
;===========================================================================
;白羅滅精
[statedef 3100]
type=s
movetype=a
physics=s
velset=0,0
anim=ifelse(var(0)&64,3105,3100)
ctrl=0
poweradd=ifelse(var(1),0,-1000)

[state 3100,スパキャン追加消費]
type=poweradd
triggerall=time=0
triggerall=!var(1)
trigger1=prevstateno=[1000,2999]
value=-1000

[state 3100,スパキャン点滅]
type=varset
triggerall=time=0
triggerall=!var(1)
trigger1=prevstateno=[1000,2999]
var(4)=20

[state 3100,MAX状態終了]
type=varset
triggerall=!(var(0)&32)
trigger1=var(1)
trigger1=time=0
var(1)=0

[state 3100,暗転1]
type=envcolor
trigger1=animelemtime(ifelse(var(0)&64,2,6))=0
time=3
value=255,255,255
under=-1
ignorehitpause=1


[state 3100,暗転4]
type=envcolor
trigger1=animelemtime(ifelse(var(0)&64,2,6))=3
time=27
value=0,0,0
under=-2

[state 3100,暗転5]
type=assertspecial
trigger1=animelemtime(ifelse(var(0)&64,2,6))=[0,30]
flag=nofg
ignorehitpause=1

[state 3100,暗転6]
type=superpause
trigger1=animelemtime(ifelse(var(0)&64,2,6))=0
movetime=30
anim=-1
darken=0
sound=s33,1


[State super effect]
Type = Helper
trigger1=animelemtime(ifelse(var(0)&64,2,6))=0
Stateno = 6016
Pos = 25,-88
OwnPal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State super effect]
type = Helper
trigger1=animelemtime(ifelse(var(0)&64,2,6))=0
name = "super"
stateno = 34503
pos = 0,-92
ownpal = 1
supermovetime = 78

[state 3100,ガード認識距離]
type=attackdist
trigger1=1
value=999

[state 3100,無敵]
type=nothitby
trigger1=var(0)&64
value=sca

[state 3100,んんんんんんん]
type=playsnd
trigger1=animelemtime(7)=0
value=3100,0
channel=0

[state 3100,ヘルパー]
type=helper
trigger1=animelemtime(7)=0
helpertype=normal
name="hakura"
stateno=3110
id=3100
pos=30,-110
postype=p1
bindtime=-1
ownpal=1

[state 3100,ヘルパー2]
type=null;helper
trigger1=animelemtime(7)=0
helpertype=normal
name="backblack"
stateno=3112
id=3101
pos=0,0
postype=back
bindtime=-1
ownpal=1
pausemovetime=2147483647

[state 3100,ヒット数リセット]
type=varset
trigger1=time=0
var(10)=0

[state 3100,前半分攻撃]
type=projectile
;triggerall=!var(9)||var(1)
triggerall=numhelper(3100)
trigger1=helper(3100),time%15=5
trigger2=var(0)&16
attr=s,hp
hitflag=mafd
guardflag=ma
damage=ifelse(var(10)>1,8,ifelse(var(10),33,ifelse(var(3),101,76))),8
sparkno = S6040+random%5 ;s7103
guard.sparkno = S8030;=s7112
sparkxy=floor(p2dist x-30),floor(p2dist y-50)
hitsound=s1,6+random%3
guardsound=s2,10;=s8,0=s8,1
animtype=back
ground.velocity=-6,-6
air.velocity=-6,-6
yaccel=0.4
getpower=0,0
givepower=15,15
guard.hittime=25
fall=1
fall.recover=0
pausetime=0,10
guard.dist=999
projid=3100
projanim=3102
projscale=1,1
offset=30,0
postype=p1
projremovetime=1
Guard.Kill = 0

[state 3100,後ろ半分攻撃]
type=projectile
;triggerall=!var(9)||var(1)
triggerall=numhelper(3100)
trigger1=helper(3100),time%15=12
trigger2=var(0)&16
attr=s,hp
hitflag=mafd
guardflag=ma
damage=ifelse(var(10)>1,8,ifelse(var(10),33,ifelse(var(3),101,76))),8
sparkno = S6040+random%5 ;s7103
guard.sparkno = S8030;=s7112
sparkxy=floor(p2dist x-30),floor(p2dist y-50)
hitsound=s1,6+random%3
guardsound=s2,10;=s8,0=s8,1
animtype=back
ground.velocity=-6,-6
air.velocity=-6,-6
yaccel=0.4
getpower=0,0
givepower=15,15
guard.hittime=25
fall=1
fall.recover=0
pausetime=0,10
guard.dist=999
projid=3100
projanim=3103
projscale=1,1
offset=30,0
postype=p1
projremovetime=1
Guard.Kill = 0

[state 3100,ヒット数]
type=varadd
trigger1=projhittime(3100)=0
var(10)=1

[state 3100,終了]
type=changestate
trigger1=numhelper(3100)
trigger1=helper(3100),stateno=3111
value=3101



