竜破斬弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 16.0
trigger1 = time > 7 || movecontact
value = ifelse(power >= 1000,23018,23012)

[state 23001];水竜破斬中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 17.0
trigger1 = time > 7 || movecontact
value = ifelse(power >= 1000,23019,23013)

[state 23001];水竜破斬強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 18.0
trigger1 = time > 7 || movecontact
value = ifelse(power >= 1000,23020,23014)

[State 23007]
type = ChangeState
trigger1 = animtime = 0
value = 23001

;屈中--------------------------------------------------------
[Statedef 23008]
type    = C
movetype= A
physics = C
ctrl = 0
velset = 0,0
anim = 23008

[state 23021]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
slot = 1
stateno = 23021
time = -1

[State 23008]
type = AttackMulSet
trigger1 = 1
value = (1+parent,fvar(1))*(1+parent,fvar(2))*(1+parent,fvar(5))

[State 23008]
type = PlayerPush
trigger1 = 1
value = 1

[State 23008]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 23008]
type = varadd
trigger1 = time = 0
var(0) = 1

[State 23008]
type = PlaySnd
trigger1 = AnimElem = 4
value = S4, 2
channel = 2
lowpriority = 1

[State 23008]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 2

[State 23008]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
animtype  = Medium
damage    = 30
guardflag = LA
pausetime = 6,8
sparkno = S8001
guard.sparkno = S8010
sparkxy = -20,-40
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4
getpower = 0, 0
givepower = 12, 6

[state 23003];強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 3.0
trigger1 = time > 15 || movecontact
value = 23005

[state 23003];6強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 4.0
trigger1 = time > 15 || movecontact
value = 23006

[state 23003];屈強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 8.0
trigger1 = time > 15 || movecontact
value = 23010

[state 23003];3強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 9.0
trigger1 = time > 15 || movecontact
value = 23011

[state 23001];水竜波弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 10.0
trigger1 = time > 15 || movecontact
value = 23012

[state 23001];水竜波中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 11.0
trigger1 = time > 15 || movecontact
value = 23013

[state 23001];水竜波強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 12.0
trigger1 = time > 15 || movecontact
value = 23014

[state 23001];マダマダ弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 13.0
trigger1 = time > 15 || movecontact
value = 23015

[state 23001];マダマダ中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 14.0
trigger1 = time > 15 || movecontact
value = 23016

[state 23001];マダマダ強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 15.0
trigger1 = time > 15 || movecontact
value = 23017

[state 23001];水竜破斬弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 16.0
trigger1 = time > 15 || movecontact
value = ifelse(power >= 1000,23018,23012)

[state 23001];水竜破斬中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 17.0
trigger1 = time > 15 || movecontact
value = ifelse(power >= 1000,23019,23013)

[state 23001];水竜破斬強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 18.0
trigger1 = time > 15 || movecontact
value = ifelse(power >= 1000,23020,23014)

[State 23008]
type = ChangeState
trigger1 = animtime = 0
value = 23001

;屈前中--------------------------------------------------------
[Statedef 23009]
type    = C
movetype= A
physics = C
ctrl = 0
velset = 0,0
anim = 23009

[state 23021]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
slot = 1
stateno = 23021
time = -1

[State 23009]
type = AttackMulSet
trigger1 = 1
value = (1+parent,fvar(1))*(1+parent,fvar(2))*(1+parent,fvar(5))

[State 23009]
type = PlayerPush
trigger1 = 1
value = 1

[State 23009]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 23009]
type = varadd
trigger1 = time = 0
var(0) = 1

[State 23009]
type = PlaySnd
trigger1 = AnimElem = 4
value = S4, 4
channel = 2
lowpriority = 1

[State 23009]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 2

[State 23009]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
animtype  = Medium
damage    = 40
guardflag = LA
pausetime = 6,8
sparkno = S8001
guard.sparkno = S8010
sparkxy = -20,-10
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4
getpower = 0, 0
givepower = 12, 6

[state 23003];中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 2.0
trigger1 = time > 12 || movecontact
value = 23004

[state 23003];屈中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 6.0
trigger1 = time > 12 || movecontact
value = 23008

