;---------------------------------------------------------------------------
;テラーニュース（マリス）A・本体
[Statedef 1100]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 700
poweradd = 0
sprpriority = 2


[State 1100,縦爪ヘルパー作成]
type = helper
trigger1 = AnimElemTime(3) = 0
name = "cut_tate1"
id = 1100
pos = -80,0
postype = p1
facing = 1
stateno = 11100
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1


[State 1100,「カット！」]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s10,0
channel = 0


[State 1100, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s1,5
channel = 1


[State 1100, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;テラーニュース（マリス）B・本体
[Statedef 1110]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 710
poweradd = 0
sprpriority = 2


[State 1110,縦爪ヘルパー作成]
type = helper
trigger1 = AnimElemTime(3) = 0
name = "cut_tate2"
id = 1110
pos = -80,0
postype = p1
facing = 1
stateno = 11110
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1


[State 1110,「カット！」]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s10, 0
channel = 0


[State 1110, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s1, 5
channel = 1


[State 1110, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;テラーニュース（マリス）EX・本体
[Statedef 1120]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 720
poweradd = -500 - ((var(4)!=3)*500)
sprpriority = 2


[State 1120,縦爪ヘルパー作成]
type = helper
trigger1 = AnimElemTime(4) = 0
name = "cut_tate3"
id = 1120
pos = -75,0
postype = p1
facing = 1
stateno = 11120
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1


[State 1120,EXカットインヘルパー作成]
type = Helper
trigger1 = AnimElemTime(3) = 0
stateno = 10000
pos = -600,0
name = "EX"
postype = back
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 9999
pausemovetime = 9999


[State 1120,時間停止]
type = Superpause
trigger1 = AnimElemTime(3) = 0
pos = 8,-50
anim = -1
pos = 0,0
sound = -1
time = 25
movetime = 0
darken = 0


[State 1120,EXエフェクト表示]
type = Explod
trigger1 = AnimElemtime(3) = 0
ID = 1120
anim = 40050
postype = p1
pos = 0,-60
ownpal = 1
sprpriority = 6
supermovetime = 9999
pausemovetime = 9999


[State 1120,「カットカットカットカット！」]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s10, 1
channel = 0
supermovetime = 9999
pausemovetime = 9999



[State 1120,無敵]
type = NotHitBy
trigger1 = AnimElemTime(7) <= 0
value = SCA,AA,AT,AP
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 1120,音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s1,5
channel = 1


;[State 1120,]


[State 1120, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;テラーニュース（ライ）A・本体
[Statedef 1200]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 600
poweradd = 0
sprpriority = 2


[State 1200,横爪ヘルパー作成]
type = helper
trigger1 = AnimElemTime(4) = 0
name = "cut_yoko1"
id = 11200
pos = -80,5
postype = p1
facing = 1
stateno = 11200
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 0.68
size.yscale = 0.635


[State 1200,「カット！」]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s10, 0
channel = 0


[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s1, 5
channel = 1


[State 1200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;テラーニュース（ライ）B・本体
[Statedef 1210]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 610
poweradd = 0
sprpriority = 2


[State 1210,横爪ヘルパー作成]
type = helper
trigger1 = AnimElemTime(4) = 0
name = "cut_yoko1"
id = 11210
pos = -65,5
postype = p1
facing = 1
stateno = 11210
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 0.68
size.yscale = 0.635


[State 1200,「カット！」]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s10, 0
channel = 0


[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s1, 5
channel = 1


[State 1200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;テラーニュース（ライ）EX・本体
[Statedef 1220]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 620
poweradd = -500 - ((var(4)!=3)*500)
sprpriority = 2


[State 1220,横爪ヘルパー作成]
type = helper
trigger1 = AnimElemTime(4) = 0
name = "cut_yoko3"
id = 11220
pos = -95,5
postype = p1
facing = 1
stateno = 11220
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.80


[State 1220,EXカットインヘルパー作成]
type = Helper
trigger1 = AnimElemTime(2) = 0
stateno = 10000
pos = -600,0
name = "EX"
postype = back
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 9999
pausemovetime = 9999


[State 1120,時間停止]
type = Superpause
trigger1 = AnimElemTime(2) = 0
pos = 8,-50
anim = -1
pos = 0,0
sound = -1
time = 25
movetime = 0
darken = 0


[State 1220,EXエフェクト表示]
type = Explod
trigger1 = AnimElemtime(2) = 0
ID = 1120
anim = 40050
postype = p1
pos = 0,-60
ownpal = 1
sprpriority = 6
supermovetime = 9999
pausemovetime = 9999


[State 1220,無敵]
type = NotHitBy
trigger1 = AnimElemTime(7) <= 0
value = SCA,AA,AT,AP
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 1220,「カットカットカットカット！」]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s10, 1
channel = 0
supermovetime = 9999
pausemovetime = 9999


[State 1220, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s1, 5
channel = 1


[State 1220, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ガードキャンセルテラーニュース（ライ）・本体
[Statedef 1230]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 620
poweradd = -500 - ((var(4)!=3)*500)
sprpriority = 2


[State 1230,横爪ヘルパー作成]
type = helper
trigger1 = AnimElemTime(4) = 0
name = "cut_yoko4"
id = 11230
pos = -95,5
postype = p1
facing = 1
stateno = 11230
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 0.85
size.yscale = 0.80


[State 1230,EXカットインヘルパー作成]
type = Helper
trigger1 = AnimElemTime(2) = 0
stateno = 10000
pos = -600,0
name = "EX"
postype = back
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 9999
pausemovetime = 9999


[State 1130,時間停止]
type = Superpause
trigger1 = AnimElemTime(2) = 0
pos = 8,-50
anim = -1
pos = 0,0
sound = -1
time = 25
movetime = 0
darken = 0


[State 1230,EXエフェクト表示]
type = Explod
trigger1 = AnimElemtime(2) = 0
ID = 1120
anim = 40050
postype = p1
pos = 0,-60
ownpal = 1
sprpriority = 6
supermovetime = 9999
pausemovetime = 9999


[State 1230,無敵]
type = NotHitBy
trigger1 = AnimElemTime(7) <= 0
value = SCA,AA,AT,AP
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 1230,「カットカットカットカット！」]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s10, 1
channel = 0
supermovetime = 9999
pausemovetime = 9999


[State 1230, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s1, 5
channel = 1


[State 1230, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;レプリカントコンダクター（オシリス）A・本体
[Statedef 1300]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 650
poweradd = 0
sprpriority = 2


[State 1300,レプリカアルクヘルパー作成]
type = helper
triggerall = var(0) = 0
triggerall = AnimElemTime(4) = 0
triggerall = numhelper(1300) = 0
trigger1 = command != "hold_a"
trigger2 = numhelper(21100) > 0
trigger2 = command = "hold_a"
trigger2 = helper(21100),Stateno != 31300 || helper(21100),time >= 6
name = "rep_arc"
id = 1300
pos = 40,0
postype = p1
facing = 1
stateno = 11300
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 1300,レプリカあゆヘルパー作成]
type = helper
triggerall = var(0) = 0
triggerall = AnimElemTime(4) = 0
triggerall = numhelper(21100) = 0
trigger1 = command = "hold_a"
trigger2 = numhelper(1300) > 0
trigger2 = command != "hold_a"
trigger2 = helper(1300),Stateno != 11300 || helper(1300),time >= 6
name = "rep_ayu"
id = 21100
pos = 40,0
postype = p1
facing = 1
stateno = 31300
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 1300,レプリカアルクヘルパー作成]
type = helper
trigger1 = var(0) != 0
trigger1 = AnimElemTime(4) = 0
name = "rep_arc"
id = 1300
pos = 40,0
postype = p1
facing = 1
stateno = 11300
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 1300,「行け！」]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s10, 11
channel = 0


[State 1300, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s1,5
channel = 1


[State 1300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;レプリカントコンダクター（オシリス）B・本体
[Statedef 1310]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 650
poweradd = 0
sprpriority = 2


[State 1310,レプリカさつきヘルパー作成]
type = helper
triggerall = var(0) = 0
triggerall = AnimElemTime(4) = 0
triggerall = numhelper(1310) = 0
trigger1 = command != "hold_b"
trigger2 = numhelper(21110) > 0
trigger2 = command = "hold_b"
trigger2 = helper(21110),Stateno != 31310 || helper(21110),time >= 6
name = "rep_sati"
id = 1310
pos = 40,0
postype = p1
facing = 1
stateno = 11310
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 1310,レプリカ観鈴ヘルパー作成]
type = helper
triggerall = var(0) = 0
triggerall = AnimElemTime(4) = 0
triggerall = numhelper(21110) = 0
trigger1 = command = "hold_b"
trigger2 = numhelper(1310) > 0
trigger2 = command != "hold_b"
trigger2 = helper(1310),Stateno != 11310 || helper(1310),time >= 6
name = "rep_misu"
id = 21110
pos = 40,0
postype = p1
facing = 1
stateno = 31310
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 1310,レプリカさつきヘルパー作成]
type = helper
trigger1 = var(0) != 0
trigger1 = AnimElemTime(4) = 0
name = "rep_sati"
id = 1310
pos = 40,0
postype = p1
facing = 1
stateno = 11310
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 1310,「行け！」]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s10, 11
channel = 0


[State 1310, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s1, 5
channel = 1


[State 1310, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;レプリカントコンダクター（オシリス）C・本体
[Statedef 1320]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 650
poweradd = 0
sprpriority = 2


[State 1320,レプリカ秋葉ヘルパー作成]
type = helper
triggerall = var(0) = 0
triggerall = AnimElemTime(4) = 0
triggerall = numhelper(1320) = 0
trigger1 = command != "hold_c"
trigger2 = numhelper(21120) > 0
trigger2 = command = "hold_c"
trigger2 = helper(21120),Stateno != 31320 || helper(21120),time >= 6
name = "rep_akiha"
id = 1320
pos = 40,0
postype = p1
facing = 1
stateno = 11320
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 1320,レプリカ霊夢ヘルパー作成]
type = helper
triggerall = var(0) = 0
triggerall = AnimElemTime(4) = 0
triggerall = numhelper(21120) = 0
trigger1 = command = "hold_c"
trigger2 = numhelper(1320) > 0
trigger2 = command != "hold_c"
trigger2 = helper(1320),Stateno != 11320 || helper(1320),time >= 6
name = "rep_rei"
id = 21120
pos = 40,0
postype = p1
facing = 1
stateno = 31320
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 1320,レプリカ秋葉ヘルパー作成]
type = helper
trigger1 = var(0) != 0
trigger1 = AnimElemTime(4) = 0
name = "rep_akiha"
id = 1320
pos = 40,0
postype = p1
facing = 1
stateno = 11320
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 1320,「行け！」]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s10, 11
channel = 0


[State 1320, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s1, 5
channel = 1


[State 1320, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;AIレプリカントコンダクター（オシリス）あゆ・本体
[Statedef 1330]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 650
poweradd = 0
sprpriority = 2


[State 1330,レプリカあゆヘルパー作成]
type = helper
trigger1 = var(0) != 0
trigger1 = AnimElemTime(4) = 0
name = "rep_ayu"
id = 21100
pos = 40,0
postype = p1
facing = 1
stateno = 31300
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 1330,「行け！」]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s10,11
channel = 0


[State 1330, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s1,5
channel = 1


[State 1330, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;AIレプリカントコンダクター（オシリス）観鈴・本体
[Statedef 1340]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 650
poweradd = 0
sprpriority = 2


[State 1340,レプリカ観鈴ヘルパー作成]
type = helper
trigger1 = var(0) != 0
trigger1 = AnimElemTime(4) = 0
name = "rep_misu"
id = 21110
pos = 40,0
postype = p1
facing = 1
stateno = 31310
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 1340,「行け！」]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s10,11
channel = 0


[State 1340, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s1, 5
channel = 1


[State 1340, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;AIレプリカントコンダクター（オシリス）霊夢・本体
[Statedef 1350]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 650
poweradd = 0
sprpriority = 2


[State 1320,レプリカ秋葉ヘルパー作成]
type = helper
trigger1 = var(0) != 0
trigger1 = AnimElemTime(4) = 0
name = "rep_akiha"
id = 1320
pos = 40,0
postype = p1
facing = 1
stateno = 11320
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 1350,「行け！」]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s10, 11
channel = 0


[State 1350, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s1, 5
channel = 1


[State 1350, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;カッティングシンクA
[Statedef 1400]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 1600
poweradd = 0
sprpriority = 1


[State 1400,「遅い！」]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger1 = var(9) = 0
value = s8,5
channel = 0


[State 1400,「甘い！」]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger1 = var(9) = 1
value = s10,6
channel = 0


[State 1400,空中ダッシュ]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,21
channel = 1


[State 1400,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,3


[State 1400,変数（透過用）]
type = VarSet
trigger1 = time = 0
var(30) = 0


[State 1400,変数（透過用）]
type = VarSet
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(4) < 0
var(30) = (time - 4)


[State 1400,変数（透過用）]
type = VarSet
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) < 2
var(30) = (time - 9)


[State 1400,透過]
type = Trans
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(4) < 0
trans = AddAlpha
alpha = 240 - (var(30) * 60),15 + (var(30) * 60)
ignorehitpause = 1


[State 1400,透過]
type = Trans
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) < 2
trans = AddAlpha
alpha = 15 + (var(30) * 80),240 - (var(30) * 80)
ignorehitpause = 1


[State 1400, エフェクト表示（砂煙）]
type = explod
trigger1 = AnimElemTime(2) = 0 
anim = 30320
ownpal = 1
id = 21200
sprpriority = 3
postype = p1
pos = -50,0
bindtime = 11
removeongethit = 1
Persistent = 0
Ignorehitpause = 1


[State 1400,加速]
type = VelAdd
trigger1 = AnimElemTime(2) = 0
x = 10


[State 1400,瞬間移動！（ぇー）]
type = PosAdd
trigger1 = AnimElemTime(3) = 3
x = 80


[State 1400,無敵]
type = NotHitBy
trigger1 = AnimElemTime(5) < 2
value = SCA,AA,AT,AP
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 1400,PlayerPush無効]
type = PlayerPush
trigger1 = AnimElemTime(5) < 2
value = 0


[State 1400,PlayerPush有効]
type = PlayerPush
trigger1 = AnimElemTime(5) >= 2
value = 1


[State 1400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;カッティングシンクB
[Statedef 1410]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 1600
poweradd = 0
sprpriority = 1


[State 1410,「遅い！」]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger1 = var(9) = 0
value = s8,5
channel = 0


[State 1410,「甘い！」]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger1 = var(9) = 1
value = s10,6
channel = 0


[State 1410,空中ダッシュ]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,21
channel = 1


[State 1410,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,3


[State 1410,変数（透過用）]
type = VarSet
trigger1 = time = 0
var(30) = 0


[State 1410,変数（透過用）]
type = VarSet
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(4) < 0
var(30) = (time - 4)


[State 1410,変数（透過用）]
type = VarSet
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) < 2
var(30) = (time - 9)


[State 1410,透過]
type = Trans
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(4) < 0
trans = AddAlpha
alpha = 240 - (var(30) * 60),15 + (var(30) * 60)
ignorehitpause = 1


[State 1410,透過]
type = Trans
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) < 2
trans = AddAlpha
alpha = 15 + (var(30) * 80),240 - (var(30) * 80)
ignorehitpause = 1


[State 1410, エフェクト表示（砂煙）]
type = explod
trigger1 = AnimElemTime(2) = 0 
anim = 30320
ownpal = 1
id = 21200
sprpriority = 3
postype = p1
pos = -50,0
bindtime = 11
removeongethit = 1
Persistent = 0
Ignorehitpause = 1


[State 1410,加速]
type = VelAdd
trigger1 = AnimElemTime(2) = 0
x = 10


[State 1410,瞬間移動！（ぇー）]
type = PosAdd
trigger1 = AnimElemTime(3) = 3
x = 160


[State 1410,無敵]
type = NotHitBy
trigger1 = AnimElemTime(5) < 2
value = SCA,AA,AT,AP
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 1410,PlayerPush無効]
type = PlayerPush
trigger1 = AnimElemTime(5) < 2
value = 0


[State 1410,PlayerPush有効]
type = PlayerPush
trigger1 = AnimElemTime(5) >= 2
value = 1


[State 1410, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;カッティングシンクC
[Statedef 1420]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 1600
poweradd = 0
sprpriority = 1


[State 1420,「遅い！」]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger1 = var(9) = 0
value = s8,5
channel = 0


[State 1420,「甘い！」]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger1 = var(9) = 1
value = s10,6
channel = 0


[State 1420,空中ダッシュ]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,21
channel = 1


[State 1420,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,3


[State 1420,変数（透過用）]
type = VarSet
trigger1 = time = 0
var(30) = 0


[State 1420,変数（透過用）]
type = VarSet
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(4) < 0
var(30) = (time - 4)


[State 1420,変数（透過用）]
type = VarSet
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) < 2
var(30) = (time - 9)


[State 1420,透過]
type = Trans
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(4) < 0
trans = AddAlpha
alpha = 240 - (var(30) * 60),15 + (var(30) * 60)
ignorehitpause = 1


[State 1420,透過]
type = Trans
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) < 2
trans = AddAlpha
alpha = 15 + (var(30) * 80),240 - (var(30) * 80)
ignorehitpause = 1


[State 1420, エフェクト表示（砂煙）]
type = explod
trigger1 = AnimElemTime(2) = 0 
anim = 30320
ownpal = 1
id = 21200
sprpriority = 3
postype = p1
pos = -50,0
bindtime = 11
removeongethit = 1
Persistent = 0
Ignorehitpause = 1


[State 1420,加速]
type = VelAdd
trigger1 = AnimElemTime(2) = 0
x = 10


[State 1420,瞬間移動！（ぇー）]
type = PosAdd
trigger1 = AnimElemTime(3) = 3
x = 240


[State 1420,無敵]
type = NotHitBy
trigger1 = AnimElemTime(5) < 2
value = SCA,AA,AT,AP
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 1420,PlayerPush無効]
type = PlayerPush
trigger1 = AnimElemTime(5) < 2
value = 0


[State 1420,PlayerPush有効]
type = PlayerPush
trigger1 = AnimElemTime(5) >= 2
value = 1


[State 1420, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;フリークスチャンネル（ノイド）A（本体）
[Statedef 1500]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1500
poweradd = 0
sprpriority = 0


[State 1500,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,1


[State 1500,「シャッ！！」]
type = PlaySnd
trigger1 = time = 1
trigger1 = var(9) = 0
value = s10,2
channel = 0
ignorehitpause = 1


[State 1500,「貰った…！」]
type = PlaySnd
trigger1 = time = 1
trigger1 = var(9) = 1
value = s12,6
channel = 0
ignorehitpause = 1


[State 1500,フリークスチャンネル（ノイド）Aヘルパー作成]
type = helper
trigger1 = AnimElemTime(3) = 2
name = "huriA"
id = 11400
pos = 0,-40
postype = p1
facing = 1
stateno = 11400
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1
supermovetime = 0
pausemovetime = 0


[State 1500,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 1500,変数（透過用）]
type = VarSet
trigger1 = time = 0
var(30) = 0


[State 1500,変数（透過用）]
type = VarSet
trigger1 = time = [3,13]
var(30) = time - 3


[State 1500,透過]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 250 - (var(30) * 25),5 + (var(30) * 25)
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 1500,加速]
type = VelSet
trigger1 = AnimElemTime(3) = 2
x = 10
y = 10
supermovetime = 9999
pausemovetime = 9999


[State 1500,終了]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = AnimElemTime(3) > 0 
value = 1505
ctrl = 0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

;---------------------------------------------------------------------------
;フリークスチャンネル（ノイド）A終了へ（本体）
[Statedef 1505]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 3
poweradd = 0
sprpriority = 0


[State 1505,位置修正]
type = PosSet
trigger1 = time = 0
y = 0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


;[State 1505,位置修正]
;type = PosAdd
;trigger1 = time = 0
;x = 40
;ignorehitpause = 1
;supermovetime = 9999
;pausemovetime = 9999