;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
;白羅滅精:ヘルパー
[statedef 3110]
type=s
movetype=a
physics=s
velset=0,0
anim=3110
ctrl=0
sprpriority=-2

[state 3110,影なし]
type=assertspecial
trigger1=1
flag=noshadow
ignorehitpause=1

[state 3110,固定]
type=bindtoroot
trigger1=1
pos=25,-95

[state 3110,エフェクト]
type=null;explod
trigger1=time=0
anim=7190
pos=floor(rootdist x),floor(rootdist y)
postype=p1
ontop=1
ownpal=1
pausemovetime=2147483647

[state 3110,エフェクト]
type=null;explod
trigger1=time=0
anim=7191
pos=floor(rootdist x),floor(rootdist y)
postype=p1
sprpriority=-10
ownpal=1
pausemovetime=2147483647

[state 3110,効果音]
type=null;playsnd
trigger1=time=0
value=4,3

[state 3110,効果音]
type=playsnd
trigger1=time=0
value=3100,1
channel=10

[state 3110,弾が飛んでくる・1]
type=explod
trigger1=time%15=0
anim=3111
id=3101
pos=0,0
postype=p1
bindtime=-1
sprpriority=-1
ownpal=1

[state 3110,弾が飛んでくる・2]
type=explod
trigger1=time%15=0
anim=3112
id=3102
pos=0,0
postype=p1
bindtime=-1
sprpriority=-1
ownpal=1

[state 3110,弾が飛んでくる・3]
type=explod
trigger1=time%15=0
anim=3113
id=3103
pos=0,0
postype=p1
bindtime=-1
sprpriority=-1
ownpal=1

[state 3110,コマ送り]
type=pause
trigger1=root,projhittime(3100)=[0,38]
trigger2=root,projhittime(3500)=[0,38]
time=1
ignorehitpause=1

[state 3110,終了]
type=changestate
trigger1=time=ifelse(ishelper(3100),58,118)
trigger2=root,stateno!=ifelse(ishelper(3100),3100,3500)
value=3111

;---------------------------------------------------------------------------
;白羅滅精:ヘルパー(終了)
[statedef 3111]
type=s
movetype=a
physics=s
velset=0,0
ctrl=0
anim=99999


[State x];渦
type = Explod
trigger1 = time = 0
anim = 3110
id = 30023
postype = p1
pos = 0,0
sprpriority = -5
removetime = -1
removeongethit = 1
bindtime = -1

[state 195]
type = modifyexplod
ID = 30023
trigger1 = 1
scale = 1-time/30.0,1-time/30.0

[State x]
type = removeExplod
trigger1 = Time = 30
id = 30023

[state 3111,影なし]
type=assertspecial
trigger1=1
flag=noshadow
ignorehitpause=1

[state 3111,固定]
type=bindtoroot
trigger1=1
pos=25,-95

[state 3111,コマ送り]
type=pause
trigger1=root,projhittime(3100)=[0,38]
trigger2=root,projhittime(3500)=[0,38]
time=1
ignorehitpause=1

[state 3111,収縮]
type=angledraw
trigger1=1
scale=1-time/30.0,1-time/30.0

[state 3111,効果音停止]
type=stopsnd
trigger1=(1-time/30.0)<=0
channel=10



[state 3111,終了]
type=destroyself
triggerall=ishelper
trigger1=(1-time/30.0)<=0

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

;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
;白羅滅精:ヘルパー
[statedef 3510]
type=s
movetype=a
physics=s
velset=0,0
anim=3110
ctrl=0
sprpriority=-2




[state 3110,影なし]
type=assertspecial
trigger1=1
flag=noshadow
ignorehitpause=1

[state 3110,固定]
type=bindtoroot
trigger1=1
pos=35,-110

[state 3110,エフェクト]
type=null;explod
trigger1=time=0
anim=7190
pos=floor(rootdist x),floor(rootdist y)
postype=p1
ontop=1
ownpal=1
pausemovetime=2147483647

[state 3110,エフェクト]
type=null;explod
trigger1=time=0
anim=7191
pos=floor(rootdist x),floor(rootdist y)
postype=p1
sprpriority=-10
ownpal=1
pausemovetime=2147483647

[state 3110,効果音]
type=null;playsnd
trigger1=time=0
value=4,3

[state 3110,効果音]
type=playsnd
trigger1=time=0
value=3100,1
channel=10

[state 3110,弾が飛んでくる・1]
type=explod
trigger1=time%15=0
anim=3111
id=3101
pos=0,0
postype=p1
bindtime=-1
sprpriority=-1
ownpal=1

[state 3110,弾が飛んでくる・2]
type=explod
trigger1=time%15=0
anim=3112
id=3102
pos=0,0
postype=p1
bindtime=-1
sprpriority=-1
ownpal=1

[state 3110,弾が飛んでくる・3]
type=explod
trigger1=time%15=0
anim=3113
id=3103
pos=0,0
postype=p1
bindtime=-1
sprpriority=-1
ownpal=1