[state 23003];3中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 7.0
trigger1 = time > 12 || movecontact
value = 23009

[state 23001];水竜波弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 10.0
trigger1 = time > 12 || movecontact
value = 23012

[state 23001];水竜波中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 11.0
trigger1 = time > 12 || movecontact
value = 23013

[state 23001];水竜波強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 12.0
trigger1 = time > 12 || movecontact
value = 23014

[state 23001];マダマダ弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 13.0
trigger1 = time > 12 || movecontact
value = 23015

[state 23001];マダマダ中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 14.0
trigger1 = time > 12 || movecontact
value = 23016

[state 23001];マダマダ強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 15.0
trigger1 = time > 12 || movecontact
value = 23017

[state 23001];水竜破斬弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 16.0
trigger1 = time > 12 || movecontact
value = ifelse(power >= 1000,23018,23012)

[state 23001];水竜破斬中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 17.0
trigger1 = time > 12 || movecontact
value = ifelse(power >= 1000,23019,23013)

[state 23001];水竜破斬強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 18.0
trigger1 = time > 12 || movecontact
value = ifelse(power >= 1000,23020,23014)

[State 23009]
type = ChangeState
trigger1 = animtime = 0
value = 23001

;屈強--------------------------------------------------------
[Statedef 23010]
type    = C
movetype= A
physics = C
ctrl = 0
velset = 0,0
anim = 23010

[state 23021]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
slot = 1
stateno = 23021
time = -1

[State 23010]
type = AttackMulSet
trigger1 = 1
value = (1+parent,fvar(1))*(1+parent,fvar(2))*(1+parent,fvar(5))

[State 23010]
type = PlayerPush
trigger1 = 1
value = 1

[State 23010]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 23010]
type = varadd
trigger1 = time = 0
var(0) = 1

[State 23010]
type = PlaySnd
trigger1 = AnimElem = 4
value = S4, 3
channel = 2
lowpriority = 1

[State 23010]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 3

[State 23010]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
animtype  = back
damage    = 55
guardflag = LA
pausetime = 6,8
sparkno = S8002
guard.sparkno = S8010
sparkxy = -22,-60
hitsound   = S10,11
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -2.0,-4.0
air.velocity = -2.5,-4
getpower = 0, 0
givepower = 18, 9

[state 23003];6強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 4.0
trigger1 = time > 20 || movecontact
value = 23006

[state 23001];水竜波弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 10.0
trigger1 = time > 20 || movecontact
value = 23012

[state 23001];水竜波中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 11.0
trigger1 = time > 20 || movecontact
value = 23013

[state 23001];水竜波強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 12.0
trigger1 = time > 20 || movecontact
value = 23014

[state 23001];マダマダ弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 13.0
trigger1 = time > 20 || movecontact
value = 23015

[state 23001];マダマダ中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 14.0
trigger1 = time > 20 || movecontact
value = 23016

[state 23001];マダマダ強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 15.0
trigger1 = time > 20 || movecontact
value = 23017

[state 23001];水竜破斬弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 16.0
trigger1 = time > 20 || movecontact
value = ifelse(power >= 1000,23018,23012)

[state 23001];水竜破斬中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 17.0
trigger1 = time > 20 || movecontact
value = ifelse(power >= 1000,23019,23013)

[state 23001];水竜破斬強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 18.0
trigger1 = time > 20 || movecontact
value = ifelse(power >= 1000,23020,23014)

[State 23010]
type = ChangeState
trigger1 = animtime = 0
value = 23001

;屈前強--------------------------------------------------------
[Statedef 23011]
type    = C
movetype= A
physics = C
ctrl = 0
velset = 0,0
anim = 23011

[state 23021]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
slot = 1
stateno = 23021
time = -1

[State 23011]
type = AttackMulSet
trigger1 = 1
value = (1+parent,fvar(1))*(1+parent,fvar(2))*(1+parent,fvar(5))

[State 23011]
type = PlayerPush
trigger1 = 1
value = 1

[State 23011]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 23011]
type = varadd
trigger1 = time = 0
var(0) = 1

