

;===========================================================================
;斬風燕破 殺魔
[statedef 1000]
type=s
movetype=a
physics=s

velset=0,0
anim=1000
ctrl=0
poweradd=ifelse(var(0)&64,150,30)

[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
var(1)=-150

[state 2000,無敵]
type=nothitby
trigger1=var(0)&64
trigger1=animelemtime(23)<0
value=sca

[state 2000,バカめ]
type=playsnd
trigger1=animelemtime(7)=0
value=1000,0
channel=0

[state 2000,効果音]
type=playsnd
trigger1=animelemtime(8)=0
value=3,23

[state 2000,判定]
type=hitdef
triggerall=!var(9)
trigger1=animelemtime(9)=0
trigger2=animelemtime(10)=0
trigger3=animelemtime(11)=0
trigger4=animelemtime(12)=0
trigger5=animelemtime(13)=0
trigger6=var(0)&16
trigger6=animelemtime(14)<0
attr=s,sa
animtype=hard
damage=ifelse(hitcount,8,ifelse(var(3),43,35)),8
hitflag=maf
guardflag=ma
pausetime=2,6
sparkno = S6030+random%5 
guard.sparkno =S8030;=s7110
sparkxy=-10,-80
hitsound = s1,9;s7,19
guardsound=s2,10;=s8,1
ground.type=high
ground.slidetime=12
ground.hittime=15
ground.velocity=-4,0
air.velocity=-4,-3
ground.cornerpush.veloff=0
getpower=ifelse(var(0)&64,165,30*2),ifelse(var(0)&64,165,30*2)
givepower=15,15
Guard.Kill = 0

[state 2000,フィニッシュ]
type=hitdef
triggerall=!var(9)
trigger1=animelemtime(14)=0
trigger2=var(0)&16
trigger2=animelemtime(14)>0
attr=s,sa
animtype=hard
damage=ifelse(hitcount,8,ifelse(var(3),43,35)),8
hitflag=maf
guardflag=ma
pausetime=2,6
sparkxy=-10,-80
sparkno = S6030+random%5 
guard.sparkno = S8030;=s7112
hitsound = s1,9;s7,20
guardsound=s2,10;=s8,1
ground.type=high
ground.slidetime=12
ground.hittime=15
ground.velocity=-1,-15
air.velocity=-1,-15
yaccel=0.6
fall=1
fall.recover=0
p2facing=1
id=2000
getpower=ifelse(var(0)&64,165,30*2),ifelse(var(0)&64,165,30*2)
givepower=15,15
Guard.Kill = 0

[state 2000,追撃不可フラグ]
type=varset
trigger1=movehit
trigger1=numtarget(2000)
var(9)=1
ignorehitpause=1

[state 2000,きりもみ吹っ飛び]
type=targetstate
trigger1=movehit=1
trigger1=hitpausetime=1
trigger1=numtarget(2000)
value=5400
id=2000
ignorehitpause=1

[state 2000,ガークラ]
type=targetstate
trigger1=moveguarded=1
trigger1=hitpausetime=1
trigger1=numtarget(2000)

triggerall=var(0)=64 || Random <=70

value=5430
id=2000
ignorehitpause=1

[state 2000,反射ヘルパー]
type=helper
trigger1=time=0
helpertype=normal
name="reflector"
id=1000
pos=0,0
postype=p1
facing=1
stateno=1010
keyctrl=0


[state 2000,終了]
type=changestate
trigger1=animtime=0
value=0
ctrl=1

;---------------------------------------------------------------------------
;反射ヘルパー
[statedef 1010]
physics=n
velset=0,0
anim=1010
ctrl=0

[state 2010,位置固定]
type=bindtoroot
trigger1=ishelper
facing=1
pos=0,0

[state 2010,アニメ調節]
type=changeanim
trigger1=root,hitpausetime>root,animtime-animtime
value=anim
elem=root,animelemno(-1)

[state 2010,反応]
type=hitoverride
trigger1=1
attr=sca,ap
slot=1
stateno=1010;1011

[state 2010,無反応]
type=nothitby
trigger1=1
value=,aa,at

[state 2010,消滅]
type=destroyself
triggerall=ishelper
trigger1=animtime=0
trigger2=root,stateno!=1000

;---------------------------------------------------------------------------
;反射ヘルパー(反応時)
[statedef 1011]
physics=n
velset=0,0
ctrl=0

[state 2011,位置固定]
type=bindtoroot
trigger1=ishelper
facing=1
pos=0,0

[state 2011,反射弾]
type=null;projectile
triggerall=!(root,var(0)&128)
trigger1=time=0
attr=s,sp
hitflaf=maf
guardflag=ma
damage=ifelse(root,var(1),67,100),8
animtype=back
pausetime=0,5
sparkno=s7103
guard.sparkno=s7112
sparkxy=0,0
hitsound=s7,12
guardsound=s8,1
ground.velocity=-5,-5
air.velocity=-5,-5
fall=1
fall.recover=0
projid=2010
projanim=2012
projhitanim=2013
projremanim=2013
projcancelanim=2013
projhits=ifelse(root,var(0)&16,1000,1)
velocity=8,0
offset=20,-70
postype=p1
getpower=ifelse(root,var(0)&256,165,30),ifelse(root,var(0)&256,165,30)
givepower=15,15

[state 2011,反射弾]
type=null;projectile
triggerall=root,var(0)&128
trigger1=time=0
attr=s,sp
hitflaf=maf
guardflag=m
damage=ifelse(root,var(1),67,100),8
animtype=back
pausetime=0,5
sparkno=s7103
guard.sparkno=s7112
sparkxy=0,0
hitsound=s7,12
guardsound=s8,1
ground.velocity=-5,-5
air.velocity=-5,-5
fall=1
fall.recover=0
projid=2010
projanim=2012
projhitanim=2013
projremanim=2013
projcancelanim=2013
projhits=ifelse(root,var(0)&16,1000,1)
velocity=8,0
offset=20,-70
postype=p1
getpower=ifelse(root,var(0)&256,165,30),ifelse(root,var(0)&256,165,30)
givepower=15,15

[state 2011,反応]
type=hitoverride
trigger1=1
attr=sca,ap
slot=1
stateno=2011

[state 2011,無反応]
type=nothitby
trigger1=1
value=,aa,at

[state 2011,消滅]
type=destroyself
triggerall=ishelper
trigger1=animtime=0
trigger2=root,stateno!=1000

[state 2011,ガー不]
type=assertspecial
triggerall=ishelper
trigger1=root,var(0)&8
flag=unguardable
ignorehitpause=1

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

;---------------------------------------------------------------------------
;斬風燕破 叛鏡
[statedef 1050]
type=s
movetype=a
physics=s
poweradd=ifelse(var(0)&64,150,30)
velset=0,0
anim=1050
ctrl=0

[state 2050,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256

[state 2050,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
var(1)=-150

[state 2050,無敵]
type=nothitby
trigger1=var(0)&64
trigger1=animelemtime(5)<0
value=sca

[state 2050,バカめ]
type=playsnd
trigger1=animelemtime(2)=0
value=1000,0
channel=0

[state 2050,効果音]
type=playsnd
trigger1=animelemtime(3)=0
value=3,23

[state 2050,判定]
type=hitdef
triggerall=!var(9)
trigger1=animelemtime(5)=0
trigger2=animelemtime(6)=0
trigger3=animelemtime(7)=0
trigger4=animelemtime(8)=0
trigger5=animelemtime(9)=0
trigger6=animelemtime(11)=0
trigger7=var(0)&16
trigger7=animelemtime(11)<0
attr=s,sa
animtype=hard
damage=ifelse(hitcount,8,ifelse(var(3),43,35)),8
hitflag=maf
guardflag=ma
pausetime=2,6
sparkno = S6030+random%5 ;s7105
guard.sparkno = S8030;=s7110
sparkxy=-10,-60
hitsound = s1,9;s7,19
guardsound=s2,10;=s8,1
guard.dist=180
ground.type=high
ground.slidetime=12
ground.hittime=15
ground.velocity=-4,0
air.velocity=-4,-3
ground.cornerpush.veloff=0
getpower=ifelse(var(0)&64,165,30*2),ifelse(var(0)&64,165,30*2)
givepower=15,15
Guard.Kill = 0
[state 2050,フィニッシュ]
type=hitdef
triggerall=!var(9)
trigger1=animelemtime(12)=0
trigger2=var(0)&16
trigger2=animelemtime(12)>0
attr=s,sa
animtype=hard
damage=ifelse(hitcount,8,ifelse(var(3),43,35)),8
hitflag=maf
guardflag=ma
pausetime=2,6
sparkno = S6030+random%5 ;s7107
guard.sparkno = S8030;=s7112
sparkxy=-10,-60
hitsound = s1,9;s7,20
guardsound=s2,10;=s8,1
guard.dist=180
ground.type=high
ground.slidetime=12
ground.hittime=15
ground.velocity=-1,-15
air.velocity=-1,-15
yaccel=0.6
fall=1
fall.recover=0
p2facing=1
id=2050
getpower=ifelse(var(0)&64,165,30*2),ifelse(var(0)&64,165,30*2)
givepower=15,15
Guard.Kill = 0
[state 2050,追撃不可フラグ]
type=varset
trigger1=movehit
trigger1=numtarget(2050)
var(9)=1
ignorehitpause=1

[state 2050,きりもみ吹っ飛び]
type=targetstate
trigger1=movehit=1
trigger1=hitpausetime=1
trigger1=numtarget(2050)
value=5400
id=2050
ignorehitpause=1

[state 2050,ガークラ]
type=targetstate
trigger1=moveguarded=1
trigger1=hitpausetime=1
trigger1=numtarget(2050)

triggerall=var(0)=64 || Random <=70

value=5430
id=2050
ignorehitpause=1

[state 2050,終了]
type=changestate
trigger1=animtime=0
value=0
ctrl=1


;===========================================================================
;斬風燕破 ex
[statedef 2000]
type=s
movetype=a
physics=s
poweradd=ifelse(var(1),0,-1000)
velset=0,0
anim=2000
ctrl=0


[state 3500,暗転1]
type=envcolor
trigger1=animelemtime(1)=0
time=3
value=255,255,255
under=-1
ignorehitpause=1


[state 3500,暗転4]
type=envcolor
trigger1=animelemtime(1)=3
time=27
value=0,0,0
under=-2

[state 3500,暗転5]
type=assertspecial
trigger1=animelemtime(1)=[0,30]
flag=nofg
ignorehitpause=1

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




[State super effect]
Type = Helper
trigger1=animelemtime(1)=0
Stateno = 6015
Pos = 0,-58
OwnPal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State super effect]
type = Helper
trigger1=!var(1)
trigger1=animelemtime(1)=0
name = "super"
stateno = 34502
pos = 0,-92
ownpal = 1
supermovetime = 78

[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
var(1)=-300

[state 2000,無敵]
type=nothitby
trigger1=var(0)&64
trigger1=animelemtime(23)<0
value=sca

[state 2000,バカめ]
type=playsnd
trigger1=animelemtime(1)=0
value=2001,0
channel=0



[state 2000,効果音]
type=playsnd
trigger1=animelemtime(8)=0
trigger2=animelemtime(29)=0
value=3,23

[state 2000,判定]
type=hitdef
triggerall=!var(9)||var(1)
trigger1=animelemtime(9)=0
trigger2=animelemtime(10)=0
trigger3=animelemtime(11)=0
trigger4=animelemtime(12)=0
trigger5=animelemtime(13)=0
trigger6=var(0)&16
trigger6=animelemtime(14)<0
attr=s,ha
animtype=hard
damage=ifelse(hitcount,8,ifelse(var(3),43,35)),8
hitflag=maf
guardflag=ma
pausetime=2,6
sparkno = S6030+random%5 ;s7105
guard.sparkno = S8030;=s7110
sparkxy=-10,-80
hitsound = s1,9;s7,19
guardsound=s2,10;=s8,1
ground.type=high
ground.slidetime=12
ground.hittime=15
ground.velocity=-4,0
air.velocity=-4,-3
ground.cornerpush.veloff=0
getpower=0,0
givepower=15,15
Guard.Kill = 0

