;EXカットイン
[Statedef 10000]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 40060
poweradd = 0
sprpriority = -6


[State 10000,位置セット]
type = PosSet
trigger1 = time = 0
x = -385 * facing
y = 120 - ceil(screenpos y+pos y)
postype = back
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 10000,変数チェンジ]
type = varset
trigger1 = Time >= 25
v = 0
value = time - 24
IgnoreHitPause = 1
Persistent = 1


[State 10000,変数チェンジ]
type = varset
trigger1 = Time >= 25
v = 1
value = time - 25
IgnoreHitPause = 1
Persistent = 1


[State 10000,変数チェンジ]
type = varset
trigger1 = Time = [0,25]
v = 2
value = time
IgnoreHitPause = 1
Persistent = 1


[State 10000,大きさ変更]
type = AngleDraw
trigger1 = 1
scale = 1 + (var(0) * 0.0575),1 + (var(0) * 0.0575)
supermovetime = 9999
pausemovetime = 9999


[State 10000,透過]
type = Trans
trigger1 = time >= 26
trans = AddAlpha
alpha = 250 - (var(1) * 10),5 + (var(1) * 10)


[State 10000,移動(1)]
type = Velset
trigger1 = Time = [0,25]
x = (25 - var(2)) * 0.65
supermovetime = 9999
pausemovetime = 9999


[State 10000,移動(2)]
type = Velset
trigger1 = Time >= 26
x = 7
supermovetime = 9999
pausemovetime = 9999


[State 10000,画面を暗く]
type = BGPalfx
trigger1 = time = [0,40]
trigger1 = Parent,var(15) = 0
mul = 50 + (var(0) * 10),50 + (var(0) * 10),50 + (var(0) * 10)
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 10000,EX発動音]
type = PlaySnd
trigger1 = time = 0
value = s0,11
channel = 3
supermovetime = 9999
pausemovetime = 9999


[State 10000,背景]
type = Explod
trigger1 = time = 1
trigger1 = Parent,var(15) = 20000
anim = 40081
postype = back
pos = 160,120
facing = 1
bindtime = -1
removetime = -1
ownpal = 0
ontop = 0
ID = 10001
trans = add
sprpriority = -7
scale = 1.2,1.2
supermovetime = 9999
pausemovetime = 9999


[State 10000,背景消去]
type = AssertSpecial
trigger1 = time = [1,27]
trigger1 = Parent,var(15) = 20000
flag = GlobalNoShadow
flag2 = nofg
flag3 = nobg
pausemovetime = -1
supermovetime = -1


[State 10000,影消去]
type = AssertSpecial
trigger1 = time = [1,27]
flag = NoShadow
IgnoreHitPause = 1
Persistent = 999999
pausemovetime = -1
supermovetime = -1


[State 10000,背景エフェクト消去]
type = RemoveExplod
trigger1 =  time >= 27
trigger1 = Parent,var(15) = 20000
ID = 10001
pausemovetime = -1
supermovetime = -1


[State 10000,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
pausemovetime = 9999
supermovetime = 9999


[State 10000,終了]
type = DestroySelf
trigger1 = time >= 50
pausemovetime = 9999
supermovetime = 9999
;---------------------------------------------------------------------------
;AD17分割カットイン
[Statedef 10001]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 40061
poweradd = 0
sprpriority = -6


[State 10001,BGM停止]
type = AssertSpecial
trigger1 = 1
flag = NoMusic
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1


[State 10001,位置セット]
type = PosSet
trigger1 = time = 0
x = -385 * facing
y = 120 - ceil(screenpos y+pos y)
postype = back
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 10001,画面を暗く]
type = BGPalfx
trigger1 = 1
mul = 50,50,50
time = 3
supermovetime = 999999
pausemovetime = 999999


[State 10001,変数チェンジ]
type = varset
trigger1 = Time >= 25
v = 0
value = time - 24
IgnoreHitPause = 1
Persistent = 1


[State 10001,変数チェンジ]
type = varset
trigger1 = Time >= 25
v = 1
value = time - 25
IgnoreHitPause = 1
Persistent = 1


[State 10001,変数チェンジ]
type = varset
trigger1 = Time = [0,25]
v = 2
value = time
IgnoreHitPause = 1
Persistent = 1


[State 10001,大きさ変更]
type = AngleDraw
trigger1 = 1
scale = 1 + (var(0) * 0.0575),1 + (var(0) * 0.0575)
supermovetime = 9999
pausemovetime = 9999


[State 10001,透過]
type = Trans
trigger1 = time >= 26
trans = AddAlpha
alpha = 250 - (var(1) * 10),5 + (var(1) * 10)


[State 10001,移動(1)]
type = Velset
trigger1 = Time = [0,25]
x = (25 - var(2)) * 0.65
supermovetime = 9999
pausemovetime = 9999


[State 10001,移動(2)]
type = Velset
trigger1 = Time >= 26
x = 7
supermovetime = 9999
pausemovetime = 9999


[State 10001,EX発動音]
type = PlaySnd
trigger1 = time = 0
value = s0,11
channel = 3
supermovetime = 9999
pausemovetime = 9999


[State 10001,終了]
type = DestroySelf
trigger1 = time >= 50
supermovetime = 9999
pausemovetime = 9999
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;AD背景
[Statedef 10010]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 3
poweradd = 0
sprpriority = -7


[State 10010,変数チェンジ]
type = varset
trigger1 = Time = [0,10]
v = 0
value = time
IgnoreHitPause = 1
Persistent = 1


[State 10010,変数チェンジ]
type = varset
trigger1 = Time = [6,10]
v = 1
value = (time - 5)
IgnoreHitPause = 1
Persistent = 1


[State 10010,変数チェンジ]
type = varset
trigger1 = Time = [21,30]
v = 3
value = (time - 20)
IgnoreHitPause = 1
Persistent = 1


[State 10010,変数チェンジ]
type = varset
trigger1 = Time = [26,30]
v = 4
value = (time - 25)
IgnoreHitPause = 1
Persistent = 1


[State 10010,まずは暗く]
type = AllPalfx
trigger1 = time = [0,5]
add = 5,0,0
mul = 250 - (var(0) * 25),250 - (var(0) * 25),250 - (var(0) * 25)
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 10010,何もかも赤い（違うわ）]
type = AllPalfx
trigger1 = time = [6,20]
add = 5 + (var(1) * 50),0,0
mul = 126 + (var(1) * 25),250 - (var(0) * 25),250 - (var(0) * 25)
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 10010,暗くなっていく]
type = AllPalfx
trigger1 = time = [21,25]
add = 255 - (var(3) * 50),0,0
mul = 256 - (var(3) * 25),0,0
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 10010,暗くなっていく]
type = AllPalfx
trigger1 = time = [26,30]
add = 5,0,0
mul = 136 + (var(4) * 25),136 + (var(4) * 25),136 + (var(4) * 25)
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 10010,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 999999


[State 10010,終了]
type = DestroySelf
trigger1 = time >= 31
;---------------------------------------------------------------------------
;AAD背景
[Statedef 10011]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 3
poweradd = 0
sprpriority = -7


[State 10011,変数チェンジ]
type = varset
trigger1 = Time = [0,10]
v = 0
value = time
IgnoreHitPause = 1
Persistent = 1


[State 10011,変数チェンジ]
type = varset
trigger1 = Time = [6,10]
v = 1
value = (time - 5)
IgnoreHitPause = 1
Persistent = 1


[State 10011,変数チェンジ(タタリマーク用)]
type = varset
trigger1 = Time >= 5
v = 2
value = time - 5
IgnoreHitPause = 1
Persistent = 1


[State 10011,変数チェンジ]
type = varset
trigger1 = Time = [21,30]
v = 3
value = (time - 20)
IgnoreHitPause = 1
Persistent = 1


[State 10011,変数チェンジ]
type = varset
trigger1 = Time = [26,30]
v = 4
value = (time - 25)
IgnoreHitPause = 1
Persistent = 1


[State 10011,タタリマーク]
type = Explod
trigger1 = time = 5
ID = 10011
anim = 40041
postype = back
pos = 160,120
ownpal = 1
scale = 0.5,0.5
sprpriority = 7
;trans = 255,128
bindtime = -1
supermovetime = 9999
pausemovetime = 9999


[State 10011,タタリマーク拡大]
type = ModifyExplod
trigger1 = Time >= 5
id = 10011
scale = (0.5 + (0.009 * var(2))),(0.5 + (0.009 * var(2)))


[State 10011,タタリマーク消去]
type = removeexplod
trigger1 = time >= 30
id = 10011


[State 10011,まずは暗く]
type = AllPalfx
trigger1 = time = [0,5]
add = 5,0,0
mul = 250 - (var(0) * 25),250 - (var(0) * 25),250 - (var(0) * 25)
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 10011,何もかも赤い（違うわ）]
type = AllPalfx
trigger1 = time = [6,20]
add = 5 + (var(1) * 50),0,0
mul = 126 + (var(1) * 25),250 - (var(0) * 25),250 - (var(0) * 25)
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 10011,暗くなっていく]
type = AllPalfx
trigger1 = time = [21,25]
add = 255 - (var(3) * 50),0,0
mul = 256 - (var(3) * 25),0,0
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 10011,暗くなっていく]
type = AllPalfx
trigger1 = time = [26,30]
add = 5,0,0
mul = 136 + (var(4) * 25),136 + (var(4) * 25),136 + (var(4) * 25)
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 10011,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 999999


[State 10011,終了]
type = DestroySelf
trigger1 = time >= 31
;---------------------------------------------------------------------------
;新LA背景
[Statedef 10012]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 3
poweradd = 0
sprpriority = -7


[State 10012,変数チェンジ]
type = varset
trigger1 = Time = [0,10]
v = 0
value = time
IgnoreHitPause = 1
Persistent = 1


[State 10012,変数チェンジ(タタリマーク用)]
type = varset
trigger1 = Time >= 1
v = 1
value = time - 1
IgnoreHitPause = 1
Persistent = 1


[State 10012,変数チェンジ]
type = varset
trigger1 = Time = [20,30]
v = 2
value = time - 20
IgnoreHitPause = 1
Persistent = 1


[State 10012,タタリマーク]
type = Explod
trigger1 = time = 1
ID = 10012
anim = 40041
postype = back
pos = 160,120
ownpal = 1
scale = 0.5,0.5
sprpriority = 7
;trans = 255,128
bindtime = -1
supermovetime = 9999
pausemovetime = 9999


[State 10012,タタリマーク拡大]
type = ModifyExplod
trigger1 = Time >= 1
id = 10012
scale = (0.5 + (0.013 * var(1))),(0.5 + (0.013 * var(1)))


[State 10012,タタリマーク消去]
type = removeexplod
trigger1 = time >= 25
id = 10012


[State 10012,背景変更]
type = BGPalfx
trigger1 = time = [0,19]
add = 0,0,0
mul = 250 - (var(0) * 10),0,0
time = -1
supermovetime = 9999
pausemovetime = 9999



[State 10012,背景変更]
type = BGPalfx
trigger1 = time = [20,30]
add = 0,0,0
mul = 150 + (var(0) * 20),0 + (var(0) * 25),0 + (var(0) * 25)
time = 2
supermovetime = 9999
pausemovetime = 9999



[State 10012,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 999999


[State 10012,終了]
type = DestroySelf
trigger1 = time >= 31
;---------------------------------------------------------------------------
;新LAフィニッシュヘルパー
[Statedef 10013]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 3
poweradd = 0
sprpriority = -7


[State 10013,背景&影消去]
type = AssertSpecial
trigger1 = 1
flag = GlobalNoShadow
flag2 = nofg
flag3 = nobg
pausemovetime = 999999
supermovetime = 999999


[State 10013,音楽ストップ]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nobardisplay
pausemovetime = 999999
supermovetime = 999999


[State 10013,エフェクト表示（タタリマーク）]
type = explod
trigger1 = time = 0
anim = 13140
ownpal = 1
id = 10013
sprpriority = -5
postype = back
pos = 160,120
facing = 1
bindtime = -1
;ontop = 1
scale = 0.5,0.5
removetime = -1
removeongethit = 0
Ignorehitpause = 1
pausemovetime = -1


[State 10013,鼓動]
type = PlaySnd
triggerall = time != 0
triggerall = time >= 32
trigger1 = (time-31) % 32 = 0
trigger1 = (time-31) % 64 != 0
value = s1,13
channel = 0
supermovetime = 9999
pausemovetime = 9999


[State 10013,終了]
type = DestroySelf
trigger1 = RoundState = 0
;---------------------------------------------------------------------------
;切り札そのいち（大切り）EX背景
[Statedef 10020]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 3
poweradd = 0
sprpriority = -7


[State 10020, 背景]
type = Explod
trigger1 = time = 1
anim = 40081
postype = back
pos = 160,120
facing = 1
bindtime = -1
removetime = -1
ownpal = 0
ontop = 0
ID = 10020
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = -7
scale = 1.2,1.2


[State 10020,背景消去]
type = AssertSpecial
trigger1 = Parent,Stateno = [21230,21231]
trigger1 = time >= 1
flag = GlobalNoShadow
flag2 = nofg
flag3 = nobg
pausemovetime = -1
supermovetime = -1


[State 10020, 色変化]
type = PalFX
trigger1 = Time >= 0
time = -1
invertall = 0
color = 0
add = 20,0,0
mul = 256,0,0
sinadd = 100,0,0,50
;(random%256),(random%256),(random%256),40
supermovetime = 9999
pausemovetime = 9999


[State 10020,背景エフェクト消去]
type = RemoveExplod
trigger1 = Parent,Stateno != [21230,21231]
ID = 10020

[State 10020,消去]
type = DestroySelf
trigger1 = Parent,Stateno != [21230,21231]
ignorehitpause = 1
;---------------------------------------------------------------------------
[Statedef 10100];画面外表示（キャラアイコン）
type     = A
movetype = I
physics  = N
velset   = 0,0
anim     = 3
ctrl     = 0
sprpriority = -2


[State 10100,キャラが画面上に表示されたら画面上にアイコンを表示]
type = posset
trigger1 = parent,screenpos Y < -5
facing = 1
x = root,pos X
y = (pos Y)+(58-screenpos Y)


[State 10100,キャラが画面下に表示されたら画面下にアイコンを表示]
type = posset
trigger1 = parent,screenpos Y > 360
facing = 1
x = root,pos X
y = (pos Y)-(-218+screenpos Y)


[state 10100,矢印表示（下）]
type = Explod
triggerall = parent,screenpos Y > 360
triggerall = NumExplod(10100) = 0
trigger1 = movetype != H
anim = 50101
postype = p1
pos = 0,10
facing = 1
bindtime = -1
removetime = -1
ownpal = 0
ontop = 0
ID = 10100
;trans = add
supermovetime = 9999
pausemovetime = 9999
sprpriority = -3
scale = 0.8,0.8
Persistent = 0


[state 10100,矢印表示（下）]
type = Explod
triggerall = parent,screenpos Y > 360
triggerall = NumExplod(10100) = 0
triggerall = movetype = H
trigger1 = stateno = 5000
trigger2 = stateno = 5001
trigger3 = stateno = 5010
trigger4 = stateno = 5011
trigger5 = stateno = 5020
trigger6 = stateno = 5030
trigger7 = stateno = 5035
trigger8 = stateno = 5040
trigger9 = stateno = 5050
trigger10 = stateno = 5070
trigger11 = stateno = 5071
trigger12 = stateno = 5080
trigger13 = stateno = 5081
trigger14 = stateno = 5100
trigger15 = stateno = 5101
trigger16 = stateno = 5110
trigger17 = stateno = 5120
trigger18 = stateno = 5150
trigger19 = stateno = 5200
trigger20 = stateno = 5201
trigger21 = stateno = 5210
trigger22 = stateno = [0,155]
trigger23 = stateno = 160
trigger24 = stateno = [5600,5630]
anim = 50101
postype = p1
pos = 0,10
facing = 1
bindtime = -1
removetime = -1
ownpal = 0
ontop = 0
ID = 10100
;trans = add
supermovetime = 9999
pausemovetime = 9999
sprpriority = -3
scale = 0.8,0.8
Persistent = 0


[state 10100,矢印表示（上）]
type = Explod
triggerall = parent,screenpos Y < -5
triggerall = NumExplod(10100) = 0
trigger1 = movetype != H
anim = 50100
postype = p1
pos = 0,-40
facing = 1
bindtime = -1
removetime = -1
ownpal = 0
ontop = 0
ID = 10100
;trans = add
supermovetime = 9999
pausemovetime = 9999
sprpriority = -3
scale = 0.8,0.8
Persistent = 0


[state 10100,矢印表示（上）]
type = Explod
triggerall = parent,screenpos Y < -5
triggerall = NumExplod(10100) = 0
triggerall = movetype = H
trigger1 = stateno = 5000
trigger2 = stateno = 5001
trigger3 = stateno = 5010
trigger4 = stateno = 5011
trigger5 = stateno = 5020
trigger6 = stateno = 5030
trigger7 = stateno = 5035
trigger8 = stateno = 5040
trigger9 = stateno = 5050
trigger10 = stateno = 5070
trigger11 = stateno = 5071
trigger12 = stateno = 5080
trigger13 = stateno = 5081
trigger14 = stateno = 5100
trigger15 = stateno = 5101
trigger16 = stateno = 5110
trigger17 = stateno = 5120
trigger18 = stateno = 5150
trigger19 = stateno = 5200
trigger20 = stateno = 5201
trigger21 = stateno = 5210
trigger22 = stateno = [0,155]
trigger23 = stateno = 160
trigger24 = stateno = [5600,5630]
anim = 50100
postype = p1
pos = 0,-40
facing = 1
bindtime = -1
removetime = -1
ownpal = 0
ontop = 0
ID = 10100
;trans = add
supermovetime = 9999
pausemovetime = 9999
sprpriority = -3
scale = 0.8,0.8
Persistent = 0


[state 10100,キャラの向きに合わせて反転]
type = Turn
trigger1 = Facing != Root,Facing


[state 10100,本体と同じ動作]
type = ChangeAnim
trigger1 = 1
value = parent,Anim
elem  = parent,AnimElemNo(0)
ignorehitpause = 1
persistent = 1
supermovetime = -1
pausemovetime = -1


[state 10100,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
supermovetime = -1
pausemovetime = -1


[State 10100,影を消去]
type = assertspecial
trigger1 = 1
flag = NoShadow
supermovetime = -1
pausemovetime = -1


[State 10100,矢印消去]
type = RemoveExplod
trigger1 = root,ScreenPos Y = [-4,359]
trigger2 = stateno != 5000
trigger2 = stateno != 5001
trigger2 = stateno != 5010
trigger2 = stateno != 5011
trigger2 = stateno != 5020
trigger2 = stateno != 5030
trigger2 = stateno != 5035
trigger2 = stateno != 5040
trigger2 = stateno != 5050
trigger2 = stateno != 5070
trigger2 = stateno != 5071
trigger2 = stateno != 5080
trigger2 = stateno != 5081
trigger2 = stateno != 5100
trigger2 = stateno != 5101
trigger2 = stateno != 5110
trigger2 = stateno != 5120
trigger2 = stateno != 5150
trigger2 = stateno != 5200
trigger2 = stateno != 5201
trigger2 = stateno != 5210
trigger2 = stateno != [0,155]
trigger2 = stateno = 160
trigger2 = stateno = [5600,5630]
trigger2 = movetype = H
ID = 10100
supermovetime = -1
pausemovetime = -1