[State 23011]
type = PlaySnd
trigger1 = AnimElem = 5
value = S4, 1
channel = 2
lowpriority = 1

[State 23011]
type = PlaySnd
trigger1 = AnimElem = 5
value = 10, 3

[State 23011]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA
animtype  = back
damage    = 55
guardflag = LA
pausetime = 6,8
sparkno = S8002
guard.sparkno = S8010
sparkxy = -22,-20
hitsound   = S10,11
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -2.0,0
air.velocity = -2.5,0
ground.type = trip
fall = 1
fall.recover = 0
getpower = 0, 0
givepower = 18, 9

[State 23011]
type = ChangeState
trigger1 = animtime = 0
value = 23001

;水竜波-------------------------------------------------------------------------------------------
;弱----------------------------------------
[Statedef 23012]
type     = S
movetype = A
physics  = S
anim     = 23012
ctrl     = 0
velset = 0, 0

[state 23021]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
slot = 1
stateno = 23021
time = -1

[State 23012]
type = AttackMulSet
trigger1 = 1
value = (1+parent,fvar(1))*(1+parent,fvar(2))*(1+parent,fvar(5))

[State 23012]
type = PlayerPush
trigger1 = 1
value = 1

[State 23012]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 23012]
type = varadd
trigger1 = time = 0
var(0) = 1

[State 23012]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 23012]
type = PlaySnd
trigger1 = AnimElem = 5
value = S4, 10
channel = 2
lowpriority = 1

[State 23012]
type = PlaySnd
trigger1 = AnimElem = 6
value = 10, 3

[State 23012]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
animtype  = Light
damage    = 10,5
guardflag = MA
pausetime = 6,14
sparkno = S8004
guard.sparkno = S8010
sparkxy = -22,-42
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4

[State 23012]
type = Projectile
trigger1 = animelem = 6
projID = 1100
projanim = 12003
projhitanim = -1
;projremanim = 8003
;projcancelanim = 1003
projscale = 1.0, 1.0
projremovetime = -1
velocity = 2, 0
projhits = 1
projpriority = 2
projsprpriority = 3
;projheightbound = -240, 1
offset = 30, 0
postype = p1
attr = S, SP
damage    = 60,20
hitflag = MAF
guardflag = MA
priority = 4
pausetime = 0,20
sparkno = S8003
guard.sparkno = S8010
sparkxy = 20,0
hitsound   = S10,17
guardsound = S10,5
animtype = Hard
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 0
air.velocity = -3,-4
persistent=0
getpower = 44*(1+fvar(6)), 23*(1+fvar(6))
givepower = 18, 9

[State 23012]
type = ChangeState
trigger1 = AnimTime = 0
value = 23001

;中----------------------------------------
[Statedef 23013]
type     = S
movetype = A
physics  = S
anim     = 23012
ctrl     = 0
velset = 0, 0

[state 23021]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
slot = 1
stateno = 23021
time = -1

[State 23013]
type = AttackMulSet
trigger1 = 1
value = (1+parent,fvar(1))*(1+parent,fvar(2))*(1+parent,fvar(5))

[State 23013]
type = PlayerPush
trigger1 = 1
value = 1

[State 23013]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 23013]
type = varadd
trigger1 = time = 0
var(0) = 1

[State 23013]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 23013]
type = PlaySnd
trigger1 = AnimElem = 5
value = S4, 10
channel = 2
lowpriority = 1

[State 23013]
type = PlaySnd
trigger1 = AnimElem = 6
value = 10, 3

[State 23013]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
animtype  = Light
damage    = 10,5
guardflag = MA
pausetime = 6,14
sparkno = S8004
guard.sparkno = S8010
sparkxy = -22,-42
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4

[State 23013]
type = Projectile
trigger1 = animelem = 6
projID = 1100
projanim = 12003
projhitanim = -1
;projremanim = 1002
;projcancelanim = 1003
projscale = 1.0, 1.0
projremovetime = -1
velocity = 5, 0
projhits = 1
projpriority = 2
projsprpriority = 3
;projheightbound = -240, 1
offset = 30, 0
postype = p1
attr = S, SP
damage    = 60,20
hitflag = MAF
guardflag = MA
priority = 4
pausetime = 0,20
sparkno = S8003
guard.sparkno = S8010
sparkxy = 20,0
hitsound   = S10,17
guardsound = S10,5
animtype = Hard
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 0
air.velocity = -3,-4
persistent=0
getpower = 0, 0
givepower = 18, 9