[state 2000,フィニッシュ]
type=hitdef
triggerall=!var(9)||var(1)
trigger1=animelemtime(14)=0
trigger2=var(0)&16
trigger2=animelemtime(14)>0
attr=s,ha
animtype=hard
damage=ifelse(hitcount,8,ifelse(var(3),43,35)),8
hitflag=maf
guardflag=ma
pausetime=2,6
sparkxy=-10,-80
sparkno = S6030+random%5 ;s7107
guard.sparkno = S8030;=s7112
hitsound = s1,9;s7,20
guardsound=s2,10;=s8,1
ground.type=high
ground.slidetime=12
ground.hittime=35
ground.velocity=-1
air.velocity=-1
yaccel=0.6
p2facing=1
id=2000
getpower=0,0
givepower=15,15
Guard.Kill = 0

[state 2000,追撃不可フラグ]
type=varset
trigger1=movehit
trigger1=numtarget(2050)
var(9)=1
ignorehitpause=1

[state 2000,きりもみ吹っ飛び]
type=targetstate
trigger1=movehit=1
trigger1=hitpausetime=1
trigger1=numtarget(2050)
value=5400
id=2050
ignorehitpause=1

[state 2000,ガークラ]
type=targetstate
trigger1=moveguarded=1
trigger1=hitpausetime=1
trigger1=numtarget(2050)

triggerall=var(0)=64 || Random <=70

value=5430
id=2050
ignorehitpause=1

[state 2050,判定]
type=hitdef
triggerall=!var(9)||var(1)
trigger1=animelemtime(31)=0
trigger2=animelemtime(32)=0
trigger3=animelemtime(33)=0
trigger4=animelemtime(34)=0
trigger5=animelemtime(35)=0
trigger6=animelemtime(37)=0
trigger7=var(0)&16
trigger7=animelemtime(38)<0
attr=s,ha
animtype=hard
damage=ifelse(hitcount,8,ifelse(var(3),43,35)),8
hitflag=maf
guardflag=ma
pausetime=2,6
sparkno = S6030+random%5 ;s7105
guard.sparkno = S8030;=s7110
sparkxy=-10,-60
hitsound = s1,9;s7,19
guardsound=s2,10;=s8,1
guard.dist=180
ground.type=high
ground.slidetime=12
ground.hittime=15
ground.velocity=-4,0
air.velocity=-4,-3
ground.cornerpush.veloff=0
getpower=0,0
givepower=15,15
Guard.Kill = 0
[state 2050,判定]
type=hitdef
triggerall=!var(9)||var(1)
trigger1=animelemtime(36)=0
attr=s,ha
animtype=hard
damage=ifelse(hitcount,8,ifelse(var(3),43,35)),8
hitflag=maf
guardflag=ma
pausetime=2,6
sparkno = S6030+random%5 ;s7105
guard.sparkno = S8030;=s7110
sparkxy=-10,-60
hitsound = s1,9;s7,19
guardsound=s2,10;=s8,1
guard.dist=180
ground.type=high
ground.slidetime=12
ground.hittime=15
ground.velocity=4,-6
air.velocity=4,-3
ground.cornerpush.veloff=0
getpower=0,0
givepower=15,15
fall=1
fall.recover=0
Guard.Kill = 0
[state 2050,フィニッシュ]
type=hitdef
triggerall=!var(9)||var(1)
trigger1=animelemtime(37)=0
trigger2=var(0)&16
trigger2=animelemtime(37)>0
attr=s,ha
animtype=hard
damage=ifelse(hitcount,8,ifelse(var(3),43,35)),8
hitflag=maf
guardflag=ma
pausetime=2,6
sparkno = S6030+random%5 ;s7107
guard.sparkno = S8030;=s7112
sparkxy=-10,-60
hitsound = s1,9;s7,20
guardsound=s2,10;=s8,1
guard.dist=180
ground.type=high
ground.slidetime=12
ground.hittime=15
ground.velocity=-1,-15
air.velocity=-1,-15
yaccel=0.6
fall=1
fall.recover=0
p2facing=1
id=2050
getpower=0,0
givepower=15,15
Guard.Kill = 0
[state 2000,終了]
type=changestate
trigger1=animtime=0
value=0
ctrl=1


;===========================================================================
;斬風燕破 鳳牙・弱(開始)
[statedef 1100]
type=s
movetype=a
physics=s
poweradd=ifelse(var(0)&64,150,30)
velset=0,0
anim=1100
ctrl=0

[state 2100,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256

[state 2100,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
var(1)=-150

[state 2100,無敵]
type=nothitby
trigger1=animelemtime(9)<0
value=sca

[state 2100,甘いわ]
type=playsnd
trigger1=animelemtime(8)=0
value=1100,1
channel=0

[state 2100,効果音]
type=playsnd
trigger1=animelemtime(9)=0
value=3,23

[state 2100,判定]
type=hitdef
triggerall=!var(9)
trigger1=animelemtime(9)=0
trigger2=var(0)&16
attr=a,sa
animtype=hard
damage=ifelse(var(3),51,43),8
hitflag=maf
guardflag=ma
pausetime=2,6
sparkno = S6030+random%5 ;s7105
guard.sparkno = S8030;=s7110
sparkxy=-10,-60
hitsound = s1,9;s7,19
guardsound=s2,10;=s8,1
ground.type=high
ground.slidetime=12
ground.hittime=15
ground.velocity=-4,0
air.velocity=-4,-3
ground.cornerpush.veloff=0
getpower=ifelse(var(0)&64,165,30*2),ifelse(var(0)&64,165,30*2)
givepower=15,15
Guard.Kill = 0
[state 2100,ジャンプ開始]
type=changestate
trigger1=animtime=0
value=1101

;---------------------------------------------------------------------------
;斬風燕破 鳳牙・弱(ジャンプ)
[statedef 1101]
type=a
movetype=a
physics=n
velset=5,-5
anim=1101
ctrl=0
hitcountpersist=1

[state 2101,重力]
type=veladd
trigger1=1
y=0.5

[state 2101,判定]
type=hitdef
triggerall=!var(9)
trigger1=animelemtime(1)=0
trigger2=animelemtime(2)=0
trigger3=animelemtime(3)=0
trigger4=animelemtime(4)=0
trigger5=animelemtime(5)=0
trigger6=var(0)&16
trigger6=animelemtime(6)<0
attr=a,sa
animtype=hard
damage=ifelse(hitcount>1,8,ifelse(hitcount,17,ifelse(var(3),51,43))),8
hitflag=maf
guardflag=ma
pausetime=2,6
sparkno = S6030+random%5 ;s7105
guard.sparkno = S8030;=s7110
sparkxy=-10,-60
hitsound = s1,9;s7,19
guardsound=s2,10;=s8,1
ground.type=high
ground.slidetime=12
ground.hittime=15
ground.velocity=-4,0
air.velocity=-4,-3
ground.cornerpush.veloff=0
getpower=ifelse(var(0)&64,165,30*2),ifelse(var(0)&64,165,30*2)
givepower=15,15

[state 2101,フィニッシュ]
type=hitdef
triggerall=!var(9)
trigger1=animelemtime(6)=0
trigger2=var(0)&16
trigger2=animelemtime(6)>0
attr=a,sa
animtype=hard
damage=ifelse(hitcount>1,8,ifelse(hitcount,17,ifelse(var(3),51,43))),8
hitflag=maf
guardflag=ma
pausetime=2,6
sparkno = S6030+random%5 ;s7107
guard.sparkno = S8030;=s7112
sparkxy=-10,-60
hitsound = s1,9;s7,20
guardsound=s2,10;=s8,1
ground.type=high
ground.slidetime=12
ground.hittime=15
ground.velocity=-2,-15
air.velocity=-2,-15
yaccel=0.6
fall=1
fall.recover=0
p2facing=1
id=2101
getpower=ifelse(var(0)&64,165,30*2),ifelse(var(0)&64,165,30*2)
givepower=15,15
Guard.Kill = 0
[state 2101,追撃不可フラグ]
type=varset
trigger1=movehit
trigger1=numtarget(2101)
var(9)=1
ignorehitpause=1

[state 2101,きりもみ吹っ飛び]
type=targetstate
trigger1=movehit=1
trigger1=hitpausetime=1
trigger1=numtarget(2101)
value=5400
id=2101
ignorehitpause=1

[state 2101,ガークラ]
type=targetstate
trigger1=moveguarded=1
trigger1=hitpausetime=1
trigger1=numtarget(2101)

triggerall=var(0)=64 || Random <=70

value=5430
id=2101
ignorehitpause=1

[state 2101,着地]
type=changestate
trigger1=pos y>=0
trigger1=vel y>0
value=1102

;---------------------------------------------------------------------------
;斬風燕破 鳳牙(終了)
[statedef 1102]
type=s
movetype=a
physics=s
velset=0,0
anim=1102
ctrl=0

[state 2102,きちんと着地]
type=posset
trigger1=time=0
y=0

[state 2102,終了]
type=changestate
trigger1=animtime=0
value=0
ctrl=1

;---------------------------------------------------------------------------
;斬風燕破 鳳牙・強(開始)
[statedef 1110]
type=s
movetype=a
physics=s
poweradd=ifelse(var(0)&64,150,30)
velset=0,0
anim=1100
ctrl=0

[state 2110,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256

[state 2110,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
var(1)=-150

[state 2110,無敵]
type=nothitby
trigger1=animelemtime(9)<0
value=sca

[state 2110,甘いわ]
type=playsnd
trigger1=animelemtime(8)=0
value=1100,1
channel=0

[state 2110,効果音]
type=playsnd
trigger1=animelemtime(9)=0
value=3,23

[state 2110,判定]
type=hitdef
triggerall=!var(9)
trigger1=animelemtime(9)=0
trigger2=var(0)&16
attr=a,sa
animtype=hard
damage=ifelse(var(3),51,43),8
hitflag=maf
guardflag=ma
pausetime=2,6
sparkno = S6030+random%5 ;s7105
guard.sparkno = S8030;=s7110
sparkxy=-10,-60
hitsound = s1,9;s7,19
guardsound=s2,10;=s8,1
ground.type=high
ground.slidetime=12
ground.hittime=15
ground.velocity=-4,0
air.velocity=-4,-3
ground.cornerpush.veloff=0
getpower=ifelse(var(0)&64,165,30*2),ifelse(var(0)&64,165,30*2)
givepower=15,15
Guard.Kill = 0
[state 2110,ジャンプ開始]
type=changestate
trigger1=animtime=0
value=1111

;---------------------------------------------------------------------------
;斬風燕破 鳳牙・強(ジャンプ)
[statedef 1111]
type=a
movetype=a
physics=n
velset=3,-10
anim=1101
ctrl=0
hitcountpersist=1