[state 3110,コマ送り]
type=pause
trigger1=root,projhittime(3100)=[0,38]
trigger2=root,projhittime(3500)=[0,38]
time=1
ignorehitpause=1

[state 3110,終了]
type=changestate
trigger1=time=ifelse(ishelper(3100),58,118)
trigger2=root,stateno!=ifelse(ishelper(3100),3100,3500)
value=3511

;---------------------------------------------------------------------------
;白羅滅精:ヘルパー(終了)
[statedef 3511]
type=s
movetype=a
physics=s
velset=0,0
ctrl=0
anim=99999


[State x];渦
type = Explod
trigger1 = time = 0
anim = 3110
id = 30023
postype = p1
pos = 0,0
sprpriority = -5
removetime = -1
removeongethit = 1
bindtime = -1

[state 195]
type = modifyexplod
ID = 30023
trigger1 = 1
scale = 1-time/30.0,1-time/30.0

[State x]
type = removeExplod
trigger1 = Time = 30
id = 30023

[state 3111,影なし]
type=assertspecial
trigger1=1
flag=noshadow
ignorehitpause=1

[state 3111,固定]
type=bindtoroot
trigger1=1
pos=35,-110

[state 3111,コマ送り]
type=pause
trigger1=root,projhittime(3100)=[0,38]
trigger2=root,projhittime(3500)=[0,38]
time=1
ignorehitpause=1

[state 3111,収縮]
type=angledraw
trigger1=1
scale=1-time/30.0,1-time/30.0

[state 3111,効果音停止]
type=stopsnd
trigger1=(1-time/30.0)<=0
channel=10

[state 3111,終了]
type=destroyself
triggerall=ishelper
trigger1=(1-time/30.0)<=0

;---------------------------------------------------------------------------
;白羅滅精(背景隠しヘルパー)
[statedef 3112]
movetype=i
velset=0,0
anim=99999
ctrl=0

[state 3112,暗転]
type=assertspecial
trigger1=root,numhelper(3100)
trigger2=root,numhelper(3500)
flag=nobg
flag2=nofg
ignorehitpause=1

[state 3112,終了]
type=destroyself
triggerall=ishelper
trigger1=!root,numhelper(3100)
trigger1=!root,numhelper(3500)

;---------------------------------------------------------------------------
;白羅滅精(終了)
[statedef 3101]
type=s
movetype=a
physics=s
velset=0,0
anim=3101
ctrl=0

[state 3111,効果音停止]
type=stopsnd
trigger1=time=3
channel=0

[state 3101,無敵]
type=nothitby
trigger1=var(0)&64
value=sca

[state 3101,終了]
type=changestate
trigger1=animtime=0
value=0
ctrl=1

;===========================================================================
;MAX白羅滅精
[statedef 3500]
type=s
movetype=a
physics=s
velset=0,0
anim=ifelse(var(0)&64,3505,3500)
ctrl=0
poweradd=ifelse(var(1),-1000,-3000)

[state 3500,スパキャン追加消費]
type=poweradd
triggerall=time=0
triggerall=!var(1)
trigger1=prevstateno=[1000,2999]
value=-1000

[state 3500,スパキャン点滅]
type=varset
triggerall=time=0
triggerall=!var(1)
trigger1=prevstateno=[1000,2999]
var(4)=20

[state 3500,MAX状態終了]
type=varset
triggerall=!(var(0)&32)
trigger1=var(1)
trigger1=time=0
var(1)=0

[state 3500,暗転1]
type=envcolor
trigger1=animelemtime(ifelse(var(0)&64,2,6))=0
time=3
value=255,255,255
under=-1
ignorehitpause=1


[state 3500,暗転4]
type=envcolor
trigger1=animelemtime(ifelse(var(0)&64,2,6))=3
time=27
value=0,0,0
under=-2

[state 3500,暗転5]
type=assertspecial
trigger1=animelemtime(ifelse(var(0)&64,2,6))=[0,30]
flag=nofg
ignorehitpause=1

[state 3500,暗転6]
type=superpause
trigger1=animelemtime(ifelse(var(0)&64,2,6))=0
movetime=30
anim=-1
darken=0
sound=s33,1




[State super effect]
Type = Helper
trigger1=animelemtime(ifelse(var(0)&64,2,6))=0
Stateno = 6016
Pos = 25,-88
OwnPal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State super effect]
type = Helper
trigger1=animelemtime(ifelse(var(0)&64,2,6))=0
name = "super"
stateno = 34503
pos = 0,-92
ownpal = 1
supermovetime = 78


[state 3500,ガード認識距離]
type=attackdist
trigger1=1
value=999

[state 3500,無敵]
type=nothitby
trigger1=var(0)&64
value=sca

[state 3500,んんんんんんん]
type=playsnd
trigger1=animelemtime(7)=0
value=3100,0
channel=0

[state 3500,ヘルパー]
type=helper
trigger1=animelemtime(7)=0
helpertype=normal
name="hakura"
stateno=3510
id=3500
pos=30,-110
postype=p1
bindtime=-1
ownpal=1

