
;---------------------------------------------------------------------------
;グルガン・立ち
[Statedef 30000]
type = S
physics = S
ctrl = 0
;anim = 30000
sprpriority = -1

[state 1110,技判定]
type=varset
trigger1=1
var(7)=0

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 30000 && Anim != 30005
trigger2 = Anim = 30005 && AnimTime = 30000 ;Turn anim over
value = 30000


[State 4005, push]
type=playerpush
trigger1= 1
value=0
ignorehitpause=1

[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1


[State 1];カメラ固定
type = posset
trigger1 = 1
y = 0


[State 1];カメラ固定
type = null;screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------

;---------------------------------------------------------------------------

;---------------------------------------------------------------------------

[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1




[State 900, 4]
type = ChangeState
trigger1 = root,stateno=[190,194]
trigger1 = prevstateno != 1350
value = 1350



[State 900, 4]
type = ChangeState
triggerall= p2stateno=[180,189]
trigger1 = root,stateno=5150
trigger2 = lose
value = 35150


[State 900, 4]
type = ChangeState
trigger1 = root,stateno=[180,188]
value = 1390

[State 900, 4]
type = ChangeState
trigger1 = root,stateno=1300 && root,AnimElem=8,>0
;trigger1 = prevstateno != [1300,1350]
value = 1310


[State 900, 4]
type = ChangeState
trigger1 = root,stateno=1400 && root,AnimElem=8,>0
;trigger1 = prevstateno != [1300,1350]
value = 31310

[State 900, 4]
type = ChangeState
trigger1 = root,stateno=2300 && root,AnimElem=7,>0
;trigger1 = prevstateno != [1300,1350]
value = 31311

[State 900, 4]
type = ChangeState
trigger1 = root,stateno=4323 && root,AnimElem=7,>0
;trigger1 = prevstateno != [1300,1350]
value = 31312

[State 6000]
type = Turn
triggerall = p2dist X < -3
trigger1 = 1


[State 0, 1]
type = null;ChangeAnim
trigger1 = Anim != 30005  && p2dist X < -1
value = 30005


[State 6000]
type = ChangeState
trigger1 = rootdist X != [-50,50]
trigger1 = Pos Y = 0
value = 30020

;---------------------------------------------------------------------------




;---------------------------------------------------------------------------
;歩く
[Statedef 30020]
type    = S
physics = S
sprpriority = -1
ctrl = 0

[state 1110,技判定]
type=varset
trigger1=1
var(7)=0

[State 900, 4]
type = ChangeState
trigger1 = root,stateno=1300 && root,AnimElem=8,>0
;trigger1 = prevstateno != [1300,1350]
value = 1310

[State 900, 4]
type = ChangeState
trigger1 = root,stateno=1400 && root,AnimElem=8,>0
;trigger1 = prevstateno != [1300,1350]
value = 31310

[State 900, 4]
type = ChangeState
trigger1 = root,stateno=2300 && root,AnimElem=8,>0
;trigger1 = prevstateno != [1300,1350]
value = 31311

[State 6020]
type = Turn
;trigger1 = time = 0
trigger1 = p2dist X < -3

[State 1005, push]
type=playerpush
trigger1= 1
value=0
ignorehitpause=1

[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1


[State 1];カメラ固定
type = null;screenbound
trigger1 = 1
value = 1
movecamera = 1
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------

;---------------------------------------------------------------------------


[State 4300,1]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 6020]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 30020
value = 30020


[State 6020]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 30021
value = 30021

[State 6020]
type = VelSet
trigger1 = rootdist X > 30
x = 3.06



[State 6020]
type = VelSet
trigger1 = rootdist X < -30
x = -3.08






[State 6020]
type = ChangeState
trigger1 = rootdist X = [-30,30]
trigger1 = Anim != 30000
value = 30000

;---------------------------------------------------------------------------



;---------------------------------------------------------------------------
;グルガン:出現・攻撃
[statedef 31310]
type=a
movetype=a
physics=n
velset=8,-9
anim=ifelse(root,var(0)&128,1311,1310)
ctrl=0
sprpriority=2

[state 1110,攻撃を喰らう]
type=hitoverride
trigger1=ishelper
attr=sca,aa,at,ap
stateno=1330
ignorehitpause=1