[state 2111,重力]
type=veladd
trigger1=1
y=1

[state 2111,判定]
type=hitdef
triggerall=!var(9)
trigger1=animelemtime(1)=0
trigger2=animelemtime(2)=0
trigger3=animelemtime(3)=0
trigger4=animelemtime(4)=0
trigger5=animelemtime(5)=0
trigger6=var(0)&16
trigger6=animelemtime(6)<0
attr=a,sa
animtype=hard
damage=ifelse(hitcount>1,8,ifelse(hitcount,17,ifelse(var(3),51,43))),8
hitflag=maf
guardflag=ma
pausetime=2,6
sparkno = S6030+random%5 ;s7105
guard.sparkno = S8030;=s7110
sparkxy=-10,-60
hitsound = s1,9;s7,19
guardsound=s2,10;=s8,1
ground.type=high
ground.slidetime=12
ground.hittime=15
ground.velocity=-4,0
air.velocity=-4,-3
ground.cornerpush.veloff=0
getpower=ifelse(var(0)&64,165,30*2),ifelse(var(0)&64,165,30*2)
givepower=15,15
Guard.Kill = 0
[state 2111,フィニッシュ]
type=hitdef
triggerall=!var(9)
trigger1=animelemtime(6)=0
trigger2=var(0)&16
trigger2=animelemtime(6)>0
attr=a,sa
animtype=hard
damage=ifelse(hitcount>1,8,ifelse(hitcount,17,ifelse(var(3),51,43))),8
hitflag=maf
guardflag=ma
pausetime=2,6
sparkno = S6030+random%5 ;s7107
guard.sparkno = S8030;=s7112
sparkxy=-10,-60
hitsound = s1,9;s7,20
guardsound=s2,10;=s8,1
ground.type=high
ground.slidetime=12
ground.hittime=15
ground.velocity=-2,-15
air.velocity=-2,-15
yaccel=0.6
fall=1
fall.recover=0
p2facing=1
id=2111
getpower=ifelse(var(0)&64,165,30*2),ifelse(var(0)&64,165,30*2)
givepower=15,15
Guard.Kill = 0
[state 2111,追撃不可フラグ]
type=varset
trigger1=movehit
trigger1=numtarget(2111)
var(9)=1
ignorehitpause=1

[state 2111,きりもみ吹っ飛び]
type=targetstate
trigger1=movehit=1
trigger1=hitpausetime=1
trigger1=numtarget(2111)
value=5400
id=2111
ignorehitpause=1

[state 2111,ガークラ]
type=targetstate
trigger1=moveguarded=1
trigger1=hitpausetime=1
trigger1=numtarget(2111)

triggerall=var(0)=64 || Random <=70

value=5430
id=2111
ignorehitpause=1

[state 2111,着地]
type=changestate
trigger1=pos y>=0
trigger1=vel y>0
value=1102

;===========================================================================
;斬風燕破 鳳牙・ex(開始)
[statedef 2100]
type=s
movetype=a
physics=s

velset=0,0
anim=2100
ctrl=0
poweradd=ifelse(var(1),0,-1000)

[state 2100,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256

[state 2100,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
var(1)=-300

[state 2100,無敵]
type=nothitby
trigger1=animelemtime(9)<0
value=sca

[state 2000,バカめ]
type=playsnd
trigger1=animelemtime(1)=0
value=2101,0
channel=0


[state 3500,暗転1]
type=envcolor
trigger1=animelemtime(1)=0
time=3
value=255,255,255
under=-1
ignorehitpause=1


[state 3500,暗転4]
type=envcolor
trigger1=animelemtime(1)=3
time=27
value=0,0,0
under=-2

[state 3500,暗転5]
type=assertspecial
trigger1=animelemtime(1)=[0,30]
flag=nofg
ignorehitpause=1

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




[State super effect]
Type = Helper
trigger1=animelemtime(1)=0
Stateno = 6015
Pos = 0,-58
OwnPal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State super effect]
type = Helper
trigger1=!var(1)
trigger1=animelemtime(1)=0
name = "super"
stateno = 34502
pos = 0,-92
ownpal = 1
supermovetime = 78

[state 2100,甘いわ]
type=null;playsnd
trigger1=animelemtime(8)=0
value=1100,1
channel=0

[state 2100,効果音]
type=playsnd
trigger1=animelemtime(9)=0
value=3,23

[state 2100,判定]
type=hitdef
triggerall=!var(9)||var(1)
trigger1=animelemtime(9)=0
trigger2=var(0)&16
attr=a,Ha
animtype=hard
damage=ifelse(var(3),51,43),8
hitflag=maf
guardflag=ma
pausetime=2,6
sparkno = S6030+random%5 ;s7105
guard.sparkno = S8030;=s7110
sparkxy=-10,-60
hitsound = s1,9;s7,19
guardsound=s2,10;=s8,1
ground.type=high
ground.slidetime=12
ground.hittime=15
ground.velocity=-4,0
air.velocity=-4,-3
ground.cornerpush.veloff=0
getpower=ifelse(var(0)&64,165,30*2),ifelse(var(0)&64,165,30*2)
givepower=15,15
Guard.Kill = 0
[state 2100,ジャンプ開始]
type=changestate
trigger1=animtime=0
value=2101

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


;---------------------------------------------------------------------------
;斬風燕破 鳳牙・ex(ジャンプ)
[statedef 2101]
type=a
movetype=a
physics=n
velset=5,0
anim=2101
ctrl=0
hitcountpersist=1

[state 2101,判定]
type=hitdef
triggerall=!var(9)||var(1)
trigger1=animelemtime(1)=0
trigger2=animelemtime(2)=0
trigger3=animelemtime(3)=0
trigger4=animelemtime(4)=0
trigger5=animelemtime(5)=0
trigger6=animelemtime(6)=0
trigger7=animelemtime(7)=0
trigger8=animelemtime(8)=0
trigger9=animelemtime(9)=0
trigger10=animelemtime(10)=0
trigger11=animelemtime(11)=0
trigger12=animelemtime(12)=0
trigger13=animelemtime(13)=0
trigger14=animelemtime(14)=0
trigger15=animelemtime(15)=0
trigger16=animelemtime(16)=0

trigger17=var(0)&16
trigger17=animelemtime(17)<0
attr=a,ha
animtype=hard
damage=ifelse(hitcount>1,8,ifelse(hitcount,17,ifelse(var(3),51,43))),8
hitflag=maf
guardflag=ma
pausetime=2,6
sparkno = S6030+random%5 ;s7105
guard.sparkno = S8030;=s7110
sparkxy=-10,-60
hitsound = s1,9;s7,19
guardsound=s2,10;=s8,1
ground.type=high
ground.slidetime=12
ground.hittime=15
ground.velocity=-4,0
air.velocity=-4,-3
ground.cornerpush.veloff=0
getpower=0,0
givepower=15,15
Guard.Kill = 0
[state 2101,フィニッシュ]
type=hitdef
triggerall=!var(9)||var(1)
trigger1=animelemtime(17)=0
trigger2=var(0)&16
trigger2=animelemtime(17)>0
attr=a,ha
animtype=hard
damage=ifelse(hitcount>1,8,ifelse(hitcount,17,ifelse(var(3),51,43))),8
hitflag=maf
guardflag=ma
pausetime=2,6
sparkno = S6030+random%5 ;s7107
guard.sparkno = S8030;=s7112
sparkxy=-10,-60
hitsound = s1,9;s7,20
guardsound=s2,10;=s8,1
ground.type=high
ground.slidetime=12
ground.hittime=15
ground.velocity=-2,-15
air.velocity=-2,-15
yaccel=0.6
fall=1
fall.recover=0
p2facing=1
id=2101
getpower=0,0
givepower=15,15
Guard.Kill = 0
[state 2101,追撃不可フラグ]
type=varset
trigger1=movehit
trigger1=numtarget(2101)
var(9)=1
ignorehitpause=1

[state 2101,きりもみ吹っ飛び]
type=targetstate
trigger1=movehit=1
trigger1=hitpausetime=1
trigger1=numtarget(2101)
value=5400
id=2101
ignorehitpause=1

[state 2101,ガークラ]
type=targetstate
trigger1=moveguarded=1
trigger1=hitpausetime=1
trigger1=numtarget(2101)

triggerall=var(0)=64 || Random <=70

value=5430
id=2101
ignorehitpause=1

[state 2101,着地]
type=changestate
trigger1=animtime=0
value=1102

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



;----------------------------------------------------------------
[Statedef 1200];ディバインアロー・エア
type    = S
movetype= A
physics = S


velset = 0,0
anim = 1200
ctrl = 0
sprpriority = -2
poweradd=ifelse(var(0)&64,150,30)

[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
var(1)=-150


[State explod]
type = Explod
trigger1 = time=0
anim = 1201
supermove = 1
pausemovetime = 1
postype = p1
pos = 0,0
sprpriority = 2
removeongethit = 1
ownpal = 1

[State 1000, 1]
type = null;PlaySnd
trigger1 = Time = 0
value = S1200,0
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 4
value = S0,27
volume = -50


[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 6
projremove = 1
;Projremovetime = 50
projhits = 1
remvelocity = 7+3, 0
projremanim = 1002;812
projhitanim = 1002;812
;projmisstime = 2
projpriority = 5

projanim = 1001
offset = 20,-70
velocity = 7+3,0
attr = S, SP
damage   = 40,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S6030+random%5 ;s7107
guard.sparkno = S8030;=s7112
sparkxy = 30,0
hitsound = S1,6
guardsound = S2,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0
Guard.Kill = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 6
trigger1 = var(0)&16
projremove = 1
;Projremovetime = 50
projhits = 3
remvelocity = 7+3, 0
projremanim = 1002;812
projhitanim = 1002;812
;projmisstime = 2
projpriority = 5

projanim = 1001
offset = 20,-70
velocity = 7+3,0
attr = S, SP
damage   = 40,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S6030+random%5 ;s7107
guard.sparkno = S8030;=s7112
sparkxy = 30,0
hitsound = S1,6
guardsound = S2,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0
Guard.Kill = 0
[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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


;----------------------------------------------------------------
[Statedef 1210];ディバインアロー・エアB
type    = S
movetype= A
physics = S


velset = 0,0
anim = 1200
ctrl = 0
sprpriority = -2
poweradd=ifelse(var(0)&64,150,30)

[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
var(1)=-150


[State explod]
type = Explod
trigger1 = time=0
anim = 1201
supermove = 1
pausemovetime = 1
postype = p1
pos = 0,0
sprpriority = 2
removeongethit = 1
ownpal = 1

[State 1000, 1]
type = null;PlaySnd
trigger1 = Time = 0
value = S1200,0
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 4
value = S0,27
volume = -50

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 6
projremove = 1
;Projremovetime = 50
projhits = 1
remvelocity = 7+3, -7-3
projremanim = 1002;812
projhitanim = 1002;812
;projmisstime = 2
projpriority = 5

projanim = 1001
offset = 20,-70
velocity = 7+3,-7-3
attr = S, SP
damage   = 40,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S6030+random%5 ;s7107
guard.sparkno = S8030;=s7112
sparkxy = 30,0
hitsound = S1,6
guardsound = S2,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0
Guard.Kill = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 6
trigger1 = var(0)&16
projremove = 1
;Projremovetime = 50
projhits = 3
remvelocity = 7+3, -7-3
projremanim = 1002;812
projhitanim = 1002;812
;projmisstime = 2
projpriority = 5

projanim = 1001
offset = 20,-70
velocity = 7+3,-7-3
attr = S, SP
damage   = 40,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S6030+random%5 ;s7107
guard.sparkno = S8030;=s7112
sparkxy = 30,0
hitsound = S1,6
guardsound = S2,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0
Guard.Kill = 0
[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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



;----------------------------------------------------------------
[Statedef 2200];ディバインアロー・エアEX
type    = S
movetype= A
physics = S


velset = 0,0
anim = 2200
ctrl = 0
sprpriority = -2
poweradd=ifelse(var(1),0,-1000)




[state 2100,無敵]
type=nothitby
trigger1=animelemtime(3)<0
value=sca


[state 3500,暗転1]
type=envcolor
trigger1=animelemtime(1)=0
time=3
value=255,255,255
under=-1
ignorehitpause=1


[state 3500,暗転4]
type=envcolor
trigger1=animelemtime(1)=3
time=27
value=0,0,0
under=-2