[State 1505,終了]
type = ChangeState
trigger1 = NumHelper(11400) = 0
trigger2 = time >= 500
value = 1550
ctrl = 0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
;---------------------------------------------------------------------------
;フリークスチャンネル（ノイド）B（本体）
[Statedef 1510]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1500
poweradd = 0
sprpriority = 0


[State 1510,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,2


[State 1510,「温い！」]
type = PlaySnd
trigger1 = time = 1
trigger1 = var(9) = 0
value = s10,4
channel = 0
ignorehitpause = 1


[State 1510,「貰った…！」]
type = PlaySnd
trigger1 = time = 1
trigger1 = var(9) = 1
value = s12,6
channel = 0
ignorehitpause = 1


[State 1510,フリークスチャンネル（ノイド）Bヘルパー作成]
type = helper
trigger1 = AnimElemTime(3) = 2
name = "huriB"
id = 11410
pos = 0,-60
postype = p1
facing = 1
stateno = 11410
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1
supermovetime = 0
pausemovetime = 0


[State 1510,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 1510,変数（透過用）]
type = VarSet
trigger1 = time = 0
var(30) = 0


[State 1510,変数（透過用）]
type = VarSet
trigger1 = time = [3,13]
var(30) = time - 3


[State 1510,透過]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 250 - (var(30) * 25),5 + (var(30) * 25)
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 1510,終了]
type = ChangeState
trigger1 = AnimElemTime(3) > 2
trigger1 = NumHelper(11410) = 0
trigger2 = time >= 500
value = 1515
ctrl = 0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
;---------------------------------------------------------------------------
;フリークスチャンネル（ノイド）B終了へ（本体）
[Statedef 1515]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 3
poweradd = 0
sprpriority = 0


[State 1515,位置修正]
type = PosSet
trigger1 = time = 0
y = 0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 1515,位置修正]
type = PosAdd
trigger1 = time = 0
x = ceil(P2Dist X) - 20


[State 1515,終了]
type = ChangeState
trigger1 = time >= 0
value = 1550
ctrl = 0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
;---------------------------------------------------------------------------
;フリークスチャンネル（ノイド）EX（本体）
[Statedef 1520]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1500
poweradd = -500 - ((var(4)!=3)*500)
sprpriority = 0


[State 1510,「逃げられるとでも…！」]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s10,10
channel = 0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0


[State 1520,フリークスチャンネル（ノイド）EXヘルパー作成]
type = helper
trigger1 = AnimElemTime(3) = 2
name = "huriEX"
id = 11420
pos = 0,-60
postype = p1
facing = 1
stateno = 11420
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0


[State 1520,EXカットインヘルパー作成]
type = Helper
trigger1 = AnimElemTime(1) = 1
stateno = 10000
pos = -600,0
name = "EX"
postype = back
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 9999
pausemovetime = 9999
persistent = 0


[State 1520,時間停止]
type = Superpause
trigger1 = AnimElemTime(1) = 1
pos = 8,-50
anim = -1
pos = 0,0
sound = -1
time = 25
movetime = 0
darken = 0
persistent = 0


[State 1520,EXエフェクト表示]
type = Explod
trigger1 = AnimElemtime(1) = 1
ID = 1120
anim = 40050
postype = p1
pos = 0,-60
ownpal = 1
sprpriority = 6
supermovetime = 9999
pausemovetime = 9999
persistent = 0


[State 1520,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 1520,変数（透過用）]
type = VarSet
trigger1 = time = 0
var(30) = 0


[State 1520,変数（透過用）]
type = VarSet
trigger1 = time = [3,13]
var(30) = time - 3


[State 1520,透過]
type = Trans
trigger1 = time >= 3 
trans = AddAlpha
alpha = 250 - (var(30) * 25),5 + (var(30) * 25)
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 1520,終了]
type = ChangeState
trigger1 = AnimElemTime(3) > 2
trigger1 = NumHelper(11420) = 0
trigger2 = time >= 500
value = 1515
ctrl = 0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
;---------------------------------------------------------------------------
;フリークスチャンネル（ノイド）終了（本体）
[Statedef 1550]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1520
poweradd = 0
sprpriority = 0


[State 1550,位置修正]
type = PosSet
trigger1 = time = 0
y = 0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 1550,変数（透過用）]
type = VarSet
trigger1 = time = [0,10]
var(30) = time
ignorehitpause = 1


[State 1550,透過]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 0 + (var(30) * 25),250 - (var(30) * 25)
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 1550,無敵]
type = NotHitBy
trigger1 = Time <= 10
value = SCA,AA,AT,AP
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 1550,終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
;---------------------------------------------------------------------------
;彗星「ブレイジングスター」(本体)
[Statedef 1600]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 600
poweradd = -750 - ((var(4)!=3)*750)
sprpriority = 0


[State 1600,あゆヘルパー作成]
type = helper
triggerall = AnimElemTime(4) = 0
trigger1 = numhelper(1600) = 0
name = "ayu_bla"
id = 1600
pos = 40,0
postype = p1
facing = 1
stateno = 50100
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 1600,「行け！」]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s10,11
channel = 0


[State 1600,無敵]
type = NotHitBy
trigger1 = AnimElemTime(4) <= 0
value = SCA,AA,AT,AP
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 1600,終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ignorehitpause = 1
;---------------------------------------------------------------------------
;天符「てんくうのひかり」(本体)
[Statedef 1610]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 600
poweradd = -750 - ((var(4)!=3)*750)
sprpriority = 0


[State 1610,ちびみずかヘルパー作成]
type = helper
triggerall = AnimElemTime(4) = 0
trigger1 = numhelper(1610) = 0
name = "unknown_dm"
id = 1610
pos = 40,0
postype = p1
facing = 1
stateno = 51100
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 1610,「行け！」]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s10,11
channel = 0


[State 1610,無敵]
type = NotHitBy
trigger1 = AnimElemTime(4) <= 0
value = SCA,AA,AT,AP
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 1610,終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ignorehitpause = 1
;---------------------------------------------------------------------------
;ADクルーエル・ブラッド（始動〜掴み）
[Statedef 2000]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 1300
poweradd = -999999
sprpriority = 2


[State 2000,ヒット定義]
type = HitDef
trigger1 = AnimElemTime(6) = 0
attr = S,HT
hitflag = MA
priority = 7, Hit
guardflag =
animtype = light
air.animtype = light
fall.animtype = light
ground.type = low
air.type = low
damage = ceil(fvar(0) * 0),0
getpower = (var(4)=0) * 0,0 * (var(4)=0)
givepower = 0,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1;-1
guard.sparkno = -1;-1
sparkxy = -15,ceil(p2bodydist y - 15)
hitsound = -1;S0,0
guardsound = -1;S0,10
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,0
;fall.yvelocity = 0
fall.recover = 0
forcestand = 0
p1facing = 1
p2facing = 1
fall = 0
air.fall = 0
kill = 0
guard.kill = 0
envshake.time = 0
envshake.ampl = 0
guard.dist = 0
p1stateno = 2010
p2stateno = 2020


[State 2000,ヒート系解除]
type = VarSet
trigger1 = time >= 1
var(4) = 0


[State 2000,パワーセット（ヒート）]
type = powerset
trigger1 = time = 0
trigger1 = var(4) = 1
value = 0


[State 2000,パワーセット（マックス）]
type = powerset
trigger1 = time = 0
trigger1 = var(4) = 2
value = 1000


[State 2000,EXカットインヘルパー作成]
type = Helper
trigger1 = AnimElemTime(2) = 0
stateno = 10000
pos = -600,0
name = "EX"
postype = back
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 9999
pausemovetime = 9999


[State 2000,アークドライブエフェクト表示]
type = Explod
trigger1 = AnimElemtime(5) = 0
ID = 2000
anim = 40051
postype = p1
pos = 0,-60
ownpal = 1
sprpriority = 6
supermovetime = 9999
pausemovetime = 9999


[State 2000,無敵]
type = NotHitBy
trigger1 = AnimElemTime(7) < 0
value = SCA,AA,AT,AP
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 2000,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,1


[State 2000,「うぁあああああっ！！！」]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
trigger1 = var(9) = 0
value = s10,12
channel = 0
supermovetime = 9999
pausemovetime = 9999


[State 2000,「うあああああああ！！！」]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
trigger1 = var(9) = 1
value = s10,13
channel = 0
supermovetime = 9999
pausemovetime = 9999


[State 2000,「しまっ…！」]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s2,12
channel = 0
supermovetime = 9999
pausemovetime = 9999


[State 2000,打撃音1]
type = PlaySnd
trigger1 = movehit
trigger1 = AnimElemTime(6) = 0
value = s0,0
channel = 1


[State 2000,時間停止]
type = Superpause
trigger1 = AnimElemTime(5) = 0
pos = 8,-50
anim = -1
pos = 0,0
sound = -1
time = 25
movetime = 0
darken = 0


[State 2000,終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;ADクルーエル・ブラッド（吸血）
[Statedef 2010]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1302
poweradd = 0
sprpriority = 2


[State 2010,打撃音1]
type = PlaySnd
trigger1 = time = 0
value = s0,0
channel = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 2010,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 2010,状態変化]
type = StateTypeSet
trigger1 = time >= 3
type     = S
movetype = I
physics  = S
ignorehitpause = 1
persistent = 0


[State 2010,残像消去]
type = AfterImageTime
trigger1 = var(4) = 0
time = 0

[State 2010,画面端対策]
type = Width
trigger1 = 1
edge = 55,0


[State 2010,掴んだ相手の位置]
type = TargetBind
trigger1 = 1
pos = 40,0


[State 2010,投げのダメージ]
type = TargetLifeadd
trigger1 = AnimElemTime(4) = 50
value = ceil(fvar(0) * -300)


[State 2010,体力回復]
type = Lifeadd
trigger1 = AnimElemTime(4) = 50
value = ceil(fvar(0) * 150)


[State 2000,血飛沫表示]
type = Explod
trigger1 = AnimElemtime(4) = 50
ID = 2010
anim = 12000
postype = p1
pos = 35,-70
ownpal = 1
scale = 0.5,0.5
sprpriority = 4
bindtime = 1
supermovetime = 9999
pausemovetime = 9999


[State 2010,「喉が……乾いて……！」]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s10,14
channel = 0


[State 2010,斬撃]
type = PlaySnd
trigger1 = AnimElemTime(4) = 50
value = s0,8
channel = 1


[State 2010,背景変更ヘルパー]
type = Helper
trigger1 = AnimElemTime(4) = 45
stateno = 10010
pos = 0,0
name = "AD_haikei"
postype = back
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 9999
pausemovetime = 9999


[State 2010,相手を吹き飛ばしへ]
type = targetstate
trigger1 = AnimTime = 0
value = 2021


[State 2010,終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 106
ctrl = 0
;---------------------------------------------------------------------------
;ADクルーエル・ブラッド（やられ側・噛みつかれ）
[Statedef 2020]
type     = S
movetype = H
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
;anim     = 1302
poweradd = 0
sprpriority = 0


[State 2020,無敵]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 2020
time = 1
ignorehitpause = 1


;[State 2020,無敵]
;type = NotHitBy
;trigger1 = 1
;value = SCA,AA
;time = 1
;supermovetime = 9999
;pausemovetime = 9999


[State 2020,投げられアニメ]
type = ChangeAnim2
trigger1 = time = 0
value = 1303
;---------------------------------------------------------------------------
;ADクルーエル・ブラッド（やられ側・吹き飛び）
[Statedef 2021]
type     = A
movetype = H
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
;anim     = 1302
poweradd = 0
sprpriority = 0


[State 2021,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 2021,投げられアニメ]
type = ChangeAnim2
trigger1 = time = 0
value = 1304


[State 2021,重力]
type = Gravity
trigger1 = time >= 1


[State 2021,吹き飛ぶ]
type = VelAdd
trigger1 = time = 0
x = -5
y = -7


[State 2021,開放]
type = SelfState
trigger1 = AnimTime = 0
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
;AADクルーエル・ブラッド（始動〜掴み）
[Statedef 2100]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 1301
poweradd = -999999
sprpriority = 2


[State 2100,ヒット定義]
type = HitDef
trigger1 = AnimElemTime(6) = 0
attr = S,HT
hitflag = MAF
priority = 7, Hit
guardflag =
animtype = light
air.animtype = light
fall.animtype = light
ground.type = low
air.type = low
damage = ceil(fvar(0) * 0),0
getpower = (var(4)=0) * 0,0 * (var(4)=0)
givepower = 0,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1;-1
guard.sparkno = -1;-1
sparkxy = -15,ceil(p2bodydist y - 15)
hitsound = -1;S0,0
guardsound = -1;S0,10
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,0
;fall.yvelocity = 0
fall.recover = 0
forcestand = 0
p1facing = 1
p2facing = 1
fall = 0
air.fall = 0
kill = 1
guard.kill = 0
envshake.time = 0
envshake.ampl = 0
guard.dist = 0
p1stateno = 2110
p2stateno = 2020


[State 2100,残像消去]
type = AfterImageTime
trigger1 = 1
time = 0


[State 2100,ヒート系解除]
type = VarSet
trigger1 = time >= 1
var(4) = 0


[State 2100,パワーセット]
type = powerset
trigger1 = time = 0
value = 0


[State 2100,EXカットインヘルパー作成]
type = Helper
trigger1 = AnimElemTime(2) = 0
stateno = 10000
pos = -600,0
name = "EX"
postype = back
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 9999
pausemovetime = 9999


[State 2100,アークドライブエフェクト表示]
type = Explod
trigger1 = AnimElemtime(5) = 0
ID = 2000
anim = 40051
postype = p1
pos = 0,-60
ownpal = 1
sprpriority = 6
supermovetime = 9999
pausemovetime = 9999


[State 2100,無敵]
type = NotHitBy
trigger1 = AnimElemTime(7) < 0
value = SCA,AA,AT,AP
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 2100,「憎い…！」]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s6,0
channel = 0
supermovetime = 9999
pausemovetime = 9999


[State 2100,「しまっ…！」]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s2,12
channel = 0
supermovetime = 9999
pausemovetime = 9999


[State 2100,打撃音1]
type = PlaySnd
trigger1 = movehit
trigger1 = AnimElemTime(6) = 0
value = s0,0
channel = 1


[State 2100,時間停止]
type = Superpause
trigger1 = AnimElemTime(5) = 0
pos = 8,-50
anim = -1
pos = 0,0
sound = -1
time = 25
movetime = 0
darken = 0


[State 2100,終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;AADクルーエル・ブラッド（吸血）
[Statedef 2110]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1302
poweradd = 0
sprpriority = 2


[State 2110,打撃音1]
type = PlaySnd
trigger1 = time = 0
value = s0,0
channel = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 2110,状態変化]
type = StateTypeSet
trigger1 = time >= 3
type     = S
movetype = I
physics  = S
ignorehitpause = 1
persistent = 0


[State 2110,画面端対策]
type = Width
trigger1 = 1
edge = 55,0


[State 2110,掴んだ相手の位置]
type = TargetBind
trigger1 = 1
pos = 40,0


[State 2110,投げのダメージ]
type = TargetLifeadd
trigger1 = AnimElemTime(4) = 50
value = ceil(fvar(0) * -420)


[State 2110,体力回復]
type = Lifeadd
trigger1 = AnimElemTime(4) = 50
value = ceil(fvar(0) * 210)


[State 2110,血飛沫表示]
type = Explod
trigger1 = AnimElemtime(4) = 50
ID = 2010
anim = 12000
postype = p1
pos = 35,-70
ownpal = 1
scale = 0.5,0.5
sprpriority = 4
bindtime = 1
supermovetime = 9999
pausemovetime = 9999


[State 2110,「私の前から…消えろ…！」]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s10,15
channel = 0


[State 2110,クルーエル・ブラッド効果音]
type = PlaySnd
trigger1 = AnimElemTime(4) = 50
value = s1,9
channel = 4


[State 2110,斬撃]
type = PlaySnd
trigger1 = AnimElemTime(4) = 50
value = s0,8
channel = 1


[State 2110,背景変更ヘルパー]
type = Helper
trigger1 = AnimElemTime(4) = 45
stateno = 10011
pos = 0,0
name = "AAD_haikei"
postype = back
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 9999
pausemovetime = 9999


[State 2110,相手を吹き飛ばしへ]
type = targetstate
trigger1 = AnimTime = 0
value = 2021


[State 2110,終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 106
ctrl = 0
;---------------------------------------------------------------------------
;ADナイトルーラー　ザ　ブラッドディーラー始動（本体）
[Statedef 3000]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1700
poweradd = -999999
sprpriority = 0


[State 3000,EXカットインヘルパー作成]
type = Helper
trigger1 = AnimElemTime(1) = 0
stateno = 10000
pos = -600,0
name = "EX"
postype = back
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 9999
pausemovetime = 9999


[State 3000,ADナイトルーラー　ザ　ブラッドディーラーヘルパー作成]
type = Helper
trigger1 = AnimElemTime(3) = 0
stateno = 13000
pos = 0,0
name = "ADblood"
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 1
id = 13000
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 9999
pausemovetime = 9999


[State 3000,アークドライブエフェクト表示]
type = Explod
trigger1 = AnimElemtime(1) = 0
ID = 2000
anim = 40051
postype = p1
pos = 0,-60
ownpal = 1
sprpriority = 6
supermovetime = 9999
pausemovetime = 9999


[State 3000,「うあああああああ！！！」]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s10,13
channel = 0
volum = 255
supermovetime = 0
pausemovetime = 0


[State 3000,空中ダッシュ]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,21
channel = 1
supermovetime = 9999
pausemovetime = 9999


[State 3000,ヒート系解除]
type = VarSet
trigger1 = time >= 1
var(4) = 0


[State 3000,パワーセット（ヒート）]
type = powerset
trigger1 = time = 0
trigger1 = var(4) = 1
value = 0


[State 3000,パワーセット（マックス）]
type = powerset
trigger1 = time = 0
trigger1 = var(4) = 2
value = 1000


[State 3000,残像消去]
type = AfterImageTime
trigger1 = var(4) = 0
time = 0


[State 3000,変数（透過用）]
type = VarSet
trigger1 = time = 0
var(30) = 0


[State 3000,変数（透過用）]
type = VarSet
trigger1 = AnimElemTime(2) >= 0
var(30) = (time - 4)


[State 3000,透過]
type = Trans
trigger1 = AnimElemTime(2) >= 0
trans = AddAlpha
alpha = 240 - (var(30) * 60),15 + (var(30) * 60)
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 3000,加速]
type = VelAdd
trigger1 = AnimElemTime(2) = 0
x = 10
supermovetime = 9999
pausemovetime = 9999


[State 3000,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 3000,時間停止]
type = Superpause
trigger1 = AnimElemTime(1) = 0
pos = 8,-50
anim = -1
pos = 0,0
sound = -1
time = 27
movetime = 0
darken = 0


[State 3000,PlayerPush無効]
type = PlayerPush
trigger1 = 1
value = 0
supermovetime = 9999
pausemovetime = 9999


[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3010
ctrl = 1
supermovetime = 9999
pausemovetime = 9999
;---------------------------------------------------------------------------
;ADナイトルーラー　ザ　ブラッドディーラー待機（本体）
[Statedef 3010]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 3
poweradd = 0
sprpriority = 0


[State 3010,移動]
type = PosAdd
trigger1 = time = 3
x = (P2Dist X + 20)


[State 3010, ステート変更]
type = ChangeState
trigger1 = NumHelper(13000) = 0
trigger1 = time >= 15
value = 3020
ctrl = 0
supermovetime = 9999
pausemovetime = 9999
;---------------------------------------------------------------------------
;ADナイトルーラー　ザ　ブラッドディーラー終了（本体）
[Statedef 3020]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1710
poweradd = 0
sprpriority = 0


[State 3020,「温い！」]
type = PlaySnd
trigger1 = time = 0
value = s10,4
volum = 255
channel = 0
supermovetime = 9999
pausemovetime = 9999


[State 3020,移動]
type = PosSet
trigger1 = time = 0
y = 0


[State 3020,移動]
type = PosAdd
trigger1 = time = 0
x = (P2Dist X + 20)