[state 3500,ヘルパー2]
type=null;helper
trigger1=animelemtime(7)=0
helpertype=normal
name="backblack"
stateno=3112
id=3501
pos=0,0
postype=back
bindtime=-1
ownpal=1
pausemovetime=2147483647

[state 3500,ヒット数リセット]
type=varset
trigger1=time=0
var(10)=0

[state 3500,前半分攻撃]
type=projectile
;triggerall=!var(9)||var(1)
triggerall=numhelper(3500)
trigger1=helper(3500),time%15=5
trigger2=var(0)&16
attr=s,hp
hitflag=mafd
guardflag=ma
damage=ifelse(var(10)>2,8+5,ifelse(var(10)>1,17+5,ifelse(var(10),50,ifelse(var(3),118,110)))),8
sparkno = S6040+random%5 ;s7103
guard.sparkno = S8030;=s7112
sparkxy=floor(p2dist x-30),floor(p2dist y-50)
hitsound=s1,6+random%3
guardsound=s2,10;=s8,0=s8,1
animtype=back
ground.velocity=-6,-6
air.velocity=-6,-6
yaccel=0.4
getpower=0,0
givepower=15,15
guard.hittime=25
fall=1
fall.recover=0
pausetime=0,10
guard.dist=999
projid=3500
projanim=3102
projscale=1,1
offset=30,0
postype=p1
projremovetime=1
Guard.Kill = 0

[state 3500,後ろ半分攻撃]
type=projectile
;triggerall=!var(9)||var(1)
triggerall=numhelper(3500)
trigger1=helper(3500),time%15=12
trigger2=var(0)&16
attr=s,hp
hitflag=mafd
guardflag=ma
damage=ifelse(var(10)>2,8+5,ifelse(var(10)>1,17+5,ifelse(var(10),50,ifelse(var(3),118,110)))),8
sparkno = S6040+random%5 ;s7103
guard.sparkno = S8030;=s7112
sparkxy=floor(p2dist x-30),floor(p2dist y-50)
hitsound=s1,6+random%3
guardsound=s2,10;=s8,0=s8,1
animtype=back
ground.velocity=-6,-6
air.velocity=-6,-6
yaccel=0.4
getpower=0,0
givepower=15,15
guard.hittime=25
fall=1
fall.recover=0
pausetime=0,10
guard.dist=999
projid=3500
projanim=3103
projscale=1,1
offset=30,0
postype=p1
projremovetime=1
Guard.Kill = 0

[state 3500,ヒット数]
type=varadd
trigger1=projhittime(3500)=0
var(10)=1

[state 3500,終了]
type=changestate
trigger1=numhelper(3500)
trigger1=helper(3500),stateno=3511
value=3501

;---------------------------------------------------------------------------
;MAX白羅滅精(終了)
[statedef 3501]
type=s
movetype=a
physics=s
velset=0,0
anim=3501
ctrl=0

[state 3101,無敵]
type=nothitby
trigger1=var(0)&64
value=sca

[state 3101,終了]
type=changestate
trigger1=animtime=0
value=0
ctrl=1

;===========================================================================



;-----------------------------------------------
;ゼロさん
[Statedef 3999]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 4201
sprpriority = -2
velset = 0,0
facep2=1

poweradd=ifelse(var(1),-3000,-4000)


[State 0, Explod]
type = Explod
trigger1 =  time = 0
anim = 1430
ID = 1430
pos = 0,0
postype = p1  ;p2,front,back,left,right
removetime = -1
sprpriority = 3
removeongethit = 1
ignorehitpause = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999

[State 0, Explod]
type = Explod
trigger1 =  time = 0
anim = 1440
ID = 1430
pos = 15,-15
postype = p1  ;p2,front,back,left,right
removetime = -1
sprpriority = -1
removeongethit = 1
ignorehitpause = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999

[State super effect]
type = Helper
trigger1=animelemtime(1)=0
name = "super"
stateno = 34503
pos = 0,-92
ownpal = 1
supermovetime = 78

[state a]
type = Helper
trigger1 = time = 0
pos = 0,0
postype = p1
stateno = 6303
helpertype = normal
pausemovetime = 99999
supermovetime = 99999
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = 1
size.yscale = 1


[state 3100,MAX状態終了]
type=varset
triggerall=!(var(0)&32)
trigger1=var(1)
trigger1=time=0
var(1)=0


[State 1000, 3]
type = VarRandom
trigger1 = time = 0
v = 17
range = 0,1

[State -1]
Type     = PlaySnd
trigger1 = var(17) = 0
Trigger1 = Time = 1
Value    = s30000, 11
volume    =200

[State -1]
Type     = PlaySnd
trigger1 = var(17) >= 1
Trigger1 = Time = 1
Value    = s30000, 10
volume    =200