[state 3500,暗転5]
type=assertspecial
trigger1=animelemtime(1)=[0,30]
flag=nofg
ignorehitpause=1

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




[State super effect]
Type = Helper
trigger1=animelemtime(1)=0
Stateno = 6015
Pos = 0,-58
OwnPal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State super effect]
type = Helper
trigger1=!var(1)
trigger1=animelemtime(1)=0
name = "super"
stateno = 34502
pos = 0,-92
ownpal = 1
supermovetime = 78

[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
var(1)=-300


[State explod]
type = Explod
trigger1 = time=0
anim = 2201
supermove = 1
pausemovetime = 1
postype = p1
pos = 0,0
sprpriority = 2
removeongethit = 1
ownpal = 1

[State 1000, 1]
type = null;PlaySnd
trigger1 = Time = 0
value = S1200,0
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 5
value = S1200,4
volume = 100

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 6
value = S0,27
volume = -50


[State 1034, 2]
type = Projectile
projID = 1000
trigger1=var(1)
trigger1 = animelem = 6
projremove = 1
remvelocity = 7+3, 0
projhits = 4
projremanim = 2207;812
projhitanim = 2207;812
;projmisstime = 2
projpriority = 5
projhits = 4
projanim = 2206
offset = 20,-70
velocity = 7+3,0
attr = S, HP
damage   = 15,4
animtype = Hard
hitflag = MAFD
guardflag = M
sparkno = S6030+random%5 ;s7107
guard.sparkno = S8030;=s7112
sparkxy = 30,0
hitsound = S1,6
guardsound = S2,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5,-6
air.velocity = -5,-4
fall = 1
fall.recover = 0
palfx.time       = 59
palfx.add        = 22, 22,22;23,24
;palfx.mul        = 100,100,210
palfx.sinadd     = 122, 122,122, 5
palfx.color      = 0
id=5
Guard.Kill = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1=var(1)
trigger1 = animelem = 6
projremove = 1
trigger1 = var(0)&16
projhits = 4
remvelocity = 7+3, 0
projremanim = 2207
projhitanim = 2207
;projmisstime = 2
projpriority = 5
projhits = 4
projanim = 2206
offset = 20,-70
velocity = 7+3,0
attr = S, HP
damage   = 15,4
animtype = Hard
hitflag = MAFD
guardflag = M
sparkno = S6030+random%5 ;s7107
guard.sparkno = S8030;=s7112
sparkxy = 30,0
hitsound = S1,6
guardsound = S2,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5,-6
air.velocity = -5,-4
fall = 1
fall.recover = 0
palfx.time       = 59
palfx.add        = 22, 22,22;23,24
;palfx.mul        = 100,100,210
palfx.sinadd     = 122, 122,122, 5
palfx.color      = 0
id=5
Guard.Kill = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1=!var(1)
trigger1 = animelem = 6
projremove = 0
projhits = 4
projremanim = 812
projhitanim = 812
;projmisstime = 2
projpriority = 5
projhits = 4
projanim = 2206
offset = 20,-70
velocity = 7+3,0
attr = S, HP
damage   = 40,10
animtype = Hard
hitflag = MAFD
guardflag = M
sparkno = S6030+random%5 ;s7107
guard.sparkno = S8030;=s7112
sparkxy = 30,0
hitsound = S1,6
guardsound = S2,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5,-6
air.velocity = -5,-4
fall = 1
fall.recover = 0
palfx.time       = 59
palfx.add        = 22, 22,22;23,24
;palfx.mul        = 100,100,210
palfx.sinadd     = 122, 122,122, 5
palfx.color      = 0
id=5
Guard.Kill = 0
[State 1034, 2]
type = Projectile
projID = 1000
trigger1=!var(1)
trigger1 = animelem = 6
projremove = 0
trigger1 = var(0)&16
projhits = 4
projremanim = 812
projhitanim = 812
;projmisstime = 2
projpriority = 5
projhits = 4
projanim = 2206
offset = 20,-70
velocity = 7+3,0
attr = S, HP
damage   = 40,10
animtype = Hard
hitflag = MAFD
guardflag = M
sparkno = S6030+random%5 ;s7107
guard.sparkno = S8030;=s7112
sparkxy = 30,0
hitsound = S1,6
guardsound = S2,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5,-6
air.velocity = -5,-4
fall = 1
fall.recover = 0
palfx.time       = 59
palfx.add        = 22, 22,22;23,24
;palfx.mul        = 100,100,210
palfx.sinadd     = 122, 122,122, 5
palfx.color      = 0
id=5
Guard.Kill = 0
[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;===========================================================================
;STグルガン
[statedef 1300]
type=s
movetype=a
physics=s
velset=0,0
anim= ifelse((palno = [1,6]),195,196)
ctrl=0

[state 1100,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256

[state 1100,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
var(1)=-150

[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,グルガン]
type=helper
triggerALL = palno = [1,6]
trigger1=animelemtime(5)=0
trigger2=var(0)&256
name="Striker_Glugan"
id=1300
stateno=1310
ownpal=1
pos=-50,ifelse(var(0)&256,-random/2,floor(-160-facing*pos x))
;pos=-50,floor(-160-facing*pos x)
postype=back
size.xscale=1 
size.yscale=1
;size.ground.back
;size.ground.front
;size.air.back
;size.air.front
;size.height
;size.head
;size.mid.pos
;size.shadowoffset


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

;---------------------------------------------------------------------------
;グルガン:出現・攻撃
[statedef 1310]
type=a
movetype=a
physics=n
velset=5,-5
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:着地
[statedef 1320]
type=s
movetype=a
physics=n
velset=0,0
anim=ifelse(root,var(0)&128,1321,1320)
ctrl=0
sprpriority=2
hitcountpersist=1

[state 1120,きちんと着地]
type=posset
trigger1=time=0
y=0


[state 1120,判定]
type=hitdef
triggerall=var(7)=2
triggerall=!root,var(9)||root,var(1)
trigger1=time=0
trigger2=root,var(0)&16
attr=a,ha
hitflag=mafd
;guardflag=ma
animtype=hard
damage=0,0
pausetime=0,0
guard.pausetime=14,14
sparkno = S6030+random%5 ;s7107
guard.sparkno = S8030;=s7112
sparkxy=-10,-10
hitsound=s1,9
guardsound=s2,10
ground.type=high
ground.hittime=10
air.hittime=10
ground.velocity=-3,-6
air.velocity=-3,-6
ground.cornerpush.veloff=0
fall=1
getpower=0,0
givepower=15,15
p1stateno=31222
p1stateno=31223
Guard.Kill = 0

[state 1120,判定]
type=hitdef
triggerall=var(7)<2
triggerall=!root,var(9)||root,var(1)
trigger1=time=0
trigger2=root,var(0)&16
attr=a,sa
hitflag=mafd
guardflag=ma
animtype=hard
damage=ifelse(hitcount,17,42),8
pausetime=0,0
guard.pausetime=14,14
sparkno = S6030+random%5 ;s7107
guard.sparkno = S8030;=s7112
sparkxy=-10,-10
hitsound=s1,9
guardsound=s2,10
ground.type=high
ground.hittime=10
air.hittime=10
ground.velocity=-3,-6
air.velocity=-3,-6
ground.cornerpush.veloff=0
fall=1
getpower=0,0
givepower=15,15
p1stateno=870
p2stateno=880
Guard.Kill = 0
[State 4000, p1state]
type=null;changestate
trigger1= movehit || movereversed
trigger1= (target,stateno=5000) || (target,stateno=5010) || (target,stateno=5020)
value=870


[State 4000, p2state]
type=null;targetstate
trigger1= movehit && numtarget
trigger1= (target,stateno=5000) || (target,stateno=5010) || (target,stateno=5020)
value=880

[state 1120,ｶﾞｵｰ]
type=playsnd
trigger1=animelemtime(5)=0
value=1110,0
channel=2

[state 1120,勝利ポーズへ]
type=changestate
triggerall=win
trigger1=animelemtime(14)=0
value=1390

[state 1120,終了]
type=changestate
triggerALL = root,palno = [7,12]
trigger1=animelemtime(14)=0
value=30000


[state 1120,終了]
type=changestate
triggerALL = root,palno = [1,6]
trigger1=animtime=0
value=1340

;---------------------------------------------------------------------------
;グルガン:喰らい
[statedef 1330]
type=a
movetype=h
physics=n
velset=-3,-5
anim=1330
ctrl=0
sprpriority=2

[state 1130,ボイス]
type=playsnd
trigger1=time=0
value=1110,1
channel=2

[state 1130,重力]
type=veladd
trigger1=1
y=0.3

[state 1130,着地]
type=changestate
trigger1=pos y>=0
trigger1=vel y>0
value=1331

;---------------------------------------------------------------------------
;グルガン:喰らい後着地
[statedef 1331]
type=s
movetype=h
physics=s
velset=0,0
anim=1331
ctrl=0
sprpriority=2

[state 1131,きちんと着地]
type=posset
trigger1=time=0
y=0

[state 1120,勝利ポーズへ]
type=changestate
triggerall=win
trigger1=time=0
value=1390


[state 1120,終了]
type=changestate
triggerALL = root,palno = [7,12]
trigger1=time=0
value=30000

[state 1131,終了]
type=changestate
triggerALL=root,palno = [1,6]
trigger1=animtime=0
value=1340

;---------------------------------------------------------------------------
;グルガン:去る
[statedef 1340]
type=a
movetype=i
physics=n
velset=-5,-10
anim=1340
ctrl=0
;sprpriority=2

[state 1140,ジャンプ音]
type=playsnd
trigger1=time=0
value=s40,1

[state 1140,終了]
type=destroyself
triggerall=ishelper
trigger1=pos y<-200

;---------------------------------------------------------------------------
;グルガン:勝利ポーズ
[statedef 1390]
type=s
movetype=i
physics=s
velset=0,0
anim=1390
ctrl=0
sprpriority=-1

[state 1190,アニメ変更]
type=changeanim
trigger1=anim=1390
trigger1=root,stateno=[181,182]
value=1391

[state 1190,勝利ポーズ]
type=assertspecial
trigger1=anim=1391
trigger1=animelemtime(15)<0
flag=roundnotover

;===========================================================================
;===========================================================================
;ST紫紀2
[statedef 1400]
type=s
movetype=a
physics=s
velset=0,0
anim= ifelse((palno = [1,6]),195,196)
ctrl=0

[state 1100,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256

[state 1100,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
var(1)=-150

[state 1100,無敵]
type=nothitby
trigger1=var(0)&64
trigger1=animelemtime(6)<0
value=sca

[state 1100,獅子よ！]
type=playsnd
trigger1=palno = [7,12]
trigger1=animelemtime(3)=0
value=1300,0
channel=0

[state 1100,紫紀！]
type=playsnd
trigger1=palno = [1,6]
trigger1=animelemtime(3)=0
value=1400,0
channel=0

[state 1100,紫紀]
type=helper
trigger1=palno = [1,6]
trigger1=animelemtime(5)=0
trigger2=var(0)&256
name="紫紀"
id=1400
stateno=1420
ownpal=1
pos=floor(160+facing*pos x),0
postype=front 



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

;---------------------------------------------------------------------------
;===========================================================================
;ST紫紀2
[statedef 2400]
type=s
movetype=a
physics=s
velset=0,0
anim=195
ctrl=0
poweradd=ifelse(var(1),-3000,-4000)

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


[state 1100,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256



[state 1100,無敵]
type=nothitby
trigger1=var(0)&64
trigger1=animelemtime(6)<0
value=sca

[state 1100,紫紀！]
type=playsnd
trigger1=animelemtime(3)=0
value=1400,0
channel=0

[state 1100,紫紀]
type=helper
trigger1=animelemtime(5)=0
trigger2=var(0)&256
name="紫紀"
id=1400
stateno=1430
ownpal=1
pos=floor(160+facing*pos x),0
postype=front 