[State 3020,加速]
type = VelSet
trigger1 = time = [0,3]
x = 13
supermovetime = 9999
pausemovetime = 9999

[State 3020,加速]
type = VelSet
trigger1 = time = 4
x = 0
supermovetime = 9999
pausemovetime = 9999


[State 3020,変数（透過用）]
type = VarSet
trigger1 = time = [0,3]
var(30) = time


[State 3020,透過]
type = Trans
trigger1 = time = [0,3]
trans = AddAlpha
alpha = 15 + (var(30) * 80),240 - (var(30) * 80)
ignorehitpause = 1


[State 3020, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
supermovetime = 9999
pausemovetime = 9999
;---------------------------------------------------------------------------
;AADナイトルーラー　ザ　ブラッドディーラー始動（本体）
[Statedef 3100]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1700
poweradd = -999999
sprpriority = 0


[State 3100,EXカットインヘルパー作成]
type = Helper
trigger1 = AnimElemTime(1) = 0
stateno = 10000
pos = -600,0
name = "EX"
postype = back
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 9999
pausemovetime = 9999


[State 3100,AADナイトルーラー　ザ　ブラッドディーラーヘルパー作成]
type = Helper
trigger1 = AnimElemTime(3) = 0
stateno = 13100
pos = 0,0
name = "AADblood"
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 1
id = 13100
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 9999
pausemovetime = 9999


[State 3100,アークドライブエフェクト表示]
type = Explod
trigger1 = AnimElemtime(1) = 0
ID = 2000
anim = 40051
postype = p1
pos = 0,-60
ownpal = 1
sprpriority = 6
supermovetime = 9999
pausemovetime = 9999


[State 3100,「なんて遅い」]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s10,9
channel = 0
volum = 255
supermovetime = 9999
pausemovetime = 9999


[State 3100,空中ダッシュ]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,21
channel = 1
supermovetime = 9999
pausemovetime = 9999


[State 3100,変数（透過用）]
type = VarSet
trigger1 = time = 0
var(30) = 0


[State 3100,変数（透過用）]
type = VarSet
trigger1 = AnimElemTime(2) >= 0
var(30) = (time - 4)


[State 3100,ヒート系解除]
type = VarSet
trigger1 = time >= 1
var(4) = 0


[State 3100,残像消去]
type = AfterImageTime
trigger1 = var(4) = 0
time = 0


[State 3100,透過]
type = Trans
trigger1 = AnimElemTime(2) >= 0
trans = AddAlpha
alpha = 240 - (var(30) * 60),15 + (var(30) * 60)
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 3100,加速]
type = VelAdd
trigger1 = AnimElemTime(2) = 0
x = 10
supermovetime = 9999
pausemovetime = 9999


[State 3100,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 3100,時間停止]
type = Superpause
trigger1 = AnimElemTime(1) = 0
pos = 8,-50
anim = -1
pos = 0,0
sound = -1
time = 27
movetime = 0
darken = 0


[State 3100,PlayerPush無効]
type = PlayerPush
trigger1 = 1
value = 0
supermovetime = 9999
pausemovetime = 9999


[State 3100, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3110
ctrl = 1
supermovetime = 9999
pausemovetime = 9999
;---------------------------------------------------------------------------
;AADナイトルーラー　ザ　ブラッドディーラー待機（本体）
[Statedef 3110]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 3
poweradd = 0
sprpriority = 0


[State 3110,移動]
type = PosAdd
trigger1 = time = 3
x = (P2Dist X + 20)


[State 3110, ステート変更]
type = ChangeState
trigger1 = NumHelper(13100) = 0
trigger1 = time >= 15
value = 3120
ctrl = 0
supermovetime = 9999
pausemovetime = 9999
;---------------------------------------------------------------------------
;AADナイトルーラー　ザ　ブラッドディーラー終了（本体）
[Statedef 3120]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1710
poweradd = 0
sprpriority = 0


[State 3120,「亀ですか貴方は！」]
type = PlaySnd
trigger1 = time = 0
value = s10,8
channel = 0
supermovetime = 9999
pausemovetime = 9999


[State 3120,移動]
type = PosSet
trigger1 = time = 0
y = 0


[State 3120,移動]
type = PosAdd
trigger1 = time = 0
x = (P2Dist X + 20)


[State 3120,加速]
type = VelSet
trigger1 = time = [0,3]
x = 13
supermovetime = 9999
pausemovetime = 9999

[State 3120,加速]
type = VelSet
trigger1 = time = 4
x = 0
supermovetime = 9999
pausemovetime = 9999


[State 3120,変数（透過用）]
type = VarSet
trigger1 = time = [0,3]
var(30) = time


[State 3120,透過]
type = Trans
trigger1 = time = [0,3]
trans = AddAlpha
alpha = 15 + (var(30) * 80),240 - (var(30) * 80)
ignorehitpause = 1


[State 3120, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
supermovetime = 9999
pausemovetime = 9999
;---------------------------------------------------------------------------
;LAムゲンホウヨウ・ウタカタノタタリ始動（本体）
[Statedef 4000]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 2000
poweradd = -999999
sprpriority = 0


[State 4000,ヒット定義]
type = HitDef
trigger1 = AnimElemTime(4) = 0
attr = S,HA
hitflag = MAFD
priority = 7, Hit
guardflag = 
animtype = light
air.animtype = light
fall.animtype = light
ground.type = low
air.type = low
damage = ceil(fvar(0) * 0),0
getpower = (var(4)=0) * 0,0 * (var(4)=0)
givepower = 0,0
pausetime = 0,0
guard.pausetime = 5,5
sparkno = -1;-1
guard.sparkno = -1;-1
sparkxy = -15,ceil(p2bodydist y - 15)
hitsound = -1;S0,0
guardsound = -1;S0,10
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,0
;fall.yvelocity = 0
fall.recover = 0
forcestand = 0
fall = 0
air.fall = 0
kill = 0
guard.kill = 0
envshake.time = 0
envshake.ampl = 0
guard.dist = 0
;p1stateno = 4010
;p2stateno = 4100
p1stateno = 4200
p2stateno = 4210


[State 4000,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,1


[State 4000,「うぁあああああっ！！！」]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
trigger1 = var(9) = 0
value = s10,12
channel = 0
supermovetime = 9999
pausemovetime = 9999


[State 4000,「うあああああああ！！！」]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
trigger1 = var(9) = 1
value = s10,13
channel = 0
supermovetime = 9999
pausemovetime = 9999


[State 4000,EXカットインヘルパー作成]
type = Helper
trigger1 = AnimElemTime(3) = 0
stateno = 10000
pos = -600,0
name = "EX"
postype = back
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 9999
pausemovetime = 9999


[State 4000,アークドライブエフェクト表示]
type = Explod
trigger1 = AnimElemtime(3) = 0
ID = 2000
anim = 40051
postype = p1
pos = 0,-60
ownpal = 1
sprpriority = 6
supermovetime = 9999
pausemovetime = 9999


[State 4000,汎用変数リセット]
type = VarSet
trigger1 = 1
var(30) = 0


[State 4000,ヒート系解除]
type = VarSet
trigger1 = time >= 1
var(4) = 0


[State 4000,ヒート系解除]
type = PowerSet
trigger1 = time = 0
value = 0


[State 4000,残像消去]
type = AfterImageTime
trigger1 = var(4) = 0
time = 0


[State 4000,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 4000,時間停止]
type = Superpause
trigger1 = AnimElemTime(3) = 0
pos = 8,-50
anim = -1
pos = 0,0
sound = -1
time = 27
movetime = 0
darken = 0


[State 4000, フラッシュ]
type = EnvColor
trigger1 = AnimElemTime(4) = 0
value = 255,255,255
time = 5
under = 0
persistent = 0
ignorehitpause = 1


[State 4000,PlayerPush無効]
type = PlayerPush
trigger1 = 1
value = 0
supermovetime = 9999
pausemovetime = 9999


[State 4000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
supermovetime = 9999
pausemovetime = 9999
;---------------------------------------------------------------------------
;LAムゲンホウヨウ・ウタカタノタタリ成功（本体）
[Statedef 4010]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 2010
poweradd = 0
sprpriority = 1


[State 4010,打撃音1]
type = PlaySnd
trigger1 = time = 0
value = s0,0
channel = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 4010,LAムゲンホウヨウ・ウタカタノタタリ怨霊ヘルパー作成]
type = Helper
trigger1 = AnimElemTime(1) = 0
trigger1 = NumHelper(14000) <= 0
stateno = 14000
pos = 80,-40
name = "LAmugen_on"
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 1
id = 14000
;size.xscale = 0.5
;size.yscale = 0.5
supermovetime = 0
pausemovetime = 0


[State 4010,LAムゲンホウヨウ・ウタカタノタタリ渦ヘルパー作成]
type = Helper
triggerall = time = 226
trigger1 = NumHelper(14010) <= 0
stateno = 14010
pos = 80,-40
name = "LAmugen_uzu"
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 1
id = 14010
;size.xscale = 0.5
;size.yscale = 0.5
supermovetime = 0
pausemovetime = 0


[State 4010,LAムゲンホウヨウ・ウタカタノタタリ背景ヘルパー作成]
type = Helper
trigger1 = NumHelper(14020) <= 0
stateno = 14020
pos = 80,-40
name = "LAmugen_haikei"
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 1
id = 14020
;size.xscale = 0.5
;size.yscale = 0.5
supermovetime = 99999
pausemovetime = 99999



[State 4010,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,1


[State 4010,「心に不安を持つかぎり、私を倒す事はできない。ここに在るのはタタリ。貴方の不安、貴方の未来を騙る死徒の王なのですから。」]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
trigger1 = var(9) = 0
value = s10,18
channel = 0
supermovetime = 9999
pausemovetime = 9999


[State 4010,「喜びなさい。貴方の知識は私の記憶に、貴方の体は私の血液となる。貴方は死を以って、エルトナムの末席に連ねるのです。」]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
trigger1 = var(9) = 1
value = s10,19
channel = 0
supermovetime = 9999
pausemovetime = 9999


[State 4010,クルーエル・ブラッド効果音]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s1,9
channel = 1
supermovetime = 9999
pausemovetime = 9999


[State 4010, 振動]
type = envShake
trigger1 = NumHelper(14010) >= 1
trigger1 = time % 5 = 0
time = 5
ampl = -5
ignorehitpause = 1


[State 4011,相手の位置固定]
type = TargetBind
trigger1 = 1
pos = 80,-80


[State 4010,相手のステート変更]
type = TargetState
trigger1 = time = 126
value = 4110


[State 4010, ステート変更]
type = ChangeState
trigger1 = time >= 300
trigger1 = NumHelper(14010) = 0
value = 4011
ctrl = 0
supermovetime = 9999
pausemovetime = 9999
;---------------------------------------------------------------------------
;LAムゲンホウヨウ・ウタカタノタタリフィニッシュへ（本体）
[Statedef 4011]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 2011
poweradd = 0
sprpriority = 2


[State 4011,変数チェンジ]
type = varadd
trigger1 = AnimElemTime(13) >= 60
trigger1 = var(30) <= 24
v = 30
value = 1
IgnoreHitPause = 1
Persistent = 1


[State 4011,色変更]
type = Palfx
trigger1 = AnimElemTime(13) >= 60
trigger1 = AnimElemTime(13) < 410
add = 0,0,0;255 - (var(0) * 50),255 - (var(0) * 50)
mul = 250 - (var(30) * 10),250 - (var(30) * 10),250 - (var(30) * 10)
invertall = 0
color = 256
time = -1
supermovetime = 9999
pausemovetime = 9999


[State 4011,色を戻す]
type = Palfx
trigger1 = AnimElemTime(13) = 410
add = 0,0,0;255 - (var(0) * 50),255 - (var(0) * 50)
mul = 256,256,256;256 + (var(3) * 50),256 + (var(3) * 50),256 + (var(3) * 50)
invertall = 0
color = 256
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 4011,17分割効果音（ガラス]
type = PlaySnd
trigger1 = AnimElemTime(13) = 350
value = s1,12
channel = 1
supermovetime = 9999
pausemovetime = 9999


[State 4011,ブルート・ディ・シュヴェスタァ着弾]
type = PlaySnd
trigger1 = AnimElemTime(13) = 410
value = s1,22
channel = 1
supermovetime = 9999
pausemovetime = 9999


[State 4011,打撃音3]
type = PlaySnd
trigger1 = AnimElemTime(13) = [100,260]
value = s0,2
channel = 2
ignorehitpause = 1
Persistent = 8


[State 4011,ヒット数カウント]
type = HitAdd
trigger1 = AnimElemTime(13) = [100,260]
trigger2 = AnimElemTime(13) = 345
trigger3 = AnimElemTime(13) = 410
value = 1
ignorehitpause = 1
Persistent = 8


[State 4011, 振動]
type = envShake
trigger1 = AnimElemTime(13) = 410
time = 40
ampl = -10
ignorehitpause = 1


[State 4011,相手の位置固定]
type = TargetBind
trigger1 = time = 0
pos = 90,-80


[State 4011,相手のステート変更]
type = TargetState
trigger1 = AnimElemTime(13) = 340
value = 4120


[State 4011,相手のステート変更]
type = TargetState
trigger1 = AnimElemTime(13) = 411
value = 4130


[State 4011,投げのダメージ]
type = TargetLifeadd
trigger1 = AnimElemTime(13) = 409
value = ceil(fvar(0) * -500)


[State 4011,スローモーション]
type = Pause
trigger1 = AnimElemTime(13) >= 405
trigger1 = GameTime % 2 != 0
time = 3
movetime = 0
supermovetime = 9999
pausemovetime = 9999


[State 4011,姿を消去]
type = assertspecial
trigger1 = AnimElemTime(13) >= 85
trigger1 = AnimElemTime(13) < 410
flag = invisible
supermovetime = -1
pausemovetime = -1


[State 4011, ステート変更]
type = ChangeState
trigger1 = AnimElemTime(13) >= 430
value = 4012
ctrl = 0
supermovetime = 9999
pausemovetime = 9999
;---------------------------------------------------------------------------
;LAムゲンホウヨウ・ウタカタノタタリ終了（本体）
[Statedef 4012]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 2012
poweradd = 0
sprpriority = 0


[State 4012, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
supermovetime = 9999
pausemovetime = 9999
;---------------------------------------------------------------------------
;LAムゲンホウヨウ・ウタカタノタタリ(相手側（１））
[Statedef 4100]
type     = A
movetype = H
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
;anim     = 2100
poweradd = 0
sprpriority = 0


[State 4100,画面固定]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0


[State 4100,アニメ変更]
type = ChangeAnim2
trigger1 = time = 0
value = 2100
;---------------------------------------------------------------------------
;LAムゲンホウヨウ・ウタカタノタタリ(相手側（２））
[Statedef 4110]
type     = A
movetype = H
physics  = N
juggle   = 0
;velset   = 0,0
ctrl     = 0
;anim     = 2100
poweradd = 0
sprpriority = 0


[State 4110,透過]
type = Trans
trigger1 = time = [60,85]
trans = AddAlpha
alpha = 250 - ((time - 60) * 10),5 + ((time - 60) * 10)


[State 4110,画面固定]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0


[State 4110,アニメ変更]
type = ChangeAnim2
trigger1 = time = 0
value = 2110
;---------------------------------------------------------------------------
;LAムゲンホウヨウ・ウタカタノタタリ(相手側（3））
[Statedef 4120]
type     = A
movetype = H
physics  = N
juggle   = 0
;velset   = 0,0
ctrl     = 0
;anim     = 2100
poweradd = 0
sprpriority = 0


[State 4120,画面固定]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0


[State 4120,悲鳴]
type = PlaySnd
trigger1 = time = 0
value = s11,0
channel = 0
ignorehitpause = 1
Persistent = 0
;---------------------------------------------------------------------------
;LAムゲンホウヨウ・ウタカタノタタリ(相手側（4））
[Statedef 4130]
type     = A
movetype = H
physics  = N
juggle   = 0
;velset   = 0,0
ctrl     = 0
;anim     = 2100
poweradd = 0
sprpriority = 0


[State 4130,色変更]
type = Palfx
trigger1 = time = 0
add = 20,0,0
mul = 150,0,0
sinadd = 75,5,5,7
invertall = 0
color = 30
time = 80
supermovetime = 9999
pausemovetime = 9999


[State 4130,画面固定]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0


[State 4130,ゲージをゼロに！]
type = PowerSet
trigger1 = time = 0
value = 0


[State 4130,アニメ変更]
type = ChangeAnim2
trigger1 = time = 0
value = 2130


[State 4130,爆破して吹っ飛ばす]
type = VelAdd
trigger1 = time = 0
x = -7
y = -7.5


[State 4130,重力]
type = VelAdd
trigger1 = time >= 0
;x = 0
y = 0.44


[State 4130,断末魔禁止]
type = assertspecial
trigger1 = 1
flag = nokosnd
supermovetime = -1
pausemovetime = -1


[State 4130,開放]
type = SelfState
trigger1 = Pos Y >= 0
value = 5100
ctrl = 0
;---------------------------------------------------------------------------
;LAムゲンホウヨウ・ウタカタノタタリ2成功（本体）
[Statedef 4200]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 3
poweradd = 0
sprpriority = 0


[State 4200,背景&影消去]
type = AssertSpecial
trigger1 = 1
flag = GlobalNoShadow
flag2 = nofg
flag3 = nobg
pausemovetime = 999999
supermovetime = 999999


[State 4200,打撃音1]
type = PlaySnd
trigger1 = time = 0
value = s0,0
channel = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 4200,音楽ストップ]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nobardisplay
pausemovetime = 999999
supermovetime = 999999


[State 4200, エフェクト表示（悪夢始動）]
type = explod
trigger1 = time = 0
anim = 13100
ownpal = 1
id = 4200
sprpriority = 5
postype = back
pos = 160,120
facing = 1
bindtime = -1
ontop = 1
removeongethit = 0
Ignorehitpause = 1
pausemovetime = 9999


[State 4200,掴んだ相手の位置]
type = TargetBind
trigger1 = 1
pos = 40,-200
pausemovetime = 9999


[State 4200,クルーエル・ブラッド効果音]
type = PlaySnd
trigger1 = time = 0
value = s1,9
channel = 1
supermovetime = 9999
pausemovetime = 9999


[State 4200,「はは、はははははは！（エコー付）」]
type = PlaySnd
trigger1 = time = 0
value = s10,20
channel = 0
supermovetime = 9999
pausemovetime = 9999


[State 4200, ステート変更]
type = ChangeState
trigger1 = time >= 70
trigger1 = numexplod(4200) = 0
value = 4201
ctrl = 0
supermovetime = 9999
pausemovetime = 9999
;---------------------------------------------------------------------------
;LAムゲンホウヨウ・ウタカタノタタリ2悪夢へ（本体）
[Statedef 4201]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 3
poweradd = 0
sprpriority = 0


[State 4201,背景&影消去]
type = AssertSpecial
trigger1 = 1
flag = GlobalNoShadow
flag2 = nofg
flag3 = nobg
pausemovetime = 999999
supermovetime = 999999


[State 4201,音楽ストップ]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nobardisplay
pausemovetime = 999999
supermovetime = 999999


[State 4201,時間停止]
type = Pause
trigger1 = 1
time = 3
movetime = 3
pausemovetime = 9999


[State 4201, エフェクト表示（悪夢）]
type = explod
trigger1 = time = 0
anim = 13110 + (var(33) = 1) + ((var(33) = 2)*2)
ownpal = 1
id = 4201
sprpriority = -3
postype = back
pos = 160,120
facing = 1  - ((Facing=-1)*2)
bindtime = -1
removetime = -1
removeongethit = 0
Ignorehitpause = 1
pausemovetime = 9999