[State 10100,消去]
type = DestroySelf
trigger1 = root,ScreenPos Y = [-4,359]
trigger2 = stateno != 5000
trigger2 = stateno != 5001
trigger2 = stateno != 5010
trigger2 = stateno != 5011
trigger2 = stateno != 5020
trigger2 = stateno != 5030
trigger2 = stateno != 5035
trigger2 = stateno != 5040
trigger2 = stateno != 5050
trigger2 = stateno != 5070
trigger2 = stateno != 5071
trigger2 = stateno != 5080
trigger2 = stateno != 5081
trigger2 = stateno != 5100
trigger2 = stateno != 5101
trigger2 = stateno != 5110
trigger2 = stateno != 5120
trigger2 = stateno != 5150
trigger2 = stateno != 5200
trigger2 = stateno != 5201
trigger2 = stateno != 5210
trigger2 = stateno != [0,155]
trigger2 = stateno != 160
trigger2 = stateno != [5600,5630]
trigger2 = movetype = H
supermovetime = -1
pausemovetime = -1
;---------------------------------------------------------------------------
;MB風HS音声再生用ダミー(赤用)
[Statedef 10200]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 3
poweradd = 0
sprpriority = -5


[State 10200,Override]
type = HitOverride
trigger1 = 1
attr = SCA
slot = 0
stateno = 10999
time = -1
ignorehitpause = 1


[State 10200,ヒットスパーク]
type = Helper
trigger1 = time = 0
stateno = 10210
id = 10200 + ((IsHelper(50001))*1) + ((IsHelper(50002))*2) + ((IsHelper(50003))*1) + ((IsHelper(50004))*1) + ((IsHelper(50005))*1) + ((IsHelper(50006))*2) + ((IsHelper(50007))*2) + ((IsHelper(50010))*2)
pos = 0,0        
name = "hit"
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 10200,destroyself]
type = destroyself
trigger1 = time = 0
;---------------------------------------------------------------------------
;ヒットスパーク(MB風)（赤）
[Statedef 10210]
type = A
physics = N
velset = 0,0
sprpriority = 5
anim = 40100


[State 10210,Override]
type = HitOverride
trigger1 = 1
attr = SCA
slot = 0
stateno = 10999
time = -1
ignorehitpause = 1


[State 10210,無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


[State 10210,透過]
type = trans
trigger1 = 1
trans = add


[State 10210,影消去]
type = AssertSpecial
trigger1 = 1
flag = noshadow
Ignorehitpause = 1


[State 10210,変数チェンジ]
type = varrandom
trigger1 = time = 0
v = 0
range = 0,359


[State 10210,変数チェンジ]
type = varrandom
trigger1 = time = 0
v = 1
range = -5,10


[State 10210,変数チェンジ]
type = varrandom
trigger1 = time = 0
v = 2
range = -10,10


[State 10210,変数チェンジ]
type = varrandom
trigger1 = time = 0
v = 3
range = 0,3


[State 10210,変数チェンジ]
type = PosAdd
trigger1 = time = 0
x = var(1)
y = var(2)


[State 10210,大きさ変更]
type = AngleDraw
triggerall = time >= 2
trigger1 = Ishelper(10200)
scale = 0.5 + ((time-2) * 0.25),0.5 + ((time-2) * -0.0415)
supermovetime = 9999
pausemovetime = 9999


[State 10210,大きさ変更(2)]
type = AngleDraw
triggerall = time >= 2
trigger1 = Ishelper(10201)
scale = 0.75 + ((time-2) * 0.35),0.75 + ((time-2) * -0.06249)
supermovetime = 9999
pausemovetime = 9999


[State 10210,大きさ変更(3)]
type = AngleDraw
triggerall = time >= 2
trigger1 = Ishelper(10202)
scale = 1.0 + ((time-2) * 0.45),1.0 + ((time-2) * -0.083329)
supermovetime = 9999
pausemovetime = 9999



[State 10210,角度変更]
type = AngleSet
trigger1 = 1
value = var(0)


[State 10210,塵エフェクト]
type = Explod
trigger1 = time = 2
anim = 40110 + var(3)
id = 10210
scale = 0.5,0.5
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 4
ignorehitpause = 1
bindtime = -1
supermovetime = 9999
pausemovetime = 9999


[State 10210, destroyself]
type = destroyself
trigger1 = time = 14
;---------------------------------------------------------------------------
;MB風HS音声再生用ダミー(青用)
[Statedef 10220]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 3
poweradd = 0
sprpriority = -5


[State 10220,Override]
type = HitOverride
trigger1 = 1
attr = SCA
slot = 0
stateno = 10999
time = -1
ignorehitpause = 1


[State 10220,ヒットスパーク]
type = Helper
trigger1 = time = 0
stateno = 10230
id = 10220 + ((IsHelper(50008))*1) + ((IsHelper(50009))*2)
pos = 0,0        
name = "hit"
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 10220,destroyself]
type = destroyself
trigger1 = time = 0
;---------------------------------------------------------------------------
;ヒットスパーク(MB風)（青）
[Statedef 10230]
type = A
physics = N
velset = 0,0
sprpriority = 5
anim = 40200


[State 10230,Override]
type = HitOverride
trigger1 = 1
attr = SCA
slot = 0
stateno = 10999
time = -1
ignorehitpause = 1


[State 10230,無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


[State 10230,透過]
type = trans
trigger1 = 1
trans = add


[State 10230,影消去]
type = AssertSpecial
trigger1 = 1
flag = noshadow
Ignorehitpause = 1


[State 10230,変数チェンジ]
type = varrandom
trigger1 = time = 0
v = 0
range = 0,359


[State 10230,変数チェンジ]
type = varrandom
trigger1 = time = 0
v = 1
range = -5,10


[State 10230,変数チェンジ]
type = varrandom
trigger1 = time = 0
v = 2
range = -10,10


[State 10230,変数チェンジ]
type = varrandom
trigger1 = time = 0
v = 3
range = 0,3


[State 10230,変数チェンジ]
type = PosAdd
trigger1 = time = 0
x = var(1)
y = var(2)


[State 10230,大きさ変更(1)]
type = AngleDraw
triggerall = time >= 2
trigger1 = Ishelper(10220)
scale = 0.5 + ((time-2) * 0.25),0.5 + ((time-2) * -0.0415)
supermovetime = 9999
pausemovetime = 9999


[State 10010,大きさ変更(2)]
type = AngleDraw
triggerall = time >= 2
trigger1 = Ishelper(10221)
scale = 0.75 + ((time-2) * 0.35),0.75 + ((time-2) * -0.06249)
supermovetime = 9999
pausemovetime = 9999


[State 10010,大きさ変更(3)]
type = AngleDraw
triggerall = time >= 2
trigger1 = Ishelper(10222)
scale = 1.0 + ((time-2) * 0.45),1.0 + ((time-2) * -0.083329)
supermovetime = 9999
pausemovetime = 9999


[State 10230,角度変更]
type = AngleSet
trigger1 = 1
value = var(0)


[State 10230,塵エフェクト]
type = Explod
trigger1 = time = 2
anim = 40210 + var(3)
id = 10230
scale = 0.5,0.5
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 4
ignorehitpause = 1
bindtime = -1
supermovetime = 9999
pausemovetime = 9999


[State 10230, destroyself]
type = destroyself
trigger1 = time = 14

;---------------------------------------------------------------------------
;ヘルパー消去用共通ステート
[Statedef 10999]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 3
poweradd = 0
sprpriority = -5


[State 10999,消去]
type = destroyself
trigger1 = time = 0
ignorehitpause = 1
;---------------------------------------------------------------------------
;テラーニュース（マリス）A
[Statedef 11100]
type     = S
movetype = A
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 10100
poweradd = 0
sprpriority = 7


[State 11100, ヒット定義]
type = Hitdef
trigger1 = AnimElemTime(3) = 0
attr = S,SP
hitflag = MAF
priority = 4, Hit
guardflag = MA
animtype = medium
air.animtype = medium
fall.animtype = medium
ground.type = low
air.type = low
damage = ceil(root,fvar(0) * 110),30
getpower = (root,var(4)=0) *90,50 * (root,var(4)=0)
givepower = 4,0
pausetime = 4,4
guard.pausetime = 4,4
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,8
guardsound = -1;S0,10
sprpriority = 7
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 15
air.hittime = 20
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = 0,-5
guard.velocity = -3
air.velocity = 0,-5
airfuard.velocity = -2,-1
;fall.yvelocity = 0
fall.recover = 1
fall.recovertime = 20
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -5


[State 11100,カット音]
type = projectile
trigger1 = time = 0
projID = 11102
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11100,ヒット告知]
type = projectile
trigger1 = movehit
projID = 11100
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11100,ガード告知]
type = projectile
trigger1 = moveguarded
projID = 11101
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11100,ヒット関係リセット]
type = Movehitreset
trigger1 = MoveContact
ignorehitpause = 1


[State 11100, 位置修正]
type = BindtoRoot
trigger1 = 1
time = -1
pos = -80,0
ignorehitpause = 1


[State 11100,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1


[State 11100,無敵]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 11100
time = -1
ignorehitpause = 1


[State 11100,影を消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1


[State 11100,画像優先度]
type = SprPriority
trigger1 = 1
value = 7
IgnoreHitPause = 1
Persistent = 1


[State 11100,消去]
type = destroyself
trigger1 = animtime = 0
trigger2 = Parent,movetype = H
ignorehitpause = 1


;---------------------------------------------------------------------------
;テラーニュース（マリス）B
[Statedef 11110]
type     = S
movetype = A
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 10100
poweradd = 0
sprpriority = 7


[State 11110, ヒット定義]
type = Hitdef
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(4) = 0
attr = S,SP
hitflag = MAF
priority = 4, Hit
guardflag = MA
animtype = medium
air.animtype = medium
fall.animtype = medium
ground.type = low
air.type = low
damage = ceil(root,fvar(0) * 80),20
getpower = (root,var(4)=0) *60,40 * (root,var(4)=0)
givepower = 4,0
pausetime = 4,4
guard.pausetime = 4,4
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,8
guardsound = -1;S0,10
sprpriority = 7
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 15
air.hittime = 20
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = 0,-8
guard.velocity = -3
air.velocity = 0,-8
airfuard.velocity = -2,-1
;fall.yvelocity = 0
fall.recover = 1
fall.recovertime = 30
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -5


[State 11110,カット音]
type = projectile
trigger1 = time = 0
projID = 11102
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11110,ヒット告知]
type = projectile
trigger1 = movehit
projID = 11110
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11110,ガード告知]
type = projectile
trigger1 = moveguarded
projID = 11111
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11110,ヒット関係リセット]
type = Movehitreset
trigger1 = MoveContact
ignorehitpause = 1


[State 11110, 位置修正]
type = BindtoRoot
trigger1 = 1
time = -1
pos = -80,0
ignorehitpause = 1


[State 11110,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1


[State 11110,無敵]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 11100
time = -1
ignorehitpause = 1


[State 11110,影を消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1


[State 11110,画像優先度]
type = SprPriority
trigger1 = 1
value = 7
IgnoreHitPause = 1
Persistent = 1


[State 11110,消去]
type = destroyself
trigger1 = animtime = 0
trigger2 = Parent,movetype = H
ignorehitpause = 1
;---------------------------------------------------------------------------
;テラーニュース（マリス）EX
[Statedef 11120]
type     = S
movetype = A
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 10100
poweradd = 0
sprpriority = 7


[State 11120, ヒット定義]
type = Hitdef
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(3) = 0
trigger3 = AnimElemTime(4) = 0
trigger4 = AnimElemTime(5) = 0
trigger5 = AnimElemTime(6) = 0
attr = S,HP
hitflag = MAF
priority = 4, Hit
guardflag = M
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = low
air.type = low
damage = ceil(root,fvar(0) * 60),20
getpower = (root,var(4)=0) *0,0 * (root,var(4)=0)
givepower = 4,0
pausetime = 4,4
guard.pausetime = 4,4
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,8
guardsound = -1;S0,10
sprpriority = 7
ground.hittime = 40;25
ground.slidetime = 20
guard.hittime = 15
air.hittime = 40;25
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = 0,-9
guard.velocity = -3
air.velocity = 0,-9
airfuard.velocity = -2,-1
;fall.yvelocity = 0
fall.recover = 1
fall.recovertime = 40
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -5


[State 11200,カット音]
type = projectile
trigger1 = time = 0
projID = 11102
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11120,ヒット告知]
type = projectile
trigger1 = movehit
projID = 11120
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11120,ガード告知]
type = projectile
trigger1 = moveguarded
projID = 11121
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11120,ヒット関係リセット]
type = Movehitreset
trigger1 = MoveContact
ignorehitpause = 1


[State 11120, 位置修正]
type = BindtoRoot
trigger1 = 1
time = -1
pos = -75,0
ignorehitpause = 1


[State 11120,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1


[State 11120,無敵]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 11100
time = -1
ignorehitpause = 1


[State 11120,影を消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1


[State 11120,画像優先度]
type = SprPriority
trigger1 = 1
value = 7
IgnoreHitPause = 1
Persistent = 1


[State 11120,消去]
type = destroyself
trigger1 = animtime = 0
trigger2 = Parent,movetype = H
ignorehitpause = 1
;---------------------------------------------------------------------------
;テラーニュース（ライ）A
[Statedef 11200]
type     = S
movetype = A
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 10000
poweradd = 0
sprpriority = 5


[State 11200, ヒット定義]
type = Hitdef
trigger1 = AnimElemTime(5) = 0
attr = S,SP
hitflag = MAF
priority = 4, Hit
guardflag = MA
animtype = medium
air.animtype = medium
fall.animtype = medium
ground.type = low
air.type = low
damage = ceil(root,fvar(0) * 100),30
getpower = (root,var(4)=0) *90,50 * (root,var(4)=0)
givepower = 4,0
pausetime = 4,4
guard.pausetime = 4,4
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,8
guardsound = -1;S0,10
sprpriority = 5
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 15
air.hittime = 20
guard.ctrltime = 15
airguard.ctrltime = 10
ground.velocity = -2,-5
guard.velocity = -3
air.velocity = -2,-5
airfuard.velocity = -2,-1
;fall.yvelocity = 0
fall.recover = 1
fall.recovertime = 20
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -5


[State 11200,カット音]
type = projectile
trigger1 = time = 0
projID = 11102
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11200,ヒット告知]
type = projectile
trigger1 = movehit
projID = 11200
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11200,ガード告知]
type = projectile
trigger1 = moveguarded
projID = 11201
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11200,SC許可]
type = ParentVarSet
trigger1 = movecontact
trigger1 = AnimElemTime(6) <= 0
var(34) = 1
persistent = 0
ignorehitpause = 1


[State 11200,SC許可取り消し]
type = ParentVarSet
trigger1 = AnimElemTime(8) >= 0
var(34) = 0
persistent = 0
ignorehitpause = 1


[State 11200,ヒット関係リセット]
type = Movehitreset
trigger1 = MoveContact
ignorehitpause = 1


[State 11200, 位置修正]
type = BindtoRoot
trigger1 = 1
time = -1
pos = -80,5
ignorehitpause = 1


[State 11200,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1


[State 11200,無敵]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 11200
time = -1
ignorehitpause = 1


[State 11200,影を消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1


[State 11200,画像優先度]
type = SprPriority
trigger1 = 1
value = 7
IgnoreHitPause = 1
Persistent = 1


[State 11200,消去]
type = destroyself
trigger1 = animtime = 0
trigger2 = Parent,movetype = H
ignorehitpause = 1


;---------------------------------------------------------------------------
;テラーニュース（ライ）B
[Statedef 11210]
type     = S
movetype = A
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 10000
poweradd = 0
sprpriority = 5


[State 11210, ヒット定義]
type = Hitdef
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(6) = 0
trigger3 = AnimElemTime(7) = 0
attr = S,SP
hitflag = MAF
priority = 4, Hit
guardflag = MA
animtype = medium
air.animtype = medium
fall.animtype = medium
ground.type = low
air.type = low
damage = ceil(root,fvar(0) * 55),20
getpower = (root,var(4)=0) *40,20 * (root,var(4)=0)
givepower = 4,0
pausetime = 4,4
guard.pausetime = 4,4
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,8
guardsound = -1;S0,10
sprpriority = 5
ground.hittime = 28;20
ground.slidetime = 28;20
guard.hittime = 24;17
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 18
ground.velocity = -7,0
guard.velocity = -9
air.velocity = -2,-5
airfuard.velocity = -2,-1
;fall.yvelocity = 0
fall.recover = 1
fall.recovertime = 20
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -5


[State 11210,カット音]
type = projectile
trigger1 = time = 0
projID = 11102
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11200,ヒット告知]
type = projectile
trigger1 = movehit
projID = 11210
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11210,ガード告知]
type = projectile
trigger1 = moveguarded
projID = 11211
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11210,SC許可]
type = ParentVarSet
trigger1 = movecontact
trigger1 = AnimElemTime(6) <= 0
var(34) = 1
persistent = 0
ignorehitpause = 1


[State 11210,SC許可取り消し]
type = ParentVarSet
trigger1 = AnimElemTime(8) >= 0
var(34) = 0
persistent = 0
ignorehitpause = 1


[State 11210,ヒット関係リセット]
type = Movehitreset
trigger1 = MoveContact
ignorehitpause = 1


[State 11210, 位置修正]
type = BindtoRoot
trigger1 = 1
time = -1
pos = -65,5
ignorehitpause = 1


[State 11210,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1


[State 11210,無敵]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 11210
time = -1
ignorehitpause = 1


[State 11210,影を消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1


[State 11210,画像優先度]
type = SprPriority
trigger1 = 1
value = 5
IgnoreHitPause = 1
Persistent = 1


[State 11210,消去]
type = destroyself
trigger1 = animtime = 0
trigger2 = Parent,movetype = H
ignorehitpause = 1
;---------------------------------------------------------------------------
;テラーニュース（ライ）EX
[Statedef 11220]
type     = S
movetype = A
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 10001
poweradd = 0
sprpriority = 5


[State 11220, ヒット定義]
type = Hitdef
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(6) = 0
trigger3 = AnimElemTime(7) = 0
attr = S,SP
hitflag = MAF
priority = 4, Hit
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = low
air.type = low
damage = ceil(root,fvar(0) * 90),26
getpower = (root,var(4)=0) *0,0 * (root,var(4)=0)
givepower = 16,9
pausetime = 4,4
guard.pausetime = 4,4
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,8
guardsound = -1;S0,10
sprpriority = 5
ground.hittime = 15
ground.slidetime = 15
guard.hittime = 18
air.hittime = 15
guard.ctrltime = 18
airguard.ctrltime = 18
ground.velocity = -4,-7
guard.velocity = -10
air.velocity = -4,-7
airfuard.velocity = -2,-1
;fall.yvelocity = 0
fall.recover = 1
fall.recovertime = 60
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 16
envshake.ampl = -6


[State 11220,カット音]
type = projectile
trigger1 = time = 0
projID = 11102
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11220,ヒット告知]
type = projectile
trigger1 = movehit
projID = 11220
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11220,ガード告知]
type = projectile
trigger1 = moveguarded
projID = 11221
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11220,ヒット関係リセット]
type = Movehitreset
trigger1 = MoveContact
ignorehitpause = 1