[State 23013]
type = ChangeState
trigger1 = AnimTime = 0
value = 23001

;強----------------------------------------
[Statedef 23014]
type     = S
movetype = A
physics  = S
anim     = 23012
ctrl     = 0
velset = 0, 0

[state 23021]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
slot = 1
stateno = 23021
time = -1

[State 23014]
type = AttackMulSet
trigger1 = 1
value = (1+parent,fvar(1))*(1+parent,fvar(2))*(1+parent,fvar(5))

[State 23014]
type = PlayerPush
trigger1 = 1
value = 1

[State 23014]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 23014]
type = varadd
trigger1 = time = 0
var(0) = 1

[State 23014]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 23014]
type = PlaySnd
trigger1 = AnimElem = 5
value = S4, 10
channel = 2
lowpriority = 1

[State 23014]
type = PlaySnd
trigger1 = AnimElem = 6
value = 10, 3

[State 23014]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
animtype  = Light
damage    = 10,5
guardflag = MA
pausetime = 6,14
sparkno = S8004
guard.sparkno = S8010
sparkxy = -22,-42
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4

[State 23014]
type = Projectile
trigger1 = animelem = 6
projID = 1100
projanim = 12003
projhitanim = -1
;projremanim = 1002
;projcancelanim = 1003
projscale = 1.0, 1.0
projremovetime = -1
velocity = 8, 0
projhits = 1
projpriority = 2
projsprpriority = 3
;projheightbound = -240, 1
offset = 30, 0
postype = p1
attr = S, SP
damage    = 60,20
hitflag = MAF
guardflag = MA
priority = 4
pausetime = 0,20
sparkno = S8003
guard.sparkno = S8010
sparkxy = 20,0
hitsound   = S10,17
guardsound = S10,5
animtype = Hard
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 0
air.velocity = -3,-4
persistent=0
getpower = 44*(1+fvar(6)), 23*(1+fvar(6))
givepower = 18, 9

[State 23014]
type = ChangeState
trigger1 = AnimTime = 0
value = 23001

;オラオラ弱------------------------------------------------------------------------------
[Statedef 23015]
type     = S
movetype = A
physics  = S
anim     = 23013
ctrl     = 0

[state 23021]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
slot = 1
stateno = 23021
time = -1

[State 23015]
type = AttackMulSet
trigger1 = 1
value = (1+parent,fvar(1))*(1+parent,fvar(2))*(1+parent,fvar(5))

[State 23015]
type = PlayerPush
trigger1 = 1
value = 1

[State 23015]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 23015]
type = varadd
trigger1 = time = 0
var(0) = 1

[State 23015]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 23015]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4, 13
channel = 2
lowpriority = 1

[State 23015]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
trigger4 = AnimElem = 13
value = 10, 1

[State 23015]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
attr = S, SA
animtype  = medium
damage    = 26,12
guardflag = MA
pausetime = 0,8
sparkno = S8005
guard.sparkno = S8010
sparkxy = -24,-55
hitsound   = S10,11
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4
ground.cornerpush.veloff = -4.4
getpower = 0, 0
givepower = 8, 3

[State 23015]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 13
attr = S, SA
animtype  = medium
damage    = 26,12
guardflag = MA
pausetime = 0,8
sparkno = S8005
guard.sparkno = S8010
sparkxy = -18,-25
hitsound   = S10,11
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4
ground.cornerpush.veloff = -4.4
getpower = 0, 0
givepower = 8, 3