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


;---------------------------------------------------------------------------
;===========================================================================
;ST紫紀2
[statedef 2300]
type=s
movetype=a
physics=s
velset=0,0
anim= ifelse((palno = [1,6]),195,196)
ctrl=0

[state 1100,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256

[state 1100,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
var(1)=-150

[state 1100,無敵]
type=nothitby
trigger1=var(0)&64
trigger1=animelemtime(6)<0
value=sca


[state 1100,獅子よ！]
type=playsnd
trigger1=palno = [7,12]
trigger1=animelemtime(3)=0
value=1300,0
channel=0

[state 1100,紫紀]
type=playsnd
trigger1=palno = [1,6]
trigger1=animelemtime(3)=0
value=1400,0
channel=0

[state 1100,紫紀]
type=helper
trigger1=palno = [1,6]
trigger1=animelemtime(5)=0
;trigger2=var(0)&256
name="紫紀"
id=1400
stateno=1410
ownpal=1
pos=floor(160+facing*pos x),0
postype=front 
;helpertype = player




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



;==
;STbig
[statedef 1500]
type=s
movetype=a
physics=s
velset=0,0
anim=195
ctrl=0

[state 1100,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256

[state 1100,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
var(1)=-150

[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=1500,4+(random%1)
channel=0

[state 1100,グルガン]
type=helper
trigger1=animelemtime(5)=0
trigger2=var(0)&256
name="big"
id=1500
stateno=21310
ownpal=1
postype = back ;front
pos = -30, 0
supermovetime = 99999999
pausemovetime = 99999999
size.xscale=1 
size.yscale=1
;size.ground.back
;size.ground.front
;size.air.back
;size.air.front
;size.height
;size.head
;size.mid.pos
;size.shadowoffset


[state 1100,終了]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
;---------------------------------------------------------------------------
;==
;STbig2
[statedef 1510]
type=s
movetype=a
physics=s
velset=0,0
anim=195
ctrl=0

[state 1100,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256

[state 1100,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
var(1)=-150

[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=1500,4+(random%1)
channel=0


[state 1100,big]
type=helper
trigger1=animelemtime(5)=0
trigger2=var(0)&256
name="big"
id=1500
stateno=21400
ownpal=1
postype = front;back ;
pos = 30, 0
supermovetime = 99999999
pausemovetime = 99999999
size.xscale=1 
size.yscale=1
;size.ground.back
;size.ground.front
;size.air.back
;size.air.front
;size.height
;size.head
;size.mid.pos
;size.shadowoffset


[state 1100,終了]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;==
;STbigex
[statedef 2500]
type=s
movetype=a
physics=s
velset=0,0
anim=195
ctrl=0

[state 1100,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256

[state 1100,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
var(1)=-300

[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=1500,4+(random%1)
channel=0


[state 1100,big]
type=helper
trigger1=animelemtime(5)=0
;trigger2=var(0)&256
name="big"
id=1500
stateno=23000
ownpal=1
postype = p1
pos = 0, 0
supermovetime = 99999999
pausemovetime = 99999999
size.xscale=1 
size.yscale=1
;size.ground.back
;size.ground.front
;size.air.back
;size.air.front
;size.height
;size.head
;size.mid.pos
;size.shadowoffset


[state 1100,終了]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
;------------------------------------------------------------------------
;移動中
[Statedef 1430]
type    = S
movetype= I
physics = N
velset = 0,0
;facep2=1
anim = 9999
hitdefpersist = 1


[State 200, 1]
type = Turn
trigger1 = time=0

[State 1105, 1]
type = Velset
trigger1 = 1
x = 7

[State 1100]
type = Varset
trigger1 = Time = 0
var(7) = -250

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 9
value = 1100, 0

[State 1105, 3]
type = ChangeState
trigger1 = backEdgeBodyDist > 180
trigger2 = frontEdgeBodyDist < 100
;trigger2 = rootdist X = [-50,50]
;trigger2 = time >= 7

value = 11310

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

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

;移動中
[Statedef 1420]
type    = S
movetype= I
physics = N
velset = 0,0
;facep2=1
anim = 9999
hitdefpersist = 1


[State 200, 1]
type = Turn
trigger1 = time=0

[State 1105, 1]
type = Velset
trigger1 = 1
x = 7

[State 1100]
type = Varset
trigger1 = Time = 0
var(7) = -250

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 9
value = 1100, 0

[State 1105, 3]
type = ChangeState
trigger1 = backEdgeBodyDist > 180
trigger2 = frontEdgeBodyDist < 100
;trigger2 = rootdist X = [-50,50]
;trigger2 = time >= 7

value = 11310

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

;--------------------------------------------------------
;移動中
[Statedef 1410]
type    = S
movetype= I
physics = N
velset = 0,0
;facep2=1
anim = 9999
hitdefpersist = 1

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

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


[State 200, 1]
type = Turn
trigger1 = time=0

[State 1105, 1]
type = Velset
trigger1 = 1
x = 7

[State 1100]
type = Varset
trigger1 = Time = 0
var(7) = -250

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 9
value = 1100, 0

[State 1105, 3]
type = ChangeState
trigger1 = backEdgeBodyDist > 180
trigger2 = frontEdgeBodyDist < 100
;trigger2 = rootdist X = [-50,50]
;trigger2 = time >= 7

value = 11310

;--------------------------------------------------------
;移動技 終了
[Statedef 11310]
type    = S
movetype= I
physics = N
velset = 4,0
juggle  = 1
anim = 11310
hitdefpersist = 1
;facep2=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 1100]
type = Varadd
trigger1 = Time >= 0
var(7) = 10

[State 3000,00]
type = Palfx
trigger1 = time >= 0
trigger1 = time <= 24
add = var(7),var(7),var(7)
time = 1

[State 1300, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1105, 1]
type = Veladd
trigger1 = time <= 9
x = -0.2

[State 100,sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 5

[State 1105, 3]
type = ChangeState
trigger1 = prevstateno=1430
trigger1 = animtime = 0
value = 14500;


[State 1105, 3]
type = ChangeState
trigger1 = prevstateno=1410
trigger1 = animtime = 0
value = 14800


[State 1105, 3]
type = ChangeState
trigger1 = prevstateno=1420
trigger1 = animtime = 0
value = 31050

[State 1105, 3]
type = ChangeState
trigger1 = prevstateno=4011
trigger1 = animtime = 0
value = 4015

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



;---------------------------------------------------------------------------
;鬼神猛撃拳!
[Statedef 1700]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1700
sprpriority = 2
poweradd=ifelse(var(0)&64,150,30)

[state 2000,追撃フラグ]
type=varset
trigger1=time=0
var(9)=0
ignorehitpause=1

[state a];エフェクト１
type = Helper
trigger1 = animelem = 3
id = 1710
name = "gokuto"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1710
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];エフェクト２
type = Helper
trigger1 = animelem = 3
id = 1711
name = "gokuto2"
sprpriority = 2
pos = -20,-310/2
postype = p1
stateno = 1711
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];エフェクト３
type = Helper
trigger1 = animelem = 3
id = 1712
name = "gokuto3"
sprpriority = 2
pos = 0,-250/2
postype = p1
stateno = 1711
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
var(1)=-150

[state 2000,無敵]
type=nothitby
trigger1=var(0)&64
trigger1=animelemtime(3)<0
value=sca

[State 640, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1700,0

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 4


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


[state a]
type = velset
trigger1 = time = 0
x = 5
y = -3.5

[state a]
type = null;veladd
trigger1 = time > 12
trigger1 = time < 22
x = 0.7


[state a]
type = veladd
trigger1 = time > 30
trigger1 = vel x > 0
x = -0.3

[state a]
type = velset
trigger1 = vel x <= 2
x = 2

[state a]
type = null;veladd
trigger1 = time >9
trigger1 = time <24
y = -0.3

[state a]
type = veladd
trigger1 = time >33
y = 0.5



[State 640, 3];20
type = HitDef
trigger1 = Time = 0
trigger2 = var(0)&16
attr = A, SA
damage    = 73,10
getpower=ifelse(var(0)&64,165,30*2),ifelse(var(0)&64,165,30*2)
givepower = 83,0
guardflag = HA
priority = 4
pausetime = 11,11
guardpausetime = 14,14
sparkno = S6030+random%5 
guard.sparkno =S8030;=s7110
sparkxy = -20,-70
hitsound = s1,7;s7,20
guardsound=s2,10;=s8,1
animtype = up
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-10
guard.velocity = -11
air.velocity = ifelse(var(9) = 0,-2,0),-10
yaccel = 0.55 + - 1*0.1
fall = 1
fall.recovertime = 100
P2stateno        = 246
Guard.Kill = 0







[State 630, 5]
type = Changeanim
trigger1 = Time =36
value = 44


[State 630, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

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

;---------------------------------------------------------------------------
;鬼神猛撃拳!
[Statedef 1701]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1700
sprpriority = 2
poweradd=ifelse(var(0)&64,150,30)

[state a];エフェクト１
type = Helper
trigger1 = animelem = 3
id = 1710
name = "gokuto"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 1710
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];エフェクト２
type = Helper
trigger1 = animelem = 3
id = 1711
name = "gokuto2"
sprpriority = 2
pos = -20,-310/2
postype = p1
stateno = 1711
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];エフェクト３
type = Helper
trigger1 = animelem = 3
id = 1712
name = "gokuto3"
sprpriority = 2
pos = 0,-250/2
postype = p1
stateno = 1711
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1


[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
var(1)=-150

[state 2000,無敵]
type=nothitby
trigger1=var(0)&64
trigger1=animelemtime(3)<0
value=sca

[State 640, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1700,0

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 4


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


[state a]
type = velset
trigger1 = time = 0
x = 6
y = -6.5

[state a]
type = veladd
trigger1 = time > 14
trigger1 = time < 25
x = 0.2


[state a]
type = veladd
trigger1 = time = 33
trigger1 = vel x > 0
x = -0.3

[state a]
type = velset
trigger1 = vel x <= 2
x = 2

[state a]
type = null;veladd
trigger1 = time >9
trigger1 = time <24
y = -0.45

[state a]
type = veladd
trigger1 = 1
y = 0.4



[State 640, 3];20
type = HitDef
trigger2 = var(0)&16
trigger1 = Time = 0
attr = A, SA
damage    = 73,10
getpower=ifelse(var(0)&64,165,30*2),ifelse(var(0)&64,165,30*2)
givepower = 83,0
guardflag = HA
priority = 4
pausetime = 11,11
guardpausetime = 14,14
sparkno = S6030+random%5 
guard.sparkno =S8030;=s7110
sparkxy = -20,-70
hitsound = s1,7;s7,20
guardsound=s2,10;=s8,1
animtype = up
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-10
guard.velocity = -11
air.velocity = ifelse(var(9) = 0,-2,0),-10
yaccel = 0.55 + - 1*0.1
fall = 1
fall.recovertime = 100
;P2stateno        = 246
Guard.Kill = 0







[State 630, 5]
type = Changeanim
trigger1 = Time =56
value = 44

[State 630, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

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

;---------------------------------------------------------------------------
;(HELPER)獄屠エフェクト１
[Statedef 1710]
type = A
ctrl = 0
anim = 1710
velset = 0,0
movetype = I
physics = N
sprpriority = 4

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

[state a]
type = bindtoroot
trigger1 = 1
pos = 160/2,-160/2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

;---------------------[拡縮]
[state a]
type = null;angleset
trigger1 = time = 0
value = 36

[State 1000, 0]
type = AngleDraw
trigger1 = 1
scale = .5,.5;1,1;1.2,1.2

;---------------------[]
[state a]
type = destroyself
trigger1 = root,anim = 44
trigger2 = root,stateno != 1700
trigger2 = root,stateno != 1701
trigger2 = root,stateno != 2700