[State 170, 当身されるとステート抜く]
type = SelfState
trigger1 = movereversed 
ignorehitpause=1
value = 1330

[state 1110,一瞬停止]
type=velset
trigger1=animelemtime(2)=0
x=0
y=0

[state 1110,突進]
type=velset
trigger1=animelemtime(3)=0
x=ifelse(root,var(0)&128,15,10)
y=10

[state 1110,判定]
type=hitdef
triggerall=!root,var(9)
trigger1=animelemtime(3)=0
trigger2=root,var(0)&16
attr=a,sa
hitflag=maf
guardflag=ma
animtype=hard
damage=42,8
pausetime=3,3
sparkno = S6030+random%5 ;s7107
guard.sparkno = S8030;=s7112
sparkxy=-10,20
hitsound=s1,9
guardsound=s2,10
ground.type=high
ground.hittime=10
air.hittime=10
ground.velocity=-2
air.velocity=-1,-2
ground.cornerpush.veloff=0
air.fall=1
getpower=0,0
givepower=15,15
Guard.Kill = 0

[state 1110,判定]
type=hitdef
triggerall=root,var(1)
trigger1=animelemtime(3)=0
trigger2=animelemtime(4)=0
trigger3=animelemtime(5)=0
trigger4=root,var(0)&16
attr=a,sa
hitflag=fd
guardflag=ma
animtype=hard
damage=8,8
pausetime=3,3
sparkno = S6030+random%5 ;s7107
guard.sparkno = S8030;=s7112
sparkxy=-10,20
hitsound=s1,9
guardsound=s2,10
ground.type=high
ground.hittime=10
air.hittime=10
ground.velocity=-2
air.velocity=-1,-2
ground.cornerpush.veloff=0
air.fall=1
getpower=0,0
givepower=15,15
Guard.Kill = 0

[State 240, 4];
type = ParentVarset
trigger1 = movehit
var(9) = 0
ignorehitpause = 1

[state 1110,着地]
type=changestate
trigger1=pos y>=0
trigger1=vel y>0
value=1320

[state 1110,ガー不]
type=assertspecial
trigger1=root,var(0)&8
flag=unguardable
ignorehitpause=1

[state 1110,無敵]
type=nothitby
trigger1=root,var(0)&1
value=sca
ignorehitpause=1

[state 1110,ガー不]
type=assertspecial
triggerall=ishelper
trigger1=root,var(0)&8
flag=unguardable
ignorehitpause=1

[state 1110,MAX状態の攻撃力]
type=attackmulset
triggerall=ishelper
trigger1=root,var(1)
value=0.8
ignorehitpause=1

[state 1110,非MAX状態の攻撃力]
type=attackmulset
triggerall=ishelper
trigger1=!root,var(1)
value=1
ignorehitpause=1

;---------------------------------------------------------------------------


;---------------------------------------------------------------------------
;グルガン:出現・攻撃
[statedef 31311]
type=a
movetype=a
physics=n
velset=8,-9
anim=31310
ctrl=0
sprpriority=2

[state 1110,技判定]
type=varset
trigger1=1
var(7)=1



[state 1110,攻撃を喰らう]
type=hitoverride
trigger1=ishelper
attr=sca,aa,at,ap
stateno=1330
ignorehitpause=1

[State 170, 当身されるとステート抜く]
type = SelfState
trigger1 = movereversed 
ignorehitpause=1
value = 1330

[state 1110,一瞬停止]
type=velset
trigger1=animelemtime(2)=0
x=0
y=0

[state 3100,暗転6]
type=superpause
trigger1=animelemtime(2)=0
movetime=30
anim=-1
darken=0
sound=s33,1


[State super effect]
type = Helper
trigger1=animelemtime(2)=0
name = "super"
stateno = 31315
pos = 0,-92
ownpal = 1
supermovetime = 78

[State super effect]
Type = Helper
trigger1=animelemtime(2)=0
Stateno = 6016
Pos = 25,-48
OwnPal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state 3100,暗転1]
type=envcolor
trigger1=animelemtime(2)=0
time=3
value=255,255,255
under=-1
ignorehitpause=1