[State 4201,鼓動(Long)]
type = PlaySnd
triggerall = time != 0
triggerall = var(33) != [1,2]
trigger1 = time = [0,544]
trigger1 = time % 16 = 0
trigger1 = time % 32 != 0
trigger2 = time = [545,671]
trigger2 = (time-544) % 7 = 0
trigger2 = (time-544) % 14 != 0
trigger3 = time = [672,751]
trigger3 = (time-672) % 4 = 0
trigger3 = (time-672) % 8 != 0
trigger4 = time = [752,848]
trigger4 = (time-753) % 3 = 0
trigger5 = time >= 849
trigger5 = (time-848) % 2 = 0
value = s1,13
channel = 2
supermovetime = 9999
pausemovetime = 9999


[State 4201,鼓動(middle)]
type = PlaySnd
triggerall = time != 0
triggerall = var(33) = 1
trigger1 = time = [0,367]
trigger1 = time % 12 = 0
trigger1 = time % 24 != 0
trigger2 = time = [368,470]
trigger2 = (time-367) % 6 = 0
trigger3 = time >= 471
trigger3 = time % 2 = 0
value = s1,13
channel = 2
supermovetime = 9999
pausemovetime = 9999


[State 4201,鼓動(short)]
type = PlaySnd
triggerall = time != 0
triggerall = var(33) = 2
trigger1 = time = [0,160]
trigger1 = (time-4) % 10 = 0
trigger2 = time = [161,208]
trigger2 = (time-161) % 3 = 0
trigger3 = time >= 209
trigger3 = (time-209) % 2 = 0
value = s1,13
channel = 2
supermovetime = 9999
pausemovetime = 9999


[State 4201, ステート変更]
type = ChangeState
trigger1 =  var(33) != [1,2]
trigger1 = time >= 893
trigger2 = var(33) = 1
trigger2 = time >= 515
trigger3 = var(33) = 2
trigger3 = time >= 253
value = 4202
ctrl = 0
supermovetime = 9999
pausemovetime = 9999
;---------------------------------------------------------------------------
;LAムゲンホウヨウ・ウタカタノタタリ2ラスト（本体）
[Statedef 4202]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
;anim     = 0
poweradd = 0
sprpriority = 0


[State 4202,背景&影消去]
type = AssertSpecial
trigger1 = time <= 45
trigger2 = numhelper(10013) >= 1
flag = GlobalNoShadow
flag2 = nofg
flag3 = nobg
pausemovetime = 999999
supermovetime = 999999


[State 4202,音楽ストップ]
type = AssertSpecial
trigger1 = time <= 45
trigger2 = numhelper(10013) >= 1
flag = nomusic
flag2 = nobardisplay
pausemovetime = 999999
supermovetime = 999999


[State 4202,エフェクト表示（ガラス）]
type = explod
trigger1 = time = 0
anim = 13120
ownpal = 1
id = 4202
sprpriority = -2
postype = back
pos = 160,120
facing = 1
bindtime = -1
ontop = 1
removetime = -1
removeongethit = 0
Ignorehitpause = 1
pausemovetime = -1


[State 4202,エフェクト表示（ガラス）]
type = explod
trigger1 = time = 0
anim = 13121
ownpal = 1
id = 4202
sprpriority = -2
postype = back
pos = 160,120
facing = 1
bindtime = -1
ontop = 1
removetime = -1
removeongethit = 0
Ignorehitpause = 1
pausemovetime = -1



[State 4202,エフェクト表示（ガラス破砕）]
type = explod
trigger1 = time = 45
anim = 13130
ownpal = 1
id = 4203
sprpriority = -2
postype = back
pos = 160,120
facing = 1
bindtime = -1
ontop = 1
;removetime = 
removeongethit = 0
Ignorehitpause = 1
pausemovetime = -1


[State 4202,17分割効果音（ガラス]
type = PlaySnd
trigger1 = time = 1
value = s1,12
channel = 1
supermovetime = 9999
pausemovetime = 9999


[State 4202,赤主・扁生]
type = PlaySnd
trigger1 = time = 45
value = s1,23
channel = 1
supermovetime = 9999
pausemovetime = 9999


[State 4202,振動]
type = envShake
trigger1 = time = [45,65]
trigger1 = time % 3 = 0
time = 3
ampl = -8
ignorehitpause = 1


[State 4202,アニメ変更(トドメでない)]
type = changeanim
triggerall = numhelper(10013) = 0
triggerall = time >= 44
triggerall = anim !=2220
trigger1 = anim != 0
value = 0


[State 4202,透過]
type = Trans
trigger1 = time >= 45
trans = AddAlpha
alpha = 0 + ((time-45) * 25),250 - ((time-45)* 25)


[State 4202,相手のステート変更]
type = TargetState
trigger1 = time = 40
value = 4211


[State 4202,悪夢消去]
type = removeexplod
trigger1 = time = 45
id = 4201


[State 4202,ガラス消去]
type = removeexplod
trigger1 = time = 45
id = 4202


[State 4202,投げのダメージ]
type = TargetLifeadd
trigger1 = time = 43
value = ceil(fvar(0) * -500)


[State 4202,体力回復]
type = Lifeadd
trigger1 = time = 43
value = ceil(fvar(0) * 100)


[State 4202,ヒット数カウント]
type = HitAdd
trigger1 = time = 43
value = 12


[State 4202,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 4202,無敵]
type = PlayerPush
trigger1 = 1
value = 0
supermovetime = 9999
pausemovetime = 9999


[State 4202,背景変更ヘルパー]
type = Helper
trigger1 = time = 40
stateno = 10012
pos = 0,0
name = "LA_haikeikai"
postype = back
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 9999
pausemovetime = 9999


[State 4202, ステート変更]
type = ChangeState
trigger1 = numhelper(10013) = 0
trigger1 = time >= 75
trigger2 = numhelper(10013) != 0
trigger2 = time >= 45
value = 0
ctrl = 1
supermovetime = 9999
pausemovetime = 9999
;---------------------------------------------------------------------------
;LAムゲンホウヨウ・ウタカタノタタリ2（相手やられ）
[Statedef 4210]
type     = A
movetype = H
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
;anim     = 0
poweradd = 0
sprpriority = 0


[State 4210,画面固定解除]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0


[State 4210,投げられアニメ]
type = ChangeAnim2
trigger1 = time = 0
value = 3


[State 4210,位置修正]
type = PosSet
trigger1 = 1
y = -500
;---------------------------------------------------------------------------
;LAムゲンホウヨウ・ウタカタノタタリ2（相手落下）
[Statedef 4211]
type     = A
movetype = H
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
;anim     = 1302
poweradd = 0
sprpriority = 0


[State 4211,画面固定解除]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0


[State 4211,投げられアニメ]
type = ChangeAnim2
trigger1 = time = 0
value = 2210


;[State 4210,位置修正]
;type = PosSet
;trigger1 = 
;y = -300


[State 4211,重力]
type = velAdd
trigger1 = 1
y = 1.92


[State 4211,開放]
type = SelfState
trigger1 = Pos Y >= 0
value = 5100
ctrl = 0
;---------------------------------------------------------------------------
;スタンド閃鞘・八点衝A
[Statedef 21000]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 21000
poweradd = 0
sprpriority = 2


[State 21000, ヒット定義]
type = Hitdef
trigger1 = AnimElemTime(8) = 0
trigger2 = AnimElemTime(10) = 0
trigger3 = AnimElemTime(12) = 0
trigger4 = AnimElemTime(14) = 0
trigger5 = AnimElemTime(16) = 0
trigger6 = AnimElemTime(18) = 0
attr = S,SA
hitflag = MAF
priority = 4, Hit
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ceil(fvar(0) * 25 *(1-(Ishelper * 0.3))),ceil(10 *(1-(Ishelper * 0.5)))
getpower = (var(4)=0) * 20,13 * (var(4)=0)
givepower = 10,7
pausetime = 2,5
guard.pausetime = 2,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,8
guardsound = -1;S0,10
sprpriority = 2
ground.hittime = 20
ground.slidetime = 10
guard.hittime = 40
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -2,0
guard.velocity = -2
air.velocity = -2,0
airfuard.velocity = -2,0
ground.cornerpush.veloff = 0.0
guard.cornerpush.veloff = 0.0
;fall.yvelocity = 0
fall.recover = 1
fall.recovertime = 20
forcestand = 0
fall = 0
air.fall = 1
kill = 1 - (var(21)=1)
guard.kill = 0
envshake.time = 10
envshake.ampl = -3
p2facing = ifelse(var(21)=1,1,0)

[State 21000, 音を鳴らす]
type = PlaySnd
trigger1 = time >= 11
trigger1 = time <= 33
value = s1, 1
channel = 2
IgnoreHitPause = 1
Persistent = 4


[State 21000,SC許可]
type = VarSet
trigger1 = movecontact
trigger1 = AnimElemTime(19) <= 0
var(34) = 1
persistent = 0
ignorehitpause = 1


[State 21000,SC許可取り消し]
type = VarSet
trigger1 = AnimElemTime(21) >= 0
var(34) = 0
persistent = 0
ignorehitpause = 1


[State 21000,前方へ]
type = VelAdd
trigger1 = AnimElemTime(5) >= 1
trigger1 = command ="holdfwd"
x = 1


[State 21000,後方へ]
type = VelAdd
trigger1 = AnimElemTime(5) >= 1
trigger1 = command ="holdback"
x = -1


[State 21000, エフェクト表示（八点衝エフェクト(1)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(19) <= 0 
anim = 31000
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21000, エフェクト表示（八点衝エフェクト(2)）]
type = explod
trigger1 = AnimElemTime(9) >= 0 
trigger1 = AnimElemTime(19) <= 0 
anim = 31001
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21000, エフェクト表示（八点衝エフェクト(3)）]
type = explod
trigger1 = AnimElemTime(7) >= 1 
trigger1 = AnimElemTime(19) <= 0 
anim = 31002
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21000, エフェクト表示（八点衝エフェクト(4)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(19) <= 0 
anim = 31003
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21000, エフェクト表示（八点衝エフェクト(5)）]
type = explod
trigger1 = AnimElemTime(10) >= 1 
trigger1 = AnimElemTime(19) <= 0 
anim = 31004
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21000, エフェクト表示（八点衝エフェクト(6)）]
type = explod
trigger1 = AnimElemTime(17) >= 1 
trigger1 = AnimElemTime(19) <= 0 
anim = 31005
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21000, エフェクト表示（八点衝エフェクト(7)）]
type = explod
trigger1 = AnimElemTime(11) >= 1 
trigger1 = AnimElemTime(19) <= 0 
anim = 31006
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21000, エフェクト表示（八点衝エフェクト(8)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(19) <= 0 
anim = 31007
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21000, エフェクト表示（八点衝エフェクト(9)）]
type = explod
trigger1 = AnimElemTime(9) >= 1 
trigger1 = AnimElemTime(19) <= 0 
anim = 31008
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21000, エフェクト表示（八点衝エフェクト(10)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(19) <= 0 
anim = 31009
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21000, エフェクト表示（八点衝エフェクト(11)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(19) <= 0 
anim = 31010
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21000, エフェクト表示（八点衝エフェクト(12)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(19) <= 0 
anim = 31011
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21000, エフェクト表示（八点衝エフェクト(13)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(19) <= 0 
anim = 31012
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;スタンド閃鞘・八点衝B
[Statedef 21010]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 21010
poweradd = 0
sprpriority = 2


[State 21010, ヒット定義]
type = Hitdef
trigger1 = AnimElemTime(8) = 0
trigger2 = AnimElemTime(10) = 0
trigger3 = AnimElemTime(12) = 0
trigger4 = AnimElemTime(14) = 0
trigger5 = AnimElemTime(16) = 0
trigger6 = AnimElemTime(18) = 0
trigger7 = AnimElemTime(20) = 0
trigger8 = AnimElemTime(22) = 0
trigger9 = AnimElemTime(24) = 0
trigger10 = AnimElemTime(26) = 0
trigger11 = AnimElemTime(28) = 0
trigger12 = AnimElemTime(30) = 0
attr = S,SA
hitflag = MAF
priority = 4, Hit
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ceil(fvar(0) * 22 *(1-(Ishelper * 0.3))),ceil(8 *(1-(Ishelper * 0.5)))
getpower = (var(4)=0) * 12,8 * (var(4)=0)
givepower = 10,7
pausetime = 2,5
guard.pausetime = 2,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,8
guardsound = -1;S0,10
sprpriority = 2
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 15
air.hittime = 20
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = -2,0
guard.velocity = -2
air.velocity = -2,0
airfuard.velocity = -2,0
ground.cornerpush.veloff = 0.0
guard.cornerpush.veloff = 0.0
;fall.yvelocity = 0
fall.recover = 1
fall.recovertime = 20
forcestand = 0
fall = 0
air.fall = 1
kill = 1 - (var(21)=1)
guard.kill = 0
envshake.time = 10
envshake.ampl = -3
p2facing = ifelse(var(21)=1,1,0)


[State 21010, 音を鳴らす]
type = PlaySnd
trigger1 = time >= 11
trigger1 = time <= 64
value = s1, 1
channel = 2
IgnoreHitPause = 1
Persistent = 4


[State 21010,前方へ]
type = VelAdd
triggerall = AnimElemTime(5) >= 1
trigger1 = command ="holdfwd"
trigger1 = var(0) = 0
trigger2 = var(0) != 0
trigger2 = var(23) = 1
x = 1


[State 21010,後方へ]
type = VelAdd
triggerall = AnimElemTime(5) >= 1
trigger1 = command ="holdback"
trigger1 = var(0) = 0
x = -1


[State 21010, エフェクト表示（八点衝エフェクト(1)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(31) <= 0 
anim = 31000
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21010, エフェクト表示（八点衝エフェクト(2)）]
type = explod
trigger1 = AnimElemTime(9) >= 0 
trigger1 = AnimElemTime(31) <= 0 
anim = 31001
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21010, エフェクト表示（八点衝エフェクト(3)）]
type = explod
trigger1 = AnimElemTime(7) >= 1 
trigger1 = AnimElemTime(31) <= 0 
anim = 31002
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21010, エフェクト表示（八点衝エフェクト(4)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(31) <= 0 
anim = 31003
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21010, エフェクト表示（八点衝エフェクト(5)）]
type = explod
trigger1 = AnimElemTime(10) >= 1 
trigger1 = AnimElemTime(31) <= 0 
anim = 31004
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21010, エフェクト表示（八点衝エフェクト(6)）]
type = explod
trigger1 = AnimElemTime(17) >= 1 
trigger1 = AnimElemTime(31) <= 0 
anim = 31005
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21010, エフェクト表示（八点衝エフェクト(7)）]
type = explod
trigger1 = AnimElemTime(11) >= 1 
trigger1 = AnimElemTime(31) <= 0 
anim = 31006
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21010, エフェクト表示（八点衝エフェクト(8)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(31) <= 0 
anim = 31007
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21010, エフェクト表示（八点衝エフェクト(9)）]
type = explod
trigger1 = AnimElemTime(9) >= 1 
trigger1 = AnimElemTime(31) <= 0 
anim = 31008
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21010, エフェクト表示（八点衝エフェクト(10)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(31) <= 0 
anim = 31009
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21010, エフェクト表示（八点衝エフェクト(11)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(31) <= 0 
anim = 31010
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21010, エフェクト表示（八点衝エフェクト(12)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(31) <= 0 
anim = 31011
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21010, エフェクト表示（八点衝エフェクト(13)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(31) <= 0 
anim = 31012
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21010, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;スタンド閃鞘・八点衝EX
[Statedef 21020]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 21020
poweradd = -500 - ((var(4)!=3)*500)
sprpriority = 2


[State 21020, ヒット定義]
type = Hitdef
trigger1 = AnimElemTime(8) = 0
trigger2 = AnimElemTime(10) = 0
trigger3 = AnimElemTime(12) = 0
trigger4 = AnimElemTime(14) = 0
trigger5 = AnimElemTime(16) = 0
trigger6 = AnimElemTime(18) = 0
trigger7 = AnimElemTime(20) = 0
trigger8 = AnimElemTime(22) = 0
trigger9 = AnimElemTime(24) = 0
trigger10 = AnimElemTime(26) = 0
trigger11 = AnimElemTime(28) = 0
trigger12 = AnimElemTime(30) = 0
trigger13 = AnimElemTime(32) = 0
trigger14 = AnimElemTime(34) = 0
trigger15 = AnimElemTime(36) = 0
trigger16 = AnimElemTime(38) = 0
trigger17 = AnimElemTime(40) = 0
trigger18 = AnimElemTime(42) = 0
attr = S,SA
hitflag = MAF
priority = 4, Hit
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ceil(fvar(0) * 20 *(1-(Ishelper * 0.3))),ceil(8 *(1-(Ishelper * 0.5)))
getpower = (var(4)=0) * 0,0 * (var(4)=0)
givepower = 10,7
pausetime = 2,5
guard.pausetime = 2,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,8
guardsound = -1;S0,10
sprpriority = 2
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 15
air.hittime = 20
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = -2,0
guard.velocity = -2
air.velocity = -2,0
airfuard.velocity = -2,0
ground.cornerpush.veloff = 0.0
guard.cornerpush.veloff = 0.0
;fall.yvelocity = 0
fall.recover = 1
fall.recovertime = 30
forcestand = 0
fall = 0
air.fall = 1
kill = 1 - (var(21)=1)
guard.kill = 0
envshake.time = 10
envshake.ampl = -3


[State 21020,EXカットインヘルパー作成]
type = Helper
trigger1 = AnimElemTime(5) = 0
stateno = 10000
pos = -600,0
name = "EX"
postype = back
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 9999
pausemovetime = 9999


[State 21020,時間停止]
type = Superpause
trigger1 = AnimElemTime(5) = 0
pos = 8,-50
anim = -1
pos = 0,0
sound = -1
time = 25
movetime = 0
darken = 0


[State 21020,EXエフェクト表示]
type = Explod
trigger1 = AnimElemtime(5) = 0
ID = 21020
anim = 40050
postype = p1
pos = 0,-60
ownpal = 1
sprpriority = 6
supermovetime = 9999
pausemovetime = 9999


[State 21020,「亀ですか貴方は！」]
type = PlaySnd
trigger1 = AnimElemtime(5) = 0
value = s10,8
channel = 0
IgnoreHitPause = 1
Persistent = 0
supermovetime = 9999
pausemovetime = 9999


[State 21020, 音を鳴らす]
type = PlaySnd
trigger1 = time >= 11
trigger1 = time <= 64
value = s1, 1
channel = 2
IgnoreHitPause = 1
Persistent = 4


[State 21020,前方へ]
type = VelAdd
triggerall = AnimElemTime(5) >= 1
trigger1 = command ="holdfwd"
trigger1 = var(0) = 0
trigger2 = var(0) != 0
trigger2 = var(23) = 1
x = 1


[State 21020,後方へ]
type = VelAdd
triggerall = AnimElemTime(5) >= 1
trigger1 = command ="holdback"
trigger1 = var(0) = 0
x = -1


[State 21020, エフェクト表示（八点衝エフェクト(1)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31000
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21020, エフェクト表示（八点衝エフェクト(2)）]
type = explod
trigger1 = AnimElemTime(9) >= 0 
trigger1 = AnimElemTime(43) <= 0
anim = 31001
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21020, エフェクト表示（八点衝エフェクト(3)）]
type = explod
trigger1 = AnimElemTime(7) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31002
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21020, エフェクト表示（八点衝エフェクト(4)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31003
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21020, エフェクト表示（八点衝エフェクト(5)）]
type = explod
trigger1 = AnimElemTime(10) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31004
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21020, エフェクト表示（八点衝エフェクト(6)）]
type = explod
trigger1 = AnimElemTime(17) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31005
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21020, エフェクト表示（八点衝エフェクト(7)）]
type = explod
trigger1 = AnimElemTime(11) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31006
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21020, エフェクト表示（八点衝エフェクト(8)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31007
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21020, エフェクト表示（八点衝エフェクト(9)）]
type = explod
trigger1 = AnimElemTime(9) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31008
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21020, エフェクト表示（八点衝エフェクト(10)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31009
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21020, エフェクト表示（八点衝エフェクト(11)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31010
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21020, エフェクト表示（八点衝エフェクト(12)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31011
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21020, エフェクト表示（八点衝エフェクト(13)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31012
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21020, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;GCスタンド閃鞘・八点衝EX
[Statedef 21030]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 21020
poweradd = -500 - ((var(4)!=3)*500)
sprpriority = 2