[State 11220, 位置修正]
type = BindtoRoot
trigger1 = 1
time = -1
pos = -95,5
ignorehitpause = 1


[State 11220,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1


[State 11220,無敵]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 11210
time = -1
ignorehitpause = 1


[State 11220,影を消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1


[State 11220,画像優先度]
type = SprPriority
trigger1 = 1
value = 7
IgnoreHitPause = 1
Persistent = 1


[State 11220,消去]
type = destroyself
trigger1 = animtime = 0
trigger2 = Parent,movetype = H
ignorehitpause = 1
;---------------------------------------------------------------------------
;ガードキャンセルテラーニュース（ライ）
[Statedef 11230]
type     = S
movetype = A
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 10001
poweradd = 0
sprpriority = 5


[State 11230, ヒット定義（1,2段目）]
type = Hitdef
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(6) = 0
attr = S,SP
hitflag = MAF
priority = 4, Hit
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = low
air.type = low
damage = ceil(root,fvar(0) * 60),16
getpower = (root,var(4)=0) * 0,0 * (root,var(4)=0)
givepower = 16,9
pausetime = 7,7
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,8
guardsound = -1;S0,10
sprpriority = 5
ground.hittime = 15
ground.slidetime = 15
guard.hittime = 18
air.hittime = 15
guard.ctrltime = 18
airguard.ctrltime = 18
ground.velocity = -4,-7
guard.velocity = -10
air.velocity = -4,-7
airfuard.velocity = -2,-1
;fall.yvelocity = 0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 16
envshake.ampl = -6


[State 11230, ヒット定義(3段目)]
type = Hitdef
trigger1 = AnimElemTime(7) = 0
attr = S,SP
hitflag = MAF
priority = 4, Hit
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = low
air.type = low
damage = ceil(root,fvar(0) * 60),16
getpower = (root,var(4)=0) *13,3 * (root,var(4)=0)
givepower = 16,9
pausetime = 7,7
guard.pausetime = 5,5
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,8
guardsound = -1;S0,10
sprpriority = 7
ground.hittime = 15
ground.slidetime = 15
guard.hittime = 18
air.hittime = 15
guard.ctrltime = 18
airguard.ctrltime = 18
ground.velocity = -4,-7
guard.velocity = -10
air.velocity = -4,-7
airfuard.velocity = -2,-1
;fall.yvelocity = 0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 16
envshake.ampl = -6
p2stateno = 710


[State 11230,カット音]
type = PlaySnd
trigger1 = Time = 0
value = s1, 6
channel = 1
ignorehitpause = 1


[State 11230,斬撃]
type = PlaySnd
trigger1 = movehit
value = s0,8
channel = 2
ignorehitpause = 1
;Persistent = 0


[State 11230,ガード音]
type = PlaySnd
trigger1 = MoveGuarded
value = s0,10
channel = 2
ignorehitpause = 1
;Persistent = 0


[State 11230, 補正用ヒットカウント]
type = ParentVarAdd
trigger1 = movehit
var(18) = 1
;persistent = 0
ignorehitpause = 1


[State 11230,ヒット関係リセット]
type = Movehitreset
trigger1 = MoveContact
ignorehitpause = 1


[State 11230, 位置修正]
type = BindtoRoot
trigger1 = 1
time = -1
pos = -95,5
ignorehitpause = 1


[State 11230,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1


[State 11230,無敵]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 11210
time = -1
ignorehitpause = 1


[State 11230,影を消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1


[State 11230,画像優先度]
type = SprPriority
trigger1 = 1
value = 7
IgnoreHitPause = 1
Persistent = 1


[State 11230,消去]
type = destroyself
trigger1 = animtime = 0
trigger2 = Parent,movetype = H
ignorehitpause = 1

;---------------------------------------------------------------------------
;レプリカアルク（レプリカ登場）
[Statedef 11300]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 4
anim = 10210


[State 11300, エフェクト表示（レプリカ構築）]
type = explod
trigger1 = Time = 0
anim = 10200
ownpal = 1
id = 11300
sprpriority = 6
postype = p1
pos = 10,10
bindtime = -1
removeongethit = 0


[State 11300,レプリカ構築音]
type = projectile
trigger1 = time = 0
projID = 11302
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11300,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1


[State 11300,無敵]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 10999
time = -1
ignorehitpause = 1


[State 11300,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1


[State 11300, エフェクト表示（レプリカ構築）変更]
type = modifyexplod
trigger1 = Parent,movetype = H
trigger1 = Parent,stateno != [150,155]
trigger1 = Parent,stateno != 160
id = 11300
bindtime = 0
removeongethit = 0


[State 11300,消去]
type = destroyself
trigger1 = Parent,movetype = H
trigger1 = Parent,stateno != [150,155]
trigger1 = Parent,stateno != 160
ignorehitpause = 1


[State 11300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11301
ctrl = 0
;---------------------------------------------------------------------------
;レプリカアルク（構え）
[Statedef 11301]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 4
anim = 10211


[State 11301,無敵]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 10999
time = -1
ignorehitpause = 1


[State 11301,透過]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 240,255


[State 11301,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1


[State 11301, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11302
ctrl = 0
;---------------------------------------------------------------------------
;レプリカアルク（攻撃）
[Statedef 11302]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
sprpriority = 4
anim = 10212


[State 11302, ヒット定義]
type = Hitdef
trigger1 = AnimElemTime(1) = 1
trigger2 = AnimElemTime(2) = 0
trigger3 = AnimElemTime(4) = 0
trigger4 = AnimElemTime(5) = 0
attr = A,SP
hitflag = MAF
priority = 4, Hit
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ceil(root,fvar(0) * 40),4
getpower = (root,var(4)=0) * 30,20 * (root,var(4)=0)
givepower = 16,9
pausetime = 2,2
guard.pausetime = 2,2
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,2
guardsound = -1;S0,10
sprpriority = 4
ground.hittime = 15
ground.slidetime = 15
guard.hittime = 18
air.hittime = 15
guard.ctrltime = 18
airguard.ctrltime = 18
ground.velocity = -2,-7
guard.velocity = -10
air.velocity = -2,-6
airfuard.velocity = -2,-1
;fall.yvelocity = 0
fall.recover = 1
fall.recovertime = 10
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 12
envshake.ampl = -4


[State 11302,ヒット告知]
type = projectile
trigger1 = movehit
projID = 11300
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11302,ガード告知]
type = projectile
trigger1 = moveguarded
projID = 11301
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11302,ヒット関係リセット]
type = Movehitreset
trigger1 = MoveContact
ignorehitpause = 1


[State 11302,レプリカアルク衝撃波]
type = explod
trigger1 = AnimElemTime(3) = 0
anim = 10214
id = 11302
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
bindtime = -1
persistent = 0
ignorehitpause = 1


[State 11302,攻撃状態解除]
type = StateTypeSet
trigger1 = AnimElemTime(5) = 1
movetype = I
ignorehitpause = 1
persistent = 1


[State 11302,重力]
type = Gravity
trigger1 = AnimElemTime(2) >= 0


[State 11302,移動]
type = VelAdd
trigger1 = AnimElemTime(1) = 0
x = 3
y = -9


[State 11302,無敵]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 10999
time = -1
ignorehitpause = 1


[State 11302,透過]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 255,65


[State 11302,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1


[State 11302, ステート変更]
type = ChangeState
trigger1 = AnimElemTime(4) >= 0
trigger1 = Pos Y >= 0
value = 11303
ctrl = 0

;---------------------------------------------------------------------------
;レプリカアルク（着地して消滅）
[Statedef 11303]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
sprpriority = 4
anim = 10213


[State 11303,透過]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 255 - (var(0) * 10),65 + (var(0) * 15)


[State 11303,変数セット]
type = VarAdd
trigger1 = AnimElemTime(8) >= 0
v = 0
Value = 1

[State 11303,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1


[State 11303,消去]
type = destroyself
trigger1 = animtime = 0
ignorehitpause = 1
;---------------------------------------------------------------------------
;レプリカさつき（レプリカ登場）
[Statedef 11310]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 4
anim = 10220


[State 11310, エフェクト表示（レプリカ構築）]
type = explod
trigger1 = Time = 0
anim = 10200
ownpal = 1
id = 11300
sprpriority = 6
postype = p1
pos = 10,10
bindtime = -1
removeongethit = 0


[State 11310,レプリカ構築音]
type = projectile
trigger1 = time = 0
projID = 11302
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11310,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1


[State 11310,無敵]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 10999
time = -1
ignorehitpause = 1


[State 11310,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1


[State 11310, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11311
ctrl = 0
;---------------------------------------------------------------------------
;レプリカさつき（攻撃〜消滅）
[Statedef 11311]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
sprpriority = 4
anim = 10221


[State 11310, ヒット定義]
type = Hitdef
trigger1 = AnimElemTime(41) = 0
attr = A,SP
hitflag = MAF
priority = 4, Hit
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ceil(root,fvar(0) * 100),13
getpower = (root,var(4)=0) * 110,70 * (root,var(4)=0)
givepower = 16,10
pausetime = 4,4
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
sprpriority = 4
ground.hittime = 15
ground.slidetime = 15
guard.hittime = 18
air.hittime = 15
guard.ctrltime = 18
airguard.ctrltime = 18
ground.velocity = 0,-9
guard.velocity = - 8
air.velocity = 0,-9
airfuard.velocity = -2,-1
;fall.yvelocity = 0
fall.recover = 1
fall.recovertime = 10
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 12
envshake.ampl = -4


[State 11311,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1


[State 11311,ヒット告知]
type = projectile
trigger1 = IsHelper
trigger1 = movehit
projID = 11310
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11311,ガード告知]
type = projectile
trigger1 = IsHelper
trigger1 = moveguarded
projID = 11311
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11311,レプリカさっちん衝撃波その1]
type = explod
trigger1 = AnimElemTime(40) = 0
anim = 10223
ownpal = 1
id = 11310
sprpriority = 5
postype = p1
pos = 40,20
bindtime = -1
removeongethit = 0


[State 11311,レプリカさっちん衝撃波その2]
type = explod
trigger1 = AnimElemTime(42) = 0
anim = 10224
ownpal = 1
id = 11311
sprpriority = 5
postype = p1
pos = 80,0
bindtime = 1
removeongethit = 0


[State 11311,レプリカさっちん攻撃音]
type = projectile
trigger1 = AnimElemTime(42) = 0
projID = 11312
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11311,ヒット関係リセット]
type = Movehitreset
trigger1 = MoveContact
ignorehitpause = 1


[State 11311,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1


[State 11311,無敵]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 10999
time = -1
ignorehitpause = 1


[State 11311,移動]
type = VelAdd
trigger1 = AnimElemTime(40) = 0
x = 15


[State 11311,攻撃状態]
type = StateTypeSet
trigger1 = AnimElemTime(40) = 0
movetype = A
ignorehitpause = 1
persistent = 1


[State 11311,攻撃状態解除]
type = StateTypeSet
trigger1 = AnimElemTime(42) = 0
movetype = I
ignorehitpause = 1
persistent = 1


[State 11311,透過]
type = Trans
trigger1 = AnimElemTime(48) >= 0
trans = AddAlpha
alpha = 255 - (var(0) * 10),65 + (var(0) * 15)


[State 11311,変数セット]
type = VarAdd
trigger1 = AnimElemTime(48) >= 0
v = 0
Value = 1


[State 11311, ステート変更]
type = destroyself
trigger1 = animtime = 0
ignorehitpause = 1
;---------------------------------------------------------------------------
;レプリカさつき衝撃波ヘルパー
[Statedef 11312]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
sprpriority = 6
anim = 10224


[State 11312,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
;Persistent = 1


[State 11312, ステート変更]
type = destroyself
trigger1 = animtime = 0
ignorehitpause = 1
;---------------------------------------------------------------------------
;レプリカ秋葉（レプリカ登場）
[Statedef 11320]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 4
anim = 10230


[State 11320, エフェクト表示（レプリカ構築）]
type = explod
trigger1 = Time = 0
anim = 10200
ownpal = 1
id = 11300
sprpriority = 6
postype = p1
pos = 10,10
bindtime = -1
removeongethit = 0


[State 11320,レプリカ構築音]
type = projectile
trigger1 = time = 0
projID = 11302
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11320,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1


[State 11320,無敵]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 10999
time = -1
ignorehitpause = 1


[State 11320,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1


[State 11320, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11321
ctrl = 0


;---------------------------------------------------------------------------
;レプリカ秋葉（前進）
[Statedef 11321]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
sprpriority = 4
anim = 10231


[State 11321,移動]
type = VelSet
trigger1 = AnimElemTime(2) >= 0
x = 1.2


[State 11321,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1


[State 11321,無敵]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 10999
time = -1
ignorehitpause = 1


[State 11321,透過]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 255,65


[State 11321,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1


[State 11321,PlayerPush有効]
type = PlayerPush
trigger1 = 1
value = 1


[State 11321, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11322
ctrl = 0
;---------------------------------------------------------------------------
;レプリカ秋葉（攻撃〜消滅）
[Statedef 11322]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority = 4
anim = 10232


[State 11322, ヒット定義]
type = Hitdef
trigger1 = AnimElemTime(6) = 0
attr = A,SP
hitflag = MAF
priority = 4, Hit
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ceil(root,fvar(0) * 150),13
getpower = (root,var(4)=0) * 110,70 * (root,var(4)=0)
givepower = 16,10
pausetime = 4,4
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
sprpriority = 4
ground.hittime = 15
ground.slidetime = 15
guard.hittime = 18
air.hittime = 15
guard.ctrltime = 18
airguard.ctrltime = 18
ground.velocity = 0,-9
guard.velocity = - 8
air.velocity = 0,-9
airfuard.velocity = -2,-1
;fall.yvelocity = 0
fall.recover = 1
p2facing    = 1;ifelse(p1facing,-1,1))
;p2facing = ifelse(command="holdfwd",1,ifelse(command="holdback",-1,1))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 12
envshake.ampl = -4
p2stateno = 710


[State 11320,ヒット告知]
type = projectile
trigger1 = IsHelper
trigger1 = movehit
projID = 11320
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11320,ガード告知]
type = projectile
trigger1 = IsHelper
trigger1 = moveguarded
projID = 11321
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11322,ヒット関係リセット]
type = Movehitreset
trigger1 = MoveContact
ignorehitpause = 1


[State 11322,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1


[State 11322,無敵]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 10999
time = -1
ignorehitpause = 1


[State 11322,位置固定]
type = PosFreeze
trigger1 = 1
value = 1


[State 11322,攻撃状態解除]
type = StateTypeSet
trigger1 = AnimElemTime(7) = 0
movetype = I
ignorehitpause = 1
persistent = 1


[State 11322,透過]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 255 - (var(0) * 10),65 + (var(0) * 15)


[State 11322,変数セット]
type = VarAdd
trigger1 = AnimElemTime(11) >= 0
v = 0
Value = 1


[State 11322,PlayerPush有効]
type = PlayerPush
trigger1 = 1
value = 1


[State 11322,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1


[State 11322,消去]
type = destroyself
trigger1 = animtime = 0
ignorehitpause = 1
;---------------------------------------------------------------------------
;フリークスチャンネル（ノイド）A
[Statedef 11400]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
sprpriority = 4
anim = 10600


[State 11400, ヒット定義]
type = Hitdef
trigger1 = Time % 2 != 0
trigger1 = HitCount < 9
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ceil(root,fvar(0) * 22),8
getpower = (root,var(4)=0) * 30,15 * (root,var(4)=0)
givepower = 5,1
pausetime = 4,3
guard.pausetime = 4,3
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,2
guardsound = -1;S0,10
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -3,-7
guard.velocity = -3
air.velocity = -2,-3
airguard.velocity = -2,-3
fall.recover = 1
fall.recovertime = 30
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = -5
sprpriority = 4
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3


[State 11400,大攻撃]
type = projectile
trigger1 = time = 0
trigger2 = Time % 10 = 0
projID = 11402
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11400,ヒット告知]
type = projectile
trigger1 = IsHelper
trigger1 = movehit
projID = 11400
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11400,ガード告知]
type = projectile
trigger1 = IsHelper
trigger1 = moveguarded
projID = 11401
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11400,ヒット解除]
type = MoveHitReset
trigger1 = movecontact
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11400,変数]
type = VarAdd
trigger1 = 1
v = 0
value = 1
;persistent = 0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11400,カウンター対策]
type = HitOverRide
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
stateno = 10999
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11400,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


;[State 11400,加速]
;type = VelSet
;trigger1 = 1
;x = 10
;y = 10
;supermovetime = 9999
;pausemovetime = 9999


[State 11400,位置固定]
type = BindToRoot
trigger1 = 1 
time = -1
pos = 0,-40
supermovetime = -1
pausemovetime = -1


[State 11400,位置修正]
type = PosSet
trigger1 = Pos Y >= 0
y = 0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11400,回転許可]
type = AngleDraw
trigger1 = 1
scale = 1,1
ignorehitpause = 0
supermovetime = 9999
pausemovetime = 9999


[State 11400,回転]
type = AngleSet
trigger1 = 1
value = var(0) * -20
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11400,透過]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 255,255
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11400,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1
supermovetime = 9999
pausemovetime = 9999


[State 11400,スクリーン外への移動を禁止]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0


[State 11400,消去へ]
type = ChangeState
trigger1 = Pos Y >= -40
Value = 11450
ctrl = 0
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
;---------------------------------------------------------------------------
;フリークスチャンネル（ノイド）B
[Statedef 11410]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
sprpriority = 4
anim = 10600


[State 11410, ヒット定義]
type = Hitdef
trigger1 = Time % 2 != 0
trigger1 = HitCount < 9
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ceil(root,fvar(0) * 22),8
getpower = (root,var(4)=0) * 30,15 * (root,var(4)=0)
givepower = 5,1
pausetime = 4,2
guard.pausetime = 4,2
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,2
guardsound = -1;S0,10
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -3,-7
guard.velocity = -3
air.velocity = -2,-3
airguard.velocity = -2,-3
fall.recover = 1
fall.recovertime = 50
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = -5
sprpriority = 4
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3


[State 11410,大攻撃]
type = projectile
trigger1 = time = 0
trigger2 = Time % 10 = 0
projID = 11402
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11410,ヒット告知]
type = projectile
trigger1 = IsHelper
trigger1 = movehit
projID = 11410
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11410,ガード告知]
type = projectile
trigger1 = IsHelper
trigger1 = moveguarded
projID = 11411
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11410,ヒット解除]
type = MoveHitReset
trigger1 = movecontact
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11410,変数]
type = VarAdd
trigger1 = 1
v = 0
value = 1
;persistent = 0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11410,カウンター対策]
type = HitOverRide
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
stateno = 10999
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11410,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11410,加速]
type = VelAdd
trigger1 = 1
x = 0.8
supermovetime = 9999
pausemovetime = 9999


[State 11410,回転許可]
type = AngleDraw
trigger1 = 1
scale = 1,1
ignorehitpause = 0
supermovetime = 9999
pausemovetime = 9999


[State 11410,回転]
type = AngleSet
trigger1 = 1
value = var(0) * -20
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11410,透過]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 255,255
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11410,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1
supermovetime = 9999
pausemovetime = 9999


[State 11410,消滅]
type = destroyself
trigger1 = FrontEdgeDist <= -100 
trigger2 = time >= 100
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

;---------------------------------------------------------------------------
;フリークスチャンネル（ノイド）EX
[Statedef 11420]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
sprpriority = 4
anim = 10605