[state 3100,暗転4]
type=envcolor
trigger1=animelemtime(2)=3
time=27
value=0,0,0
under=-2

[state 3100,暗転5]
type=assertspecial
trigger1=animelemtime(2)=0
flag=nofg
ignorehitpause=1



[state 1110,突進]
type=velset
trigger1=animelemtime(3)=0
x=ifelse(root,var(0)&128,15,10)
y=10

[state 1110,判定]
type=hitdef
triggerall=!root,var(9)
trigger1=animelemtime(3)=0
trigger2=root,var(0)&16
attr=a,sa
hitflag=maf
guardflag=ma
animtype=hard
damage=42,8
pausetime=3,3
sparkno = S6030+random%5 ;s7107
guard.sparkno = S8030;=s7112
sparkxy=-10,20
hitsound=s1,9
guardsound=s2,10
ground.type=high
ground.hittime=10
air.hittime=10
ground.velocity=-2
air.velocity=-1,-2
ground.cornerpush.veloff=0
air.fall=1
getpower=0,0
givepower=15,15

Guard.Kill = 0

[state 1110,判定]
type=hitdef
triggerall=root,var(1)
trigger1=animelemtime(3)=0
trigger2=animelemtime(4)=0
trigger3=animelemtime(5)=0
trigger4=root,var(0)&16
attr=a,sa
hitflag=fd
guardflag=ma
animtype=hard
damage=8,8
pausetime=3,3
sparkno = S6030+random%5 ;s7107
guard.sparkno = S8030;=s7112
sparkxy=-10,20
hitsound=s1,9
guardsound=s2,10
ground.type=high
ground.hittime=10
air.hittime=10
ground.velocity=-2
air.velocity=-1,-2
ground.cornerpush.veloff=0
air.fall=1
getpower=0,0
givepower=15,15

Guard.Kill = 0
[State 240, 4];
type = ParentVarset
trigger1 = movehit
var(9) = 0
ignorehitpause = 1

[state 1110,着地]
type=changestate
trigger1=pos y>=0
trigger1=vel y>0
value=1320

[state 1110,ガー不]
type=assertspecial
trigger1=root,var(0)&8
flag=unguardable
ignorehitpause=1

[state 1110,無敵]
type=nothitby
trigger1=root,var(0)&1
value=sca
ignorehitpause=1

[state 1110,ガー不]
type=assertspecial
triggerall=ishelper
trigger1=root,var(0)&8
flag=unguardable
ignorehitpause=1

[state 1110,MAX状態の攻撃力]
type=attackmulset
triggerall=ishelper
trigger1=root,var(1)
value=0.8
ignorehitpause=1

[state 1110,非MAX状態の攻撃力]
type=attackmulset
triggerall=ishelper
trigger1=!root,var(1)
value=1
ignorehitpause=1

;---------------------------------------------------------------------------


;------------------------------------------------------------------
; Cut In
[Statedef 31315]
type = A
movetype = I
physics = N
anim = 39116
ctrl = 0

[State 960, VarAdd]
type = VarAdd
trigger1 = time >= 0
v = 7
value = -10
IgnoreHitPause = 1
Persistent = 1

[State 2000]
type = BGPalfx
trigger1 = time <= 35
add = -50 + var(7),-50 + var(7),-50 + var(7)
time = 1
supermove = 1
supermovetime = 1000
pausemovetime = 10000

[State 9020]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State face]
type = Explod
trigger1 = time = 0
anim = 39116
pos = -115,120
postype = back;left
vel = 13.5,0
accel = -.6,0
removetime = 20
supermove = 1
scale = .5,.5
sprpriority = -7
pausemovetime = 10000


[State face]
type = Explod
trigger1 = time = 20
anim = 39116
pos = 38+(facing = -1),120
postype = back;left
bindtime = -1
removetime = 10
supermove = 1
scale = .5,.5
sprpriority = -7
pausemovetime = 10000



[State face]
type = Explod
trigger1 = time = 30
anim = 39117
ID = 39023
pos = 38+(facing = -1),120
vel = 5,0
postype = back;left
supermove = 1
sprpriority = -7
pausemovetime = 10000