;---------------------------------------------------------------------------
;(HELPER)獄屠エフェクト２
[Statedef 1711]
type = A
ctrl = 0
anim = 1711
velset = -1,0
movetype = I
physics = N
sprpriority = 2

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

[state a]
type = velset
trigger1 = time = 0
trigger1 = ishelper(1711)
x = -1

[state a]
type = velset
trigger1 = time = 0
trigger1 = ishelper(1712)
x = -0.5
y = 0.5

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

[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varadd
trigger1 = 1
v = 1
value = 8

;---------------------[拡縮]
[state a]
type = angleset
trigger1 = time = 0
trigger1 = ishelper(1711)
value = 0

[state a]
type = angleset
trigger1 = time = 0
trigger1 = ishelper(1712)
value = 36

[State 1000, 0]
type = AngleDraw
trigger1 = 1
scale = 2.0+var(1)*0.001,2.0+var(1)*0.001

;---------------------[]
[state a]
type = destroyself
trigger1 = time = 32



;---------------------------------------------------------------------------
;鬼神猛撃拳EX
[Statedef 2700]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 2700
sprpriority = 2
poweradd=ifelse(var(1),0,-1000)

[State 640, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2700,0

[State 640, 1]
type = PlaySnd
trigger1 = animelemtime(2) = 3
value = 1700,0


[state 2100,無敵]
type=nothitby
trigger1=animelemtime(3)<0
value=sca


[state 3500,暗転1]
type=envcolor
trigger1=animelemtime(1)=0
time=3
value=255,255,255
under=-1
ignorehitpause=1


[state 3500,暗転4]
type=envcolor
trigger1=animelemtime(1)=3
time=27
value=0,0,0
under=-2

[state 3500,暗転5]
type=assertspecial
trigger1=animelemtime(1)=[0,30]
flag=nofg
ignorehitpause=1

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




[State super effect]
Type = Helper
trigger1=animelemtime(1)=0
Stateno = 6015
Pos = 0,-78
OwnPal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State super effect]
type = Helper
trigger1=!var(1)
trigger1=animelemtime(1)=0
name = "super"
stateno = 34502
pos = 0,-92
ownpal = 1
supermovetime = 78

[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
var(1)=-300


[state a];エフェクト１
type = Helper
trigger1 = animelem = 3
id = 2710
name = "gokuto"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 2710
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];エフェクト２
type = Helper
trigger1 = animelem = 3
id = 1711
name = "gokuto2"
sprpriority = 2
pos = -20,-310/2
postype = p1
stateno = 1711
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

[state a];エフェクト３
type = Helper
trigger1 = animelem = 3
id = 1712
name = "gokuto3"
sprpriority = 2
pos = 0,-250/2
postype = p1
stateno = 1711
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1





[State 640, 1]
type = PlaySnd
trigger1 = Time = 1
value = 4235,6

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1+26
value = 0, 4


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


[state a]
type = velset
trigger1 = time = 0+26
x = 6
y = -6.5

[state a]
type = veladd
trigger1 = time > 14+26
trigger1 = time < 25+26
x = 0.2


[state a]
type = veladd
trigger1 = time = 33+26
trigger1 = vel x > 0
x = -0.3

[state a]
type = velset
trigger1 = time>26
trigger1 = vel x <= 2
x = 2

[state a]
type = null;veladd
trigger1 = time >9
trigger1 = time <24
y = -0.45

[state a]
type = veladd
trigger1 = time>26
y = 0.4



[State 640, 3];20
type = HitDef
trigger2 = var(0)&16
trigger1 = Time = 0
attr = A, SA
damage    = 143,10
getpower=0,0
givepower = 83,0
guardflag = HA
priority = 4
pausetime = 21,21
guardpausetime = 14,14
sparkno = S6030+random%5 
guard.sparkno =S8030;=s7110
sparkxy = -20,-70
hitsound = s1,7;s7,20
guardsound=s2,10;=s8,1
animtype = up
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-10
guard.velocity = -11
air.velocity = ifelse(var(9) = 0,-2,0),-10
yaccel = 0.55 + - 1*0.1
fall = 1
fall.recovertime = 140
P2stateno        =2795
envshake.time = 21
Guard.Kill = 0






[State 630, 5]
type = Changeanim
trigger1 = Time =56+26
value = 44

[State 630, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

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

;---------------------------------------------------------------------------
;(HELPER)獄屠エフェクト１
[Statedef 2710]
type = A
ctrl = 0
anim = 1710
velset = 0,0
movetype = I
physics = N
sprpriority = 4

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

[state a]
type = bindtoroot
trigger1 = 1
pos = 160/2,-160/2

;---------------------[透過]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

;---------------------[拡縮]
[state a]
type = null;angleset
trigger1 = time = 0
value = 36

[State 1000, 0]
type = AngleDraw
trigger1 = 1
scale = 1,1;1.2,1.2

;---------------------[]
[state a]
type = destroyself
trigger1 = root,anim = 44
trigger2 = root,stateno != 1700
trigger2 = root,stateno != 1701
trigger2 = root,stateno != 2700

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

;---------------------------------------------------------------------------
[STatedef 2795]
type=A
ctrl=0
sprpriority=-3
velset=0,0
movetype=H

[STate 1795]
type=Changeanim2
trigger1=Time=0
value=2745

[STate 1795]
type=Changeanim2
trigger1=vel Y>0&&anim!=2746
value=2746

[State 1830,4]
type=velset
trigger1=time=21
x=-2
y=-13.5
persistent=0

[State 1830,4]
type=veladd
trigger1=time>=21
y=.5

[STate 1795]
type=null;LifeAdd
trigger1=Time=0
value=-11

[State 3000]
type = null;NotHitBy
trigger1 = 1
value = ,SP
time = 1

[State 1830,1]
type=selfstate
trigger1=pos Y>=0&&Vel Y>0
value=5100


;===========================================================================
;魔舞紅躁(始動)
[statedef 1600]
type=s
movetype=a
physics=s
poweradd=ifelse(var(0)&256,150,60)
velset=0,0
anim=1600
ctrl=0

[State 1600, 2]
type = AfterImage
trigger1 = time = 0
time = 50
TimeGap  = 1
FrameGap = 4
length = 15
PalBright   = 0,0,0
PalContrast = 255,255,255
PalMul      = .8,.8,.8


[state 1100,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256

[state 1100,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
var(1)=-150

[state 1600,無敵]
type=nothitby
triggerall=animtime!=0
trigger1=animelemtime(6)<0
trigger2=var(0)&256
trigger2=animelemtime(20)<0
value=sca

[state 1600,判定]
type=hitdef
triggerall=var(1)
triggerall=roundstate=2
triggerall=enemynear,stateno!=[150,155]
trigger1=animelemno(0)=[3,10]
attr=s,st
hitflag=maf
guardflag=maF
priority=3,miss
p1facing=1
p2facing=1
p1stateno=1610
p2stateno=1620
numhits=0
guard.dist=0
id=1600
Guard.Kill = 0

[state 1600,判定]
type=hitdef
triggerall=!var(1)
triggerall=roundstate=2
triggerall=!var(9)
triggerall=enemynear,stateno!=[150,155]
trigger1=animelemno(0)=[3,10]
attr=s,st
hitflag=m
priority=3,miss
p1facing=1
p2facing=1
p1stateno=1610
p2stateno=1620
numhits=0
guard.dist=0
id=1600
Guard.Kill = 0



[state 1600,不発]
type=changestate
trigger1=animtime=0
value=0
ctrl=1

;---------------------------------------------------------------------------
;魔舞紅躁(成功1)
[statedef 1610]
type=s
movetype=a
physics=s
velset=0,0
ctrl=0

[state 1610,ガード認識距離]
type=attackdist
trigger1=1
value=0

[state 1610,無敵]
type=nothitby
trigger1=1
value=sca

[state 1610,画面端]
type=NULL;width
trigger1=1
edge=90,0

[state 1610,対象の固定]
type=targetbind
trigger1=1
pos=40,0
id=1600

[state 1610,次へ]
type=changestate
trigger1=anim=1600
trigger1=animelemtime(10)>=0
value=1611

;---------------------------------------------------------------------------
;魔舞紅躁(成功2)
[statedef 1611]
type=s
movetype=a
physics=s
velset=0,0
anim=1610
ctrl=0



[state 1611,ガード認識距離]
type=attackdist
trigger1=1
value=0

[state 1611,画面端]
type=null;width
trigger1=1
edge=90,0

[state 1611,対象の固定]
type=targetbind
trigger1=animelemtime(30)<0
trigger1=animtime!=0
pos=40,0
id=1600

[state 1611,対象ステート変更]
type=targetstate
trigger1=time=0
value=1621
id=1600

[state 1611,オーラ]
type=explod
trigger1=animelemtime(2)=0
anim=1611
pos=0,0
postype=p1
bindtime=-1
ownpal=1

[state 1611,効果音]
type=playsnd
trigger1=animelemtime(2)=0
value=1600,1
volume =-200

[state 1611,フッフッフッ…]
type=playsnd
trigger1=animelemtime(2)=0
value=1600,0
channel=0
volume =200

[state 1611,ダメージ]
type=targetlifeadd
trigger1=animelemtime(16)=0
value=-floor((const(data.attack)*target(1600),const(data.life)/100000.0*ifelse(var(1),75,108))+0.5)
absolute=1
id=1600


[state 1611,ダメージ]
type=targetlifeadd
trigger1= var(0)&16
trigger1=animelemtime(16)=1
value=-floor((const(data.attack)*target(1600),const(data.life)/100000.0*ifelse(var(1),75,108))+0.5)
absolute=1
id=1600

[state 1611,ヒット数]
type=hitadd
trigger1=animelemtime(16)=0
value=1

[state 1611,ヒット数]
type=hitadd
trigger1= var(0)&16
trigger1=animelemtime(16)=0
value=11

[state 1611,効果音]
type=playsnd
trigger1=animelemtime(16)=0
value=3000,3

[state 1611,画面揺れ]
type=envshake
trigger1=animelemtime(16)=0
time=20
freq=120
ampl=-8

[state 1611,ヒット音]
type=playsnd
trigger1=animelemtime(30)=0
value=7,28

[state 1611,対象吹っ飛び]
type=targetvelset
trigger1=animelemtime(30)=0
x=-5
y=-8
id=1600

[state 1611,対象ステート変更]
type=targetstate
trigger1=animelemtime(30)=0
value=1622
id=1600

[state 1611,終了]
type=changestate
trigger1=animtime=0
value=0
ctrl=1

;---------------------------------------------------------------------------
;魔舞紅躁:対象側1
[statedef 1620]
type=s
movetype=h
physics=n
velset=0,0
ctrl=0

[State 810, Bind 1]
type = posset
trigger1 = time=0
y = 0

[state 1620,アニメ]
type=changeanim2
trigger1=time=0
value=1620


[State 3105, 6]
type = SelfState
trigger1 = time>200
trigger1 = p2Stateno!=[1600,1699]
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;魔舞紅躁:対象側2
[statedef 1621]
type=s
movetype=h
physics=n
velset=0,0
ctrl=0

[state 1621,アニメ]
type=changeanim2
trigger1=time=0
value=1621

[State 3105, 6]
type = SelfState
trigger1 = time>200
trigger1 = p2Stateno!=[1600,1699]
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;魔舞紅躁対象側(吹っ飛び)
[statedef 1622]
type=a
movetype=h
physics=n
ctrl=0

[state 1521,アニメ変更1]
type=changeanim
trigger1=time=0
trigger1=selfanimexist(5052)
value=5052

[state 1521,アニメ変更2]
type=changeanim2
trigger1=!selfanimexist(5052)
trigger1=time=0
value=5410