[State 11420, ヒット定義]
type = Hitdef
trigger1 = Time % 2 != 0
trigger1 = HitCount < 15
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ceil(root,fvar(0) * 25),8
getpower = (root,var(4)=0) * 0,0 * (root,var(4)=0)
givepower = 5,1
pausetime = 4,3
guard.pausetime = 3,3
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,2
guardsound = -1;S0,10
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -3,-7
guard.velocity = -3
air.velocity = -2,-3
airguard.velocity = -2,-3
fall.recover = 0
fall.recovertime = 0
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = -5
sprpriority = 4
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3


[State 11420,大攻撃]
type = projectile
trigger1 = time = 0
trigger2 = Time % 10 = 0
projID = 11402
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11420,ヒット告知]
type = projectile
trigger1 = IsHelper
trigger1 = movehit
projID = 11420
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11420,ガード告知]
type = projectile
trigger1 = IsHelper
trigger1 = moveguarded
projID = 11421
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 11420,ヒット解除]
type = MoveHitReset
trigger1 = movecontact
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11420,中身]
type = Explod
trigger1 = time = 0
anim = 10610
postype = p1
pos = 0,0
facing = 1
bindtime = -1
removetime = -1
ownpal = 0
ontop = 0
ID = 11420
trans = add
;trans = Sub
supermovetime = 0
pausemovetime = 0
sprpriority = 3
scale = 0.85,0.85


[State 11420,スパーク]
type = Explod
trigger1 = time = 0
anim = 10620
postype = p1
pos = 0,0
facing = 1
bindtime = -1
removetime = -1
ownpal = 0
ontop = 0
ID = 11421
;trans = add
trans = Sub
supermovetime = 0
pausemovetime = 0
sprpriority = 5
scale = 0.85,0.85


[State 11420, 補正用ヒットカウント]
type = ParentVarAdd
trigger1 = movehit
var(18) = 1
;persistent = 0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11420,変数]
type = VarAdd
trigger1 = 1
v = 0
value = 1
;persistent = 0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11420,カウンター対策]
type = HitOverRide
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
stateno = 10999
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11420,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11420,加速]
type = VelAdd
trigger1 = 1
x = 0.8
;ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11420,回転許可]
type = AngleDraw
trigger1 = 1
scale = 1.2,1.2
ignorehitpause = 0
supermovetime = 9999
pausemovetime = 9999


[State 11420,回転]
type = AngleSet
trigger1 = 1
value = var(0) * -20
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11420,透過]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 255,255
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11420,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1
supermovetime = 9999
pausemovetime = 9999


[State 11420,中身消去]
type = removeexplod
trigger1 = FrontEdgeDist <= -100 
trigger2 = time >= 100
id = 11420
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999


[State 11420,スパーク消去]
type = removeexplod
trigger1 = FrontEdgeDist <= -100 
trigger2 = time >= 100
id = 11421
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999


[State 11420,消滅]
type = destroyself
trigger1 = FrontEdgeDist <= -100 
trigger2 = time >= 100
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
;---------------------------------------------------------------------------
;フリークスチャンネル（ノイド）（終了
[Statedef 11450]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 4
anim = 10600


[State 11450,変数]
type = VarAdd
trigger1 = 1
v = 0
value = 1
;persistent = 0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11450,変数]
type = VarAdd
trigger1 = 1
v = 1
value = 1
;persistent = 0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11450,回転許可]
type = AngleDraw
trigger1 = 1
scale = (1 - (var(1) * 0.2)),(1 - (var(1) * 0.2))
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11450,回転]
type = AngleSet
trigger1 = 1
value = var(0) * -20
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11450,透過]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = (250 -  (var(1) * 50)),(250 + (var(1) * 50))
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11450,位置修正]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11450,消去]
type = destroyself
trigger1 = time >= 6
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
;---------------------------------------------------------------------------
;クリーチャーチャンネル（ノイド）A
[Statedef 11500]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
sprpriority = 4
anim = 10600


[State 11500, ヒット定義]
type = Hitdef
trigger1 = Time % 2 = 0
trigger1 = HitCount <= 4
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ceil(root,fvar(0) * 20),8
getpower = (root,var(4)=0) *20,5 * (root,var(4)=0)
givepower = 12,2
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,2
guardsound = -1;S0,10
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -3,-7
guard.velocity = -3
air.velocity = -2,-3
airguard.velocity = -2,-3
fall.recover = 1
fall.recovertime = 0
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = -5
sprpriority = 4
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -5


[State 11500,大攻撃]
type = PlaySnd
trigger1 = time = 0
trigger2 = Time % 10 = 0
value = s1,5
channel = 2
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11500,斬撃（React）]
type = PlaySnd
trigger1 = movehit
value = s0,8
channel = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11500,ガード音]
type = PlaySnd
trigger1 = moveguarded
value = s0,10
channel = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11500,ヒット解除]
type = MoveHitReset
trigger1 = movecontact
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11500,変数]
type = VarAdd
trigger1 = 1
v = 0
value = 1
;persistent = 0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11500,カウンター対策]
type = HitOverRide
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
stateno = 10999
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11500,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11500,回転許可]
type = AngleDraw
trigger1 = 1
scale = 1,1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11500,回転]
type = AngleSet
trigger1 = 1
value = var(0) * -20
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11500,透過]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 255,255
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 11500,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1
supermovetime = 9999
pausemovetime = 9999


[State 11500,消去へ]
type = destroyself
trigger1 = FrontEdgeDist <= -150
trigger2 = time >= 300
;---------------------------------------------------------------------------
;ADナイトルーラー　ザ　ブラッドディーラー始動
[Statedef 13000]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
sprpriority = 0
anim = 3

[State 13000,移動]
type = PosSet
trigger1 = 1
y = 0


[State 13000, ステート変更]
type = ChangeState
trigger1 = Root,stateno = 3010
value = 13010
ctrl = 0
supermovetime = 9999
pausemovetime = 9999
;---------------------------------------------------------------------------
;ADナイトルーラー　ザ　ブラッドディーラー（攻撃）
[Statedef 13010]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority = 0
anim = 10760


[State 13010,ヒット定義（通常）]
type = Hitdef
trigger1 = Time % 6 = 1
trigger1 = Time < 135
trigger1 = animtime != -5
trigger2 = Time = 1
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ceil(root,fvar(0) * 18),1
getpower = (root,var(4)=0) * 0,0 * (root,var(4)=0)
givepower = 10,5
pausetime = 0,10
guard.pausetime = 0,7
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -20 + (random % 40),ceil(P2Dist Y - (60 - (random % 30)))
hitsound = -1
guardsound = -1;S1,6
ground.hittime = 15
ground.slidetime = 15
guard.hittime = 15
air.hittime = 15
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = 0,-5
guard.velocity = 0
air.velocity = 0,-5
airguard.velocity = 0,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = 30
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0


[State 13010,ヒット定義（フィニッシュ！）]
type = Hitdef
trigger1 = animtime = -5
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ceil(root,fvar(0) * 40),15
getpower = (root,var(4)=0) *0,0 * (root,var(4)=0)
givepower = 10,5
pausetime = 0,10
guard.pausetime = 0,10
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -20 + (random % 40),ceil(P2Dist Y - (60 - (random % 30)))
hitsound = -1
guardsound = -1;S1,6
ground.hittime = 15
ground.slidetime = 15
guard.hittime = 15
air.hittime = 15
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = 0,-12
guard.velocity = 0
air.velocity = 0,-12
airguard.velocity = 0,-12
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = 30
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0


[State 13010,現世斬]
type = projectile
trigger1 = animtime = -5
projID = 13012
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 13010,ヒット告知]
type = projectile
trigger1 = IsHelper
trigger1 = movehit
projID = 13010
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 13010,ガード告知]
type = projectile
trigger1 = IsHelper
trigger1 = moveguarded
projID = 13011
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 13010,ヒット解除]
type = MoveHitReset
trigger1 = movecontact
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 13010, 色変化]
type = PalFX
trigger1 = Time >= 0
time = -1
invertall = 0
color = 0
add = 0,0,0
mul = 500,500,500
;sinadd = 100,0,0,50
;(random%256),(random%256),(random%256),40
supermovetime = 9999
pausemovetime = 9999


[State 13010, フラッシュ]
type = EnvColor
trigger1 = animtime = -5
value = 255,255,255
time = 3
under = 0
persistent = 0
ignorehitpause = 1


[State 13010,位置固定]
type = PosSet
trigger1 = 1
y = 0


[State 13010,爪（1）]
type = Explod
trigger1 = time = [0,100]
anim = 10700
postype = back
pos = 320,120
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13010
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 42


[State 13010,爪（12）]
type = Explod
trigger1 = time = [4,104]
anim = 10755
postype = back
pos = 320,0
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13011
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 42


[State 13010,爪（3）]
type = Explod
trigger1 = time = [7,107]
anim = 10710
postype = back
pos = 160,0
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13012
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 42


[State 13010,爪（10）]
type = Explod
trigger1 = time = [11,111]
anim = 10745
postype = back
pos = 0,120
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13013
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 42


[State 13010,爪（5）]
type = Explod
trigger1 = time = [14,114]
anim = 10720
postype = back
pos = 0,120
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13014
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 42


[State 13010,爪（8）]
type = Explod
trigger1 = time = [18,118]
anim = 10735
postype = back
pos = 160,240
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13015
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 42


[State 13010,爪（7）]
type = Explod
trigger1 = time = [21,121]
anim = 10730
postype = back
pos = 160,240
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13016
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 42


[State 13010,爪（6）]
type = Explod
trigger1 = time = [25,125]
anim = 10725
postype = back
pos = 320,120
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13017
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 42


[State 13010,爪（9）]
type = Explod
trigger1 = time = [28,128]
anim = 10740
postype = back
pos = 160,240
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13018
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 42


[State 13010,爪（4）]
type = Explod
trigger1 = time = [32,132]
anim = 10715
postype = back
pos = 160,0
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13019
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 42


[State 13010,爪（11）]
type = Explod
trigger1 = time = [35,135]
anim = 10750
postype = back
pos = 0,0
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13020
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 42


[State 13010,爪（2）]
type = Explod
trigger1 = time = [39,130]
anim = 10705
postype = back
pos = 160,240
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13021
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 42


[State 13010,フィニッシュ爪（1）]
type = Explod
trigger1 = animtime = -5
anim = 10700
postype = back
pos = 320,120
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13030
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 0


[State 13010,フィニッシュ爪（12）]
type = Explod
trigger1 = animtime = -5
anim = 10755
postype = back
pos = 320,0
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13031
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 0


[State 13010,フィニッシュ爪（3）]
type = Explod
trigger1 = animtime = -5
anim = 10710
postype = back
pos = 160,0
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13032
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 0


[State 13010,フィニッシュ爪（10）]
type = Explod
trigger1 = animtime = -5
anim = 10745
postype = back
pos = 0,120
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13033
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 0


[State 13010,フィニッシュ爪（5）]
type = Explod
trigger1 = animtime = -5
anim = 10720
postype = back
pos = 0,120
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13034
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 0


[State 13010,フィニッシュ爪（8）]
type = Explod
trigger1 = animtime = -5
anim = 10735
postype = back
pos = 160,240
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13035
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 0


[State 13010,フィニッシュ爪（7）]
type = Explod
trigger1 = animtime = -5
anim = 10730
postype = back
pos = 160,240
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13036
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 0


[State 13010,フィニッシュ爪（6）]
type = Explod
trigger1 = animtime = -5
anim = 10725
postype = back
pos = 320,120
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13037
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 0


[State 13010,フィニッシュ爪（9）]
type = Explod
trigger1 = animtime = -5
anim = 10740
postype = back
pos = 160,240
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13038
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 0


[State 13010,フィニッシュ爪（4）]
type = Explod
trigger1 = animtime = -5
anim = 10715
postype = back
pos = 160,0
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13039
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 0


[State 13010,フィニッシュ爪（11）]
type = Explod
trigger1 = animtime = -5
anim = 10750
postype = back
pos = 0,0
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13040
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 0


[State 13010,フィニッシュ爪（2）]
type = Explod
trigger1 = animtime = -5
anim = 10705
postype = back
pos = 160,240
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13041
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 0


[State 13010,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1


[State 13010,無敵]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 10999
time = -1
ignorehitpause = 1


[State 13010,背景消去]
type = AssertSpecial
trigger1 = 1
flag = GlobalNoShadow
flag2 = nofg
flag3 = nobg
pausemovetime = -1
supermovetime = -1


;[State 13010,ステート変更]
;type = ChangeState
;trigger1 = animtime = 0
;value = 13020
;ctrl = 0
;supermovetime = 9999
;pausemovetime = 9999

[State 13010,消去]
type = destroyself
trigger1 = animtime = 0


;---------------------------------------------------------------------------
;ADナイトルーラー　ザ　ブラッドディーラー始動
[Statedef 13100]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
sprpriority = 0
anim = 3

[State 13100,移動]
type = PosSet
trigger1 = 1
y = 0


[State 13100, ステート変更]
type = ChangeState
trigger1 = Root,stateno = 3110
value = 13110
ctrl = 0
supermovetime = 9999
pausemovetime = 9999
;---------------------------------------------------------------------------
;AADナイトルーラー　ザ　ブラッドディーラー（攻撃）
[Statedef 13110]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority = 0
anim = 10765


[State 13110,ヒット定義（通常）]
type = Hitdef
trigger1 = Time % 6 = 1
trigger1 = Time < 150
trigger1 = animtime != -5
trigger2 = Time = 1
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ceil(root,fvar(0) * 23),1
getpower = (root,var(4)=0) *0,0 * (root,var(4)=0)
givepower = 10,5
pausetime = 0,10
guard.pausetime = 0,7
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -20 + (random % 40),ceil(P2Dist Y - (60 - (random % 30)))
hitsound = -1
guardsound = -1;S1,6
ground.hittime = 15
ground.slidetime = 15
guard.hittime = 15
air.hittime = 15
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = 0,-5
guard.velocity = 0
air.velocity = 0,-5
airguard.velocity = 0,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = 30
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0


[State 13110,ヒット定義（フィニッシュ！）]
type = Hitdef
trigger1 = animtime = -5
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ceil(root,fvar(0) * 45),15
getpower = (root,var(4)=0) *0,0 * (root,var(4)=0)
givepower = 10,5
pausetime = 0,10
guard.pausetime = 0,10
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -20 + (random % 40),ceil(P2Dist Y - (60 - (random % 30)))
hitsound = -1
guardsound = -1;S1,6
ground.hittime = 15
ground.slidetime = 15
guard.hittime = 15
air.hittime = 15
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = 0,-12
guard.velocity = 0
air.velocity = 0,-12
airguard.velocity = 0,-12
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = 30
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
p2stateno = 710


[State 13110,現世斬]
type = projectile
trigger1 = animtime = -5
projID = 13112
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 13110,ヒット告知]
type = projectile
trigger1 = IsHelper
trigger1 = movehit
projID = 13110
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 13110,ガード告知]
type = projectile
trigger1 = IsHelper
trigger1 = moveguarded
projID = 13111
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 13110,ヒット解除]
type = MoveHitReset
trigger1 = movecontact
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 13110, 色変化]
type = PalFX
trigger1 = Time >= 0
time = -1
invertall = 0
color = 0
add = 0,0,0
mul = 500,0,0
;sinadd = 100,0,0,50
;(random%256),(random%256),(random%256),40
supermovetime = 9999
pausemovetime = 9999


[State 13110,背景変更ヘルパー]
type = Helper
trigger1 = animtime = -10
stateno = 13111
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 13110, フラッシュ]
type = EnvColor
trigger1 = animtime = -5
value = 255,0,0
time = 3
under = 0
persistent = 0
ignorehitpause = 1


[State 13110,位置固定]
type = PosSet
trigger1 = 1
y = 0


[State 13110,爪（1）]
type = Explod
trigger1 = time = [0,150]
anim = 10700
postype = back
pos = 320,120
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13010
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 42


[State 13110,爪（12）]
type = Explod
trigger1 = time = [4,150]
anim = 10755
postype = back
pos = 320,0
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13011
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 42


[State 13110,爪（3）]
type = Explod
trigger1 = time = [7,160]
anim = 10710
postype = back
pos = 160,0
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13012
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 42


[State 13110,爪（10）]
type = Explod
trigger1 = time = [11,160]
anim = 10745
postype = back
pos = 0,120
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13013
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 42


[State 13110,爪（5）]
type = Explod
trigger1 = time = [14,160]
anim = 10720
postype = back
pos = 0,120
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13014
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 42


[State 13110,爪（8）]
type = Explod
trigger1 = time = [18,160]
anim = 10735
postype = back
pos = 160,240
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13015
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 42


[State 13110,爪（7）]
type = Explod
trigger1 = time = [21,160]
anim = 10730
postype = back
pos = 160,240
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13016
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 42


[State 13110,爪（6）]
type = Explod
trigger1 = time = [25,160]
anim = 10725
postype = back
pos = 320,120
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13017
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 42


[State 13110,爪（9）]
type = Explod
trigger1 = time = [28,160]
anim = 10740
postype = back
pos = 160,240
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13018
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 42


[State 13110,爪（4）]
type = Explod
trigger1 = time = [32,160]
anim = 10715
postype = back
pos = 160,0
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13019
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 42


[State 13110,爪（11）]
type = Explod
trigger1 = time = [35,160]
anim = 10750
postype = back
pos = 0,0
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13020
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 42


[State 13110,爪（2）]
type = Explod
trigger1 = time = [39,160]
anim = 10705
postype = back
pos = 160,240
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13021
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 42


[State 13110,フィニッシュ爪（1）]
type = Explod
trigger1 = animtime = -5
anim = 10700
postype = back
pos = 320,120
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13030
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 0


[State 13110,フィニッシュ爪（12）]
type = Explod
trigger1 = animtime = -5
anim = 10755
postype = back
pos = 320,0
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13031
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 0


[State 13110,フィニッシュ爪（3）]
type = Explod
trigger1 = animtime = -5
anim = 10710
postype = back
pos = 160,0
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13032
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 0


[State 13110,フィニッシュ爪（10）]
type = Explod
trigger1 = animtime = -5
anim = 10745
postype = back
pos = 0,120
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13033
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 0


[State 13110,フィニッシュ爪（5）]
type = Explod
trigger1 = animtime = -5
anim = 10720
postype = back
pos = 0,120
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13034
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 0


[State 13110,フィニッシュ爪（8）]
type = Explod
trigger1 = animtime = -5
anim = 10735
postype = back
pos = 160,240
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13035
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 0


[State 13110,フィニッシュ爪（7）]
type = Explod
trigger1 = animtime = -5
anim = 10730
postype = back
pos = 160,240
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13036
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 0


[State 13110,フィニッシュ爪（6）]
type = Explod
trigger1 = animtime = -5
anim = 10725
postype = back
pos = 320,120
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13037
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 0


[State 13110,フィニッシュ爪（9）]
type = Explod
trigger1 = animtime = -5
anim = 10740
postype = back
pos = 160,240
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13038
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 0


[State 13110,フィニッシュ爪（4）]
type = Explod
trigger1 = animtime = -5
anim = 10715
postype = back
pos = 160,0
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13039
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 0


[State 13110,フィニッシュ爪（11）]
type = Explod
trigger1 = animtime = -5
anim = 10750
postype = back
pos = 0,0
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13040
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 0