[State var]
type = varset
trigger1 = time = 0
fvar(2) = 0

[State var]
type = varadd
trigger1 = time >= 30
fvar(2) = .25
ignorehitpause = 1

[State explod]
type = ModifyExplod
trigger1 = 1
ID = 39023
scale = .5+fvar(2)/8,.5+fvar(2)/8
ignorehitpause = 1
pausemovetime = 10000

[State pal]
type = PalFX
trigger1 = time = 34
time = 48
sinadd = -456,-456,-456,192
ignorehitpause = 1
pausemovetime = 10000

[State explod]
type = RemoveExplod
trigger1 = time = 78
[State end]
type = DestroySelf
trigger1 = time = 78

;------------------------------------------------------------------


;---------------------------------------------------------------------------
;グルガン:獅獄殺
[statedef 31312]
type=a
movetype=a
physics=n
velset=6,-9
anim=31310
ctrl=0
sprpriority=2


[state 4000,背景ヘルパー]
type=helper
triggerall=!numhelper(40001)
trigger1=animelemtime(2)=0
helpertype=normal
name="HSDM"
id=40001
stateno=400011
pos=160,120
postype=left
facing=1
keyctrl=0
ownpal=1
supermovetime=2147483647
pausemovetime=2147483647
ignorehitpause=1

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1


[State 4005, push]
type=playerpush
trigger1= 1
value=0
ignorehitpause=1

[state 1110,技判定]
type=varset
trigger1=1
var(7)=2

[State 4005, push]
type=playerpush
trigger1= 1
value=0
ignorehitpause=1

[state 1110,攻撃を喰らう]
type=hitoverride
trigger1=ishelper
attr=sca,aa,at,ap
stateno=1330
ignorehitpause=1

[State 170, 当身されるとステート抜く]
type = SelfState
trigger1 = movereversed 
ignorehitpause=1
value = 1330

[state 1110,一瞬停止]
type=velset
trigger1=animelemtime(2)=0
x=0
y=0

[state 3100,暗転6]
type=superpause
trigger1=animelemtime(2)=0
movetime=30
anim=-1
darken=0
sound=s33,1


[State super effect]
type = Helper
trigger1=animelemtime(2)=0
name = "super"
stateno = 31315
pos = 0,-92
ownpal = 1
supermovetime = 78

[State super effect]
Type = Helper
trigger1=animelemtime(2)=0
Stateno = 6016
Pos = 25,-48
OwnPal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state 3100,暗転1]
type=envcolor
trigger1=animelemtime(2)=0
time=3
value=255,255,255
under=-1
ignorehitpause=1


[state 3100,暗転4]
type=envcolor
trigger1=animelemtime(2)=3
time=27
value=0,0,0
under=-2

[state 3100,暗転5]
type=assertspecial
trigger1=animelemtime(2)=0
flag=nofg
ignorehitpause=1



[state 1110,突進]
type=velset
trigger1=animelemtime(3)=0
x=ifelse(root,var(0)&128,15,10)
y=10

[state 1110,判定]
type=hitdef
triggerall=!root,var(9)
trigger1=animelemtime(3)=0
trigger2=root,var(0)&16
attr=a,ha
hitflag=maf
;guardflag=ma
animtype=hard
damage=0,0
pausetime=0,0
sparkno = S6030+random%5 ;s7107
guard.sparkno = S8030;=s7112
sparkxy=-10,20
hitsound=s1,9
guardsound=s2,10
ground.type=high
ground.hittime=10
air.hittime=10
ground.velocity=-2
air.velocity=-1,-2
ground.cornerpush.veloff=0
air.fall=1
getpower=0,0
givepower=15,15
p1stateno=31222
p1stateno=31223
Guard.Kill = 0
[state 1110,判定]
type=hitdef
triggerall=root,var(1)
trigger1=animelemtime(3)=0
trigger2=animelemtime(4)=0
trigger3=animelemtime(5)=0
trigger4=root,var(0)&16
attr=a,ha
hitflag=fd
;guardflag=ma
animtype=hard
damage=0,0
pausetime=0,30
sparkno = S6030+random%5 ;s7107
guard.sparkno = S8030;=s7112
sparkxy=-10,20
hitsound=s1,9
guardsound=s2,10
ground.type=high
ground.hittime=10
air.hittime=10
ground.velocity=-2
air.velocity=-1,-2
ground.cornerpush.veloff=0
air.fall=1
getpower=0,0
givepower=15,15
p1stateno=31222
p1stateno=31223
Guard.Kill = 0