[State 23015]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
anim = 23014
ID = 23014
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 23015]
type = Explod
trigger1 = AnimElem = 5
trigger2 = AnimElem = 11
anim = 23015
ID = 23015
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 23015]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
anim = 23016
ID = 23016
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 23015]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 13
anim = 23017
ID = 23017
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 23015]
type = Explod
trigger1 = AnimElem = 8
trigger2 = AnimElem = 14
anim = 23018
ID = 23018
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 23015]
type = Explod
trigger1 = AnimElem = 9
trigger2 = AnimElem = 15
anim = 23019
ID = 23019
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[state 23001];水竜破斬弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 16.0
trigger1 = animelemtime(13) > 0
value = ifelse(power >= 1000,23018,23012)

[state 23001];水竜破斬中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 17.0
trigger1 = animelemtime(13) > 0
value = ifelse(power >= 1000,23019,23013)

[state 23001];水竜破斬強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 18.0
trigger1 = animelemtime(13) > 0
value = ifelse(power >= 1000,23020,23014)

[State 23015]
type = ChangeState
trigger1 = animtime = 0
value = 23001

;オラオラ中------------------------------------------------------------------------------
[Statedef 23016]
type     = S
movetype = A
physics  = S
anim     = 23013
ctrl     = 0

[state 23021]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
slot = 1
stateno = 23021
time = -1

[State 23016]
type = AttackMulSet
trigger1 = 1
value = (1+parent,fvar(1))*(1+parent,fvar(2))*(1+parent,fvar(5))

[State 23016]
type = PlayerPush
trigger1 = 1
value = 1

[State 23016]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 23016]
type = varadd
trigger1 = time = 0
var(0) = 1

[State 23016]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 23016]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4, 13
channel = 2
lowpriority = 1

[State 23016]
type = veladd
trigger1 = animelemtime(4) > 0
trigger1 = animelemtime(16) < 0
x = 0.6

[State 23016]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
trigger4 = AnimElem = 13
value = 10, 1

[State 23016]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
attr = S, SA
animtype  = medium
damage    = 26,12
guardflag = MA
pausetime = 0,8
sparkno = S8005
guard.sparkno = S8010
sparkxy = -24,-55
hitsound   = S10,11
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4
ground.cornerpush.veloff = -4.4
getpower = 0, 0
givepower = 8, 3

[State 23016]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 13
attr = S, SA
animtype  = medium
damage    = 26,12
guardflag = MA
pausetime = 0,8
sparkno = S8005
guard.sparkno = S8010
sparkxy = -18,-25
hitsound   = S10,11
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4
ground.cornerpush.veloff = -4.4
getpower = 0, 0
givepower = 8, 3

[State 23016]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
anim = 23014
ID = 23014
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 23016]
type = Explod
trigger1 = AnimElem = 5
trigger2 = AnimElem = 11
anim = 23015
ID = 23015
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 23016]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
anim = 23016
ID = 23016
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 23016]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 13
anim = 23017
ID = 23017
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 23016]
type = Explod
trigger1 = AnimElem = 8
trigger2 = AnimElem = 14
anim = 23018
ID = 23018
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 23016]
type = Explod
trigger1 = AnimElem = 9
trigger2 = AnimElem = 15
anim = 23019
ID = 23019
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[state 23001];水竜破斬弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 16.0
trigger1 = animelemtime(13) > 0
value = ifelse(power >= 1000,23018,23012)

[state 23001];水竜破斬中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 17.0
trigger1 = animelemtime(13) > 0
value = ifelse(power >= 1000,23019,23013)

[state 23001];水竜破斬強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 18.0
trigger1 = animelemtime(13) > 0
value = ifelse(power >= 1000,23020,23014)

[State 23016]
type = ChangeState
trigger1 = animtime = 0
value = 23001

;オラオラ強------------------------------------------------------------------------------
[Statedef 23017]
type     = S
movetype = A
physics  = S
anim     = 23013
ctrl     = 0

[state 23021]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
slot = 1
stateno = 23021
time = -1

[State 23017]
type = AttackMulSet
trigger1 = 1
value = (1+parent,fvar(1))*(1+parent,fvar(2))*(1+parent,fvar(5))

[State 23017]
type = PlayerPush
trigger1 = 1
value = 1

[State 23017]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 23017]
type = varadd
trigger1 = time = 0
var(0) = 1

[State 23017]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 23017]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4, 13
channel = 2
lowpriority = 1