[State 21030, ヒット定義]
type = Hitdef
trigger1 = AnimElemTime(8) = 0
trigger2 = AnimElemTime(10) = 0
trigger3 = AnimElemTime(12) = 0
trigger4 = AnimElemTime(14) = 0
trigger5 = AnimElemTime(16) = 0
trigger6 = AnimElemTime(18) = 0
trigger7 = AnimElemTime(20) = 0
trigger8 = AnimElemTime(22) = 0
trigger9 = AnimElemTime(24) = 0
trigger10 = AnimElemTime(26) = 0
trigger11 = AnimElemTime(28) = 0
trigger12 = AnimElemTime(30) = 0
trigger13 = AnimElemTime(32) = 0
trigger14 = AnimElemTime(34) = 0
trigger15 = AnimElemTime(36) = 0
trigger16 = AnimElemTime(38) = 0
trigger17 = AnimElemTime(40) = 0
trigger18 = AnimElemTime(42) = 0
attr = S,SA
hitflag = MAF
priority = 4, Hit
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ceil(fvar(0) * 15),7
getpower = (var(4)=0) * 10,3 * (var(4)=0)
givepower = 10,7
pausetime = 2,5
guard.pausetime = 2,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,8
guardsound = -1;S0,10
sprpriority = 2
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 15
air.hittime = 20
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = -2,0
guard.velocity = -2
air.velocity = -2,0
airfuard.velocity = -2,0
ground.cornerpush.veloff = 0.0
guard.cornerpush.veloff = 0.0
;fall.yvelocity = 0
fall.recover = 1
forcestand = 0
fall = 0
air.fall = 1
kill = 1 - (var(21)=1)
guard.kill = 0
envshake.time = 10
envshake.ampl = -3


[State 21030,EXカットインヘルパー作成]
type = Helper
trigger1 = AnimElemTime(5) = 0
stateno = 10000
pos = -600,0
name = "EX"
postype = back
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 9999
pausemovetime = 9999


[State 21030,時間停止]
type = Superpause
trigger1 = AnimElemTime(5) = 0
pos = 8,-50
anim = -1
pos = 0,0
sound = -1
time = 25
movetime = 0
darken = 0


[State 21030,EXエフェクト表示]
type = Explod
trigger1 = AnimElemtime(5) = 0
ID = 21020
anim = 40050
postype = p1
pos = 0,-60
ownpal = 1
sprpriority = 6
supermovetime = 9999
pausemovetime = 9999


[State 21030,「カットカットカットカット！」]
type = PlaySnd
trigger1 = AnimElemtime(5) = 0
value = s10,1
channel = 0
IgnoreHitPause = 1
Persistent = 0
supermovetime = 9999
pausemovetime = 9999


[State 21030, 音を鳴らす]
type = PlaySnd
trigger1 = time >= 11
trigger1 = time <= 64
value = s1, 1
channel = 1
IgnoreHitPause = 1
Persistent = 4


[State 21030,斬撃]
type = PlaySnd
trigger1 = movehit
value = s0,8
channel = 2
ignorehitpause = 1
;Persistent = 0


[State 21030,ガード音]
type = PlaySnd
trigger1 = MoveGuarded
value = s0,10
channel = 2
ignorehitpause = 1
;Persistent = 0


[State 21030, 補正用ヒットカウント]
type = VarAdd
trigger1 = movehit
var(18) = 1
persistent = 0
ignorehitpause = 1


[State 21030,ヒット関係リセット]
type = Movehitreset
trigger1 = MoveContact
ignorehitpause = 1


[State 21030,前方へ]
type = VelAdd
trigger1 = AnimElemTime(5) >= 1
trigger1 = command ="holdfwd"
x = 1


[State 21030,後方へ]
type = VelAdd
trigger1 = AnimElemTime(5) >= 1
trigger1 = command ="holdback"
x = -1


[State 21030,無敵]
type = NotHitBy
trigger1 = AnimElemTime(10) <= 0
value = SCA,AA,AT,AP
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 21030, エフェクト表示（八点衝エフェクト(1)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31000
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21030, エフェクト表示（八点衝エフェクト(2)）]
type = explod
trigger1 = AnimElemTime(9) >= 0 
trigger1 = AnimElemTime(43) <= 0
anim = 31001
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21030, エフェクト表示（八点衝エフェクト(3)）]
type = explod
trigger1 = AnimElemTime(7) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31002
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21030, エフェクト表示（八点衝エフェクト(4)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31003
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21030, エフェクト表示（八点衝エフェクト(5)）]
type = explod
trigger1 = AnimElemTime(10) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31004
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21030, エフェクト表示（八点衝エフェクト(6)）]
type = explod
trigger1 = AnimElemTime(17) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31005
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21030, エフェクト表示（八点衝エフェクト(7)）]
type = explod
trigger1 = AnimElemTime(11) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31006
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21030, エフェクト表示（八点衝エフェクト(8)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31007
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21030, エフェクト表示（八点衝エフェクト(9)）]
type = explod
trigger1 = AnimElemTime(9) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31008
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21030, エフェクト表示（八点衝エフェクト(10)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31009
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21030, エフェクト表示（八点衝エフェクト(11)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31010
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21030, エフェクト表示（八点衝エフェクト(12)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31011
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21030, エフェクト表示（八点衝エフェクト(13)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31012
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21030, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;スタンドレプリカントコンダクター（オシリス）A
[Statedef 21100]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
;anim     = 21020
poweradd = 0;-500 - ((var(4)!=3)*500)
sprpriority = 0


[State 21100,アニメ強制変更]
type = ChangeAnim
trigger1 = Anim != 20000
value = 20000


[State 21100,レプリカアルクヘルパー作成]
type = helper
triggerall = var(0) = 0
triggerall = time = 14
triggerall = numhelper(1300) = 0
trigger1 = command != "hold_a"
trigger2 = numhelper(21100) > 0
trigger2 = command = "hold_a"
trigger2 = helper(21100),Stateno != 31300 || helper(21100),time >= 6
name = "rep_arc"
id = 1300
pos = 40,0
postype = p1
facing = 1
stateno = 11300
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 21100,レプリカあゆヘルパー作成]
type = helper
triggerall = var(0) = 0
triggerall = time = 14
triggerall = numhelper(21100) = 0
trigger1 = command = "hold_a"
trigger2 = numhelper(1300) > 0
trigger2 = command != "hold_a"
trigger2 = helper(1300),Stateno != 11300 || helper(1300),time >= 6
name = "rep_ayu"
id = 21100
pos = 40,0
postype = p1
facing = 1
stateno = 31300
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 21100,レプリカアルクヘルパー作成]
type = helper
trigger1 = var(0) != 0
trigger1 = time = 14
name = "rep_arc"
id = 1300
pos = 40,0
postype = p1
facing = 1
stateno = 11300
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 21100,「行け！」]
type = PlaySnd
trigger1 = time = 14
value = s10, 11
channel = 0


[State 21100, 音を鳴らす]
type = PlaySnd
trigger1 = time = 14
value = s1, 5
channel = 1


[State 21100, ステート変更]
type = ChangeState
trigger1 = time >= 47
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;スタンドレプリカントコンダクター（オシリス）B
[Statedef 21110]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
;anim     = 21020
poweradd = 0;-500 - ((var(4)!=3)*500)
sprpriority = 0


[State 21110,アニメ強制変更]
type = ChangeAnim
trigger1 = Anim != 20000
value = 20000


[State 21110,レプリカさつきヘルパー作成]
type = helper
triggerall = var(0) = 0
triggerall = time = 14
triggerall = numhelper(1310) = 0
trigger1 = command != "hold_b"
trigger2 = numhelper(21110) > 0
trigger2 = command = "hold_b"
trigger2 = helper(21110),Stateno != 31310 || helper(21110),time >= 6
name = "rep_sati"
id = 1310
pos = 40,0
postype = p1
facing = 1
stateno = 11310
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 21110,レプリカ観鈴ヘルパー作成]
type = helper
triggerall = var(0) = 0
triggerall = time = 14
triggerall = numhelper(21110) = 0
trigger1 = command = "hold_b"
trigger2 = numhelper(1310) > 0
trigger2 = command != "hold_b"
trigger2 = helper(1310),Stateno != 11310 || helper(1310),time >= 6
name = "rep_misu"
id = 21110
pos = 40,0
postype = p1
facing = 1
stateno = 31310
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 21110,レプリカさつきヘルパー作成]
type = helper
trigger1 = var(0) != 0
trigger1 = time = 14
name = "rep_sati"
id = 1310
pos = 40,0
postype = p1
facing = 1
stateno = 11310
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 21110,「行け！」]
type = PlaySnd
trigger1 = time = 14
value = s10, 11
channel = 0


[State 21110, 音を鳴らす]
type = PlaySnd
trigger1 = time = 14
value = s1, 5
channel = 1


[State 21110, ステート変更]
type = ChangeState
trigger1 = time >= 47
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;スタンドレプリカントコンダクター（オシリス）C
[Statedef 21120]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
;anim     = 21020
poweradd = 0;-500 - ((var(4)!=3)*500)
sprpriority = 0


[State 21120,アニメ強制変更]
type = ChangeAnim
trigger1 = Anim != 20000
value = 20000


[State 21120,レプリカ秋葉ヘルパー作成]
type = helper
triggerall = var(0) = 0
triggerall = time = 14
triggerall = numhelper(1320) = 0
trigger1 = command != "hold_c"
trigger2 = numhelper(21120) > 0
trigger2 = command = "hold_c"
trigger2 = helper(21120),Stateno != 31320 || helper(21120),time >= 6
name = "rep_akiha"
id = 1320
pos = 40,0
postype = p1
facing = 1
stateno = 11320
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 21120,レプリカ霊夢ヘルパー作成]
type = helper
triggerall = var(0) = 0
triggerall = time = 14
triggerall = numhelper(21120) = 0
trigger1 = command = "hold_c"
trigger2 = numhelper(1320) > 0
trigger2 = command != "hold_c"
trigger2 = helper(1320),Stateno != 11320 || helper(1320),time >= 6
name = "rep_rei"
id = 21120
pos = 40,0
postype = p1
facing = 1
stateno = 31320
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 21120,レプリカ秋葉ヘルパー作成]
type = helper
trigger1 = var(0) != 0
trigger1 = time = 14
name = "rep_akiha"
id = 1320
pos = 40,0
postype = p1
facing = 1
stateno = 11320
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 21120,「行け！」]
type = PlaySnd
trigger1 = time = 14
value = s10, 11
channel = 0


[State 21120, 音を鳴らす]
type = PlaySnd
trigger1 = time = 14
value = s1, 5
channel = 1


[State 21120, ステート変更]
type = ChangeState
trigger1 = time >= 47
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;AIスタンドレプリカントコンダクター（オシリス）
[Statedef 21130]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
;anim     = 21020
poweradd = 0;-500 - ((var(4)!=3)*500)
sprpriority = 0


[State 21130,アニメ強制変更]
type = ChangeAnim
trigger1 = Anim != 20000
value = 20000


[State 21130,レプリカあゆヘルパー作成]
type = helper
trigger1 = var(0) != 0
trigger1 = time = 14
name = "rep_ayu"
id = 21100
pos = 40,0
postype = p1
facing = 1
stateno = 31300
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 21130,「行け！」]
type = PlaySnd
trigger1 = time = 14
value = s10, 11
channel = 0


[State 21130, 音を鳴らす]
type = PlaySnd
trigger1 = time = 14
value = s1, 5
channel = 1


[State 21130, ステート変更]
type = ChangeState
trigger1 = time >= 47
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;AIスタンドレプリカントコンダクター（オシリス）
[Statedef 21140]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
;anim     = 21020
poweradd = 0;-500 - ((var(4)!=3)*500)
sprpriority = 0


[State 21140,アニメ強制変更]
type = ChangeAnim
trigger1 = Anim != 20000
value = 20000


[State 21140,レプリカ観鈴ヘルパー作成]
type = helper
trigger1 = var(0) != 0
trigger1 = time = 14
name = "rep_misu"
id = 21110
pos = 40,0
postype = p1
facing = 1
stateno = 31310
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 21140,「行け！」]
type = PlaySnd
trigger1 = time = 14
value = s10, 11
channel = 0


[State 21140, 音を鳴らす]
type = PlaySnd
trigger1 = time = 14
value = s1, 5
channel = 1


[State 21140, ステート変更]
type = ChangeState
trigger1 = time >= 47
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;AIスタンドレプリカントコンダクター（オシリス）
[Statedef 21150]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
;anim     = 21020
poweradd = 0;-500 - ((var(4)!=3)*500)
sprpriority = 0


[State 21150,アニメ強制変更]
type = ChangeAnim
trigger1 = Anim != 20000
value = 20000


[State 21150,レプリカ霊夢ヘルパー作成]
type = helper
trigger1 = var(0) != 0
trigger1 = time = 14
name = "rep_rei"
id = 21120
pos = 40,0
postype = p1
facing = 1
stateno = 31320
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 21150,「行け！」]
type = PlaySnd
trigger1 = time = 14
value = s10, 11
channel = 0


[State 21150, 音を鳴らす]
type = PlaySnd
trigger1 = time = 14
value = s1, 5
channel = 1


[State 21150, ステート変更]
type = ChangeState
trigger1 = time >= 47
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;恐怖の片鱗
[Statedef 21300]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 21300
poweradd = 0
sprpriority = 2


[State 21300,受け止め定義]
type = ReversalDef
triggerall = StateType != A
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) < 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,AA,AP,AT
pausetime     = 0,20
numhits       = 0
sparkno       = -1
sparkxy       = 0,0
hitsound      = -1,-1
p1stateno = 21301


[State 510,やられ状態上書き]
type = HitOverRide
triggerall = StateType != A
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) < 0
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP,AA,AP,AT
stateno = 21301
ignorehitpause = 1


[State 21300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;恐怖の片鱗(成功)
[Statedef 21301]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 1
anim     = 20000
poweradd = 300
sprpriority = 0


[State 21301,画面反転]
type = BGPalfx
trigger1 = time = 0
add = 0,0,0
mul = 256,256,256
sinadd = 10, 10, 10
color = 256
invertall = 1
time = 30


;[State 21301,Helper生成]
;type = Helper
;trigger1 = time >= 0
;trigger1 = NumHelper(21300) = 0
;name = "kyoka"
;id = 21300
;pos = 0,0
;postype = p1
;facing = 1
;stateno = 31300
;helpertype = normal
;ownpal = 1
;keyctrl = 0
;persistent = 0
;ignorehitpause = 1
;size.xscale = 1
;size.yscale = 1
;supermovetime = 99999
;pausemovetime = 99999


[State 21301,画面固定]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,1


[State 21301,振り向き]
type = Turn
trigger1 = Time = 10


[State 21301,ブラッドバイブル・ハートブレイカー効果音]
type = PlaySnd
trigger1 = time = 0
value = s1,14
channel = 1


[State 21301,移動]
type = PosAdd
trigger1 = time = 0
x = ceil(P2Dist X) + 80
y = 0


[State 21301,動きを止める（ポーズ）]
type = Pause
trigger1 = Time = 0
time = 30
movetime = 30
ignorehitpause = 1
persistent = 0


[State 21031,偽本体動作許可]
type = VarSet
trigger1 = time = 0
var(19) = 1


[State 21301,無敵]
type = NotHitBy
trigger1 = Time = 0
value = SCA,AA,AT,AP
time = 30


[State 21301,ステート変更]
type = ChangeState
trigger1 = Time >= 1
value = 0; + (var(0) = 1) * 20320
ctrl = 1; - (var(0) = 1)
;---------------------------------------------------------------------------
;切り札そのいち（大切り）A
[Statedef 21200]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 21200
poweradd = 0
sprpriority = 2


[State 21200, ヒット定義]
type = Hitdef
trigger1 = AnimElemTime(5) = 0
;trigger2 = AnimElemTime(6) = 0
attr = S,SA
hitflag = MAF
priority = 4, Hit
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ceil(fvar(0) * 130 *(1-(Ishelper * 0.3))),ceil(75 *(1-(Ishelper * 0.5)))
getpower = (var(4)=0) * 80,50 * (var(4)=0)
givepower = 25,7
pausetime = 4,7
guard.pausetime = 4,7
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,8
guardsound = -1;S0,10
sprpriority = 2
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 15
air.hittime = 20
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = -8,0
guard.velocity = -6
air.velocity = -8,0
airfuard.velocity = -6,0
;fall.yvelocity = 0
fall.recover = 1
fall.recovertime = 40
forcestand = 0
fall = 0
air.fall = 1
kill = 1 - (var(21)=1)
guard.kill = 0
envshake.time = 18
envshake.ampl = -5
p2facing = ifelse(var(21)=1,1,0)


[State 21200,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,4


[State 21200,「ハァッ！」]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
trigger1 = var(9) = 0
value = s2,1
channel = 0
supermovetime = 9999
pausemovetime = 9999


[State 21200,「ていっ！」]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
trigger1 = var(9) = 1
value = s2,4
channel = 0
supermovetime = 9999
pausemovetime = 9999


[State 21210,SC許可]
type = ParentVarSet
trigger1 = movecontact
trigger1 = AnimElemTime(6) <= 0
var(34) = 1
persistent = 0
ignorehitpause = 1


[State 21210,SC許可取り消し]
type = ParentVarSet
trigger1 = AnimElemTime(8) >= 0
var(34) = 0
persistent = 0
ignorehitpause = 1


[State 21200,ダッシュ音]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,21
channel = 2
ignorehitpause = 1
Persistent = 0


[State 21200,移動]
type = VelAdd
trigger1 =  AnimElemTime(2) = 0
x = 9
ignorehitpause = 1
Persistent = 0


[State 21200,無敵(攻撃中)]
type = null;NotHitBy
triggerall = NumHelper(21200) >= 0
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(7) < 0
value = ,AP
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 21200,攻撃状態]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
movetype = A
ignorehitpause = 1
persistent = 1


[State 21200, エフェクト表示（砂煙）]
type = explod
trigger1 = AnimElemTime(2) = 0 
anim = 30320
ownpal = 1
id = 21200
sprpriority = 3
postype = p1
pos = -50,0
bindtime = -1
removeongethit = 1
Persistent = 0
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21200, エフェクト表示（斬撃）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
anim = 30240
ownpal = 1
id = 21201
sprpriority = 4
postype = p1
pos = 30,-65
scale = 0.5,0.5
bindtime = -1
removeongethit = 1
Persistent = 0
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21200,反射用ヘルパー]
type = null;helper
trigger1 = AnimElemTime(5) = 0
;trigger1 = numhelper(21200) = 0
name = "hansya_A"
id = 21200
pos = 10,0
postype = p1
facing = 1
stateno = 31200
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 1
ignorehitpause = 1
size.xscale = 0.5;1
size.yscale = 0.5;1
supermovetime = 99999
pausemovetime = 99999


[State 21200,ヒット関係リセット]
type = Movehitreset
trigger1 = MoveContact
ignorehitpause = 1


[State 21200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;切り札そのいち（大切り）B
[Statedef 21210]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 21210
poweradd = 0
sprpriority = 2


[State 21210, ヒット定義]
type = Hitdef
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(6) = 0
trigger3 = AnimElemTime(6) = 1
attr = S,SA
hitflag = MAF
priority = 4, Hit
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ceil(fvar(0) * 60 *(1-(Ishelper * 0.3))),ceil(30 *(1-(Ishelper * 0.5)))
getpower = (var(4)=0) * 60,40 * (var(4)=0)
givepower = 11,7
pausetime = 4,7
guard.pausetime = 4,7
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 50)
hitsound = -1;S0,8
guardsound = -1;S0,10
sprpriority = 2
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 15
air.hittime = 20
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = -8,0
guard.velocity = -6
air.velocity = -8,0
airfuard.velocity = -6,0
;fall.yvelocity = 0
fall.recover = 1
fall.recovertime = 40
forcestand = 0
fall = 0
air.fall = 1
kill = 1 - (var(21)=1)
guard.kill = 0
envshake.time = 18
envshake.ampl = -5
p2facing = ifelse(var(21)=1,1,0)