[State 240, 4];
type = ParentVarset
trigger1 = movehit
var(9) = 0
ignorehitpause = 1

[state 1110,着地]
type=changestate
trigger1=pos y>=0
trigger1=vel y>0
value=1320

[state 1110,ガー不]
type=assertspecial
trigger1=root,var(0)&8
flag=unguardable
ignorehitpause=1

[state 1110,無敵]
type=nothitby
trigger1=root,var(0)&1
value=sca
ignorehitpause=1

[state 1110,ガー不]
type=assertspecial
triggerall=ishelper
trigger1=root,var(0)&8
flag=unguardable
ignorehitpause=1

[state 1110,MAX状態の攻撃力]
type=attackmulset
triggerall=ishelper
trigger1=root,var(1)
value=0.8
ignorehitpause=1

[state 1110,非MAX状態の攻撃力]
type=attackmulset
triggerall=ishelper
trigger1=!root,var(1)
value=1
ignorehitpause=1

;---------------------------------------------------------------------------



;-----------------------

;瞬獄殺(ヒット)
[Statedef 31222]
type = S
movetype = A
physics = N
velset = 0,0
sprpriority = 2
anim =31222
ctrl = 0



[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1


[State 4005, push]
type=playerpush
trigger1= 1
value=0
ignorehitpause=1

[State 1];カメラ固定
type = posset
trigger1 = 1
y = 0



[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 31223

[State -2, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 0



[State 9997, 1]
type = PlaySnd
trigger1 =  time = 16
value = s1110,4
volume = 255


[State 801, Bind 1]
type = Explod

trigger1 = time > 16
trigger1 = time%5 = 0
trigger1 = time <= 90


anim = 6030+random%5
pos = 10 + random/25, -30-random/10
postype = p2;front
sprpriority = 6
ownpal = 1

[State 801, Bind 1]
type = PlaySnd

trigger1 = time > 16
trigger1 = time%7 = 0
trigger1 = time <= 90

value = S1,5+(Random < 249)

[State 1202, 23]
type = HitAdd
trigger1 = time > 16
trigger1 = time%4 = 0
trigger1 = time <= 90

value = 1
ignorehitpause = 1
persistent = 1

[State 1202, 23]
type = Explod
trigger1 = NumExplod(20195) = 0
anim = 9999
ID = 20195
pos = -50, -100
postype = left
scale = 420, 400
sprpriority = 5

[State 3105, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
flag3 = TimerFreeze


[State 811, TargetLifeadd]
type = null;RemoveExplod
trigger1 = time > 70
id = 3660

[State 0, BindToTarget]
type = null;BindToTarget
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(3) < 0
pos = -20,0,foot


[State -2, TargetBind]
type = null;TargetBind
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(3) < 0
pos = ceil(100*const(size.xscale)), 0





[State 811, TargetLifeadd]
type = TargetLifeAdd
trigger1 = animelemtime(2) = 70
value = -EnemyNear,LifeMax/2

[State 182]
type = PlaySnd
triggerall = animelemtime(2) = 72
trigger1=p2life=0
value = s1,44

[State 3600, ChangeState]
type = ChangeState
triggerall = animelemtime(2) = 73
trigger1=p2life=0
value = 31224


[state -2]
type = Explod
trigger1 = animelemtime(2) = 73
ID = 3521
pos = 0,0
postype = p1
anim = 3521
name = "konngou1"
sprpriority = 2
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[state -2]
type = Explod
trigger1 = animelemtime(2) = 74
ID = 3531
pos = 0,0
postype = p1
anim = 3531
name = "konngou2"
sprpriority = 3
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[state -2,]
type = Explod
trigger1 = animelemtime(2) = 74
ID = 3540
pos = 0,0
postype = p1
anim = 3540
sprpriority = -2
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1100, 音を鳴らす]
type = playsnd
trigger1 = animelemtime(2) = 73
value = 3,24