[State 23017]
type = veladd
trigger1 = animelemtime(4) > 0
trigger1 = animelemtime(16) < 0
x = 0.9

[State 23017]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
trigger4 = AnimElem = 13
value = 10, 1

[State 23017]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
attr = S, SA
animtype  = medium
damage    = 26,12
guardflag = MA
pausetime = 0,8
sparkno = S8005
guard.sparkno = S8010
sparkxy = -24,-55
hitsound   = S10,11
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4
ground.cornerpush.veloff = -4.4
getpower = 0, 0
givepower = 8, 3

[State 23017]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 13
attr = S, SA
animtype  = medium
damage    = 26,12
guardflag = MA
pausetime = 0,8
sparkno = S8005
guard.sparkno = S8010
sparkxy = -18,-25
hitsound   = S10,11
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -4.0
air.velocity = -2.5,-4
ground.cornerpush.veloff = -4.4
getpower = 0, 0
givepower = 8, 3

[State 23017]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
anim = 23014
ID = 23014
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 23017]
type = Explod
trigger1 = AnimElem = 5
trigger2 = AnimElem = 11
anim = 23015
ID = 23015
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 23017]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
anim = 23016
ID = 23016
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 23017]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 13
anim = 23017
ID = 23017
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 23017]
type = Explod
trigger1 = AnimElem = 8
trigger2 = AnimElem = 14
anim = 23018
ID = 23018
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 23017]
type = Explod
trigger1 = AnimElem = 9
trigger2 = AnimElem = 15
anim = 23019
ID = 23019
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[state 23001];水竜破斬弱
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 16.0
trigger1 = animelemtime(13) > 0
value = ifelse(power >= 1000,23018,23012)

[state 23001];水竜破斬中
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 17.0
trigger1 = animelemtime(13) > 0
value = ifelse(power >= 1000,23019,23013)

[state 23001];水竜破斬強
type = changestate
trigger1 = numhelper(22500) > 0
trigger1 = helper(22500),var(var(0)+1) = var(0)+1
trigger1 = helper(22500),fvar(var(0)+1) = 18.0
trigger1 = animelemtime(13) > 0
value = ifelse(power >= 1000,23020,23014)

[State 23017]
type = ChangeState
trigger1 = animtime = 0
value = 23001

;水竜破斬-----------------------------------------------
[Statedef 23018]
type = S
movetype = A
physics = N
ctrl = 0
anim = 23020

[state 23021]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
slot = 1
stateno = 23021
time = -1

[State 23018]
type = AttackMulSet
trigger1 = 1
value = (1+parent,fvar(1))*(1+parent,fvar(2))*(1+parent,fvar(5))

[State 23018]
type = PlayerPush
trigger1 = 1
value = 1

[State 23018]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 23018]
type = varadd
trigger1 = time = 0
var(0) = 1

[State 23018]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 23018]
type = PlaySnd
trigger1 = animelemtime(7) = 0
value = 10, 3

[State 23018]
type = SuperPause
trigger1 = time = 10
pos = 0,-60
anim = S14012
time = 27
sound = S10,19
movetime = 4
darken = 0
p2defmul = 1
poweradd = -1000

[State 23018]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
attr = S, HA
animtype  = Hard
damage    = 80
guardflag = MA
pausetime = 6,30
sparkno = S8005
guard.sparkno = S8010
sparkxy = -22,-82
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5,-6.0
air.velocity = -6.0,6.2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 23018]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = S4, 14
channel = 2
lowpriority = 1

[State 23018]
type = Explod
trigger1 = animelemtime(4) = 0
anim = 23021
ID = 23021
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 24
pausemovetime = 24
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 1

[State 23018]
type = ChangeState
trigger1 = animtime = 0
value = 23001

[Statedef 23019]
type = S
movetype = A
physics = N
ctrl = 0
anim = 23022

[state 23021]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
slot = 1
stateno = 23021
time = -1

[State 23019]
type = AttackMulSet
trigger1 = 1
value = (1+parent,fvar(1))*(1+parent,fvar(2))*(1+parent,fvar(5))