[state 1521,重力]
type=veladd
trigger1=!gethitvar(isbound)
y=0.45

[state 1521,アニメ変更(落下)]
type=changeanim
trigger1=vel y>0
persistent=0
value=ifelse(selfanimexist(5062),5062,ifelse(selfanimexist(5061),5061,5060))

[state 1521,ダウン]
type=selfstate
trigger1=pos y>=0
trigger1=vel y>0
value=5100

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



;===========================================================================
;魔舞紅躁EX(始動)
[statedef 2600]
type=s
movetype=a
physics=s
poweradd=ifelse(var(1),0,-1000)
velset=0,0
anim=2600
ctrl=0

[State 1600, 2]
type = AfterImage
trigger1 = time = 0
time = 50
TimeGap  = 1
FrameGap = 4
length = 15
PalBright   = 0,0,0
PalContrast = 255,255,255
PalMul      = .8,.8,.8


[state 1100,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256

[state 1100,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
var(1)=-300

[state 1600,無敵]
type=nothitby
triggerall=animtime!=0
trigger1=animelemtime(10)<0
trigger2=var(0)&256
trigger2=animelemtime(20)<0
value=sca

[state 1600,判定]
type=hitdef
triggerall=roundstate=2
triggerall=var(1)
triggerall=enemynear,stateno!=[150,155]
trigger1=animelemno(0)=[3,10]
attr=s,st
hitflag=mafd
guardflag=mafd
priority=3,miss
p1facing=1
p2facing=1
p1stateno=2610
p2stateno=1620
numhits=0
guard.dist=0
id=1600

[state 1600,判定]
type=hitdef
triggerall=!var(1)
triggerall=roundstate=2
triggerall=!var(9)
triggerall=enemynear,stateno!=[150,155]
trigger1=animelemno(0)=[3,10]
attr=s,st
hitflag=m
priority=3,miss
p1facing=1
p2facing=1
p1stateno=2610
p2stateno=1620
numhits=0
guard.dist=0
id=1600
Guard.Kill = 0
[state 1600,不発]
type=changestate
trigger1=animtime=0
value=0
ctrl=1

;---------------------------------------------------------------------------
;魔舞紅躁(成功1)
[statedef 2610]
type=s
movetype=a
physics=s
velset=0,0
ctrl=0



[state 1610,ガード認識距離]
type=attackdist
trigger1=1
value=0

[state 1610,無敵]
type=nothitby
trigger1=1
value=sca

[state 1610,画面端]
type=NULL;width
trigger1=1
edge=90,0

[state 1610,対象の固定]
type=targetbind
trigger1=1
pos=40,0
id=2600

[state 1610,次へ]
type=changestate
trigger1=anim=2600
trigger1=animelemtime(10)>=0
value=2611

;---------------------------------------------------------------------------
;魔舞紅躁(成功2)
[statedef 2611]
type=s
movetype=a
physics=s
velset=0,0
anim=2610
ctrl=0

[state 1611,効果音]
type=null;playsnd
trigger1=time=0
value=2600,0

[state 3500,暗転1]
type=envcolor
trigger1=animelemtime(11)=0
time=3
value=255,255,255
under=-1
ignorehitpause=1


[state 3500,暗転4]
type=envcolor
trigger1=animelemtime(11)=3
time=27
value=0,0,0
under=-2

[state 3500,暗転5]
type=assertspecial
trigger1=animelemtime(11)=[0,30]
flag=nofg
ignorehitpause=1

[state 3500,暗転6]
type=superpause
trigger1=animelemtime(11)=0
movetime=30
anim=-1
darken=0
sound=s33,1




[State super effect]
Type = Helper
trigger1=animelemtime(11)=0
Stateno = 6015
Pos = -5,-48
OwnPal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State super effect]
type = Helper
trigger1=!var(1)
trigger1=animelemtime(11)=0
name = "super"
stateno = 34502
pos = 0,-92
ownpal = 1
supermovetime = 78

[state 1611,ガード認識距離]
type=attackdist
trigger1=1
value=0

[state 1611,画面端]
type=null;width
trigger1=1
edge=90,0

[state 1611,対象の固定]
type=targetbind
trigger1=animelemtime(66)<0
trigger1=animtime!=0
pos=40,0
id=1600

[state 1611,対象ステート変更]
type=targetstate
trigger1=time=0
value=2621
id=1600

[state 1611,オーラ]
type=explod
trigger1=animelemtime(2)=0
anim=1611
pos=0,0
postype=p1
bindtime=-1
ownpal=1

[state 1611,効果音]
type=playsnd
trigger1=animelemtime(2)=0
value=1600,1
volume =-200

[state 1611,フッフッフッ…]
type=playsnd
trigger1=animelemtime(2)=0
value=2600,0
channel=0
volume =200

[state 1611,ダメージ]
type=targetlifeadd
trigger1=animelemtime(16)=0
trigger2=animelemtime(35)=0
trigger3=animelemtime(53)=0
value=-floor((const(data.attack)*target(1600),const(data.life)/100000.0*ifelse(var(1),38,59))+0.5)
absolute=1
id=1600

[state 1611,ダメージ]
type=targetlifeadd
triggerall=var(0)&16
trigger1=animelemtime(16)=0
trigger2=animelemtime(35)=0
trigger3=animelemtime(53)=0
value=-floor((const(data.attack)*target(1600),const(data.life)/100000.0*ifelse(var(1),38,59))+0.5)
absolute=1
id=1600

[state 1611,ヒット数]
type=hitadd
trigger1=animelemtime(16)=0
trigger2=animelemtime(35)=0
trigger3=animelemtime(53)=0
value=1

[state 1611,ヒット数]
type=hitadd
triggerall=var(0)&16
trigger1=animelemtime(16)=0
trigger2=animelemtime(35)=0
trigger3=animelemtime(53)=0
value=15

[state 1611,効果音]
type=playsnd
trigger1=animelemtime(16)=0
trigger2=animelemtime(35)=0
trigger3=animelemtime(53)=0
value=3000,3

[state 1611,画面揺れ]
type=envshake
trigger1=animelemtime(16)=0
trigger2=animelemtime(35)=0
trigger3=animelemtime(53)=0
time=20
freq=120
ampl=-8

[state 1611,ヒット音]
type=playsnd
trigger1=animelemtime(66)=0
value=7,28

[state 1611,対象ステート変更]
type=targetstate
trigger1=animelemtime(66)=0
value=1622
id=1600

[state 1611,対象吹っ飛び]
type=targetvelset
trigger1=animelemtime(66)=0
x=-5
y=-8
id=1600



[state 1611,終了]
type=changestate
trigger1=animtime=0
value=0
ctrl=1

;---------------------------------------------------------------------------
;魔舞紅躁:対象側1
[statedef 2620]
type=s
movetype=h
physics=n
velset=0,0
ctrl=0

[State 810, Bind 1]
type = posset
trigger1 = time=0
y = 0

[state 1620,アニメ]
type=changeanim2
trigger1=time=0
value=1620


[State 3105, 6]
type = SelfState
trigger1 = time>200
trigger1 = p2Stateno!=[2600,2699]
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;魔舞紅躁:対象側2
[statedef 2621]
type=s
movetype=h
physics=n
velset=0,0
ctrl=0

[state 1621,アニメ]
type=changeanim2
trigger1=time=0
trigger3=time=167
trigger2=time=245
value=2621

[State 3105, 6]
type = SelfState
trigger1 = time>400
trigger1 = p2Stateno!=[2600,2699]
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;魔舞紅躁対象側(吹っ飛び)
[statedef 2622]
type=a
movetype=h
physics=n
ctrl=0

[state 1521,アニメ変更1]
type=changeanim
trigger1=time=0
trigger1=selfanimexist(5052)
value=5052

[state 1521,アニメ変更2]
type=changeanim2
trigger1=!selfanimexist(5052)
trigger1=time=0
value=5410

[state 1521,重力]
type=veladd
trigger1=!gethitvar(isbound)
y=0.45

[state 1521,アニメ変更(落下)]
type=changeanim
trigger1=vel y>0
persistent=0
value=ifelse(selfanimexist(5062),5062,ifelse(selfanimexist(5061),5061,5060))

[state 1521,ダウン]
type=selfstate
trigger1=pos y>=0
trigger1=vel y>0
value=5100

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


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

;なげ
[Statedef 870]
type    = A
movetype= A
physics = N
anim = 870
velset = 0,0
sprpriority=-0

[State 810, Bind 1]
type = posadd
trigger1 = time = 0
trigger2 = FrontEdgeBodyDist < 31
x = -30


[State 810, Bind 1]
type = TargetBind
trigger1 = time = 0
pos = 30, 0

[State 810, Bind 1]
type = veladd
trigger1 = time >= 20
y = 0.48+1*var(7)
x = -0.06

[State 810, Bind 1]
type = velset
trigger1 = time = 20
x = 2.2
y= -12-14*var(7)


[State 810, Bind 1]
type = velset
trigger1 = vel x <=0
trigger2 = FrontEdgeBodyDist < 31
x = 0

[state 1130,ボイス]
type=playsnd
trigger1=time=20
value=1110,0
channel=2

[State 810, Bind 1]
type = null;posset
trigger1 = animelem = 1
y = -10


[State 810, Width 2-11]
type = Width
trigger1 = time = 0
edge = 60,0

[State 810, Bind 2-4]
type = TargetBind
trigger1 = animelem = 2
pos = 40, -54

[State 810, Bind 2-4]
type = TargetBind
trigger1 = animelem = 3
pos = 20, -38

[State 810, Bind 2-4]
type = TargetBind
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(5) < 0
pos = 0, -50

[State 810, Bind 2-4]
type = TargetBind
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(6) < 0
pos = -10, -50

[State 810, Bind 2-4]
type = TargetBind
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(7) < 0
pos = 0, -30

[State 810, Bind 2-4]
type = TargetBind
trigger1 = animelemtime(7) >= 0
trigger1 = animtime = 0
pos = 10, -30

[State 810, State End]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 871

[State -1]
Type = ScreenBound
Trigger1 = 1
value = 1

[Statedef 871]
type    = A
movetype= A
physics = N
anim = 871
velset = 1,-9.6


[State 810, Bind 1]
type = velset
trigger1 = vel x <=0
trigger2 = FrontEdgeBodyDist < 31
x = 0

[state 1611,オーラ]
type=explod
trigger1=var(7)=0
trigger1=time=0
anim= 6030+random%5 
pos=0,0
postype=p1
bindtime=1
ownpal=1
sprpriority=7

[state 1611,オーラ]
type=explod
trigger1=var(7)=1
trigger1=time=0
anim = 8320 
pos=0,0
postype=p1
bindtime=1
ownpal=1
sprpriority=7

[State 210, 1]
type = PlaySnd
trigger1=var(7)=0
trigger1 = Time = 0
value = 1, 7
channel = 0
volume = 255


[State 210, 1]
type = PlaySnd
trigger1=var(7)=1
trigger1 = Time = 0
value = 1, 43
channel = 0
volume = 255


[State 810, Bind 1]
type = posset
trigger1 = time = 0
y = 0

[State 810, Throw 11];18
type = Targetlifeadd
trigger1 = time = 0
value = -43-47*var(7)

[State 810, Throw 11]
type = TargetState
trigger1 = time = 0
value = 881

[State 810, Bind 1]
type = veladd
trigger1 = 1
y = 0.48

[State 810, Width 2-11]
type = Width
trigger1 = time = 0
edge = 60,0

[State 810, Bind 2-4]
type = TargetBind
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(2) < 0
pos = 0, -50

[State 810, Bind 2-4]
type = TargetBind
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(3) < 0
pos = -10, -50

[State 810, Bind 2-4]
type = TargetBind
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(4) < 0
pos = 0, -30