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


[State 170, 1]
type = playerpush
trigger1 = 1
value = 1



[state 4000,無敵]
type=nothitby
trigger1=1
value=sca



[state 0,0]
type = BGpalfx
trigger1 = time >= 0
time = 5
add = 100,-130,-200
mul = 150,150,150
;invertall = 1
ignorehitpause = 1

[State 2000]
type = superpause
trigger1 = time=0
darken = 0
time = 145
anim = -1
sound = S3,1
pos = 0,0
movetime = 145






[State 1000, 7]
type = ChangeState
trigger1 = Time = 145
value = 4200




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

;===========================================================================
;暗琉天破(始動)
[statedef 4200]
type=s
movetype=a
physics=s
velset=0,0
anim=4200
ctrl=0


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


[state 4000,無敵]
type=nothitby
trigger1=1
value=sca


[state 1500,効果音]
type=playsnd
trigger1=animelemtime(1)=10
value=1500,2

[state 1500,]
type=explod
trigger1=animelemtime(1)=5
anim=1501
pos=0,0
postype=p1
bindtime=-1
ownpal=1
removeongethit=1
ID = 1501
pausemovetime = 99999
supermovetime = 99999

[state 0,0]
type = BGpalfx
trigger1 = time >= 0
time = 5
add = 100,-130,-200
mul = 150,150,150
;invertall = 1
ignorehitpause = 1




[State 1000, 3]
type = VarRandom
trigger1 = time = 0
v = 17
range = 0,1


[state 4000,判定]
type=hitdef
trigger1 = var(17) = 0
trigger1=time=0
attr=s,ht
hitflag=maf
priority=7,miss
sparkno=-1
p2facing=1
p1stateno=4210
p2stateno=4220
id=4000
numhits=0
guard.dist=0

[state 4000,判定]
type=hitdef
trigger1 = var(17) = 1
trigger1=time=0
attr=s,ht
hitflag=maf
priority=7,miss
sparkno=-1
p2facing=1
p1stateno=4210
p2stateno=4220
id=4000
numhits=0
guard.dist=0
affectteam = B





[state 4000,失敗]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
;-------------------------------------------------------------------

;---------------------------------------------------------------------------
;暗琉天破(成功)
[statedef 4210]
type=s
movetype=a
physics=n
velset=0,0
anim=4210
ctrl=0
sprpriority=0






[State 0, Explod]
type = Explod
trigger1 = animelem = 9
anim = 1450
ID = 1440
pos = -25,0
postype = p1  ;p2,front,back,left,right
;removetime = -1
sprpriority = 3
removeongethit = 1
ignorehitpause = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 9
anim = 1460
ID = 1440
pos = -10,-15
postype = p1  ;p2,front,back,left,right
;removetime = -1
sprpriority = -1
removeongethit = 1
ignorehitpause = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 12
anim = 1430
ID = 1450
pos = 0,0
postype = p2  ;p2,front,back,left,right
removetime = -1
sprpriority = 3
removeongethit = 1
ignorehitpause = 0
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 12
anim = 1440
ID = 1450
pos = 15,-15
postype = p2  ;p2,front,back,left,right
removetime = -1
sprpriority = -1
removeongethit = 1
ignorehitpause = 0
ownpal = 1

[state a]
type = removeexplod
trigger1 = animelem = 9
ID = 1430

[state a]
type = removeexplod
trigger1 = animelem = 93
ID = 1450

[State 1000, 3]
type = Varset
trigger14 = Enemy,name  = "Krizalid"
 
trigger15 = Enemy,name = "Nitro Ignis" 
trigger16 = Enemy,name = "IGNIZ" 

trigger17 = Enemy,name = "ORIGINAL ZERO" 


trigger18 = enemy,name = "gilgamesh" 

trigger1 = Enemy, Name = "Yuri Sakazaki" || Enemy, Name = "Yuri" || Enemy, Name = "cvsyuri" || Enemy, Name = "Yuri sakazaki 96" || Enemy, Name = "yukuriyuri"
trigger2 = Enemy, Name = "Yuri Sakazaki" || Enemy, Name = "Yuri" || Enemy, Name = "cvsyuri" || Enemy, Name = "Yuri sakazaki 96" || Enemy, Name = "yukuriyuri"
trigger3 = Enemy, Name = "nbcrobert" || Enemy, Name = "Robert Garcia" || Enemy, Name = "Robert"
trigger4 = Enemy, Name = "nbcrobert" || Enemy, Name = "Robert Garcia" || Enemy, Name = "Robert"
trigger5 = Enemy, Name = "Mr.Karate" || Enemy, Name = "Takuma Sakazaki" || Enemy, Name = "Takuma"
trigger6 = Enemy, Name = "Mr.Karate" || Enemy, Name = "Takuma Sakazaki" || Enemy, Name = "Takuma"
trigger7 = Enemy, Name = "Ryo Sakazaki" || Enemy, Name = "ohaou" || Enemy, Name = "cvsryo" || Enemy, Name = "NGBC Mr. Karate by Duende Macabro"
trigger8 = Enemy, Name = "Ryo Sakazaki" || Enemy, Name = "ohaou" || Enemy, Name = "cvsryo" || Enemy, Name = "NGBC Mr. Karate by Duende Macabro"
trigger9 = Enemy, Name = "RyuKoAct" 
trigger10 = Enemy, Name = "RyuKoAct" 
trigger11 = Enemy, Name = "Marco Rodriguez" || Enemy, Name = "Kyokugen Sakura"
trigger12 = Enemy, Name = "Marco Rodriguez" || Enemy, Name = "Kyokugen Sakura"
trigger13 = Enemy, Name = "yuri_S"