[State 13110,フィニッシュ爪（2）]
type = Explod
trigger1 = animtime = -5
anim = 10705
postype = back
pos = 160,240
facing = 1
bindtime = -1
removetime = 8
ownpal = 0
ontop = 0
ID = 13041
trans = add
supermovetime = 0
pausemovetime = 0
sprpriority = 4
scale = 1.5,1.5
persistent = 0


[State 13110,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1


[State 13110,無敵]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 10999
time = -1
ignorehitpause = 1


[State 13110,背景消去]
type = AssertSpecial
trigger1 = 1
flag = GlobalNoShadow
flag2 = nofg
flag3 = nobg
pausemovetime = -1
supermovetime = -1


;[State 13110,ステート変更]
;type = ChangeState
;trigger1 = animtime = 0
;value = 13020
;ctrl = 0
;supermovetime = 9999
;pausemovetime = 9999

[State 13110,消去]
type = destroyself
trigger1 = animtime = 0



;---------------------------------------------------------------------------
;AADナイトルーラー　ザ　ブラッドディーラー背景
[Statedef 13111]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 3
poweradd = 0
sprpriority = -7


[State 13111,変数チェンジ]
type = varset
trigger1 = Time = [0,10]
v = 0
value = time
IgnoreHitPause = 1
Persistent = 1


[State 13111,変数チェンジ]
type = varset
trigger1 = Time = [6,10]
v = 1
value = (time - 5)
IgnoreHitPause = 1
Persistent = 1


[State 13111,変数チェンジ(タタリマーク用)]
type = varset
trigger1 = Time >= 5
v = 2
value = time - 5
IgnoreHitPause = 1
Persistent = 1


[State 13111,変数チェンジ]
type = varset
trigger1 = Time = [21,30]
v = 3
value = (time - 20)
IgnoreHitPause = 1
Persistent = 1


[State 13111,変数チェンジ]
type = varset
trigger1 = Time = [26,30]
v = 4
value = (time - 25)
IgnoreHitPause = 1
Persistent = 1


[State 13111,タタリマーク]
type = Explod
trigger1 = time = 5
ID = 10011
anim = 40041
postype = back
pos = 160,120
ownpal = 1
scale = 0.5,0.5
sprpriority = 7
;trans = 255,128
bindtime = -1
supermovetime = 9999
pausemovetime = 9999


[State 13111,タタリマーク拡大]
type = ModifyExplod
trigger1 = Time >= 5
id = 10011
scale = (0.5 + (0.009 * var(2))),(0.5 + (0.009 * var(2)))


[State 13111,タタリマーク消去]
type = removeexplod
trigger1 = time >= 30
id = 10011


[State 13111,まずは暗く]
type = AllPalfx
trigger1 = time = [0,5]
add = 5,0,0
mul = 250 - (var(0) * 25),250 - (var(0) * 25),250 - (var(0) * 25)
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 13111,何もかも赤い（違うわ）]
type = AllPalfx
trigger1 = time = [6,25]
add = 0,0,0
mul = 136,136,136
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 13111,暗くなっていく]
type = AllPalfx
trigger1 = time = [26,30]
add = 5,0,0
mul = 136 + (var(4) * 25),136 + (var(4) * 25),136 + (var(4) * 25)
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 13111,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 999999


[State 13111,終了]
type = DestroySelf
trigger1 = time >= 31
;---------------------------------------------------------------------------
;LAムゲンホウヨウ・ウタカタノタタリ怨霊
[Statedef 14000]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 13000
poweradd = 0
sprpriority = 7


[State 14000,影を消去]
type = assertspecial
trigger1 = 1
flag = NoShadow
supermovetime = -1
pausemovetime = -1


[State 14000,大きさ変更]
type = AngleDraw
trigger1 = 1
scale = 0.1 + ((60 + fvar(0)) * 0.05),0.1 + ((60 + fvar(0)) * 0.05)
supermovetime = 9999
pausemovetime = 9999


[State 14000,透過]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 5 + var(1),255 ; ,250 - var(1)


[State 14000,位置固定]
type = BindToRoot
trigger1 = 1 
time = -1
pos = 80,-80
supermovetime = -1
pausemovetime = -1


[State 14000,変数チェンジ]
type = varadd
trigger1 = Time = [210,330]
trigger1 = fvar(0) >= -60
fv = 0
value = -0.5
IgnoreHitPause = 1
Persistent = 1


[State 14000,変数チェンジ]
type = varadd
trigger1 = Time = [30,40]
v = 1
value = 25
IgnoreHitPause = 1
Persistent = 1


[State 14000,終了]
type = DestroySelf
trigger1 = time >= 331
;---------------------------------------------------------------------------
;LAムゲンホウヨウ・ウタカタノタタリ渦(発生)
[Statedef 14010]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 13010
poweradd = 0
sprpriority = -7


[State 14010,影を消去]
type = assertspecial
trigger1 = 1
flag = NoShadow
supermovetime = -1
pausemovetime = -1


[State 14010,変数チェンジ]
type = varadd
trigger1 = 1
v = 0
value = 1
IgnoreHitPause = 1
Persistent = 1


[State 14010,変数チェンジ]
type = varadd
trigger1 = var(2) <= 9
v = 2
value = 1
IgnoreHitPause = 1
Persistent = 1


[State 14010,回転許可]
type = AngleDraw
trigger1 = 1
scale = 0.01 + (var(2) * 0.1),0.01 + (var(2) * 0.1);1.01 - (var(1) * 0.1),1.01 - (var(1) * 0.1)


[State 14010,回転]
type = AngleSet
trigger1 = 1
value = var(0) * 10


[State 14010,ブラックホール（白羅滅精を改造）]
type = PlaySnd
trigger1 = Time = 0
value = s1,21
channel = 2
supermovetime = 9999
pausemovetime = 9999


[State 14010,位置固定]
type = BindToRoot
trigger1 = 1 
time = -1
pos = 80,-80
supermovetime = -1
pausemovetime = -1


[State 14010,透過]
type = Trans
trigger1 = 1
trans = Sub


[State 14010, ステート変更]
type = ChangeState
trigger1 = NumHelper(14000) = 0
value = 14011
ctrl = 0
supermovetime = 9999
pausemovetime = 9999
;---------------------------------------------------------------------------
;LAムゲンホウヨウ・ウタカタノタタリ渦(消滅へ)
[Statedef 14011]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
;anim     = 13011
poweradd = 0
sprpriority = -7


[State 14011,影を消去]
type = assertspecial
trigger1 = 1
flag = NoShadow
supermovetime = -1
pausemovetime = -1


[State 14011,変数チェンジ]
type = varadd
trigger1 = 1
v = 0
value = 1
IgnoreHitPause = 1
Persistent = 1


[State 14011,変数チェンジ]
type = varadd
trigger1 = time = [0,20]
v = 1
value = 1
IgnoreHitPause = 1
Persistent = 1


[State 14011,大きさ変更]
type = AngleDraw
trigger1 = 1
scale = 1.01 - (var(1) * 0.05),1.01 - (var(1) * 0.05)
supermovetime = 9999
pausemovetime = 9999


[State 14011,回転]
type = AngleSet
trigger1 = 1
value = var(0) * 10


[State 14011,透過]
type = Trans
trigger1 = 1
trans = Sub


[State 14011,終了]
type = DestroySelf
trigger1 = time >= 21
;---------------------------------------------------------------------------
;LAムゲンホウヨウ・ウタカタノタタリ色変更（1）
[Statedef 14020]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 3
poweradd = 0
sprpriority = -7


[State 14020,位置固定]
type = BindToRoot
trigger1 = 1 
time = -1
pos = 0,-0
supermovetime = -1
pausemovetime = -1


[State 14020,変数チェンジ]
type = varadd
trigger1 = time = [1,6]
v = 0
value = 1
IgnoreHitPause = 1
Persistent = 1


[State 14020,変数チェンジ]
type = varadd
trigger1 = root,stateno = 4011
trigger1 = root,AnimElemTime(13) >= 100
trigger1 = var(1) < 10
trigger1 = time % 2 = 0
v = 1
value = 1
IgnoreHitPause = 1
Persistent = 1


;[State 14020,色変更]
;type = AllPalfx
;trigger1 = time = [0,11]
;add = 255 - (var(0) * 25),255 - (var(0) * 25),255 - (var(0) * 25)
;mul = 256,256,256;256 + (var(3) * 50),256 + (var(3) * 50),256 + (var(3) * 50)
;time = 1
;supermovetime = 9999
;pausemovetime = 9999


;[State 14020,色変更]
;type = BGPalfx
;trigger1 = time >= 12
;add = 255 - (var(0) * 50),255 - (var(0) * 50),255 - (var(0) * 50)
;mul = 100,100,100;256 + (var(3) * 50),256 + (var(3) * 50),256 + (var(3) * 50)
;time = 6
;supermovetime = 9999
;pausemovetime = 9999


[State 14020,色変更]
type = BGPalfx
trigger1 = time >= 12
;trigger1 = var(1) = 0
add = 5 + (var(1) * 25),0,0;255 - (var(0) * 50),255 - (var(0) * 50)
mul = 106 + (var(1) * 15),0,0;256 + (var(3) * 50),256 + (var(3) * 50),256 + (var(3) * 50)
invertall = 1
color = 0
time = 6
supermovetime = 9999
pausemovetime = 9999


;[State 14020,色変更]
;type = AllPalfx
trigger1 = time >= 12
;trigger1 = var(1) != 0
;add = 5 + (var(1) * 25),0,0;255 - (var(0) * 50),255 - (var(0) * 50)
;mul = 106 + (var(1) * 15),0,0;256 + (var(3) * 50),256 + (var(3) * 50),256 + (var(3) * 50)
;invertall = 0
;color = 256
;time = 4
;supermovetime = 9999
;pausemovetime = 9999


[State 14020, ステート変更]
type = ChangeState
trigger1 = root,stateno = 4011
trigger1 = root,AnimElemTime(13) >= 60
value = 14021
ctrl = 0
supermovetime = 9999
pausemovetime = 9999
;---------------------------------------------------------------------------
;LAムゲンホウヨウ・ウタカタノタタリ色変更（2）
[Statedef 14021]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 3
poweradd = 0
sprpriority = -7


[State 14021,変数チェンジ]
type = varset
trigger1 = time = [0,10]
v = 2
value = time
IgnoreHitPause = 1
Persistent = 1


[State 14021,背景色変更]
type = BGPalfx
trigger1 = time >= 0
add = 0,0,0;255 - (var(0) * 50),255 - (var(0) * 50)
mul = 100 - (var(2) * 10),0,0;256 + (var(3) * 50),256 + (var(3) * 50),256 + (var(3) * 50)
invertall = 1
color = 0
time = 10
supermovetime = 9999
pausemovetime = 9999


[State 14021,色変更]
type = Palfx
trigger1 = Root,AnimElemTime(13) = 340
add = 30,0,0;255 - (var(0) * 50),255 - (var(0) * 50)
mul = 256,0,0;256 + (var(3) * 50),256 + (var(3) * 50),256 + (var(3) * 50)
invertall = 0
color = 0
time = -1
supermovetime = 9999
pausemovetime = 9999



[State 14021,ライフバーと影消去]
type = AssertSpecial
trigger1 = var(2) = 10
flag = globalnoshadow
flag2 = nobardisplay
supermovetime = 9999
pausemovetime = 9999


[State 14021,タタリマークエフェクト]
type = Explod
trigger1 = Root,AnimElemTime(13) = 85
anim = 13040
postype = back
pos = 160,120
facing = 1
bindtime = -1
;removetime = 45
ownpal = 1
ontop = 1
ID =14021
;trans = add
sprpriority = 7
scale = 0.5,0.5
supermovetime = 9999
pausemovetime = 9999


[State 14021,17分割ガラスエフェクト]
type = Explod
trigger1 = Root,AnimElemTime(13) = 350
anim = 13020
postype = back
pos = 160,120
facing = 1
bindtime = -1
;removetime = 45
ownpal = 0
ontop = 1
ID =14022
;trans = add
sprpriority = 7
;scale = 1.0,1.0
supermovetime = 9999
pausemovetime = 9999


[State 14021, ステート変更]
type = ChangeState
trigger1 = root,stateno = 4011
trigger1 = root,AnimElemTime(13) >= 409
value = 14022
ctrl = 0
supermovetime = 9999
pausemovetime = 9999
;---------------------------------------------------------------------------
;LAムゲンホウヨウ・ウタカタノタタリ色変更（3）
[Statedef 14022]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 3
poweradd = 0
sprpriority = -7


[State 14022,色変更]
type = Palfx
trigger1 = time = 0
add = 0,0,0
mul = 100,256,256
;sinadd = 5,5,5,7
invertall = 0
color = 0
time = -1
supermovetime = 9999
pausemovetime = 9999


[State 14022,背景色変更]
type = BGPalfx
trigger1 = time = [1,11]
add = 255 - ((time - 1) * 25),255 - ((time - 1)* 25),255 - ((time - 1) * 25)
mul = 256,256,256;256 + (var(3) * 50),256 + (var(3) * 50),256 + (var(3) * 50)
time = 10
supermovetime = 9999
pausemovetime = 9999


[State 14022,爆破エフェクト表示]
type = Explod
trigger1 = root,AnimElemTime(13) = 410
ID = 4012
anim = 13030
postype = p1
pos = 80,-100
ownpal = 0
scale = 3.0,3.0
sprpriority = 7
supermovetime = 9999
pausemovetime = 9999


[State 14022,終了]
type = DestroySelf
trigger1 = time >= 6
supermovetime = 9999
pausemovetime = 9999
;---------------------------------------------------------------------------
;アドバンシングガード壁ヘルパー
[Statedef 30160]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 0
anim = 40090


[State 30160,地面に固定]
type = PosSet
trigger1 = 1
y = 0


[State 30160,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1


[State 30160,PlayerPush有効]
type = PlayerPush
trigger1 = 1
value = 1


[State 30160,加速]
type = VelSet
trigger1 = 1
x = 20


[State 30160,終了]
type = DestroySelf
trigger1 = time >= 5
;---------------------------------------------------------------------------
;切り札そのいち（大切り）A（反射部分）
[Statedef 31200]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
sprpriority = 0
anim = 31200


[State 31200,反撃！]
type = HitOverRide
trigger1 = 1
time = -1
attr = SCA,AP
stateno = 31201
ignorehitpause = 1


[State 31200,無敵]
type = NotHitBy
trigger1 = 1
value = ,AA,AT
time = -1
ignorehitpause = 1


[State 31200,位置を固定]
type = BindToRoot
trigger1 = 1
pos = 10,0
time = -1


[State 31200,消去]
type = destroyself
trigger1 = Parent,stateno = 21200
trigger1 = Parent,AnimElemTime(7) >= 0
trigger2 = Parent,stateno = 21210
trigger2 = Parent,AnimElemTime(7) >= 0
trigger3 = Parent,stateno = 21220
trigger3 = Parent,AnimElemTime(7) >= 0
trigger4 = Parent,stateno = 21230
trigger5 = Parent,movetype = H
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
;---------------------------------------------------------------------------
;切り札そのいち（反撃発射）
[Statedef 31201]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority = 0
anim = 3

[State 31201,消去]
type = destroyself
trigger1 = time >= 2
trigger2 = Parent,movetype = H
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
;---------------------------------------------------------------------------
;レプリカあゆ登場
[Statedef 31300]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
sprpriority = 4
anim = 10240


[State 31300, エフェクト表示（レプリカ構築）]
type = explod
trigger1 = Time = 0
anim = 10200
ownpal = 1
id = 11300
sprpriority = 6
postype = p1
pos = 10,10
bindtime = -1
removeongethit = 0

[State 31300,レプリカ構築音]
type = projectile
trigger1 = time = 0
projID = 31302
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 31300,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1


[State 31300,無敵]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 10999
time = -1
ignorehitpause = 1


[State 31300,変数セット]
type = VarSet
trigger1 = time = [0,9]
var(0) = time
ignorehitpause = 1


[State 31300,透過]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 48 + (var(0) * 23),255 - (var(0) * 20)
ignorehitpause = 1


[State 31300,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1


[State 31300, ステート変更]
type = ChangeState
trigger1 = Time >= 9
value = 31301
ctrl = 0


;---------------------------------------------------------------------------
;レプリカあゆ(攻撃)
[Statedef 31301]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 4
anim = 10241


[State 31301, ヒット定義]
type = Hitdef
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(5) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ceil(root,fvar(0) * 20),8
getpower = (root,var(4)=0) * 20,10 * (root,var(4)=0)
givepower = 5,1
pausetime = 15,15
guard.pausetime = 15,15
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,2
guardsound = -1;S0,10
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -5,-7
guard.velocity = -3
air.velocity = -2,-7
airguard.velocity = -2,-3
fall.recover = 1
fall.recovertime = 0
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
down.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = -5
sprpriority = 4
forcestand = 0
fall = 0
air.fall = 0
kill = 1
guard.kill = 0


[State 31301,しゃいにんアローヘルパー生成]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "Rep_Arrow"
pos = 20,0
ownpal = 1
id = 31300
pausemovetime = 0
supermovetime = 0
stateno = 31303
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 31301,ヒット告知]
type = projectile
trigger1 = IsHelper
trigger1 = movehit
projID = 31300
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 30301,ガード告知]
type = projectile
trigger1 = IsHelper
trigger1 = moveguarded
projID = 31301
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 31301,ヒット]
type = MoveHitReset
trigger1 = movecontact
ignorehitpause = 1


[State 31301,ジャンプ]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 1.5
y = -10


[State 31301,重力]
type = Gravity
trigger1 = AnimElemTime(5) >= 0


[State 31301,攻撃状態]
type = StateTypeSet
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(5) <= 0
movetype = A
ignorehitpause = 1
persistent = 1


[State 31301,攻撃状態解除]
type = StateTypeSet
trigger1 = AnimElemTime(5) > 0
movetype = I
ignorehitpause = 1
persistent = 1


[State 31301,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1


[State 31301,無敵]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 10999
time = -1
ignorehitpause = 1


[State 31301,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1


[State 31301,透過]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 48 + (var(0) * 23),255 - (var(0) * 20)
IgnoreHitPause = 1
;Persistent = 1


[State 31301,ステート変更]
type = ChangeState
trigger1 = AnimElemTime(6) >= 0
trigger1 = Pos Y >= 0
trigger2 = time >= 500
value = 31302
ctrl = 0
IgnoreHitPause = 1
Persistent = 1
;---------------------------------------------------------------------------
;レプリカあゆ消滅
[Statedef 31302]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
sprpriority = 4
anim = 10240


[State 31302,変数セット]
type = VarSet
trigger1 = time = [0,25]
var(1) = time
ignorehitpause = 1


[State 31302,透過]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 255 - (var(1) * 10),75 + (var(1) * 10)
ignorehitpause = 1


[State 31302,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1


[State 31302,消去]
type = destroyself
trigger1 = time >= 25
ignorehitpause = 1
;---------------------------------------------------------------------------
;しゃいにんアロー
[Statedef 31303]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 4,-12
sprpriority = 5
anim = 10242


[State 31303,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1


[State 31301, ヒット定義]
type = Hitdef
trigger1 = Time % 3 = 0
trigger1 = HitCount < 8
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = mideum
air.animtype = mideum
fall.animtype = mideum
ground.type = high
air.type = high
damage = 10,4
getpower = (root,var(4)=0) * 30,20 * (root,var(4)=0)
givepower = 10,5
pausetime = 3,0
guard.pausetime = 3,0
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,2
guardsound = -1;S0,10
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -3,-13
guard.velocity = -3
air.velocity = -3,-12.5
airguard.velocity = -3,-13
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10
forcestand = 0
sprpriority = 5
fall = 1
air.fall = 1
kill = 1
guard.kill = 0