[State 21210,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,4


[State 21210,「ハァッ！」]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
trigger1 = var(9) = 0
value = s2,1
channel = 0
supermovetime = 9999
pausemovetime = 9999


[State 21210,「ていっ！」]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
trigger1 = var(9) = 1
value = s2,4
channel = 0
supermovetime = 9999
pausemovetime = 9999


[State 21210,ダッシュ音]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,21
channel = 1
ignorehitpause = 1
Persistent = 0


[State 21210,SC許可]
type = ParentVarSet
trigger1 = movecontact
trigger1 = AnimElemTime(6) <= 0
var(34) = 1
persistent = 0
ignorehitpause = 1


[State 21210,SC許可取り消し]
type = ParentVarSet
trigger1 = AnimElemTime(8) >= 0
var(34) = 0
persistent = 0
ignorehitpause = 1


[State 21210,移動]
type = VelAdd
trigger1 = AnimElemTime(2) = 0
x = 13
ignorehitpause = 1
Persistent = 0


[State 21210,攻撃状態]
type = StateTypeSet
trigger1 = AnimElemTime(2) >= 0
movetype = A
ignorehitpause = 1
persistent = 1


;[State 21210,無敵(突進中)]
;type = NotHitBy
;trigger1 = AnimElemTime(1) >= 0
;trigger1 = AnimElemTime(5) < 0
;value = ,NA,NP
;time = 1
;supermovetime = 9999
;pausemovetime = 9999


[State 21210,無敵(攻撃中)]
type = null;NotHitBy
triggerall = NumHelper(21200) >= 0
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(7) < 0
value = ,AP
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 21210, エフェクト表示（砂煙）]
type = explod
trigger1 = AnimElemTime(2) = 0 
anim = 30320
ownpal = 1
id = 21200
sprpriority = 3
postype = p1
pos = -50,0
bindtime = -1
removeongethit = 1
Persistent = 0
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21210, エフェクト表示（斬撃）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
anim = 30240
ownpal = 1
id = 21201
sprpriority = 4
postype = p1
pos = 30,-65
scale = 0.5,0.5
bindtime = -1
removeongethit = 1
Persistent = 0
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21210,反射用ヘルパー]
type = null;helper
trigger1 = AnimElemTime(5) = 0
;trigger1 = numhelper(21200) = 0
name = "hansya_A"
id = 21210
pos = 10,0
postype = p1
facing = 1
stateno = 31200
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 1
ignorehitpause = 1
size.xscale = 0.5;1
size.yscale = 0.5;1
supermovetime = 99999
pausemovetime = 99999


[State 21210,ヒット関係リセット]
type = Movehitreset
trigger1 = MoveContact
ignorehitpause = 1


[State 21210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;切り札そのいち（大切り）EX（始動
[Statedef 21220]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 21210
poweradd = -500 - ((var(4)!=3)*500)
sprpriority = 2


[State 21220, ヒット定義（1,2段目）]
type = Hitdef
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(6) = 0
attr = S,SA
hitflag = MAF
priority = 4, Hit
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ceil(fvar(0) * 40 *(1-(Ishelper * 0.3))),ceil(30 *(1-(Ishelper * 0.5)))
getpower = (var(4)=0) * 0,0 * (var(4)=0)
givepower = 11,7
pausetime = 4,7
guard.pausetime = 4,7
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 50)
hitsound = -1;S0,8
guardsound = -1;S0,10
sprpriority = 2
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 15
air.hittime = 20
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = -8,0
guard.velocity = -6
air.velocity = -8,0
airfuard.velocity = -6,0
;fall.yvelocity = 0
fall.recover = 0
forcestand = 0
fall = 0
air.fall = 1
kill = 1 - (var(21)=1)
guard.kill = 0
envshake.time = 18
envshake.ampl = -5


[State 21220, ヒット定義（3段目）]
type = Hitdef
trigger1 = AnimElemTime(6) = 1
attr = S,SA
hitflag = MAF
priority = 4, Hit
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage =  ceil(fvar(0) * 40 *(1-(Ishelper * 0.3))),ceil(30 *(1-(Ishelper * 0.5)))
getpower = (var(4)=0) * 0,0 * (var(4)=0)
givepower = 11,7
pausetime = 4,7
guard.pausetime = 4,7
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 50)
hitsound = -1;S0,8
guardsound = -1;S0,10
sprpriority = 2
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 15
air.hittime = 20
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = -8,0
guard.velocity = -6
air.velocity = -8,0
airfuard.velocity = -6,0
;fall.yvelocity = 0
fall.recover = 0
forcestand = 0
fall = 0
air.fall = 1
kill = 0
guard.kill = 0
envshake.time = 18
envshake.ampl = -5
;p1facing = 1
p2facing = 1
p1stateno = 21230
p2stateno = 21240


[State 21220,「止まらない…！！」]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s2,14
channel = 0


[State 21220,時間停止]
type = Superpause
trigger1 = AnimElemTime(1) = 0
pos = 8,-50
anim = -1
pos = 0,0
sound = -1
time = 25
movetime = 0
darken = 0


[State 21220,EXエフェクト表示]
type = Explod
trigger1 = AnimElemtime(1) = 0
ID = 21020
anim = 40050
postype = p1
pos = 0,-60
ownpal = 1
sprpriority = 6
supermovetime = 9999
pausemovetime = 9999


[State 21220,EXカットインヘルパー作成]
type = Helper
trigger1 = AnimElemTime(1) = 0
stateno = 10000
pos = -600,0
name = "EX"
postype = back
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 9999
pausemovetime = 9999


[State 21220,ダッシュ音]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,21
channel = 1
ignorehitpause = 1
Persistent = 0


[State 21220,移動]
type = VelAdd
trigger1 =  AnimElemTime(2) = 0
x = 13
ignorehitpause = 1
Persistent = 0


[State 21220,攻撃状態]
type = StateTypeSet
trigger1 = AnimElemTime(2) >= 0
movetype = A
ignorehitpause = 1
persistent = 1


[State 21220,無敵(出始め)]
type = NotHitBy
trigger1 = AnimElemTime(2) < 0
value = SCA,AA,AP,AT
time = 2
supermovetime = 9999
pausemovetime = 9999


;[State 21220,無敵(突進中)]
;type = NotHitBy
;trigger1 = AnimElemTime(2) >= 0
;trigger1 = AnimElemTime(5) < 0
;value = ,SA,SP,ST,NA,NP,NT
;time = 2
;supermovetime = 9999
;pausemovetime = 9999


[State 21220, エフェクト表示（砂煙）]
type = explod
trigger1 = AnimElemTime(2) = 0 
anim = 30320
ownpal = 1
id = 21200
sprpriority = 3
postype = p1
pos = -50,0
bindtime = -1
removeongethit = 1
Persistent = 0
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21220, エフェクト表示（斬撃）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
anim = 30240
ownpal = 1
id = 21201
sprpriority = 4
postype = p1
pos = 30,-65
scale = 0.5,0.5
bindtime = -1
removeongethit = 1
Persistent = 0
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21220,ヒット関係リセット]
type = Movehitreset
trigger1 = MoveContact
ignorehitpause = 1


[State 21220, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;切り札そのいち（大切り）EX（吹き飛ばしから追撃まで
[Statedef 21230]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 21220
poweradd = 0
sprpriority = 2


[State 21230,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 21230,すり抜け]
type = PlayerPush
trigger1 = 1
value = 0


;[State 21230,画面固定]
;type = ScreenBound
;trigger1 = 1
;value = 0
;movecamera = 1,1


[State 21230, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 21231
ctrl = 0
;---------------------------------------------------------------------------
;切り札そのいち（大切り）EX（追撃）
[Statedef 21231]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 21221
poweradd = 0
sprpriority = 2


[State 21231,背景変更ヘルパー]
type = Helper
trigger1 = time = 0
stateno = 10020
pos = 0,0
name = "kirihudaEX_haikei"
postype = back
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1.2
size.yscale = 1.2
supermovetime = 9999
pausemovetime = 9999


[State 21231,「カットカットカットカット！」]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s10,1
channel = 0


[State 21231, 音を鳴らす]
type = PlaySnd
trigger1 = time >= 11
trigger1 = time <= 64
value = s1, 1
channel = 1
IgnoreHitPause = 1
Persistent = 4


[State 21231,斬撃]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
trigger2 = AnimElemTime(10) = 0
trigger3 = AnimElemTime(12) = 0
trigger4 = AnimElemTime(14) = 0
trigger5 = AnimElemTime(16) = 0
trigger6 = AnimElemTime(18) = 0
trigger7 = AnimElemTime(20) = 0
trigger8 = AnimElemTime(22) = 0
trigger9 = AnimElemTime(24) = 0
trigger10 = AnimElemTime(26) = 0
trigger11 = AnimElemTime(28) = 0
trigger12 = AnimElemTime(30) = 0
trigger13 = AnimElemTime(32) = 0
trigger14 = AnimElemTime(34) = 0
trigger15 = AnimElemTime(36) = 0
trigger16 = AnimElemTime(38) = 0
trigger17 = AnimElemTime(40) = 0
trigger18 = AnimElemTime(42) = 0
value = s0,8
channel = 2
ignorehitpause = 1
;Persistent = 0


[State 21231,現世斬]
type = PlaySnd
trigger1 = AnimElemTime(46) = 0
value = s0,24
channel = 2
ignorehitpause = 1
;Persistent = 0


[State 21231,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 21231,すり抜け]
type = PlayerPush
trigger1 = 1
value = 0


[State 21231,振動]
type = envShake
trigger1 = AnimElemTime(8) = 0
trigger2 = AnimElemTime(10) = 0
trigger3 = AnimElemTime(12) = 0
trigger4 = AnimElemTime(14) = 0
trigger5 = AnimElemTime(16) = 0
trigger6 = AnimElemTime(18) = 0
trigger7 = AnimElemTime(20) = 0
trigger8 = AnimElemTime(22) = 0
trigger9 = AnimElemTime(24) = 0
trigger10 = AnimElemTime(26) = 0
trigger11 = AnimElemTime(28) = 0
trigger12 = AnimElemTime(30) = 0
trigger13 = AnimElemTime(32) = 0
trigger14 = AnimElemTime(34) = 0
trigger15 = AnimElemTime(36) = 0
trigger16 = AnimElemTime(38) = 0
trigger17 = AnimElemTime(40) = 0
trigger18 = AnimElemTime(42) = 0
trigger19 = AnimElemTime(46) = 0
time = 3
ampl = -4
ignorehitpause = 1


[State 21231,ダメージ（八点衝）]
type = TargetLifeadd
trigger1 = AnimElemTime(8) = 0
trigger2 = AnimElemTime(10) = 0
trigger3 = AnimElemTime(12) = 0
trigger4 = AnimElemTime(14) = 0
trigger5 = AnimElemTime(16) = 0
trigger6 = AnimElemTime(18) = 0
trigger7 = AnimElemTime(20) = 0
trigger8 = AnimElemTime(22) = 0
trigger9 = AnimElemTime(24) = 0
trigger10 = AnimElemTime(26) = 0
trigger11 = AnimElemTime(28) = 0
trigger12 = AnimElemTime(30) = 0
trigger13 = AnimElemTime(32) = 0
trigger14 = AnimElemTime(34) = 0
trigger15 = AnimElemTime(36) = 0
trigger16 = AnimElemTime(38) = 0
trigger17 = AnimElemTime(40) = 0
trigger18 = AnimElemTime(42) = 0
value = ceil(fvar(0) * -20 *(1-(Ishelper * 0.1)))
kill = 0

[State 21231,ダメージ（トドメ一発）]
type = TargetLifeadd
trigger1 = AnimElemTime(46) = 0
value = ceil(fvar(0) * -17 *(1-(Ishelper * 0.1)))
kill = 1


[State 21231, 補正用ヒットカウント]
type = VarAdd
triggerall = var(18) <= 30
trigger1 = AnimElemTime(8) = 0
trigger2 = AnimElemTime(10) = 0
trigger3 = AnimElemTime(12) = 0
trigger4 = AnimElemTime(14) = 0
trigger5 = AnimElemTime(16) = 0
trigger6 = AnimElemTime(18) = 0
trigger7 = AnimElemTime(20) = 0
trigger8 = AnimElemTime(22) = 0
trigger9 = AnimElemTime(24) = 0
trigger10 = AnimElemTime(26) = 0
trigger11 = AnimElemTime(28) = 0
trigger12 = AnimElemTime(30) = 0
trigger13 = AnimElemTime(32) = 0
trigger14 = AnimElemTime(34) = 0
trigger15 = AnimElemTime(36) = 0
trigger16 = AnimElemTime(38) = 0
trigger17 = AnimElemTime(40) = 0
trigger18 = AnimElemTime(42) = 0
trigger19 = AnimElemTime(46) = 0
var(18) = 1
;persistent = 0
ignorehitpause = 1


[State 21231,ヒット数カウント]
type = HitAdd
trigger1 = AnimElemTime(8) = 0
trigger2 = AnimElemTime(10) = 0
trigger3 = AnimElemTime(12) = 0
trigger4 = AnimElemTime(14) = 0
trigger5 = AnimElemTime(16) = 0
trigger6 = AnimElemTime(18) = 0
trigger7 = AnimElemTime(20) = 0
trigger8 = AnimElemTime(22) = 0
trigger9 = AnimElemTime(24) = 0
trigger10 = AnimElemTime(26) = 0
trigger11 = AnimElemTime(28) = 0
trigger12 = AnimElemTime(30) = 0
trigger13 = AnimElemTime(32) = 0
trigger14 = AnimElemTime(34) = 0
trigger15 = AnimElemTime(36) = 0
trigger16 = AnimElemTime(38) = 0
trigger17 = AnimElemTime(40) = 0
trigger18 = AnimElemTime(42) = 0
trigger19 = AnimElemTime(46) = 0
value = 1


[State 21231, エフェクト表示（八点衝エフェクト(1)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31000
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21231, エフェクト表示（八点衝エフェクト(2)）]
type = explod
trigger1 = AnimElemTime(9) >= 0 
trigger1 = AnimElemTime(43) <= 0
anim = 31001
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21231, エフェクト表示（八点衝エフェクト(3)）]
type = explod
trigger1 = AnimElemTime(7) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31002
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21231, エフェクト表示（八点衝エフェクト(4)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31003
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21231, エフェクト表示（八点衝エフェクト(5)）]
type = explod
trigger1 = AnimElemTime(10) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31004
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21231, エフェクト表示（八点衝エフェクト(6)）]
type = explod
trigger1 = AnimElemTime(17) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31005
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21231, エフェクト表示（八点衝エフェクト(7)）]
type = explod
trigger1 = AnimElemTime(11) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31006
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21231, エフェクト表示（八点衝エフェクト(8)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31007
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21231, エフェクト表示（八点衝エフェクト(9)）]
type = explod
trigger1 = AnimElemTime(9) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31008
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21231, エフェクト表示（八点衝エフェクト(10)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31009
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21231, エフェクト表示（八点衝エフェクト(11)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31010
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21231, エフェクト表示（八点衝エフェクト(12)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31011
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21231, エフェクト表示（八点衝エフェクト(13)）]
type = explod
trigger1 = AnimElemTime(6) >= 1 
trigger1 = AnimElemTime(43) <= 0
anim = 31012
ownpal = 1
id = 21000
sprpriority = 5
postype = p1
pos = 40,-20
bindtime = -1
removeongethit = 0
Persistent = 12
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21231, エフェクト表示（現世斬エフェクト）]
type = explod
trigger1 = AnimElemTime(45) = 0 
anim = 31300
ownpal = 1
id = 21230
sprpriority = 5
postype = back
pos = 140,140
bindtime = -1
removeongethit = 0
Persistent = 0
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21231, エフェクト表示（ヒットスパーク）]
type = explod
trigger1 = AnimElemTime(8) = 0
trigger2 = AnimElemTime(10) = 0
trigger3 = AnimElemTime(12) = 0
trigger4 = AnimElemTime(14) = 0
trigger5 = AnimElemTime(16) = 0
trigger6 = AnimElemTime(18) = 0
trigger7 = AnimElemTime(20) = 0
trigger8 = AnimElemTime(22) = 0
trigger9 = AnimElemTime(24) = 0
trigger10 = AnimElemTime(26) = 0
trigger11 = AnimElemTime(28) = 0
trigger12 = AnimElemTime(30) = 0
trigger13 = AnimElemTime(32) = 0
trigger14 = AnimElemTime(34) = 0
trigger15 = AnimElemTime(36) = 0
trigger16 = AnimElemTime(38) = 0
trigger17 = AnimElemTime(40) = 0
trigger18 = AnimElemTime(42) = 0
;trigger19 = AnimElemTime(46) = 0
anim = 40000
ownpal = 1
id = 21231
sprpriority = 4
postype = p1
pos = (20 + (random%40)),(ceil(p2bodydist y - 10) - (random%60))
bindtime = 1
removeongethit = 0
;Persistent = 0
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)



[State 21231,前進]
type = VelAdd
trigger1 = AnimElemTime(44) = 0
x = 10


[State 21231,相手を斬撃やられへ]
type = targetstate
trigger1 = AnimElemTime(8) = 0
value = 21243


[State 21231,相手を吹き飛ばしへ]
type = targetstate
trigger1 = AnimElemTime(49) = 0
value = 710


[State 21231, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;切り札そのいち（大切り）EX（吹っ飛んで上へ
[Statedef 21240]
type     = A
movetype = H
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
;anim     = 21220
poweradd = 0
sprpriority = 0


[State 21240,アニメ変更]
type = ChangeAnim2
trigger1 =  time = 0
value = 5030


[State 21240,上へ]
type = VelAdd
trigger1 = time = 0
x = 0
y = -12


[State 21240,上へ]
type = VelSet
trigger1 = time = 0
x = 0


[State 21240,重力]
type = VelAdd
trigger1 = time >= 0
x = 0
y = 0.44


[State 21240,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 21240,すり抜け]
type = PlayerPush
trigger1 = 1
value = 0


[State 21240,画面固定]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0


[State 21240, ステート変更]
type = ChangeState
trigger1 = Vel Y >= 0
trigger1 = time >= 1
value = 21242
ctrl = 0
;---------------------------------------------------------------------------
;切り札そのいち（大切り）EX（落下へ
[Statedef 21241]
type     = A
movetype = H
physics  = N
juggle   = 0
;velset   = 0,0
ctrl     = 0
anim     = 5035
poweradd = 0
sprpriority = 0


[State 21241,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 21241,すり抜け]
type = PlayerPush
trigger1 = 1
value = 0


[State 21241,重力]
type = VelAdd
trigger1 = time >= 0
x = 0
y = 0.44


[State 21241, ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 21242
ctrl = 0


;---------------------------------------------------------------------------
;切り札そのいち（大切り）EX（落下
[Statedef 21242]
type     = A
movetype = H
physics  = N
juggle   = 0
;velset   = 0,0
ctrl     = 0
anim     = 5050
poweradd = 0
sprpriority = 0


[State 21242,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 21242,すり抜け]
type = PlayerPush
trigger1 = 1
value = 0


[State 21242,重力]
type = VelAdd
trigger1 = time >= 0
x = 0
y = 0.44


[State 21242,画面固定]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0


[State 21242,開放]
type = SelfState
trigger1 = Pos Y >= 0
value = 5100
ctrl = 0

;---------------------------------------------------------------------------
;切り札そのいち（大切り）EX（八点衝やられ
[Statedef 21243]
type     = A
movetype = H
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
;anim     = 5050
poweradd = 0
sprpriority = 0


[State 21243,アニメ変更]
type = ChangeAnim2
trigger1 =  time = 0
value = 21230


[State 21243,画面固定]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0


[State 21243,その場でストップ]
type = VelSet
trigger1 = 1
x = 0
y = 0
;---------------------------------------------------------------------------
;自分でもよくわからない蹴りA
[Statedef 21400]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 21100
poweradd = 0
sprpriority = 2