trigger19 = Enemy, Name ="CVSterry" 
trigger20 = Enemy, Name ="Terry" 
trigger21 = Enemy, Name ="Terry Bogard" 
trigger22 = Enemy, Name ="FF4 Terry" 
trigger23 = Enemy, Name = "GSP_Terry" 
trigger24 = Enemy, Name ="Andy Bogard" 

trigger25 = Enemy, Name ="leona"

trigger26 = Enemy, Name = "kohaku"

trigger27 = Enemy, Name = "Arcueid_Brunestud"
trigger28 = Enemy, Name = "Arcueid"
trigger29 = Enemy, Name = "Akaitsuki"
trigger30 = Enemy, Name = "KAGUYA HOURAISAN"

trigger31 = Enemy, Name = "big"


var(17)=2



;=====================
;汎用セリフ
[State 1000, 3]
type = VarRandom
trigger1 = var(17) != 2
trigger1 = time = 0
v = 17
range = 0,1

[State -1]
Type     = PlaySnd
trigger1 = var(17) = 0
Trigger1 = Time = 0


Value    = s30000, 9
volume  = 200

[State -1]
Type     = PlaySnd
trigger1 = var(17) = 1
Trigger1 = Time = 0


Value    = s30000, 12
volume    =200


;=====================


;専用セリフ


[State -1]
Type     = PlaySnd
Trigger1 = Time = 0
trigger1 = Enemy,name  = "Krizalid"
Value    = s3999, 0
volume    =200


[State -1]
Type     = PlaySnd
Trigger1 = Time = 0
trigger1 = Enemy,name = "ORIGINAL ZERO" 
Value    = s3999, 1
volume    =200



[State -1]
Type     = PlaySnd
Triggerall = Time = 0 
trigger1 = Enemy,name  = "Nitro Ignis" 
trigger1 = Enemy,name  = "IGNIZ" 
Value    = s3999, 2
volume    =200


[State -1]
Type     = PlaySnd
Triggerall = Time = 0 
trigger1 = Enemy, Name = "Yuri Sakazaki" || Enemy, Name = "Yuri" || Enemy, Name = "cvsyuri" || Enemy, Name = "Yuri sakazaki 96" || Enemy, Name = "yukuriyuri"
trigger2 = Enemy, Name = "Yuri Sakazaki" || Enemy, Name = "Yuri" || Enemy, Name = "cvsyuri" || Enemy, Name = "Yuri sakazaki 96" || Enemy, Name = "yukuriyuri"
trigger3 = Enemy, Name = "nbcrobert" || Enemy, Name = "Robert Garcia" || Enemy, Name = "Robert"
trigger4 = Enemy, Name = "nbcrobert" || Enemy, Name = "Robert Garcia" || Enemy, Name = "Robert"
trigger5 = Enemy, Name = "Mr.Karate" || Enemy, Name = "Takuma Sakazaki" || Enemy, Name = "Takuma"
trigger6 = Enemy, Name = "Mr.Karate" || Enemy, Name = "Takuma Sakazaki" || Enemy, Name = "Takuma"
trigger7 = Enemy, Name = "Ryo Sakazaki" || Enemy, Name = "ohaou" || Enemy, Name = "cvsryo" || Enemy, Name = "NGBC Mr. Karate by Duende Macabro"
trigger8 = Enemy, Name = "Ryo Sakazaki" || Enemy, Name = "ohaou" || Enemy, Name = "cvsryo" || Enemy, Name = "NGBC Mr. Karate by Duende Macabro"
trigger9 = Enemy, Name = "RyuKoAct" 
trigger10 = Enemy, Name = "RyuKoAct" 
trigger11 = Enemy, Name = "Marco Rodriguez" || Enemy, Name = "Kyokugen Sakura"
trigger12 = Enemy, Name = "Marco Rodriguez" || Enemy, Name = "Kyokugen Sakura"
trigger13 = Enemy, Name = "yuri_S"
Value    = s3999, 3
volume    =200

[State -1]
Type     = PlaySnd
Triggerall = Time = 0 
trigger1 = Enemy, Name ="CVSterry" 
trigger2 = Enemy, Name ="Terry" 
trigger3 = Enemy, Name ="Terry Bogard" 
trigger4 = Enemy, Name ="FF4 Terry" 
trigger5 = Enemy, Name = "GSP_Terry" 
trigger6 = Enemy, Name ="Andy Bogard" 
Value    = s3999, 4
volume    =200