[State 31303,しゃいにんアロー効果音]
type = projectile
trigger1 = time = 0
projID = 31305
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0
ignorehitpause = 1


[State 31303,ヒット告知]
type = projectile
trigger1 = IsHelper
trigger1 = movehit
projID = 31303
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 30303,ガード告知]
type = projectile
trigger1 = IsHelper
trigger1 = moveguarded
projID = 31304
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 31303,ヒット]
type = MoveHitReset
trigger1 = movecontact
ignorehitpause = 1


[State 31303,消去]
type = DestroySelf
trigger1 = ScreenPos Y <= -300
trigger2 = Time > 100
ignorehitpause = 1


;---------------------------------------------------------------------------
;レプリカ観鈴登場
[Statedef 31310]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
sprpriority = 4
anim = 10250


[State 31310, エフェクト表示（レプリカ構築）]
type = explod
trigger1 = Time = 0
anim = 10200
ownpal = 1
id = 11300
sprpriority = 6
postype = p1
pos = 10,10
bindtime = -1
removeongethit = 0


[State 31310,レプリカ構築音]
type = projectile
trigger1 = time = 0
projID = 31302
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 31310,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1


[State 31310,無敵]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 10999
time = -1
ignorehitpause = 1


[State 31310,変数セット]
type = VarSet
trigger1 = time = [0,9]
var(0) = time
ignorehitpause = 1


[State 31310,透過]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 48 + (var(0) * 23),255 - (var(0) * 20)
ignorehitpause = 1


[State 31310,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1


[State 31310,PlayerPush有効]
type = PlayerPush
trigger1 = time >= 10
value = 1


[State 31310, ステート変更]
type = ChangeState
trigger1 = Time >= 60
value = 31311
ctrl = 0
;---------------------------------------------------------------------------
;レプリカ観鈴攻撃
[Statedef 31311]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 4
anim = 10251


[State 31311, ヒット定義]
type = Hitdef
trigger1 = AnimElemTime(11) = 0
attr = A,SA
hitflag = MAF
guardflag = HA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ceil(root,fvar(0) * 80),8
getpower = (root,var(4)=0) * 130,60 * (root,var(4)=0)
givepower = 16,8
pausetime = 8,10
guard.pausetime = 8,10
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 70)
hitsound = -1;S0,8
guardsound = -1;S0,10
ground.hittime = 15
ground.slidetime = 15
guard.hittime = 15
air.hittime = 15
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = -4,-2
guard.velocity = -4
air.velocity = -4,-2
airguard.velocity = -1,-2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 20
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0


[State 31311,突撃]
type = VelSet
trigger1 = AnimElemTime(9) = 0
x = 5
y = -6


[State 31311,重力]
type = Gravity
trigger1 = AnimElemTime(9) >= 0


[State 31311,攻撃状態]
type = StateTypeSet
trigger1 = AnimElemTime(10) >= 0
trigger1 = AnimElemTime(11) <= 0
movetype = A
ignorehitpause = 1
persistent = 1


[State 31311,攻撃状態解除]
type = StateTypeSet
trigger1 = AnimElemTime(11) > 0
movetype = I
ignorehitpause = 1
persistent = 1


[State 31311,翼効果音]
type = projectile
trigger1 = AnimElemTime(11) = 0
projID = 31312
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 31311,ヒット告知]
type = projectile
trigger1 = IsHelper
trigger1 = movehit
projID = 31310
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 30311,ガード告知]
type = projectile
trigger1 = IsHelper
trigger1 = moveguarded
projID = 31311
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 31311,ヒット]
type = MoveHitReset
trigger1 = movecontact
ignorehitpause = 1


[State 31311,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1


[State 31311,無敵]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 10999
time = -1
ignorehitpause = 1


[State 31311,相手の方向次第でターン]
type = Turn
trigger1 = P2Dist X <= 0
trigger1 = time = 0


[State 31311,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1


[State 31311,透過]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 48 + (var(0) * 23),255 - (var(0) * 20)
IgnoreHitPause = 1
;Persistent = 1


[State 31311,PlayerPush有効]
type = PlayerPush
trigger1 = 1
value = 1


[State 31311,ステート変更]
type = ChangeState
trigger1 = AnimElemTime(10) >= 0
trigger1 = Pos Y >= 0
value = 31312
ctrl = 0
IgnoreHitPause = 1
Persistent = 1
;---------------------------------------------------------------------------
;レプリカ観鈴消滅
[Statedef 31312]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
sprpriority = 4
anim = 10250


[State 31312,変数セット]
type = VarSet
trigger1 = time = [0,25]
var(1) = time
ignorehitpause = 1


[State 31312,透過]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 255 - (var(1) * 10),75 + (var(1) * 10)
ignorehitpause = 1


[State 31312,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1


[State 31312,無敵]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 10999
time = -1
ignorehitpause = 1


[State 31312,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1


[State 31312,PlayerPush無効]
type = PlayerPush
trigger1 = 1
value = 0


[State 31312,消去]
type = destroyself
trigger1 = time >= 25
ignorehitpause = 1

;---------------------------------------------------------------------------
;レプリカ霊夢登場
[Statedef 31320]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
sprpriority = 4
anim = 10260


[State 31320, エフェクト表示（レプリカ構築）]
type = explod
trigger1 = Time = 0
anim = 10200
ownpal = 1
id = 11300
sprpriority = 6
postype = p1
pos = 10,10
bindtime = -1
removeongethit = 0


[State 31320,レプリカ構築音]
type = projectile
trigger1 = time = 0
projID = 31302
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 31320,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1


[State 31320,無敵]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 10999
time = -1
ignorehitpause = 1


[State 31320,変数セット]
type = VarSet
trigger1 = time = [0,9]
var(0) = time
ignorehitpause = 1


[State 31320,透過]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 48 + (var(0) * 23),255 - (var(0) * 20)
ignorehitpause = 1


[State 31320,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1


[State 31320, ステート変更]
type = ChangeState
trigger1 = Time >= 30
value = 31321
ctrl = 0
;---------------------------------------------------------------------------
;レプリカ霊夢攻撃〜消滅
[Statedef 31321]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
sprpriority = 4
anim = 10261


[State 31321,博麗アミュレットヘルパー生成]
type = Helper
trigger1 = AnimElemTime(7) = 0
helpertype = normal
name = "Rep_Hakurei1"
pos = 20,-60
ownpal = 1
id = 31320
pausemovetime = 0
supermovetime = 0
stateno = 31322
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 31321,博麗アミュレットヘルパー生成]
type = Helper
trigger1 = AnimElemTime(7) = 0
helpertype = normal
name = "Rep_Hakurei2"
pos = 20,-60
ownpal = 1
id = 31321
pausemovetime = 0
supermovetime = 0
stateno = 31322
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 31321,博霊アミュレット発射音]
type = projectile
trigger1 = AnimElemTime(7) = 0
projID = 31322
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 31321,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1


[State 31321,無敵]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 10999
time = -1
ignorehitpause = 1


[State 31321,変数セット]
type = VarSet
trigger1 = AnimElemTime(16) = [0,25]
var(1) = AnimElemTime(16)
ignorehitpause = 1


[State 31321,透過]
type = Trans
trigger1 = AnimElemTime(16) < 0
trans = AddAlpha
alpha = 48 + (var(0) * 23),255 - (var(0) * 20)
ignorehitpause = 1



[State 31321,透過]
type = Trans
trigger1 = AnimElemTime(16) > 0
trans = AddAlpha
alpha = 255 - (var(1) * 10),75 + (var(1) * 10)
ignorehitpause = 1


[State 31321,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1


[State 31321,消去]
type = destroyself
trigger1 = AnimElemTime(16) >= 25
ignorehitpause = 1
;---------------------------------------------------------------------------
;博麗アミュレット（出現〜攻撃）
;---------------------------------------------------------------------------
;Nachelさんの処理をほぼそのまま使っています＿|￣|○‖
;---------------------------------------------------------------------------
[Statedef 31322]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
sprpriority = 5
anim = 10262


[State 31322, ヒット定義]
type = Hitdef
trigger1 = 1
attr = A,SP
hitflag = MAF
priority = 4, Hit
guardflag = MA
animtype = mideum
air.animtype = mideum
fall.animtype = mideum
ground.type = high
air.type = high
damage = ceil(root,fvar(0) * 50),5
getpower = (root,var(4)=0) * 60,45 * (root,var(4)=0)
givepower = 16,10
pausetime = 0,6
guard.pausetime = 0,6
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = 0,0;-15,ceil(p2bodydist y - 70)
hitsound = -1;S0,0
guardsound = -1;S0,10
sprpriority = 4
ground.hittime = 15
ground.slidetime = 15
guard.hittime = 18
air.hittime = 15
guard.ctrltime = 40
airguard.ctrltime = 30
ground.velocity = -2,0
guard.velocity = -4
air.velocity = -2,0
airfuard.velocity = -2,-1
;fall.yvelocity = 0
fall.recover = 1
guard.dist = 20
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
;envshake.time = 12
;envshake.ampl = -4


[State 31322,ヒット告知]
type = projectile
trigger1 = IsHelper
trigger1 = movehit
projID = 31320
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 30322,ガード告知]
type = projectile
trigger1 = IsHelper
trigger1 = moveguarded
projID = 31321
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 31322,初期移動(1)]
type = VelSet
trigger1 = time = [0,7]
trigger1 = IsHelper(31320)
x = fvar(6)
y = fvar(6) * -1


[State 31322,初期移動(2)]
type = VelSet
trigger1 = time = [0,7]
trigger1 = IsHelper(31321)
x = fvar(6)
y = fvar(6)


[State 31322,初速] 
Type = VarSet
Trigger1 = Time = 0
fv = 6
Value = 4.0


[State 31222,時間経過で加速] 
Type = VarAdd
Trigger1 = 1
fv = 6
Value = 0.065


[State 31322,相手とのX距離をチェック]
type = VarSet
trigger1 = 1
fvar(2) = p2dist x


[State 31322,相手とのY距離をチェック]
type = VarSet
trigger1 = 1
fvar(3) = (p2dist y)+(enemynear,const(size.mid.pos.y))


[State 31322,相手への角度を計算する]
type = VarSet
trigger1 = 1000*abs(fvar(2)) > abs(fvar(3))
fvar(0) = atan(fvar(3)/fvar(2))*180/pi


[State 31322,相手への角度を計算する]
type = VarSet
trigger1 = 1000*abs(fvar(2)) <= abs(fvar(3))
fvar(0) = ifelse(fvar(3)>0, 90, -90)


[State 31322,相手への角度を計算する]
type = VarSet
trigger1 =  fvar(2) < 0
fvar(0) = 180


[State 31322,そのままの角度を保つ]
type = VarSet
trigger1 = NumEnemy = 0
trigger2 = NumEnemy = 1
trigger2 = P2StateNo = 0
trigger2 = P2Life = 0
fv = 0
value = fvar(1)


[State 31322,角度を-180°〜180°内に保つ]
type = VarAdd
trigger1 = fvar(1) > 180
fv = 1
value = -360


[State 31322,角度を-180°〜180°内に保つ]
type = VarAdd
trigger1 = fvar(1) < -180
fv = 1
value = 360


[State 31322,角度を-180°〜180°内に保つ]
type = VarAdd
trigger1 = fvar(0) > 180
fv = 0
value = -360


[State 31322,角度を-180°〜180°内に保つ]
type = VarAdd
trigger1 = fvar(0) < -180
fv = 0
value = 360


[State 31322,方向を相手方面へ修正]
type = VarAdd
triggerAll = Var(2) < 30
trigger1 = fvar(0)-fvar(1) >    10
trigger1 = fvar(0)-fvar(1) <=  180
trigger2 = fvar(0)-fvar(1) >  -350
trigger2 = fvar(0)-fvar(1) <  -180
fv = 5
value = 0.2


[State 31322,方向を相手方面へ修正]
type = VarAdd
triggerAll = Var(2) < 30
trigger1 = fvar(0)-fvar(1) >= -180
trigger1 = fvar(0)-fvar(1) <=  -10
trigger2 = fvar(0)-fvar(1) >   180
trigger2 = fvar(0)-fvar(1) <   350
fv = 5
value = -0.2


[State 31322,方向を相手方面へ修正]
type = VarAdd
triggerAll = fvar(5) <= -0.2
trigger1 = fvar(0)-fvar(1) = (-10, 10)
trigger2 = fvar(0)-fvar(1) = (350, 360]
trigger3 = fvar(0)-fvar(1) = [-360, -350)
fv = 5
value = 0.2


[State 31322,方向を相手方面へ修正]
type = VarAdd
triggerAll = fvar(5) >= 0.2
trigger1 = fvar(0)-fvar(1) = (-10, 10)
trigger2 = fvar(0)-fvar(1) = (350, 360]
trigger3 = fvar(0)-fvar(1) = [-360, -350)
fv = 5
value = -0.2


[State 31322, VarSet]
type = VarSet
trigger1 = fvar(5) > 2.0
fv = 5
value = 2.0


[State 31322, VarSet]
type = VarSet
trigger1 = fvar(5) < -2.0
fv = 5
value = -2.0


[State 31322, VarAdd]
type = VarAdd
trigger1 = NumEnemy > 0
fv = 1
value = fvar(5)


[State 31322, VarAdd]
type = VarAdd
trigger1 = fvar(1) > 180
fv = 1
value = -360


[State 31322, VarAdd]
type = VarAdd
trigger1 = fvar(1) < -180
fv = 1
value = 360


[State 31222,軌道]
Type = VelSet
Trigger1 = time >= 6
X = fvar(6)*Cos(Pi*fvar(1)/180)
Y = fvar(6)*Sin(Pi*fvar(1)/180)

;[State 31222,角度から速度調整（相手が自分より上）]
;type = VarAdd
;trigger1 = fvar(0) = [0,180]
;trigger2 = fvar(0) = [-181,-360]
;fv = 1
;value = -0.2


;[State 31222,角度から速度調整（相手が自分より下）]
;type = VarAdd
;trigger1 = fvar(0) = [181,360]
;trigger2 = fvar(0) = [-1,-180]
;fv = 1
;value = 0.2


;[State 31222,上方向速度制限]
;type = VarSet
;trigger1 = fvar(1) <= -2.0
;fvar(1) = -2.0


;[State 31222,下方向速度制限]
;type = VarSet
;trigger1 = fvar(1) >= 2.0
;fvar(1) = 2.0


;[State 31222,角度から速度調整（相手が自分より上）]
;type = VarAdd
;trigger1 = fvar(0) = [0,179]
;fv = 2
;value = .2


;[State 31222,相手が自分よりも上にいる]
;type = VarAdd
;trigger1 = time >= 11
;trigger1 = p2bodydist Y < 50
;x = 0.2
;y = -0.2


;[State 31222,相手と自分の高さが同じ]
;type = VelAdd
;trigger1 = time >= 11
;trigger1 = p2bodydist Y = 50
;x = 0.2
;y = 0


;[State 31222,相手が自分よりも下にいる]
;type = VelAdd
;trigger1 = time >= 11
;trigger1 = p2bodydist Y > 50
;x = 0.2
;y = 0.2
;[State 31222,軌道]
;type = VelSet
;trigger1 = time >= 8
;x = abs((time * 0.07) * cos(fvar(0) * fvar(1)))
;y = (time * 0.07) * sin(fvar(0) * fvar(1)) * -1


[State 31322,変数セット（回転用）]
type = VarSet
trigger1 = 1
var(0) = time
ignorehitpause = 1


[State 31322,回転許可]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5


[State 31322,回転]
type = AngleSet
trigger1 = 1
value = var(0) * 8


[State 31322,透過]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 255,65
ignorehitpause = 1


[State 31322,相殺]
type = HitOverRide
trigger1 = 1
time = -1
attr = SCA,AP
stateno = 31323
ignorehitpause = 1


[State 31322,無敵]
type = NotHitBy
trigger1 = 1
value = ,AA,AT
time = -1
ignorehitpause = 1


[State 31322,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1


[State 31322,消去へ]
type = ChangeState
trigger1 = movecontact
trigger2 = time >= 200
value = 31323
ctrl = 0
ignorehitpause = 1
;---------------------------------------------------------------------------
;博麗アミュレット（消滅）
[Statedef 31323]
type    = A
movetype= I
physics = N
ctrl = 0
velset = fvar(6)*Cos(Pi*fvar(1)/180),fvar(6)*Sin(Pi*fvar(1)/180)
sprpriority = 5
anim = 10262


[State 31322,無敵]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = -1
ignorehitpause = 1


[State 31323,変数セット（回転用）]
type = VarAdd
trigger1 = 1
v = 0
value = 1
ignorehitpause = 1


[State 31323,変数セット（透過用）]
type = VarSet
trigger1 = time = [0,12]
var(1) = time
ignorehitpause = 1


[State 31323,回転許可]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5


[State 31323,回転]
type = AngleSet
trigger1 = 1
value = var(0) * 4


[State 31323,透過]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 255 - (var(1) * 20),65 + (var(1) * 8)
ignorehitpause = 1


[State 31323,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 1


[State 31323,消去]
type = destroyself
trigger1 = time >= 13
ignorehitpause = 1
;---------------------------------------------------------------------------
;AD時よ止まれッ！多目的ヘルパー
[Statedef 33000]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 0
anim = 3


[State 33000,変数チェンジ]
type = varset
;trigger1 = Time = [0,10]
trigger1 = 1
v = 0
value = time
IgnoreHitPause = 1
Persistent = 1


[State 33000,位置固定]
type = BindToRoot
trigger1 = time < 71 
time = -1
pos = 0,-50
supermovetime = -1
pausemovetime = -1


[State 33000,位置固定]
type = BindToRoot
trigger1 = time >= 71 
time = -1
pos = 0,0
supermovetime = -1
pausemovetime = -1


[State 33000,無敵]
type = NotHitby
trigger1 = 1
time = -1
value = SCA,AA,AP,AT
supermovetime = -1
pausemovetime = -1


[State 33000, 色変化]
type = BGPalFX
trigger1 = time >= 71
time = 3
invertall = 1
color = 0
add = 0,0,0
mul = 256,256,256
;sinadd = 100,0,0,50
;(random%256),(random%256),(random%256),40
Persistent = 1
supermovetime = -1
pausemovetime = -1


[State 33000,エフェクト表示（時計エフェクト）]
type = explod
trigger1 = time = 0
anim = 50200
ownpal = 1
id = 33000
sprpriority = 0
ontop = 1
postype = p1
pos = 0,0
bindtime = -1
scale = 0,0
removeongethit = 0
Persistent = 0
Ignorehitpause = 1
supermovetime = -1
pausemovetime = -1


[State 33000,時計エフェクト拡大]
type = ModifyExplod
trigger1 = Time >= 0
id = 33000
scale = (0 + (0.02 * var(0))),(0 + (0.02 * var(0)))
supermovetime = -1
pausemovetime = -1


[State 33000,時計エフェクト消去]
type = removeexplod
trigger1 = Parent,movetype = H
trigger2 = time >= 70
id = 33000
supermovetime = -1
pausemovetime = -1