[State 1100, 音を鳴らす]
type = playsnd
trigger1 = animelemtime(12) =0
value = 1110,0


[State 820, 画像表示優先度]
type = SprPriority
trigger1 = AnimElem = 3
value = 2


[State -2, Envshake]
type = Envshake
trigger1 = time = 90 
time = 15
freq = 80
ampl = -6

[State 3600, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 30000

;-----------------------
;---------------------------------------------------------------------------1

;---------------------------------------------------------------------------

;瞬獄殺
[Statedef 31224]
type = S
physics = N
velset = 0,0
sprpriority = 2
anim = 31224
ctrl = 0






[state -2]
type = Explod
trigger1 = time = 0
ID = 3521
pos = 0,0
postype = p1
anim = 3521
name = "konngou1"
sprpriority = 2
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[state -2]
type = Explod
trigger1 = time = 0
ID = 3531
pos = 0,0
postype = p1
anim = 3531
name = "konngou2"
sprpriority = 3
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[state -2,]
type = Explod
trigger1 = time = 0
ID = 3540
pos = 0,0
postype = p1
anim = 3540
sprpriority = -2
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 10000, Explod]
type = Explod
trigger1 = time = 0
anim = 3660
id = 3660
pos = 0,0
postype = left
sprpriority = -99
bindtime = 150
ownpal = 1
;scale = const(size.xscale)*6,const(size.yscale)*6
pausemovetime = 9999999
supermovetime = 9999999

[State 4400]
Type = null;ModifyExplod
Trigger1 = Time > 0
Trigger1 = Time < 6
Scale = 6-(Time*1),6-(Time*1)
id = 3660
pausemovetime = 9999999
supermovetime = 9999999

[State 1100, 音を鳴らす]
type = playsnd
trigger1 = time = 0
value = 10000,4

[State -2, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,100]
flag = noBG
flag2 = noFG
flag3 = nomusic

[State -2, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,100]
flag = nobardisplay

[State 181]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


[State 3600, ChangeState]
type = ChangeState
trigger1 = time >= 100
value = 31225
;---------------------------------------------------------------------------

;瞬獄殺
[Statedef 31225]
type = S
physics = N
velset = 0,0
sprpriority = 2
anim = 31224
ctrl = 0

[State 181]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------




;---------------------------------------------------------------------------







;-----------------------
;瞬獄殺(相手くらい)
[Statedef 31223]
type = S
movetype = H
physics = N
velset = 0,0
sprpriority = 1
ctrl = 0

[State 182]
type = null;PlaySnd
trigger1 = time = 0
value = s11, 0
volume = 255


[State 4005, push]
type=playerpush
trigger1= 1
value=0
ignorehitpause=1

[state -2, NotHitby]
type = NotHitby
trigger1 = time <= 90
value = SCA

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = time < 90
value = 5000

[State -2, AssertSpecial]
type = AssertSpecial
;triggerall = p2stateno = 31222
trigger1 = time = [16,90]
flag = invisible

[State -2, ChangeAnim]
type = ChangeAnim
trigger1 = time = 90
trigger2 = alive = 0
value = 5110

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = time = 90
statetype = L

[State 3600, SelfState]
type = SelfState
trigger1 = time = 150
value = ifelse(alive=1,5120,5150)

[State 3600, SelfState]
type = SelfState
trigger1 = time = 150
value = ifelse(alive=0,5120,5150)


;---------------------------------------------------------------------------

;----------------------------[2002 UM MAX2 BG]----------------------------------
;orig=K.O.D氏
[Statedef 400011]
anim = 99999

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG

[State 40001, Glass Break]
type = ChangeState
trigger1 = helper(1300),stateno = 31225
trigger2 = helper(1300),stateno = [30000,30020]
trigger3 = helper(1300),stateno = [1300,1319]
trigger4 = helper(1300),stateno = [1321,1390]
value = 40002



;---------------------------------------------------------------------------
;グルガン・立ち
[Statedef 35150]
type = S
physics = S
ctrl = 0
anim = 35150
sprpriority = -1

[State 9997, 1]
type = PlaySnd
trigger1 =  time = 10
value = s1110,0
volume = 255

[state -2, NotHitby]
type = NotHitby
trigger1 = 1
value = SCA