[State -1]
Type     = PlaySnd
Trigger1 = Time = 0 
trigger1 = enemy,name = "gilgamesh" 
Value    = s3999, 5
volume    =200

[State -1]
Type     = PlaySnd
Trigger1 = Time = 0 
trigger1 = enemy,name = "leona" 
Value    = s3999, 6
volume    =200

[State -1]
Type     = PlaySnd
Trigger1 = Time = 0 
trigger1 = enemy,name = "kohaku" 
Value    = s3999, 7
volume    =200

[State -1]
Type     = PlaySnd
Triggerall = Time = 0 
trigger1 = Enemy, Name = "Arcueid_Brunestud"
trigger2 = Enemy, Name = "Arcueid"
trigger3 = Enemy, Name = "Akaitsuki"
trigger4 = Enemy, Name = "KAGUYA HOURAISAN"
Value    = s3999, 8
volume    =200


[State -1]
Type     = PlaySnd
Trigger1 = Time = 0 
trigger1 = enemy,name = "big" 
Value    = s3999, 9
volume    =200
;=====================


[State 0, 0]
type = Helper
triggerall = var(38) >= 70;numexplod(64020) = 1
triggerall = Numhelper(88807) = 0
triggerall = Numhelper(88811) = 0
triggerall = enemy,Numhelper(88807) = 0
triggerall = enemy,Numhelper(88811) = 0
trigger1 = time = 1
;trigger1 = p2life <=520
helpertype = normal
name = "nomusic"
ID = 88807
stateno = 88808
postype = p1
pos = 0,-100
keyctrl = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
;size.xscale = 0.5
;size.yscale = 0.5


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

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



[state 4010,画面端]
type=width
trigger1=1
edge=90,0

[state 4010,相手の固定1]
type=targetbind
trigger1=animelemtime(31)<0
pos=40,0

[state 4010,オーラ]
type=explod
trigger1=animelemtime(17)=0
anim=1611
pos=0,0
postype=p1
bindtime=-1
ownpal=1
removeongethit=1

[state 4010,効果音]
type=playsnd
trigger1=animelemtime(17)=0
value=1600,1



[state 4010,効果音]
type=playsnd
trigger1=animelemtime(31)=0
value=4000,0
volume    =-100

[state 4010,ブラックホール]
type=explod
trigger1=animelemtime(31)=0
anim=4212
pos=40,-100
postype=p1
ownpal=1
sprpriority=0

[state 4010,相手の移動]
type=targetbind
trigger1=animelemtime(31)=[0,60]
pos=40,-animelemtime(31)

[state 4010,相手の固定2]
type=targetbind
trigger1=animelemtime(31)>60
trigger1=target(4000),stateno=84020
pos=40,-60

[state 4010,暗転]
type=allpalfx
trigger1=animelemtime(64)=[0,51]
time=1
add=-5*animelemtime(64),-5*animelemtime(64),-5*animelemtime(64)

[state 4010,瞬獄殺(暗転)]
type=envcolor
trigger1=animelemtime(64)=[51,151]
value=0,0,0

[state 4010,瞬獄殺(エフェクト)]
type=explod
triggerall=animelemtime(64)=[51,150]
trigger1=animelemtime(64)%5=0
anim=6040+random%5
pos=60,-100
postype=p1
random=50,50
ontop=1
ownpal=1
id=4000

[state 4010,瞬獄殺(効果音)]
type=playsnd
triggerall=animelemtime(64)=[51,150]
trigger1=animelemtime(64)%5=0
value=1,6+random%3
volume    =-100

[state 4010,ダメージ]
type=targetlifeadd
triggerall=animelemtime(64)=[51,150]
trigger1=animelemtime(64)%5=0
value=-floor(27*const(data.attack)/100)
kill=0
id=4000

[state 4010,被ダメゲージ増加]
type=targetpoweradd
triggerall=animelemtime(64)=[51,150]
trigger1=animelemtime(64)%5=0
value=12
id=4000

[state 4010,ヒット数]
type=hitadd
triggerall=animelemtime(64)=[51,150]
trigger1=animelemtime(64)%5=0
value=1

[state 4010,瞬獄殺エフェクト消去]
type=removeexplod
trigger1=animelemtime(64)=151
id=4000

[state 4010,暗転解除]
type=allpalfx
trigger1=animelemtime(64)=[151,176]
time=1
add=-10*(177-animelemtime(64)),-10*(177-animelemtime(64)),-10*(177-animelemtime(64))

[state 4010,相手ステート]
type=targetstate
trigger1=animelemtime(64)=150
value=4221
id=4000

[state 4010,次へ]
type=changestate
trigger1=target(4000),stateno=4222
value=4211

;---------------------------------------------------------------------------
;暗琉天破(フィニッシュ)
[statedef 4211]
type=s
movetype=a
physics=n
velset=0,0
anim=4211
ctrl=0
sprpriority=0