[State 33000,BGM停止]
type = AssertSpecial
trigger1 = time >= 71
flag = NoMusic
supermovetime = -1
pausemovetime = -1
ignorehitpause = 1


[State 33000,消去]
type = destroyself
trigger1 = Parent,movetype = H
ignorehitpause = 1
supermovetime = -1
pausemovetime = -1


[State 33000,終了へ]
type = ChangeState
trigger1 = time >= 371
Value = 33005
ignorehitpause = 1
supermovetime = -1
pausemovetime = -1

;---------------------------------------------------------------------------
;時間再始動準備
[Statedef 33005]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 0
anim = 10760


[State 33005, 色変化]
type = BGPalFX
trigger1 = 1
time = 2
invertall = 1
color = 0
add = 0,0,0
mul = 256,256,256
;sinadd = 100,0,0,50
;(random%256),(random%256),(random%256),40
Persistent = 1
supermovetime = -1
pausemovetime = -1


[State 33005,BGM停止]
type = AssertSpecial
trigger1 = 1
flag = NoMusic
supermovetime = -1
pausemovetime = -1
ignorehitpause = 1


[State 33005,終了へ]
type = ChangeState
trigger1 = Parent,stateno = 23006
trigger1 = Parent,movetype != H
Value = 33006
ignorehitpause = 1
supermovetime = -1
pausemovetime = -1
;---------------------------------------------------------------------------
;時間再始動
[Statedef 33006]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
sprpriority = 0
anim = 10760

[State 33006, ヒット定義]
type = Hitdef
trigger1 = 1
attr = A,HA
hitflag = M+A+F+
priority = 7, Hit
guardflag = 
animtype = mideum
air.animtype = mideum
fall.animtype = mideum
ground.type = high
air.type = high
damage = ceil(root,fvar(0) * 0),0
getpower = (root,var(4)=0) *0,0 * (root,var(4)=0)
givepower = 0,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1;-1;S40000
guard.sparkno = -1;-1;S40010
sparkxy = 0,0;-15,ceil(p2bodydist y - 70)
hitsound = -1;S0,0
guardsound = -1;S0,10
sprpriority = 4
ground.hittime = 15
ground.slidetime = 15
guard.hittime = 18
air.hittime = 15
guard.ctrltime = 18
airguard.ctrltime = 18
ground.velocity = -2,0
guard.velocity = -4
air.velocity = -2,0
airfuard.velocity = -2,-1
;fall.yvelocity = 0
fall.recover = 1
guard.dist = 20
forcestand = 0
fall = 0
air.fall = 1
kill = 0
guard.kill = 0
;envshake.time = 12
;envshake.ampl = -4
p2stateno = 23050


[State 33006,消去]
type = destroyself
trigger1 = time >= 1
ignorehitpause = 1
supermovetime = -1
pausemovetime = -1
;---------------------------------------------------------------------------
;AAD時よ止まれッ！多目的ヘルパー
[Statedef 33010]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 0
anim = 3


[State 33010,変数チェンジ]
type = varset
;trigger1 = Time = [0,10]
trigger1 = 1
v = 0
value = time
IgnoreHitPause = 1
Persistent = 1


[State 33000,位置固定]
type = BindToRoot
trigger1 = time < 41 
time = -1
pos = 0,-50
supermovetime = -1
pausemovetime = -1


[State 33010,位置固定]
type = BindToRoot
trigger1 = time >= 41 
time = -1
pos = 0,0
supermovetime = -1
pausemovetime = -1


[State 33010,無敵]
type = NotHitby
trigger1 = 1
time = -1
value = SCA,AA,AP,AT
supermovetime = -1
pausemovetime = -1


[State 33000, 色変化]
type = BGPalFX
trigger1 = time >= 41
time = 3
invertall = 1
color = 0
add = 0,0,0
mul = 256,256,256
;sinadd = 100,0,0,50
;(random%256),(random%256),(random%256),40
Persistent = 1
supermovetime = -1
pausemovetime = -1


[State 33010,エフェクト表示（時計エフェクト）]
type = explod
trigger1 = time = 0
anim = 50200
ownpal = 1
id = 33010
sprpriority = 0
ontop = 1
postype = p1
pos = 0,0
bindtime = -1
scale = 0,0
removeongethit = 0
Persistent = 0
Ignorehitpause = 1
supermovetime = -1
pausemovetime = -1


[State 33010,時計エフェクト拡大]
type = ModifyExplod
trigger1 = Time >= 0
id = 33010
scale = (0 + (0.04 * var(0))),(0 + (0.04 * var(0)))
supermovetime = -1
pausemovetime = -1


[State 33010,時計エフェクト消去]
type = removeexplod
trigger1 = Parent,movetype = H
trigger2 = time >= 40
id = 33010
supermovetime = -1
pausemovetime = -1


[State 33010,BGM停止]
type = AssertSpecial
trigger1 = time >= 41
flag = NoMusic
supermovetime = -1
pausemovetime = -1
ignorehitpause = 1


[State 33010,消去]
type = destroyself
trigger1 = Parent,movetype = H
ignorehitpause = 1
supermovetime = -1
pausemovetime = -1


[State 33010,終了へ]
type = ChangeState
trigger1 = time >= 341
Value = 33005
ignorehitpause = 1
supermovetime = -1
pausemovetime = -1

;---------------------------------------------------------------------------
;AAD17分割タタリマーク
[Statedef 33100]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 3
poweradd = 0
sprpriority = -7


[State 33100,変数チェンジ(タタリマーク用)]
type = varset
trigger1 = Time >= 0
v = 0
value = time
IgnoreHitPause = 1
Persistent = 1


[State 33100,タタリマーク]
type = Explod
trigger1 = time = 0
ID = 10011
anim = 40042
postype = back
pos = 160,120
ownpal = 1
ontop = 1
scale = 0.5,0.5
sprpriority = 7
;trans = 255,128
bindtime = -1
supermovetime = 9999
pausemovetime = 9999


[State 33100,タタリマーク拡大]
type = ModifyExplod
trigger1 = Time >= 0
id = 10011
scale = (0.5 + (0.009 * var(0))),(0.5 + (0.009 * var(0)))


[State 33100,タタリマーク消去]
type = removeexplod
trigger1 = time >= 25
id = 10011


[State 33100,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1
Persistent = 999999


[State 33100,終了]
type = DestroySelf
trigger1 = time >= 26

;---------------------------------------------------------------------------
;HEATorMAX残像
[Statedef 40000]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
;anim     = 3
poweradd = 0
sprpriority = -3


[State 40000,位置固定]
type = BindToRoot
trigger1 = 1 
time = -1
pos = 0,1
supermovetime = -1
pausemovetime = -1


[State 40000,キャラの向きに合わせて反転]
type = Turn
trigger1 = Facing != Root,Facing


[State 40000,本体と同じ動作(1)]
type = ChangeAnim
triggerall = Parent,time >= 1
trigger1 = Parent,movetype != H
value = parent,Anim
elem  = parent,AnimElemNo(0)
ignorehitpause = 1
persistent = 1
supermovetime = -1
pausemovetime = -1


[State 40000,本体と同じ動作(2)]
type = ChangeAnim
triggerall = Parent,time >= 1
triggerall = Parent,movetype = H
trigger1 = Parent,stateno = 5000
trigger2 = Parent,stateno = 5001
trigger3 = Parent,stateno = 5010
trigger4 = Parent,stateno = 5011
trigger5 = Parent,stateno = 5020
trigger6 = Parent,stateno = 5030
trigger7 = Parent,stateno = 5035
trigger8 = Parent,stateno = 5040
trigger9 = Parent,stateno = 5050
trigger10 = Parent,stateno = 5070
trigger11 = Parent,stateno = 5071
trigger12 = Parent,stateno = 5080
trigger13 = Parent,stateno = 5081
trigger14 = Parent,stateno = 5100
trigger15 = Parent,stateno = 5101
trigger16 = Parent,stateno = 5110
trigger17 = Parent,stateno = 5120
trigger18 = Parent,stateno = 5150
trigger19 = Parent,stateno = 5200
trigger20 = Parent,stateno = 5201
trigger21 = Parent,stateno = 5210
trigger22 = Parent,stateno = [0,155]
trigger23 = Parent,stateno = 160
value = parent,Anim
elem  = parent,AnimElemNo(0)
ignorehitpause = 1
persistent = 1
supermovetime = -1
pausemovetime = -1


[State 40000,無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1


[State 40000,影消去+姿を隠す]
type = assertspecial
trigger1 = time = 0
flag = NoShadow
flag2 = invisible


[State 40000,影消去]
type = assertspecial
trigger1 = time >= 1
flag = NoShadow


[State 40000,カラー変更]
type = Palfx
trigger1 = 1
add = 20,20,80
mul = 50,50,255
;sinadd = 75,5,5,7
invertall = 0
color = 256
time = -1
supermovetime = -1
pausemovetime = -1


[State 40000, 残像]
type = AfterImage
trigger1 = time = 1
Time = -1
trans = add
timegap = 1
framegap = 1
length = 5
palbright = 0,0,10
palcontrast = 0,0,255
;palpostbright = 0,0,5
paladd = 0,0,5
palmul = 0.85,0.85,0.85
ignorehitpause = 1
Peresistent = 0


[State 40000,透過]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 255,200
ignorehitpause = 1
persistent = 1
supermovetime = -1
pausemovetime = -1


[State 40000];消去
type = DestroySelf
trigger1 = (Parent,stateno != [5000,5150]) && (Parent,stateno != [120,155])
trigger1 = Parent,movetype = H
trigger2 = Parent,var(4) != [1,2]
trigger3 = Parent,stateno = 4011
;---------------------------------------------------------------------------
;BLOODHEAT残像
[Statedef 40010]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
;anim     = 3
poweradd = 0
sprpriority = -3


[State 40010,位置固定]
type = BindToRoot
trigger1 = 1 
time = -1
pos = 0,1
supermovetime = -1
pausemovetime = -1


[State 40010,キャラの向きに合わせて反転]
type = Turn
trigger1 = Facing != Root,Facing


[State 40010,本体と同じ動作(1)]
type = ChangeAnim
triggerall = Parent,time >= 1
trigger1 = Parent,movetype != H
value = parent,Anim
elem  = parent,AnimElemNo(0)
ignorehitpause = 1
persistent = 1
supermovetime = -1
pausemovetime = -1


[State 40010,本体と同じ動作(2)]
type = ChangeAnim
triggerall = Parent,time >= 1
triggerall = Parent,movetype = H
trigger1 = Parent,stateno = 5000
trigger2 = Parent,stateno = 5001
trigger3 = Parent,stateno = 5010
trigger4 = Parent,stateno = 5011
trigger5 = Parent,stateno = 5020
trigger6 = Parent,stateno = 5030
trigger7 = Parent,stateno = 5035
trigger8 = Parent,stateno = 5040
trigger9 = Parent,stateno = 5050
trigger10 = Parent,stateno = 5070
trigger11 = Parent,stateno = 5071
trigger12 = Parent,stateno = 5080
trigger13 = Parent,stateno = 5081
trigger14 = Parent,stateno = 5100
trigger15 = Parent,stateno = 5101
trigger16 = Parent,stateno = 5110
trigger17 = Parent,stateno = 5120
trigger18 = Parent,stateno = 5150
trigger19 = Parent,stateno = 5200
trigger20 = Parent,stateno = 5201
trigger21 = Parent,stateno = 5210
trigger22 = Parent,stateno = [0,155]
trigger23 = Parent,stateno = 160
value = parent,Anim
elem  = parent,AnimElemNo(0)
ignorehitpause = 1
persistent = 1
supermovetime = -1
pausemovetime = -1


[State 40010,無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1


[State 40010,影消去+姿を隠す]
type = assertspecial
trigger1 = time = 0
flag = NoShadow
flag2 = invisible


[State 40010,影消去]
type = assertspecial
trigger1 = time >= 1
flag = NoShadow


[State 40010,カラー変更]
type = Palfx
trigger1 = 1
add = 40,40,10
mul = 255,255,5
;sinadd = 75,5,5,7
invertall = 0
color = 256
time = -1
supermovetime = -1
pausemovetime = -1


[State 40010, 残像]
type = AfterImage
trigger1 = time = 1
Time = -1
trans = add
timegap = 1
framegap = 1
length = 5
palbright = 10,10,10
palcontrast = 255,255,0
;palpostbright = 5,5,0
paladd = 5,5,0
palmul = 0.85,0.85,0.85
ignorehitpause = 1
Peresistent = 0


[State 40010,透過]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 255,200
ignorehitpause = 1
persistent = 1
supermovetime = -1
pausemovetime = -1


[State 40010];消去
type = DestroySelf
trigger1 = (Parent,stateno != [5000,5150]) && (Parent,stateno != [120,155])
trigger1 = Parent,movetype = H
trigger2 = Parent,var(4) != 3
trigger3 = Parent,stateno = 4011
;---------------------------------------------------------------------------
;あゆイントロ(1)
[Statedef 50000]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 13200
poweradd = 0
sprpriority = -1


[State 50000,イントロ宣言]
type = AssertSpecial
trigger1 = 1
flag = Intro


[State 50000,ステート変更]
type = ChangeState
trigger1 = Parent,Stateno = 192
trigger1 = Time >= 330
trigger2 = Parent,Stateno = 193
trigger2 = Time >= 430
trigger3 = Parent,Stateno = 194
trigger3 = Time >= 220
trigger4 = Parent,Stateno = 195
trigger4 = Time >= 280 - ((Parent,var(9)=2)*50)
trigger5 = Time >= 320
value = 50001
ctrl = 0


[State 50001,消去]
type = DestroySelf
trigger1 = RoundState = 2
trigger2 = time >= 310
;---------------------------------------------------------------------------
;あゆイントロ(2)
[Statedef 50001]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 13230
poweradd = 0
sprpriority = -1


[State 50001,イントロ宣言]
type = AssertSpecial
trigger1 = 1
flag = Intro


[State 50001,残像]
type = AfterImage
trigger1 = time = 0
time = -1
timeGap = 1
trameGap = 3
trans = Add1
length = 12
paladd = 0,0,0
palmul = 1,1,1
removeongethit = 1


[State 50001,EFZ空中ダッシュ]
type = projectile
trigger1 = time = 0
projID = 50000
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 50001,ダッシュの煙]
type = Explod
trigger1 = time = 0
ID = 50001
anim = 13243
postype = p1
pos = -10,0
ownpal = 1
sprpriority = 1
bindtime = 1
supermovetime = 9999
pausemovetime = 9999


[State 50001,ダッシュの羽根]
type = Explod
trigger1 = time >= 5
ID = 50001
anim = 13244
postype = p1
pos = -40+Random%10,-60+Random%40
ownpal = 1
sprpriority = 2
bindtime = 1
vel = 1,0.5
accel = 0.14,0.08
persistent = 3
supermovetime = 9999
pausemovetime = 9999


[State 50001,移動]
type = velset
trigger1 = time >= 0
x = -5.3
y = -3


[State 50001,消去]
type = DestroySelf
trigger1 = RoundState = 2
trigger2 = time >= 60
;---------------------------------------------------------------------------
;あゆ勝利(1)
[Statedef 50010]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 13200
poweradd = 0
sprpriority = -1


[State 50000,イントロ宣言]
type = AssertSpecial
trigger1 = 1
flag = Intro


[State 50000,ステート変更]
type = ChangeState
trigger1 = Parent,Stateno = 192
trigger1 = Time >= 330
trigger2 = Parent,Stateno = 193
trigger2 = Time >= 430
trigger3 = Parent,Stateno = 194
trigger3 = Time >= 220
trigger4 = Parent,Stateno = 195
trigger4 = Time >= 280 - ((Parent,var(9)=2)*50)
trigger5 = Time >= 320
value = 50001
ctrl = 0


[State 50001,消去]
type = DestroySelf
trigger1 = RoundState = 2
trigger2 = time >= 310
;---------------------------------------------------------------------------
;あゆ・彗星「ブレイジングスター」(1)
[Statedef 50100]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
;anim     = 13200
poweradd = 0
sprpriority = -1


[State 50100,光の玉表示]
type = Explod
trigger1 = time = 0
ID = 50100
anim = 13380
postype = p1
pos = 0,-30
ownpal = 1
sprpriority = 1
bindtime = -1
;supermovetime = 9999
;pausemovetime = 9999


[State 50100,かくれんぼ]
type = projectile
trigger1 = time = 0
projID = 50100
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 50100,アニメ変更]
type = ChangeAnim
trigger1 = time = 15
value = 13200


[State 50100,透過]
type = Trans
trigger1 = time <= 15
trans = AddAlpha
alpha = 0,255


[State 50100,終了]
type = ChangeState
trigger1 = time >= 40
value = 50101
ctrl = 0
ignorehitpause = 1
;---------------------------------------------------------------------------
;あゆ・彗星「ブレイジングスター」(2)
[Statedef 50101]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 13230
poweradd = 0
sprpriority = -1


[State 50101,MVC2ハイパーコンボ発動(1)]
type = projectile
trigger1 = time = 0
projID = 50101
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 50101,EXエフェクト表示]
type = Explod
trigger1 = time = 0
ID = 1120
anim = 40050
postype = p1
pos = 0,-60
ownpal = 1
bindtime = -1
sprpriority = 2
supermovetime = 9999
pausemovetime = 9999
persistent = 0


[State 50101,移動]
type = velset
trigger1 = time >= 1
trigger1 = BackEdgeDist >= -149
x = -20
y = 0
supermovetime = 9999
pausemovetime = 9999


[State 50101,移動中止]
type = velset
trigger1 = BackEdgeDist <= -150
x = 0
y = 0
supermovetime = 9999
pausemovetime = 9999


[State 50101,残像]
type = AfterImage
trigger1 = time = 0
time = -1
timeGap = 1
trameGap = 3
trans = Add1
length = 12
paladd = 0,0,0
palmul = 1,1,1
removeongethit = 1
supermovetime = 9999
pausemovetime = 9999


[State 50101,時間停止]
type = Superpause
trigger1 = AnimElemTime(1) = 1
pos = 8,-50
anim = -1
pos = 0,0
sound = -1
time = 25
movetime = 25
darken = 0
persistent = 0
supermovetime = 9999
pausemovetime = 9999


[State 50101,STカットインヘルパー作成]
type = Helper
trigger1 = AnimElemTime(1) = 1
stateno = 60000
pos = -600,0
name = "ayuEX"
postype = back
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1.0
size.yscale = 1.0
supermovetime = 9999
pausemovetime = 9999
persistent = 0


[State 50101,終了]
type = ChangeState
trigger1 = time >= 30
value = 50102
ctrl = 0
ignorehitpause = 1
;---------------------------------------------------------------------------
;あゆ・彗星「ブレイジングスター」(3)
[Statedef 50102]
type     = A
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 13231
poweradd = 0
sprpriority = 1


[State 50102,ヒット定義]
type = Hitdef
trigger1 = time % 3 = 0
attr = A,HA
hitflag = MAF
priority = 4, Hit
guardflag = M
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ceil(Parent,fvar(0) * 250),2
getpower = (Parent,var(4)=0) * 0,0 * (Parent,var(4)=0)
givepower = 11,7
pausetime = 1,3
guard.pausetime = 1,3
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 50)
hitsound = -1;S0,8
guardsound = -1;S0,10
sprpriority = 1
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 15
air.hittime = 20
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = 0,0
guard.velocity = -6
air.velocity = -2,0
airfuard.velocity = -6,0
;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 50102,振動]
type = envShake
trigger1 = time % 5 = 0
time = 5
ampl = -8
ignorehitpause = 1