[State 23019]
type = PlayerPush
trigger1 = 1
value = 1

[State 23019]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 23019]
type = varadd
trigger1 = time = 0
var(0) = 1

[State 23019]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 23019]
type = SuperPause
trigger1 = time = 53
pos = 0,-63
anim = S14012
time = 27
sound = S10,19
movetime = 4
darken = 0
p2defmul = 1
poweradd = -1000

[State 23019]
type = PlaySnd
trigger1 = animelemtime(6) = 0
trigger2 = animelemtime(16) = 0
value = 10, 3

[State 23019]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
animtype  = Hard
damage    = 40
guardflag = MA
pausetime = 0,30
sparkno = S8005
guard.sparkno = S8010
sparkxy = -22,-82
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -2.7,-1.0
air.velocity = -3.5,-2.2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 23019]
type = HitDef
trigger1 = AnimElem = 16
trigger2 = AnimElem = 17
attr = S, HA
animtype  = Hard
damage    = 80
guardflag = MA
pausetime = 6,30
sparkno = S8005
guard.sparkno = S8010
sparkxy = -22,-82
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5,-6.0
air.velocity = -6.0,6.2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 23019]
type = PlaySnd
trigger1 = animelemtime(15) = 0
value = S4, 14
channel = 2
lowpriority = 1

[State 23019]
type = Explod
trigger1 = animelemtime(14) = 0
anim = 23023
ID = 23023
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 1

[State 23019]
type = ChangeState
trigger1 = animtime = 0
value = 23001

[Statedef 23020]
type = S
movetype = A
physics = N
ctrl = 0
anim = 23024
velset = 0,0

[state 23021]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
slot = 1
stateno = 23021
time = -1

[State 23020]
type = AttackMulSet
trigger1 = 1
value = (1+parent,fvar(1))*(1+parent,fvar(2))*(1+parent,fvar(5))

[State 23020]
type = PlayerPush
trigger1 = 1
value = 1

[State 23020]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 23020]
type = varadd
trigger1 = time = 0
var(0) = 1

[State 23020]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 23020]
type = SuperPause
trigger1 = time = 92
pos = 0,-63
anim = S14012
time = 27
sound = S10,19
movetime = 4
darken = 0
p2defmul = 1
poweradd = -1000

[State 23020]
type = PlaySnd
trigger1 = animelemtime(6) = 0
trigger2 = animelemtime(17) = 0
trigger3 = animelemtime(26) = 0
value = 10, 3

[State 23020]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
animtype  = Hard
damage    = 40
guardflag = MA
pausetime = 0,30
sparkno = S8005
guard.sparkno = S8010
sparkxy = -22,-82
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -2.7,-1.0
air.velocity = -3.5,-2.2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 23020]
type = HitDef
trigger1 = AnimElem = 17
attr = S, HA
animtype  = Hard
damage    = 40
guardflag = MA
pausetime = 0,30
sparkno = S8005
guard.sparkno = S8010
sparkxy = -22,-82
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -2.7,-1.0
air.velocity = -3.5,-2.2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 23020]
type = HitDef
trigger1 = AnimElem = 26
trigger2 = AnimElem = 27
attr = S, HA
animtype  = Hard
damage    = 80
guardflag = MA
pausetime = 6,30
sparkno = S8005
guard.sparkno = S8010
sparkxy = -22,-82
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5,-6.0
air.velocity = -6.0,6.2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 23020]
type = PlaySnd
trigger1 = animelemtime(25) = 0
value = S4, 14
channel = 2
lowpriority = 1

[State 23020]
type = Explod
trigger1 = animelemtime(24) = 0
anim = 23023
ID = 23023
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 1

[State 23020]
type = ChangeState
trigger1 = animtime = 0
value = 23001

[statedef 23021];消滅
type    = S
movetype= H
physics = N
ctrl = 0
velset = 0,0
anim = 23025

[State 23021]
type = PlaySnd
trigger1 = time = 0
value = S1, 7
channel = 2
lowpriority = 1

[state 23021]
type = Destroyself
trigger1 = animtime = 0

[statedef 23100];消滅
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 23001

[state 23100]
type = Destroyself
trigger1 = time = 10