[State 0, 0]
type = Helper
triggerall = numexplod(64020)
triggerall = Numhelper(88807) = 0
triggerall = Numhelper(88811) = 0
triggerall = enemy,Numhelper(88807) = 0
triggerall = enemy,Numhelper(88811) = 0
trigger1 = RoundState > 2
trigger2 = win
helpertype = normal
name = "nomusic"
ID = 88807
stateno = 88807
postype = p1
pos = 0,-100
keyctrl = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
;size.xscale = 0.5
;size.yscale = 0.5

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


[State 40002, PlaySnd]
type = PlaySnd
trigger1=time=0
value = S7100,0
volume = 200

[State 40001, Glass Break]
type = Explod
triggerall = !numexplod(7040)
trigger1=time=0
anim = 7004
ID = 7040
pos = 0,0
postype = left  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
scale = 1,1
sprpriority = -20
ownpal = 1
ignorehitpause = 1

[state a]
type = varset
trigger1 = var(38)>=70
trigger1 = var(27) = 0 
v = 27
value = 1

[state 4011,ダメージ(とどめ)]
type=targetlifeadd
trigger1=time=0
trigger1=var(38)>=70
value=-1000 
absolute=1
id=4000


[state 4011,ダメージ(とどめ)]
type=targetlifeadd
trigger1=time=0
trigger1=var(38)<70
value=-1 
absolute=1
id=4000

[state 4000,失敗]
type=changestate
trigger1=animtime=0
value=0
ctrl=1


;-------------------------------------------------------------------
;---------------------------------------------------------------------------
;暗琉天破:相手側1
[statedef 4220]
type=s
movetype=h
physics=n
velset=0,0
ctrl=0
sprpriority=-1

[state 4020,カメラ]
type=screenbound
trigger1=1
movecamera=1,0

[state 4020,無敵]
type=nothitby
trigger1=1
value=sca

[state 4020,残像禁止]
type=afterimagetime
trigger1=1
time=0

[state 4020,アニメ]
type=changeanim2
trigger1=time=0
value=4220

;---------------------------------------------------------------------------
;暗琉天破:相手側2
[statedef 4221]
type=a
movetype=h
physics=n
ctrl=0

[state 4021,カメラ]
type=screenbound
trigger1=1
movecamera=1,0

[state 4021,残像禁止]
type=afterimagetime
trigger1=1
time=0

[state 4021,無敵]
type=nothitby
trigger1=1
value=sca

[state 4021,アニメ]
type=changeanim2
trigger1=time=0
value=4221

[state 4021,上に移動]
type=posset
trigger1=time=0
y=-300

[state 4021,落下]
type=veladd
trigger1=time>20
y=0.2

[state 4021,着地]
type=changestate
trigger1=pos y>=0
trigger1=vel y>0
value=4222

;---------------------------------------------------------------------------
;暗琉天破:相手側(バウンド)
[statedef 4222]
type=a
movetype=h
physics=n
velset=-4,-6
sprpriority=0
anim=5100

[state 4022,無敵]
type=nothitby
trigger1=1
value=sca

[state 4022,重力]
type=veladd
trigger1=1
y=0.4

[state 4022,相手ステートに戻す]
type=selfstate
trigger1=pos y>=0
trigger1=vel y>0
value=5100

;---------------------
;-----------------------------------------------
[Statedef 6303]
type = S
ctrl = 0
anim = 6303
velset = 0,0
movetype = I
physics = N
sprpriority = -2

[State -1]
Type     = PlaySnd
Trigger1 = Time = 0
Value    = s84010, 1

[state a]
type = BindToRoot
trigger1 = 1
time = 1

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = varset
trigger1 = !time
var(1)=0

[state a]
type = varadd
trigger1 = time > 130
var(1)=1

[state a]
type = destroyself
trigger1 = var(1)*16 >=335
trigger2 = parent,movetype = H

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256 - var(1)*16,256

[state a]
type = angledraw
trigger1 = 1
scale = ifelse(time<10,time*0.1,1),9



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

;===========================================================================
;STグルガン
[statedef 4323]
type=s
movetype=a
physics=s
velset=0,0
anim= 196
ctrl=0

[state 3100,スパキャン追加消費]
type=poweradd
triggerall=time=0
triggerall=!var(1)
trigger1=prevstateno=[1000,2999]
value=-1000

[state 3100,スパキャン点滅]
type=varset
triggerall=time=0
triggerall=!var(1)
trigger1=prevstateno=[1000,2999]
var(4)=20

[state 3100,MAX状態終了]
type=varset
triggerall=!(var(0)&32)
trigger1=var(1)
trigger1=time=0
var(1)=0
[state 1100,無敵]
type=nothitby
trigger1=var(0)&64
trigger1=animelemtime(6)<0
value=sca

[state 1100,獅子よ！]
type=playsnd
trigger1=animelemtime(3)=0
value=1300,0
channel=0




[state 1100,終了]
type=changestate
trigger1=animtime=0
value=0
ctrl=1