[State 50102,背景色変更]
type = BGPalfx
trigger1 = FrontEdgeDist >= -99
add = 0,0,0
mul = 150,150,150
invertall = 0
color = 256
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 50102,背景色変更]
type = BGPalfx
trigger1 = FrontEdgeDist = [-149,-100]
add = 0,0,0
mul = 200,200,200
invertall = 0
color = 256
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 50102,背景色変更]
type = BGPalfx
trigger1 = FrontEdgeDist = [-200,-150]
add = 0,0,0
mul = 250,250,250
invertall = 0
color = 256
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 50102,ブレイジングスター]
type = Explod
trigger1 = time = 0
ID = 50102
anim = 13260
postype = p1
pos = 15,-40
ownpal = 1
sprpriority = 2
scale = 1.5,1.5
trans = add
bindtime = -1
removetime = -1
;supermovetime = 9999
;pausemovetime = 9999
persistent = 0


[State 50102,エフェクト表示（砂煙）]
type = explod
trigger1 = time % 4 = 0
anim = 30320
ownpal = 1
id = 21200
sprpriority = 3
postype = p1
pos = 0,80
bindtime = 1
;Persistent = 0
Ignorehitpause = 1


[State 50102,エフェクト消去]
type = removeexplod
trigger1 = FrontEdgeDist <= -200
ID = 50102


[State 50102,TargetState]
type = TargetState
trigger1 = movehit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,stateno != [120,155]
value = 50110
ignorehitpause = 1


[State 50102,不夜城レッド]
type = projectile
trigger1 = time = 2
projID = 50102
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 50102,移動]
type = velset
trigger1 = time >= 1
x = 16
y = 0
supermovetime = 9999
pausemovetime = 9999


[State 50102,移動]
type = Posset
trigger1 = time = 0
y = -80
supermovetime = 9999
pausemovetime = 9999


[State 50102,ヒット告知]
type = projectile
trigger1 = IsHelper
trigger1 = movehit
projID = 50103
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 50102,ガード告知]
type = projectile
trigger1 = IsHelper
trigger1 = moveguarded
projID = 50104
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0



[State 50102,ヒット解除]
type = MoveHitReset
trigger1 = movecontact
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 50102,消去]
type = DestroySelf
trigger1 = FrontEdgeDist <= -200
;---------------------------------------------------------------------------
;あゆ・彗星「ブレイジングスター」やられ
[Statedef 50110]
type     = A
movetype = H
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
;anim     = 13300
sprpriority = 0


[State 50110,やられアニメ]
type = ChangeAnim2
trigger1 = time = 0
value = 13280


[State 50110,重力]
type = veladd
trigger1 = 1
y = 0.72


[State 50110,重力]
type = veladd
trigger1 = time = 0
x = -6
y = -20
persistent = 0


[State 50110,回転許可]
type = angledraw
trigger1 = 1
scale = 1,1


[State 50110,回転]
type = angleset
trigger1 = 1
value = time * 30


[State 50110,開放]
type = SelfState
trigger1 = time >= 2
trigger1 = Pos Y >= 0
value = 5100
ctrl = 0
;---------------------------------------------------------------------------
;ちびみずかイントロ(1)
[Statedef 51000]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 13300
poweradd = 0
sprpriority = -1


[State 51000,イントロ宣言]
type = AssertSpecial
trigger1 = 1
flag = Intro


[State 51000,ステート変更]
type = ChangeState
trigger1 = Parent,Stateno = 192
trigger1 = Time >= 270
trigger2 = Parent,Stateno = 193
trigger2 = Time >= 370
trigger3 = Parent,Stateno = 194
trigger3 = Time >= 160
trigger4 = Parent,Stateno = 195
trigger4 = Time >= 220 - ((Parent,var(9)=2)*50)
trigger5 = time >= 300
value = 51001
ctrl = 0

[State 51001,消去]
type = DestroySelf
trigger1 = RoundState = 2
trigger2 = time >= 310
;---------------------------------------------------------------------------
;ちびみずかイントロ(2)
[Statedef 51001]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 13350
poweradd = 0
sprpriority = -1


[State 51001,イントロ宣言]
type = AssertSpecial
trigger1 = 1
flag = Intro


[State 51001,ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 51002
ctrl = 0


[State 50001,消去]
type = DestroySelf
trigger1 = RoundState = 2
trigger2 = time >= 100
;---------------------------------------------------------------------------
;ちびみずかイントロ(3)
[Statedef 51002]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 13330
poweradd = 0
sprpriority = -1


[State 51002,イントロ宣言]
type = AssertSpecial
trigger1 = 1
flag = Intro


[State 51002,かくれんぼ]
type = projectile
trigger1 = animelemtime(9) = 0
projID = 51000
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0



[State 51002,消去]
type = DestroySelf
trigger1 = prevstateno != 51103
trigger1 = RoundState = 2
trigger2 = time >= 25
;---------------------------------------------------------------------------
;ちびみずか勝利1
[Statedef 51010]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
;anim     = 13340
poweradd = 0
sprpriority = -1


[State 51011,位置変更]
type = PosSet
trigger1 = random % 2 = 0
trigger1 = time = 0
y = 0

[State 51010,変数]
type = varrandom
trigger1 = 1
v = 0
range = -1,2


[State 51010,変数]
type = varrandom
trigger1 = 1
v = 1
range = -2,0


[State 51010,変数]
type = varrandom
trigger1 = 1
v = 2
range = 1,4


[State 51010,光の玉表示]
type = Explod
trigger1 = time = 0
ID = 51010
anim = 13380
postype = p1
pos = 0,-30
ownpal = 1
sprpriority = 1
bindtime = -1
supermovetime = 9999
pausemovetime = 9999


[State 51010,羽根(大)]
type = Explod
triggerall = Parent,numhelper(50010) = 0
trigger1 = time >= 30
trigger1 = time % 25 = 0
ID = 51011
anim = 13241
postype = back
pos = 0,160
facing = 1
ownpal = 1
sprpriority = -2
vel = 6 + var(0),0.2*var(1)
accel = 0,-0.02 * var(2)
bindtime = 1
removetime = 100
supermovetime = 9999
pausemovetime = 9999


[State 51010,羽根(小)]
type = Explod
triggerall = Parent,numhelper(50010) = 0
trigger1 = time >= 30
trigger1 = time % 20 = 0
ID = 51012
anim = 13242
postype = back
pos = 0,160
facing = 1
ownpal = 1
sprpriority = -2
vel = 6 + var(0),0.2*var(1)
accel = 0,-0.02 * var(2)
bindtime = 1
removetime = 100
supermovetime = 9999
pausemovetime = 9999


[State 51010,かくれんぼ]
type = projectile
trigger1 = time = 0
projID = 51010
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 51010,アニメ変更]
type = ChangeAnim
trigger1 = time = 15
trigger1 = Pos Y != 0
value = 13340


[State 51010,アニメ変更]
type = ChangeAnim
trigger1 = time = 15
trigger1 = Pos Y = 0
value = 13300


[State 51010,アニメ変更]
type = ChangeAnim
trigger1 = time = 150
trigger1 = anim = 13300
;trigger1 = random%2=0
value = 13350


[State 51010,透過]
type = Trans
trigger1 = time <= 15
trans = AddAlpha
alpha = 0,255
ignorehitpause = 1


[State 51010,消去]
type = DestroySelf
trigger1 = RoundState = 2
;---------------------------------------------------------------------------
;ちびみずか・天符「てんくうのひかり」(1)
[Statedef 51100]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 13331
poweradd = 0
sprpriority = -1


[State 51100,かくれんぼ]
type = projectile
trigger1 = time = 0
projID = 51103
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0




;[State 51100,アニメ変更]
;type = ChangeAnim
;trigger1 = time = 15
;value = 13200


[State 51100,終了]
type = ChangeState
trigger1 = animtime = 0
value = 51101
ctrl = 0
ignorehitpause = 1
;---------------------------------------------------------------------------
;ちびみずか・天符「てんくうのひかり」(2)
[Statedef 51101]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 13310
poweradd = 0
sprpriority = -1



[State 51101,MVC2ハイパーコンボ発動(1)]
type = projectile
trigger1 = time = 0
projID = 51103
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 51101,EXエフェクト表示]
type = Explod
trigger1 = time = 0
ID = 1120
anim = 40050
postype = p1
pos = 0,-60
ownpal = 1
bindtime = -1
sprpriority = 2
supermovetime = 9999
pausemovetime = 9999
persistent = 0


[State 51101,移動]
type = velset
trigger1 = time >= 5
trigger1 = Pos Y >= -299
x = 0
y = -15
supermovetime = 9999
pausemovetime = 9999


[State 51101,移動中止]
type = velset
trigger1 = Pos Y <= -300
x = 0
y = 0
supermovetime = 9999
pausemovetime = 9999


[State 51101,残像]
type = AfterImage
trigger1 = time = 0
time = -1
timeGap = 1
trameGap = 3
trans = Add1
length = 12
paladd = 0,0,0
palmul = 1,1,1
removeongethit = 1
supermovetime = 9999
pausemovetime = 9999


[State 51101,時間停止]
type = Superpause
trigger1 = AnimElemTime(1) = 1
pos = 8,-50
anim = -1
pos = 0,0
sound = -1
time = 25
movetime = 25
darken = 0
persistent = 0
supermovetime = 9999
pausemovetime = 9999


[State 51101,STカットインヘルパー作成]
type = Helper
trigger1 = AnimElemTime(1) = 1
stateno = 60000
pos = -600,0
name = "ayuEX"
postype = back
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1.0
size.yscale = 1.0
supermovetime = 9999
pausemovetime = 9999
persistent = 0


[State 51101,背景色変更]
type = BGPalfx
trigger1 = 1
add = 0,0,0
mul = 150,150,150
invertall = 0
color = 256
time = 3
supermovetime = 9999
pausemovetime = 9999


[State 51101,終了]
type = ChangeState
trigger1 = Pos Y <= -300
value = 51102
ctrl = 0
ignorehitpause = 1
;---------------------------------------------------------------------------
;ちびみずか・天符「てんくうのひかり」(3)
[Statedef 51102]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 13320
poweradd = 0
sprpriority = -1


[State 51102,背景色変更]
type = BGPalfx
trigger1 = 1
add = 0,0,0
mul = 150,150,150
invertall = 0
color = 256
time = 3
supermovetime = 9999
pausemovetime = 9999


[State 51102,移動]
type = velset
trigger1 = P2Dist X!= 0
x = 0.44 - (0.88 * (P2Dist X < 0))
y = 0
supermovetime = 9999
pausemovetime = 9999


[State 51102,移動]
type = velset
trigger1 = P2Dist X = 0
x = 0
y = 0
supermovetime = 9999
pausemovetime = 9999


[State 51102,てんくうのひかり（ビーム）]
type = helper
triggerall = AnimElemTime(9) = 0
trigger1 = numhelper(51100) = 0
name = "dm1"
id = 51100
pos = 3,0
postype = p1
facing = 1
stateno = 51200
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 51102,てんくうのひかり（玉）]
type = helper
triggerall = AnimElemTime(9) = 0
trigger1 = numhelper(51101) = 0
name = "dm2"
id = 51101
pos = 3,0
postype = p1
facing = 1
stateno = 51210
helpertype = normal
ownpal = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1


[State 51102,終了]
type = ChangeState
triggerall = time >= 30
trigger1 = numhelper(51100) = 0
trigger1 = numhelper(51101) = 0
value = 51103
ctrl = 0
ignorehitpause = 1
;---------------------------------------------------------------------------
;ちびみずか・天符「てんくうのひかり」(3)
[Statedef 51103]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 13321
poweradd = 0
sprpriority = -1


[State 51103,背景色変更]
type = BGPalfx
trigger1 = time <= 10
add = 0,0,0
mul = 150 + (time*10),150 + (time*10),150 + (time*10)
invertall = 0
color = 256
time = 1
supermovetime = 9999
pausemovetime = 9999


[State 51103,終了]
type = ChangeState
trigger1 = animtime = 0
value = 51002
ctrl = 0
ignorehitpause = 1
;---------------------------------------------------------------------------
;てんくうのひかり（ビーム）
[Statedef 51200]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 13370
poweradd = 0
sprpriority = 3


[State 50102,ヒット定義]
type = Hitdef
trigger1 = time % 6 = 0
trigger1 = var(0) > 15
attr = A,HP
hitflag = MAF
priority = 4, Hit
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = ceil(Root,fvar(0) * 10),2
getpower = (Root,var(4)=0) * 0,0 * (Root,var(4)=0)
givepower = 1,1
pausetime = 0,2
guard.pausetime = 0,2
sparkno = -1;S40000
guard.sparkno = -1;S40010
sparkxy = -15,ceil(p2bodydist y - 50)
hitsound = -1;S0,8
guardsound = -1;S0,10
sprpriority = 3
ground.hittime = 12
ground.slidetime = 12
guard.hittime = 15
air.hittime = 22
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = -2,-5
guard.velocity = -5
air.velocity = -2,0
airfuard.velocity = -2,-5
;fall.yvelocity = 0
fall.recover = 1
fall.recovertime = 10
forcestand = 0
fall = 1
air.fall = 1
kill = 1; - (var(21)=1)
guard.kill = 0
;envshake.time = 18
;envshake.ampl = -5


[State 50200,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1


[State 50200,状態変化]
type = StateTypeSet
trigger1 = var(0) > 15
type     = A
movetype = A
physics  = N
ignorehitpause = 1


[State 50200,状態変化]
type = StateTypeSet
trigger1 = var(0) < 14
type     = A
movetype = I
physics  = N
ignorehitpause = 1


[State 50200,振動]
type = envShake
trigger1 = time % 5 = 0
trigger1 = var(0) > 15
time = 5
ampl = -8
ignorehitpause = 1


[State 50200,透過]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1


[State 50200,回転許可]
type = angledraw
trigger1 = 1
scale = 0 + (var(0)*0.05),0 + (var(1)*0.05)
ignorehitpause = 1


[State 50200,太さ調整(1)]
type = VarSet
trigger1 = time = 3
v = 0
value = 1
ignorehitpause = 1


[State 50200,太さ調整(2)]
type = VarAdd
trigger1 = time >= 240
trigger1 = time <= 459
trigger1 = var(0) < 19
trigger1 = time % 3 = 0
v = 0
value = 1
ignorehitpause = 1


[State 50200,太さ調整(3)]
type = VarAdd
trigger1 = time >= 460
trigger1 = var(0) > 0
trigger1 = time % 3 = 0
v = 0
value = -1
ignorehitpause = 1


[State 50200,長さ調整]
type = VarAdd
trigger1 = var(1) < 39
trigger1 = time >= 3
v = 1
value = 1
ignorehitpause = 1


[State 50200,位置固定]
type = BindToParent
trigger1 = 1 
time = -1
pos = 5,0
ignorehitpause = 1


[State 50200,マスタースパーク]
type = projectile
trigger1 = time = 0
projID = 50202
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 50200,ヒット告知]
type = projectile
trigger1 = IsHelper
trigger1 = movehit
projID = 50200
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 50200,ガード告知]
type = projectile
trigger1 = IsHelper
trigger1 = moveguarded
projID = 50201
projanim = 3
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;Persistent = 0


[State 50200,ヒット解除]
type = MoveHitReset
trigger1 = movecontact
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 50200,消去]
type = DestroySelf
trigger1 = time >= 300
trigger1 = var(0) <= 0
ignorehitpause = 1
;---------------------------------------------------------------------------
;てんくうのひかり（玉）
[Statedef 51210]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 13360
poweradd = 0
sprpriority = 4


[State 50210,透過]
type = Trans
trigger1 = 1
trans = Add


[State 50210,大きさ調整(1)]
type = VarAdd
trigger1 = var(0) < 6
trigger1 = time <= 230
trigger1 = time % 6 = 0
v = 0
value = 1
ignorehitpause = 1


[State 50210,大きさ調整(2)]
type = VarAdd
trigger1 = var(0) < 30
trigger1 = time = [240,459]
trigger1 = time % 4 = 0
v = 0
value = 1
ignorehitpause = 1


[State 50210,大きさ調整(3)]
type = VarAdd
trigger1 = var(0) > 0
trigger1 = time >= 460
trigger1 = time % 3 = 0
v = 0
value = -1
ignorehitpause = 1


[State 50210,回転許可]
type = angledraw
trigger1 = 1
scale = 0+(var(0)*0.025),0+(var(0)*0.025)


[State 50210,回転]
type = angleSet
trigger1 = 1
value = time * 10


[State 50210,位置固定]
type = BindToParent
trigger1 = 1 
time = -1
pos = 5,0
supermovetime = 0
pausemovetime = 0


[State 50210,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1


[State 50210,消去]
type = DestroySelf
trigger1 = time >= 10
trigger1 = var(0) <= 0
;---------------------------------------------------------------------------
;STカットイン
[Statedef 60000]
type     = A
movetype = I
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 40065 + (Parent,Stateno = 51101)
poweradd = 0
sprpriority = -6


[State 60000,位置セット]
type = PosSet
trigger1 = time = 0
x = -385 * facing
y = 120 - ceil(screenpos y+pos y)
postype = back
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999


[State 60000,変数チェンジ]
type = varset
trigger1 = Time >= 25
v = 0
value = time - 24
IgnoreHitPause = 1
Persistent = 1


[State 60000,変数チェンジ]
type = varset
trigger1 = Time >= 25
v = 1
value = time - 25
IgnoreHitPause = 1
Persistent = 1


[State 60000,変数チェンジ]
type = varset
trigger1 = Time = [0,25]
v = 2
value = time
IgnoreHitPause = 1
Persistent = 1


[State 60000,大きさ変更]
type = AngleDraw
trigger1 = 1
scale = 1 + (var(0) * 0.0575),1 + (var(0) * 0.0575)
supermovetime = 9999
pausemovetime = 9999


[State 60000,透過]
type = Trans
trigger1 = time >= 26
trans = AddAlpha
alpha = 250 - (var(1) * 10),5 + (var(1) * 10)


[State 60000,移動(1)]
type = Velset
trigger1 = Time = [0,25]
x = (25 - var(2)) * 0.85
supermovetime = 9999
pausemovetime = 9999


[State 60000,移動(2)]
type = Velset
trigger1 = Time >= 26
x = 7
supermovetime = 9999
pausemovetime = 9999


[State 60000,背景]
type = Explod
trigger1 = time = 1
anim = 40081
postype = back
pos = 160,120
facing = 1
bindtime = -1
removetime = -1
ownpal = 0
ontop = 0
ID = 10001
trans = add
sprpriority = -7
scale = 1.2,1.2
supermovetime = 9999
pausemovetime = 9999


[State 60000,背景消去]
type = AssertSpecial
trigger1 = time = [1,27]
flag = GlobalNoShadow
flag2 = nofg
flag3 = nobg
pausemovetime = -1
supermovetime = -1


[State 60000,影消去]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
pausemovetime = -1
supermovetime = -1


[State 60000,エフェクト消去]
type = removeexplod
trigger1 = numexplod(10001) >= 1
trigger1 = time >= 28
ID = 10001


[State 60000,終了]
type = DestroySelf
trigger1 = time >= 50
pausemovetime = 9999
supermovetime = 9999