[State 21400,ヒット定義（1段目）]
type = Hitdef
trigger1 = AnimElemTime(6) = 0
attr = S,SA
hitflag = MAF
priority = 5, Hit
guardflag = M
animtype = mideum
air.animtype = mideum
fall.animtype = mideum
ground.type = high
air.type = high
damage = ceil(fvar(0) * 100 *(1-(Ishelper * 0.3))),ceil(50 *(1-(Ishelper * 0.5)))
getpower = (var(4)=0) * 70,50 * (var(4)=0)
givepower = 10,0
pausetime = 6,6
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,1
guardsound = -1;S0,10
ground.hittime = 12
ground.slidetime = 12
guard.hittime = 10
air.hittime = 18
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = -2,-7
guard.velocity = -4
air.velocity = -2,-9
airfuard.velocity = -2,-9
;fall.yvelocity = 0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1 - (var(21)=1)
guard.kill = 0
envshake.time = 18
envshake.ampl = -5


[State 21400,ヒット定義（2段目）]
type = Hitdef
trigger1 = AnimElemTime(9) = 0
attr = S,SA
hitflag = MAF
priority = 3, Hit
guardflag = MA
animtype = mideum
air.animtype = mideum
fall.animtype = mideum
ground.type = high
air.type = high
damage = ceil(fvar(0) * 70),35
getpower = (var(4)=0) * 60,40 * (var(4)=0)
givepower = 10,0
pausetime = 6,6
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,1
guardsound = -1;S0,10
ground.hittime = 12
ground.slidetime = 12
guard.hittime = 10
air.hittime = 18
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = -2,-7
guard.velocity = -3
air.velocity = -2,-7
airfuard.velocity = -2,-7
;fall.yvelocity = 0
fall.recover = 1
fall.recovertime = 50
forcestand = 0
fall = 1
air.fall = 1
kill = 1 - (var(21)=1)
guard.kill = 0
envshake.time = 18
envshake.ampl = -5


[State 21400,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,4


[State 21400,「ハァッ！！」]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
trigger1 = var(9) = 0
value = s2,6
channel = 0
supermovetime = 9999
pausemovetime = 9999


[State 21400,「このッ！！」]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
trigger1 = var(9) = 1
value = s2,8
channel = 0
supermovetime = 9999
pausemovetime = 9999


[State 21400,打撃音2]
type = PlaySnd
trigger1 = movehit
value = s0,1
channel = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 21400,ガード音]
type = PlaySnd
trigger1 = moveguarded
value = s0,10
channel = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 21400,ヒット解除]
type = MoveHitReset
trigger1 = movecontact
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 21400, エフェクト表示（自分でもよく分からない蹴りエフェクト）]
type = explod
trigger1 = AnimElemTime(9) = 0
anim = 31100
ownpal = 1
id = 21400
sprpriority = 4
postype = p1
pos = 0,30
bindtime = 1
removeongethit = 1
;Persistent = 0
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21400,攻撃状態]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
movetype = A
ignorehitpause = 1
persistent = 1


[State 21400,空中状態]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
type     = A
;movetype = A
physics  = N
ignorehitpause = 1
;persistent = 1


[State 21400,加速]
type = VelSet
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(10) < 0
y = -6.5
ignorehitpause = 1
;Persistent = 0



[State 21400,加速]
type = VelSet
trigger1 = AnimElemTime(7) = 0
;trigger1 = AnimElemTime(7) >= 0
;trigger1 = AnimElemTime(15) < 0
x = 5.5
ignorehitpause = 1
;Persistent = 0


[State 21400,加速]
type = VelSet
trigger1 = AnimElemTime(10) = 0
;trigger1 = AnimElemTime(7) >= 0
;trigger1 = AnimElemTime(15) < 0
x = 3
ignorehitpause = 1
;Persistent = 0


[State 21400,加速]
type = VelSet
trigger1 = AnimElemTime(13) = 0
;trigger1 = AnimElemTime(7) >= 0
;trigger1 = AnimElemTime(15) < 0
x = 1
ignorehitpause = 1
;Persistent = 0


[State 21400,横方向への加速ストップ]
type = VelSet
trigger1 = AnimElemTime(15) = 0
x = 0
ignorehitpause = 1
;Persistent = 0


[State 21400,重力]
type = Gravity
trigger1 = AnimElemTime(7) >= 0
ignorehitpause = 0


[State 21400,ハイジャンプ]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s0,19
channel = 1
ignorehitpause = 1
;Persistent = 0


[State 21400,ヒット関係リセット]
type = Movehitreset
trigger1 = MoveContact
ignorehitpause = 1


[State 21400, ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 0


;---------------------------------------------------------------------------
;自分でもよくわからない蹴りB
[Statedef 21410]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 21110
poweradd = 0
sprpriority = 2


[State 21410,ヒット定義（1段目）]
type = Hitdef
trigger1 = AnimElemTime(6) = 0
attr = S,SA
hitflag = MAF
priority = 5, Hit
guardflag = M
animtype = mideum
air.animtype = mideum
fall.animtype = mideum
ground.type = high
air.type = high
damage = ceil(fvar(0) * 90 *(1-(Ishelper * 0.3))),ceil(50 *(1-(Ishelper * 0.5)))
getpower = (var(4)=0) * 80,55 * (var(4)=0)
givepower = 10,0
pausetime = 6,6
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,1
guardsound = -1;S0,10
ground.hittime = 12
ground.slidetime = 12
guard.hittime = 10
air.hittime = 18
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = -2,-7
guard.velocity = -4
air.velocity = -2,-9
airfuard.velocity = -2,-9
;fall.yvelocity = 0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1 - (var(21)=1)
guard.kill = 0
envshake.time = 18
envshake.ampl = -5


[State 21410,ヒット定義（2段目以降）]
type = Hitdef
trigger1 = AnimElemTime(9) = 0
trigger2 = AnimElemTime(10) = 0
attr = A,SA
hitflag = MAF
priority = 5, Hit
guardflag = MA
animtype = mideum
air.animtype = mideum
fall.animtype = mideum
ground.type = high
air.type = high
damage = ceil(fvar(0) * 50),ceil(20 *(1-(Ishelper * 0.5)))
getpower = (var(4)=0) * 40,25 * (var(4)=0)
givepower = 10,0
pausetime = 6,6
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,1
guardsound = -1;S0,10
ground.hittime = 12
ground.slidetime = 12
guard.hittime = 10
air.hittime = 18
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = -2,-7
guard.velocity = -3
air.velocity = -2,-7
airfuard.velocity = -2,-7
;fall.yvelocity = 0
fall.recover = 1
fall.recovertime = 50
forcestand = 0
fall = 1
air.fall = 1
kill = 1 - (var(21)=1)
guard.kill = 0
envshake.time = 18
envshake.ampl = -5


[State 21410,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,4


[State 21410,「ハァッ！！」]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
trigger1 = var(9) = 0
value = s2,6
channel = 0
supermovetime = 9999
pausemovetime = 9999


[State 21410,「このッ！！」]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
trigger1 = var(9) = 1
value = s2,8
channel = 0
supermovetime = 9999
pausemovetime = 9999


[State 21410,ヒット解除]
type = MoveHitReset
trigger1 = movecontact
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 21410, エフェクト表示（自分でもよく分からない蹴りエフェクト）]
type = explod
trigger1 = AnimElemTime(9) = 0
anim = 31100
ownpal = 1
id = 21410
sprpriority = 4
postype = p1
pos = 0,30
bindtime = -1
removeongethit = 1
;Persistent = 0
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21410,攻撃状態]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
movetype = A
ignorehitpause = 1
persistent = 1


[State 21410,空中状態]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
Statetype = A
;movetype = A
physics  = N
ignorehitpause = 1
;persistent = 1


[State 21410,加速]
type = VelSet
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(10) < 0
y = -8
ignorehitpause = 1
;Persistent = 0



[State 21410,加速]
type = VelSet
trigger1 = AnimElemTime(7) = 0
;trigger1 = AnimElemTime(7) >= 0
;trigger1 = AnimElemTime(15) < 0
x = 6
ignorehitpause = 1
;Persistent = 0


[State 21410,加速]
type = VelSet
trigger1 = AnimElemTime(10) = 0
;trigger1 = AnimElemTime(7) >= 0
;trigger1 = AnimElemTime(15) < 0
x = 4
ignorehitpause = 1
;Persistent = 0


[State 21410,加速]
type = VelSet
trigger1 = AnimElemTime(13) = 0
;trigger1 = AnimElemTime(7) >= 0
;trigger1 = AnimElemTime(15) < 0
x = 2.5
ignorehitpause = 1
;Persistent = 0


[State 21410,横方向への加速ストップ]
type = VelSet
trigger1 = AnimElemTime(15) = 0
x = 0
ignorehitpause = 1
;Persistent = 0


[State 21410,重力]
type = Gravity
trigger1 = AnimElemTime(7) >= 0
ignorehitpause = 0


[State 21410,ハイジャンプ]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s0,19
channel = 1
ignorehitpause = 1
;Persistent = 0


[State 21410, ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 0

;---------------------------------------------------------------------------
;自分でもよくわからない蹴りEX
[Statedef 21420]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 21120
poweradd = -500 - ((var(4)!=3)*500)
sprpriority = 2


[State 21420,ヒット定義（1段目）]
type = Hitdef
trigger1 = AnimElemTime(6) = 0
attr = S,SA
hitflag = MAF
priority = 5, Hit
guardflag = M
animtype = mideum
air.animtype = mideum
fall.animtype = mideum
ground.type = high
air.type = high
damage = ceil(fvar(0) * 100 *(1-(Ishelper * 0.3))),ceil(50 *(1-(Ishelper * 0.5)))
getpower = (var(4)=0) * 0,0 * (var(4)=0)
givepower = 10,0
pausetime = 6,6
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,1
guardsound = -1;S0,10
ground.hittime = 12
ground.slidetime = 12
guard.hittime = 10
air.hittime = 18
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = -2,-7
guard.velocity = -4
air.velocity = -2,-9
airfuard.velocity = -2,-9
;fall.yvelocity = 0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1 - (var(21)=1)
guard.kill = 0
envshake.time = 18
envshake.ampl = -5


[State 21420,ヒット定義（2段目以降）]
type = Hitdef
trigger1 = AnimElemTime(8) = 0
trigger2 = AnimElemTime(9) = 0
trigger3 = AnimElemTime(10) = 0
trigger4 = AnimElemTime(10) = 1
trigger5 = AnimElemTime(11) = 0
attr = A,SA
hitflag = MAF
priority = 5, Hit
guardflag = MA
animtype = mideum
air.animtype = mideum
fall.animtype = mideum
ground.type = high
air.type = high
damage = ceil(fvar(0) * 40 *(1-(Ishelper * 0.3))),ceil(20 *(1-(Ishelper * 0.5)))
getpower = (var(4)=0) * 15,10 * (var(4)=0)
givepower = 10,0
pausetime = 6,6
guard.pausetime = 3,3
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,1
guardsound = -1;S0,10
ground.hittime = 12
ground.slidetime = 12
guard.hittime = 10
air.hittime = 18
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = -2,-9
guard.velocity = -3
air.velocity = -2,-9
airfuard.velocity = -2,-9
;fall.yvelocity = 0
fall.recover = 0
;fall.recovertime = 50
forcestand = 0
fall = 1
air.fall = 1
kill = 1 - (var(21)=1)
guard.kill = 0
envshake.time = 18
envshake.ampl = -5


[State 21420,EXカットインヘルパー作成]
type = Helper
trigger1 = AnimElemTime(4) = 0
stateno = 10000
pos = -600,0
name = "EX"
postype = back
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 9999
pausemovetime = 9999


[State 21420,時間停止]
type = Superpause
trigger1 = AnimElemTime(4) = 0
pos = 8,-50
anim = -1
pos = 0,0
sound = -1
time = 25
movetime = 0
darken = 0


[State 21420,EXエフェクト表示]
type = Explod
trigger1 = AnimElemtime(4) = 0
ID = 1120
anim = 40050
postype = p1
pos = 0,-60
ownpal = 1
sprpriority = 6
supermovetime = 9999
pausemovetime = 9999


[State 21420,無敵]
type = NotHitBy
trigger1 = AnimElemTime(8) <= 0
value = SCA,AA,AT,AP
time = 2
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 0


[State 21420,「チェック」]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s12, 1
channel = 0
supermovetime = 9999
pausemovetime = 9999


[State 21420,ヒット解除]
type = MoveHitReset
trigger1 = movecontact
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 21420, エフェクト表示（自分でもよく分からない蹴りエフェクト）]
type = explod
trigger1 = AnimElemTime(9) = 0
anim = 31100
ownpal = 1
id = 21420
sprpriority = 4
postype = p1
pos = 0,30
bindtime = -1
removeongethit = 1
;Persistent = 0
Ignorehitpause = 1
pausemovetime = ifelse(var(21)=1,999999,0)


[State 21420,攻撃状態]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
movetype = A
ignorehitpause = 1
persistent = 1


[State 21420,空中状態]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
type     = A
;movetype = A
physics  = N
ignorehitpause = 1
;persistent = 1


[State 21420,加速]
type = VelSet
;trigger1 = AnimElemTime(7) = 0
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(10) < 0
y = -7
ignorehitpause = 1
;Persistent = 1


[State 21420,加速]
type = VelSet
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(10) < 0
;trigger1 = AnimElemTime(15) < 0
x = 9
ignorehitpause = 0
Persistent = 1


[State 21420,加速]
type = VelSet
trigger1 = AnimElemTime(10) >= 0
trigger1 = AnimElemTime(13) < 0
;trigger1 = AnimElemTime(15) < 0
x = 6
ignorehitpause = 0
Persistent = 1


[State 21420,加速]
type = VelSet
trigger1 = AnimElemTime(13) >= 0
trigger1 = AnimElemTime(15) < 0
;trigger1 = AnimElemTime(15) < 0
x = 2.5
ignorehitpause = 0
Persistent = 1


[State 21420,横方向への加速ストップ]
type = VelSet
trigger1 = AnimElemTime(15) >= 0
x = 0
ignorehitpause = 0
Persistent = 1


[State 21420,重力]
type = Gravity
trigger1 = AnimElemTime(7) >= 0
ignorehitpause = 0


;[State 21420,重力]
;type = VelAdd
;trigger1 = AnimElemTime(7) >= 0
;y = 0.1
;ignorehitpause = 1


[State 21420,ハイジャンプ]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s0,19
channel = 1
ignorehitpause = 1
;Persistent = 0


[State 21420, ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 0


;---------------------------------------------------------------------------
;AD17分割・始動〜攻撃
[Statedef 22000]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 22000
poweradd = 0
sprpriority = 2


[State 22000,ヒット定義]
type = Hitdef
trigger1 = AnimElemTime(15) >= 0
attr = A,HA
hitflag = MAF
priority = 7, Hit
guardflag = ;MA
animtype = mideum
air.animtype = mideum
fall.animtype = mideum
ground.type = high
air.type = low
damage = ceil(fvar(0) * 0),0
getpower = (var(4)=0) * 0,0 * (var(4)=0)
givepower = 0,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,1
guardsound = -1;S0,10
ground.hittime = 0;12
ground.slidetime = 0;12
guard.hittime = 0;10
air.hittime = 0;18
guard.ctrltime = 0;10
airguard.ctrltime = 0;10
ground.velocity = -2,-7
guard.velocity = -3
air.velocity = -2,-7
airfuard.velocity = -2,-7
;fall.yvelocity = 0
fall.recover = 0
forcestand = 0
guarddist = 0
fall = 1
air.fall = 1
kill = 1 - (var(21)=1)
guard.kill = 0
p1stateno = 22020
p2stateno = 22030


[State 22000,BGM停止]
type = AssertSpecial
trigger1 = time >= 4
flag = NoMusic
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1


[State 22000,「私の前から…消えろ…！」]
type = PlaySnd
trigger1 = time = 0
value = s10,15
channel = 0
supermovetime = 9999
pausemovetime = 9999
persistent = 0


[State 22000,17分割効果音（発動）]
type = PlaySnd
trigger1 = time = 0
value = s1,11
channel = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0


[State 22000,アークドライブエフェクト表示]
type = Explod
trigger1 = time = 0
ID = 2000
anim = 40051
postype = p1
pos = 0,-60
ownpal = 1
sprpriority = 6
supermovetime = 9999
pausemovetime = 9999
persistent = 0


[State 22000,EXカットインヘルパー作成]
type = Helper
trigger1 = time = 0
stateno = 10001
pos = -600,0
name = "AD"
postype = back
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 9999
pausemovetime = 9999
persistent = 0


[State 22000,時間停止]
type = Superpause
trigger1 = time = 0
pos = 8,-50
anim = -1
pos = 0,0
sound = -1
time = 25
movetime = 0
darken = 0
persistent = 0


[State 22000,攻撃状態]
type = StateTypeSet
trigger1 = AnimElemTime(14) >= 0
movetype = A
ignorehitpause = 1
;persistent = 1


[State 22000,スローモーション]
type = Pause
trigger1 = time >= 3
trigger1 = GameTime % 2 = 0
time = 1
movetime = 1


[State 22000,X方向へ加速(1)]
type = VelSet
trigger1 = AnimElemTime(1) >= 2
trigger1 = AnimElemTime(8) < 0
x = 0.5
ignorehitpause = 1
;Persistent = 0


[State 22000,X方向へ加速(2)]
type = VelSet
trigger1 = AnimElemTime(8) = [0,1]
x = 0.75
ignorehitpause = 1
;Persistent = 0


[State 22000,X方向へ加速(3)]
type = VelSet
trigger1 = AnimElemTime(8) = [2,4]
x = 1
ignorehitpause = 1
;Persistent = 0


[State 22000,X方向へ加速(4)]
type = VelSet
trigger1 = AnimElemTime(9) >= 0
x = 1.25
ignorehitpause = 1
;Persistent = 0


[State 22000,Y方向へ加速(1)]
type = VelSet
trigger1 = AnimElemTime(8) = [1,2]
y = -0.25
ignorehitpause = 1
;Persistent = 0


[State 22000,Y方向へ加速(2)]
type = VelSet
trigger1 = AnimElemTime(9) = [0,1]
y = -0.5
ignorehitpause = 1
;Persistent = 0


[State 22000,Y方向へ加速(3)]
type = VelSet
trigger1 = AnimElemTime(9) >= 2
trigger1 = AnimElemTime(10) < 0
y = -0.75
ignorehitpause = 1
;Persistent = 0


[State 22000,重力補助]
type = VelAdd
trigger1 = AnimElemTime(10) >= 0
y = 0.015
ignorehitpause = 1
;Persistent = 0


;[State 22000,重力]
;type = Gravity
;trigger1 = AnimElemTime(10) >= 0
;ignorehitpause = 1


[State 22000,画面を暗く]
type = BGPalfx
trigger1 = time >= 1
mul = 50,50,50
time = 3
supermovetime = 999999
pausemovetime = 999999


[State 22000,ヒート系解除]
type = VarSet
trigger1 = time >= 1
var(4) = 0


[State 23000,パワーセット（ヒート）]
type = powerset
trigger1 = time = 0
trigger1 = var(4) = 1
value = 0


[State 22000,パワーセット（マックス）]
type = powerset
trigger1 = time = 0
trigger1 = var(4) = 2
value = 1000


[State 22000,残像消去]
type = AfterImageTime
trigger1 = var(4) = 0
trigger1 = time = 2
time = 0


[State 22000,残像]
type = AfterImage
;trigger1 = AnimElemTime(5) = 1
trigger1 = time = 3
time = -1
trans = add
timegap = 1
framegap = 1
length = 20
palbright = 0,0,0
palcontrast = 30,30,30
;palpostbright = 0,0,5
paladd = 0,0,0
palmul = 0.9,0.9,0.9
ignorehitpause = 1


[State 22000, ステート変更]
type = ChangeState
Trigger1 = Time >= 50
Trigger1 = Pos Y >= -5
value = 22010
ctrl = 0
;---------------------------------------------------------------------------
;AD17分割・失敗して着地
[Statedef 22010]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 22010
poweradd = 0
sprpriority = 2


[State 22010,残像消去]
type = AfterImageTime
trigger1 = time >= 0
time = 0


[State 22010,スローモーション]
type = Pause
trigger1 = AnimElemTime(1) >= 1
trigger1 = GameTime % 2 = 0
time = 1
movetime = 1


[State 22010,位置修正]
type = PosSet
trigger1 = time = 0
y = 0


[State 22010,画面を暗く]
type = BGPalfx
trigger1 = 1
mul = 50,50,50
time = 3
supermovetime = 999999
pausemovetime = 999999


[State 22010,BGM停止]
type = AssertSpecial
trigger1 = 1
flag = NoMusic
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1


[State 22010, ステート変更]
type = ChangeState
Trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;AD17分割・成功
[Statedef 22020]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 22020
poweradd = 0
sprpriority = 2


[State 22020,残像消去]
type = AfterImageTime
trigger1 = time >= 0
time = 0


[State 22020,位置修正]
type = PosSet
trigger1 = time = 0
y = 0


[State 22020,相手に重なる]
type = PosAdd
trigger1 = time = 0
x = floor(P2BodyDist X)


[State 22020,ワープ]
type = PosAdd
trigger1 = time = 2
x = 240


[State 22020,画面を暗く]
type = BGPalfx
trigger1 = 1
mul = 50,50,50
time = 3
supermovetime = 999999
pausemovetime = 999999


[State 22020,17分割エフェクト]
type = Explod
trigger1 = time = 16
anim = 32000
postype = back
pos = 160,120
facing = 1
bindtime = -1
;removetime = 
ownpal = 1
ontop = 0
ID = 22020
;trans = add
sprpriority = 6
scale = 1.0,1.0
supermovetime = 9999
pausemovetime = 9999


[State 22020,17分割ガラスエフェクト]
type = Explod
trigger1 = time = 16
anim = 32010
postype = back
pos = 160,120
facing = 1
bindtime = -1
;removetime = 45
ownpal = 1
ontop = 0
ID = 22021
;trans = add
sprpriority = 7
scale = 1.0,1.0
supermovetime = 9999
pausemovetime = 9999


[State 22020,ダメージ]
type = TargetLifeadd
trigger1 = time = 16
value = ceil(fvar(0) * -380)
kill = 1


[State 22020,斬撃（無印）]
type = PlaySnd
trigger1 = time = 16
value = s0,23
channel = 1
supermovetime = 9999
pausemovetime = 9999


[State 22020,17分割効果音（ガラス]
type = PlaySnd
trigger1 = time = 16
value = s1,12
channel = 2
supermovetime = 9999
pausemovetime = 9999


[State 22020,吹き飛ばしへ]
type = TargetState
trigger1 = time = 16
value = 22031
ctrl = 0


[State 22020,吹き飛ばす]
type = TargetVelAdd
trigger1 = time = 16
y = -13


[State 22020,ヒット数カウント]
type = HitAdd
trigger1 = time = 16
value = 16


[State 22020,BGM停止]
type = AssertSpecial
trigger1 = 1
flag = NoMusic
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1


[State 22020, ステート変更]
type = ChangeState
Trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;AD17分割・相手側（分割）
[Statedef 22030]
type     = A
movetype = H
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
;anim     = 22020
poweradd = 0
sprpriority = 0


[State 22030,やられアニメ]
type = ChangeAnim2
trigger1 = time = 0
value = 22025
;---------------------------------------------------------------------------
;AD17分割・相手側（上吹き飛び）
[Statedef 22031]
type     = A
movetype = H
physics  = N
juggle   = 0
;velset   = 0,0
ctrl     = 0
;anim     = 5035
poweradd = 0
sprpriority = 0


[State 22031,やられアニメ]
type = ChangeAnim2
trigger1 = time = 0
value = 22026


[State 22031,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 22031,すり抜け]
type = PlayerPush
trigger1 = 1
value = 0


[State 22031,重力]
type = VelAdd
trigger1 = time >= 0
x = 0
y = 0.44


[State 22031,画面固定]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0


[State 22031, ステート変更]
type = ChangeState
trigger1 = Vel Y >= 0
value = 22032
ctrl = 0
;---------------------------------------------------------------------------
;AD17分割・相手側（落下）
[Statedef 22032]
type     = A
movetype = H
physics  = N
juggle   = 0
;velset   = 0,0
ctrl     = 0
;anim     = 5050
poweradd = 0
sprpriority = 0


[State 22032,やられアニメ]
type = ChangeAnim2
trigger1 = time = 0
value = 22027


[State 22032,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 22032,すり抜け]
type = PlayerPush
trigger1 = 1
value = 0


[State 22032,重力]
type = VelAdd
trigger1 = time >= 0
x = 0
y = 0.44


[State 22032,画面固定]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0


[State 22032,開放]
type = SelfState
trigger1 = Pos Y >= 0
value = 5100
ctrl = 0
;---------------------------------------------------------------------------
;AAD17分割・始動〜攻撃
[Statedef 22100]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 22000
poweradd = 0
sprpriority = 2


[State 22100,ヒット定義]
type = Hitdef
trigger1 = AnimElemTime(15) >= 0
attr = A,HA
hitflag = MAF
priority = 7, Hit
guardflag = ;MA
animtype = mideum
air.animtype = mideum
fall.animtype = mideum
ground.type = high
air.type = low
damage = ceil(fvar(0) * 0),0
getpower = (var(4)=0) * 0,0 * (var(4)=0)
givepower = 0,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,1
guardsound = -1;S0,10
ground.hittime = 0;12
ground.slidetime = 0;12
guard.hittime = 0;10
air.hittime = 0;18
guard.ctrltime = 0;10
airguard.ctrltime = 0;10
ground.velocity = -2,-7
guard.velocity = -3
air.velocity = -2,-7
airfuard.velocity = -2,-7
;fall.yvelocity = 0
fall.recover = 0
forcestand = 0
guarddist = 0
fall = 1
air.fall = 1
kill = 1 - (var(21)=1)
guard.kill = 0
p1stateno = 22120
p2stateno = 22030


[State 22100,「貴方の首を貰います」]
type = PlaySnd
trigger1 = time = 0
value = s13,7
channel = 0
;supermovetime = 9999
;pausemovetime = 9999


[State 22100,17分割効果音（発動）]
type = PlaySnd
trigger1 = time = 0
value = s1,11
channel = 1
;supermovetime = 9999
;pausemovetime = 9999


[State 22100,アークドライブエフェクト表示]
type = Explod
trigger1 = AnimElemtime(1) = 0
ID = 2000
anim = 40051
postype = p1
pos = 0,-60
ownpal = 1
sprpriority = 6
supermovetime = 9999
pausemovetime = 9999


[State 22100,EXカットインヘルパー作成]
type = Helper
trigger1 = AnimElemTime(1) = 0
stateno = 10001
pos = -600,0
name = "AD"
postype = back
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 9999
pausemovetime = 9999


[State 22100,時間停止]
type = Superpause
trigger1 = AnimElemTime(1) = 0
pos = 8,-50
anim = -1
pos = 0,0
sound = -1
time = 25
movetime = 0
darken = 0


[State 22100,攻撃状態]
type = StateTypeSet
trigger1 = AnimElemTime(14) >= 0
movetype = A
ignorehitpause = 1
;persistent = 1


[State 22100,スローモーション]
type = Pause
trigger1 = time >= 2
trigger1 = GameTime % 2 = 0
time = 1
movetime = 1


[State 22100,X方向へ加速(1)]
type = VelSet
trigger1 = AnimElemTime(1) >= 2
trigger1 = AnimElemTime(8) < 0
x = 0.65
ignorehitpause = 1
;Persistent = 0


[State 22100,X方向へ加速(2)]
type = VelSet
trigger1 = AnimElemTime(8) = [0,1]
x = 0.9
ignorehitpause = 1
;Persistent = 0


[State 22100,X方向へ加速(3)]
type = VelSet
trigger1 = AnimElemTime(8) = [2,4]
x = 1.15
ignorehitpause = 1
;Persistent = 0


[State 22100,X方向へ加速(4)]
type = VelSet
trigger1 = AnimElemTime(9) >= 0
x = 1.4
ignorehitpause = 1
;Persistent = 0


[State 22100,Y方向へ加速(1)]
type = VelSet
trigger1 = AnimElemTime(8) = [1,2]
y = -0.4
ignorehitpause = 1
;Persistent = 0


[State 22100,Y方向へ加速(2)]
type = VelSet
trigger1 = AnimElemTime(9) = [0,1]
y = -0.65
ignorehitpause = 1
;Persistent = 0


[State 22100,Y方向へ加速(3)]
type = VelSet
trigger1 = AnimElemTime(9) >= 2
trigger1 = AnimElemTime(10) < 0
y = -0.9
ignorehitpause = 1
;Persistent = 0


[State 22100,重力補助]
type = VelAdd
trigger1 = AnimElemTime(10) >= 0
y = 0.015
ignorehitpause = 1
;Persistent = 0


[State 22100,画面を暗く]
type = BGPalfx
trigger1 = 1
mul = 50,50,50
time = 3
supermovetime = 999999
pausemovetime = 999999


[State 22100,BGM停止]
type = AssertSpecial
trigger1 = time >= 4
flag = NoMusic
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1


[State 22100,ヒート系解除]
type = VarSet
trigger1 = time >= 1
var(4) = 0


[State 22100,パワーセット]
type = powerset
trigger1 = time = 0
value = 0


[State 22100,残像消去]
type = AfterImageTime
trigger1 = var(4) = 0
trigger1 = time <= 2
time = 0


[State 22100,残像]
type = AfterImage
;trigger1 = AnimElemTime(5) = 1
trigger1 = time = 3
time = -1
trans = add
timegap = 1
framegap = 1
length = 20
palbright = 0,0,0
palcontrast = 30,30,30
;palpostbright = 0,0,5
paladd = 0,0,0
palmul = 0.9,0.9,0.9
ignorehitpause = 1


[State 22100, ステート変更]
type = ChangeState
Trigger1 = Time >= 50
Trigger1 = Pos Y >= -5
value = 22010
ctrl = 0
;---------------------------------------------------------------------------
;AAD17分割・成功
[Statedef 22120]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 22020
poweradd = 0
sprpriority = 2


[State 22120,残像消去]
type = AfterImageTime
trigger1 = time >= 0
time = 0


[State 22120,位置修正]
type = PosSet
trigger1 = time = 0
y = 0


[State 22120,相手に重なる]
type = PosAdd
trigger1 = time = 0
x = floor(P2BodyDist X)


[State 22120,ワープ]
type = PosAdd
trigger1 = time = 2
x = 240


[State 22120,画面を暗く]
type = BGPalfx
trigger1 = 1
mul = 50,50,50
time = 3
supermovetime = 999999
pausemovetime = 999999


[State 22100,AAD17分割タタリマークヘルパー作成]
type = Helper
trigger1 = time = 16
stateno = 33100
pos = -600,0
name = "AAD_17tatari"
postype = back
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 9999
pausemovetime = 9999


[State 22120,17分割エフェクト]
type = Explod
trigger1 = time = 16
anim = 32000
postype = back
pos = 160,120
facing = 1
bindtime = -1
;removetime = 
ownpal = 1
ontop = 0
ID = 22020
;trans = add
sprpriority = 6
scale = 1.0,1.0
supermovetime = 9999
pausemovetime = 9999


[State 22120,17分割ガラスエフェクト]
type = Explod
trigger1 = time = 16
anim = 32010
postype = back
pos = 160,120
facing = 1
bindtime = -1
;removetime = 45
ownpal = 1
ontop = 0
ID = 22021
;trans = add
sprpriority = 7
scale = 1.0,1.0
supermovetime = 9999
pausemovetime = 9999


[State 22120,ダメージ]
type = TargetLifeadd
trigger1 = time = 16
value = ceil(fvar(0) * -700)
kill = 1


[State 22120,斬撃（無印）]
type = PlaySnd
trigger1 = time = 16
value = s0,23
channel = 1
supermovetime = 9999
pausemovetime = 9999


[State 22120,17分割効果音（ガラス]
type = PlaySnd
trigger1 = time = 16
value = s1,12
channel = 2
supermovetime = 9999
pausemovetime = 9999


[State 22120,吹き飛ばしへ]
type = TargetState
trigger1 = time = 16
value = 22031
ctrl = 0


[State 22120,吹き飛ばす]
type = TargetVelAdd
trigger1 = time = 16
y = -13


[State 22120,ヒット数カウント]
type = HitAdd
trigger1 = time = 16
value = 16


[State 22120,BGM停止]
type = AssertSpecial
trigger1 = 1
flag = NoMusic
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1


[State 22120, ステート変更]
type = ChangeState
Trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;AD時よ止まれッ！
[Statedef 23000]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 20520
poweradd = 0
sprpriority = 2


[State 23000,時よ止まれッ！多目的ヘルパー作成]
type = Helper
trigger1 = AnimElemTime(1) = 0
trigger1 = NumHelper(23000) = 0
stateno = 33000
id = 23000
pos = 0,0
name = "ADtoki"
postype = back
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 999999


[State 23000,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,2


[State 23000,「最適戦略」]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
trigger1 = var(9) = 0
value = s3,11
channel = 0


[State 23000,「貴方の負けだ」]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
trigger1 = var(9) = 1
value = s12,12
channel = 0


[State 23000,「貴方の首を貰います」]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
trigger1 = var(9) = 2
value = s13,7
channel = 0


[State 23000,17分割効果音（発動）]
type = PlaySnd
trigger1 = time = 1
value = s1,10
channel = 1
ignorehitpause = 1
;Persistent = 0


[State 23000,ブラッドバイブル・ハートブレイカー効果音]
type = PlaySnd
trigger1 = AnimElemTime(4) = 50
value = s1,14
channel = 2
ignorehitpause = 1
;Persistent = 0


[State 23000,ヒート系解除]
type = VarSet
trigger1 = time >= 1
var(4) = 0


[State 23000,パワーセット（ヒート）]
type = powerset
trigger1 = time = 0
trigger1 = var(4) = 1
value = 0


[State 23000,パワーセット（マックス）]
type = powerset
trigger1 = time = 0
trigger1 = var(4) = 2
value = 1000


[State 23000,残像消去]
type = AfterImageTime
trigger1 = var(4) = 0
time = 0


[State 23000,動きを止める（ポーズ）]
type = Pause
trigger1 = AnimElemTime(4) = 50
time = 2
movetime = 2
ignorehitpause = 1
persistent = 0


[State 23000,時止め判定]
type = VarSet
trigger1 = AnimElemTime(4) >= 50
var(21) = 1
supermovetime = 999999
pausemovetime = 999999


[State 23000,ヒート系解除]
type = VarSet
trigger1 = time >= 1
var(4) = 0


[State 23000,パワーセット（ヒート）]
type = powerset
trigger1 = time = 0
trigger1 = var(4) = 1
value = 0


[State 23000,パワーセット（マックス）]
type = powerset
trigger1 = time = 0
trigger1 = var(4) = 2
value = 1000


[State 23000,残像消去]
type = AfterImageTime
trigger1 = var(4) = 0
time = 0


[State 23000,ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;AD時よ止まれッ！（終了へ）
[Statedef 23005]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 22180
poweradd = 0
sprpriority = 2


[State 23005,すり抜け]
type = PlayerPush
trigger1 = 1
value = 0


[State 23005,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,1


[State 23005,「この程度ですか」]
type = PlaySnd
trigger1 = var(9) = 0
trigger1 = AnimElemTime(6) = 0
value = s7,2
channel = 0


[State 23005,「口程にも無い…」]
type = PlaySnd
trigger1 = var(9) = 1
trigger1 = AnimElemTime(6) = 0
value = s7,4
channel = 0


[State 23005,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 2


[State 23005,ステート変更]
type = ChangeState
trigger1 = time >= 60
value = 23006
ctrl = 0
;---------------------------------------------------------------------------
;AD時よ止まれッ！（終了分岐）
[Statedef 23006]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
;anim     = 22181
poweradd = 0
sprpriority = 2


[State 23006,すり抜け]
type = PlayerPush
trigger1 = 1
value = 0


[State 23006,画面固定解除]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0


[State 23006,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 2


[State 23006,追撃へ]
type = ChangeState
trigger1 = time >= 20
trigger1 = P2Stateno = 23050
value = 23010
ctrl = 0


[State 23006,終了へ]
type = ChangeState
trigger1 = time >= 20
trigger1 = P2Stateno != 23050
value = 23007
ctrl = 0
;---------------------------------------------------------------------------
;AD時よ止まれッ！（完全終了）
[Statedef 23007]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 22181
poweradd = 0
sprpriority = 2


[State 23007,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 2


[State 23007,すり抜け]
type = PlayerPush
trigger1 = 1
value = 0


[State 23007,ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;AD時よ止まれッ！（追撃ダッシュ）
[Statedef 23010]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 100 + var(15)
poweradd = 0
sprpriority = 0


[State 23010,方向転換]
type = Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0


[State 23010,猛ダッシュ!!!]
type = VelSet
trigger1 = time >= 1
x = 11


[State 23010,すり抜け]
type = PlayerPush
trigger1 = 1
value = 0


[State 23010,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 2


[State 23010,画面固定解除]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,1


[State 23010,ステート変更]
type = ChangeState
trigger1 = P2Dist X < 200
value = 101
ctrl = 0
;---------------------------------------------------------------------------
;時よ止まれふっとばしやられ
[Statedef 23050]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0
sprpriority = 0


[state 23050,吹っ飛びアニメ]
type = changeanim2
trigger1 = time = 0
value = 5700


[State 23050,吹っ飛べ]
type = VelSet
trigger1 = time = 1
x = -14;ifelse(p2dist x <= 0,18,-18)


[State 23050,すり抜け]
type = PlayerPush
trigger1 = 1
value = 0


[State 23050,画面を固定]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1,1


[State 23050,Lifeが1まで減ってたらkill!!!]
type = LifeSet
trigger1 = Life = 1
value = 0


[State 23050,激突へ]
type = ChangeState
trigger1 = BackEdgeBodyDist = 0
trigger2 = frontedgebodydist = 0
trigger3 = time >= 300
value = 711
ctrl = 0
;---------------------------------------------------------------------------
;AAD時よ止まれッ！
[Statedef 23100]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 20530
poweradd = 0
sprpriority = 2


[State 23100,時よ止まれッ！多目的ヘルパー作成]
type = Helper
trigger1 = AnimElemTime(1) = 0
trigger1 = NumHelper(23010) = 0
stateno = 33010
id = 23100
pos = 0,0
name = "AADtoki"
postype = back
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 999999


[State 23100,ボイス分岐]
type = VarRandom
trigger1 = time = 0
v = 9
range = 0,2


[State 23100,「最適戦略」]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
trigger1 = var(9) = 0
value = s3,11
channel = 0


[State 23100,「貴方の負けだ」]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
trigger1 = var(9) = 1
value = s12,12
channel = 0


[State 23100,「貴方の首を貰います」]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
trigger1 = var(9) = 2
value = s13,7
channel = 0


[State 23100,17分割効果音（発動）]
type = PlaySnd
trigger1 = time = 1
value = s1,10
channel = 1
ignorehitpause = 1
;Persistent = 0


[State 23100,ブラッドバイブル・ハートブレイカー効果音]
type = PlaySnd
trigger1 = AnimElemTime(4) = 20
value = s1,14
channel = 2
ignorehitpause = 1
;Persistent = 0


[State 23100,残像消去]
type = AfterImageTime
trigger1 = var(4) = 0
time = 0


[State 23100,動きを止める（ポーズ）]
type = Pause
trigger1 = AnimElemTime(4) = 20
time = 2
movetime = 2
ignorehitpause = 1
persistent = 0


[State 23100,時止め判定]
type = VarSet
trigger1 = AnimElemTime(4) >= 20
var(21) = 1
supermovetime = 999999
pausemovetime = 999999


[State 23100,ヒート系解除]
type = VarSet
trigger1 = time >= 1
var(4) = 0


[State 23100,パワーセット]
type = powerset
trigger1 = time = 0
value = 0


[State 23100,残像消去]
type = AfterImageTime
trigger1 = var(4) = 0
time = 0


[State 23100,ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