[State 810, Bind 2-4]
type = TargetBind
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(5) < 0
pos = 10, -30


[State 810, Bind 2-4]
type = TargetBind
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(6) < 0
pos = 0, -50

[State 810, Bind 2-4]
type = TargetBind
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(7) < 0
pos = -10, -50

[State 810, Bind 2-4]
type = TargetBind
trigger1 = animelemtime(7) >= 0
trigger1 = animelemtime(8) < 0
pos = 0, -30

[State 810, Bind 2-4]
type = TargetBind
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(9) < 0
pos = 10, -30


[State 810, Bind 2-4]
type = TargetBind
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(10) < 0
pos = 0, -50

[State 810, Bind 2-4]
type = TargetBind
trigger1 = animelemtime(10) >= 0
trigger1 = animelemtime(11) < 0
pos = -10, -50

[State 810, Bind 2-4]
type = TargetBind
trigger1 = animelemtime(11) >= 0
trigger1 = animelemtime(12) < 0
pos = 0, -30

[State 810, Bind 2-4]
type = TargetBind
trigger1 = animelemtime(12) >= 0
trigger1 = animelemtime(13) < 0
pos = 10, -30

[State 810, Bind 2-4]
type = TargetBind
trigger1 = animelemtime(13) >= 0
pos = 0, -50

[State 810, Throw 11];18
type = Targetlifeadd
trigger1 = animtime = 0
value = -5-17*var(7)

[state 4010,ヒット数]
type=hitadd
trigger1=time=0
trigger2=animtime = 0
value=1

[State 810, State End]
type = ChangeState
trigger1 = animtime = 0
value = 872


[State -1]
Type = ScreenBound
Trigger1 = 1
value = 1

[Statedef 872]
type    = A
movetype= A
physics = N
anim = 1330
velset=0,0

[state 1611,オーラ]
type=explod
trigger1=var(7)=0
trigger1=time=0
anim= 6030+random%5 
pos=0,0
postype=p1
bindtime=1
ownpal=1
sprpriority=7

[state 1611,オーラ]
type=explod
trigger1=var(7)=1
trigger1=time=0
anim = 8320 
pos=0,0
postype=p1
bindtime=1
ownpal=1
sprpriority=7

[State 210, 1]
type = PlaySnd
trigger1=var(7)=1
trigger1 = Time = 0
value = 1, 43
channel = 0
volume = 255


[State 210, 1]
type = PlaySnd
trigger1=var(7)=0
trigger1 = Time = 0
value = 1, 7
channel = 0
volume = 255

[State 810, Throw 11]
type = TargetState
trigger1 = time = 0
value = 882

[State 810, Bind 1]
type = posset
trigger1 = time = 0
y = 0

[State 810, Bind 1]
type = TargetBind
trigger1 = time = 0
pos = 0,0

[state 1130,重力]
type=veladd
trigger1=time>1
y=0.3

[state 1130,重力]
type=velset
trigger1=time=1
y=-5
x=-3

[State -1]
Type = ParentVarSet
Trigger1 = time=0
V = 9
Value = 0

[State -1]
Type = ScreenBound
Trigger1 = 1
value = 1


[state 1130,着地]
type=changestate
trigger1=pos y>=0
trigger1=vel y>0
value=1331


;---------------------------------------------------------------------------
;なげられ
[Statedef 880]
type    = A
movetype= H
physics = N
velset = 0,0

[State 251,5]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 880


;なげられ
[Statedef 881]
type    = A
movetype= H
physics = N
velset = 0,0

[State 251,5]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 881


;---------------------------------------------------------------------------
[Statedef 882]
type    = A
movetype= H
physics = N
velset = 0,0
;anim = 5080

[State 820, 1]
type = ChangeAnim
Trigger1 = 1
value = 5080

[State 821, 4] ;Hit ground
type = ChangeState
trigger1 = time = 1
value = 883


;--------------------------------------------
;叩き付け・地面衝突
[Statedef 883]
type    = A
movetype= H
physics = N

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035+var(0)*10000
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050+var(0)*10000

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 1021, Scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

;[State 1021, Speed]
;type = posadd
;trigger1 = Time = 0
;y = -20

[State 1021, Speed]
type = VelSet
trigger1 = Time = 0
y = -8

[State 1021, Speed]
type = Veladd
trigger1 = Time >= 0
y = 0.32

[State 1021, Shake]
type = EnvShake
trigger1 = time = 0
time  = 15
ampl  = 6
freq  = 100
phase = 100

[State 1021]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 883]
type    = A
movetype= H
physics = N
velset = -4,-4
anim = 5050

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 阿修羅閃空（前Ｐ）開始
[Statedef 1900]
type    = S
movetype= I
physics = S
juggle  = 0

ctrl = 0
anim = 1900
velset = 0,0,0
poweradd=ifelse(var(0)&64,150,30)

[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
var(1)=-150


[State 1600, 0]
type = NotHitBy
trigger1 = var(0)=64
trigger1 = Time >= 3
trigger2 = var(0)!=64
trigger2 = Time >= 10
value = SCA
time = 1



[State 9997, 1]
type = null;PlaySnd
trigger1 =  time = 1
value = s99,5
volume = 255

[State 1600, 2]
type = AfterImage
trigger1 = time = 0
time = 100
TimeGap  = 1
FrameGap = 4
length = 15
PalBright   = 0,0,0
PalContrast = 255,255,255
PalMul      = .8,.8,.8

[State 1600, 3]
type = null;Velset
trigger1 = time = 0
x = 3

[State 1600, 4]
type = null;Velset
trigger1 = Time = 16
x = -3

[State 1600, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1901

;---------------------------------------------------------------------------
; 阿修羅閃空（前Ｐ）移動
[Statedef 1901]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1921
velset = 8,0,0

[State 1630, 0]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 1601, 1]
type = Width
trigger1 = Time >= 0
value = 10,0

[State 1601, 2]
type = Playsnd
trigger1 = Time = 0
value = S105,0
volume = 255 

[State 1601, 3]
type = null;Changeanim
trigger1 = P2Dist X < 0
value = 2602

[State 1601, 4]
type = Velmul
trigger1 = Time >= 25
trigger1 = Vel X > 0
x = .92

[State 1601, 5]
type = Velset
trigger1 = Time = 45
trigger2 = frontedgedist = 10
x = 0

[State 1601, 6]
type = ChangeState
trigger1 = Time = 45
trigger2 = frontedgedist = 10
trigger3 = Vel x <= 0
value = 1903


[State 1601, 7]
type = Sprpriority
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0

[State 1601, 8]
type = ChangeState
trigger1 = backedgedist = 0
trigger1 = time > 4
value = 1903


;---------------------------------------------------------------------------
; 阿修羅閃空（後Ｐ）開始
[Statedef 1910]
type    = S
movetype= I
physics = S
juggle  = 0

ctrl = 0
anim = 1900
velset = 0,0,0
poweradd=ifelse(var(0)&64,150,30)

[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
var(1)=-150

[State 1600, 0]
type = NotHitBy
trigger1 = var(0)=64
trigger1 = Time >= 5
trigger2 = var(0)!=64
trigger2 = Time >= 10
value = SCA
time = 1



[State 9997, 1]
type = null;PlaySnd
trigger1 =  time = 1
value = s99,5
volume = 255

[State 1610, 2]
type = AfterImage
trigger1 = time = 0
time = 100
TimeGap  = 1
FrameGap = 4
length = 15
PalBright   = 0,0,0
PalContrast = 255,255,255
PalMul      = .8,.8,.8

[State 1610, 3]
type = null;Velset
trigger1 = time = 0
x = 3

[State 1610, 4]
type = null;Velset
trigger1 = Time = 16
x = -3

[State 1610, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1911

;---------------------------------------------------------------------------
; 阿修羅閃空（後Ｐ）移動
[Statedef 1911]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1922
velset = -8,0,0

[State 1630, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1611, 1]
type = Width
trigger1 = Time >= 0
value = 10,0

[State 1601, 2]
type = Playsnd
trigger1 = Time = 0
value = S105,0
volume = 255 

[State 1611, 2]
type = null;Changeanim
trigger1 = P2Dist X < 0
value = 1922

[State 1611, 2]
type = Velmul
trigger1 = Time >= 25
trigger1 = Vel X < 0
x = .92

[State 1611, 3]
type = Velset
trigger1 = Time = 45
trigger2 = frontedgedist = 10
x = 0

[State 1611, 4]
type = ChangeState
trigger1 = Time = 45
trigger2 = frontedgedist = 10
value = 1903


[State 1611, 5]
type = Sprpriority
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0

[State 1611, 6]
type = ChangeState
trigger1 = backedgedist = 0
trigger1 = time > 4
value = 1903

;---------------------------------------------------------------------------
; 阿修羅閃空（前Ｋ）開始
[Statedef 1920]
type    = S
movetype= I
physics = S
juggle  = 0
ctrl = 0
anim = 1900
velset = 0,0,0
poweradd=ifelse(var(0)&64,150,30)

[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
var(1)=-150

[State 1600, 0]
type = NotHitBy
trigger1 = var(0)=64
trigger1 = Time >= 3
trigger2 = var(0)!=64
trigger2 = Time >= 10
value = SCA
time = 1


[State 1620, 2]
type = AfterImage
trigger1 = time = 0
time = 100
TimeGap  = 1
FrameGap = 4
length = 15
PalBright   = 0,0,0
PalContrast = 255,255,255
PalMul      = .8,.8,.8

[State 1620, 3]
type = null;Velset
trigger1 = time = 0
x = 3

[State 1620, 4]
type = null;Velset
trigger1 = Time = 16
x = -3

[State 1620, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1921

;---------------------------------------------------------------------------
; 阿修羅閃空（前Ｋ）移動
[Statedef 1921]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1921
velset = 6,0,0

[State -3, 123]
type = null;helper
trigger1 = time = 0
helpertype = normal
Name = "zerokobunsin"
stateno = 1931
id = 1900
pos = 0,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1


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


[State 1630, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1621, 1]
type = Width
trigger1 = Time >= 0
value = 10,0

[State 1601, 2]
type = Playsnd
trigger1 = Time = 0
value = S105,0
volume = 255 

[State 1621, 3]
type = null;Changeanim
trigger1 = P2Dist X < 0
value = 2605

[State 1621, 4]
type = Velmul
trigger1 = Time >= 20
trigger1 = Vel X > 0
x = .92

[State 1621, 5]
type = Velset
trigger1 = Time = 36
trigger2 = frontedgedist = 10
x = 0

[State 1621, 6]
type = ChangeState
trigger1 = Time = 36
trigger2 = frontedgedist = 10
value = 1904


[State 1621, 7]
type = Sprpriority
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0

[State 1621, 8]
type = ChangeState
trigger1 = backedgedist = 0
trigger1 = time > 4
value = 1904
ctrl = 1

;---------------------------------------------------------------------------
; 阿修羅閃空（後Ｋ）開始
[Statedef 1930]
type    = S
movetype= I
physics = S
juggle  = 0

ctrl = 0
anim = 1900
velset = 0,0,0
poweradd=ifelse(var(0)&64,150,30)

[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
var(1)=-150

[State 1600, 0]
type = NotHitBy
trigger1 = var(0)=64
trigger1 = Time >= 3
trigger2 = var(0)!=64
trigger2 = Time >= 10
value = SCA
time = 1



[State 1630, 2]
type = AfterImage
trigger1 = time = 0
time = 100
TimeGap  = 1
FrameGap = 4
length = 15
PalBright   = 0,0,0
PalContrast = 255,255,255
PalMul      = .8,.8,.8

[State 1630, 3]
type = null;Velset
trigger1 = time = 0
x = 3

[State 1630, 4]
type = null;Velset
trigger1 = Time = 16
x = -3

[State 1630, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1931

;---------------------------------------------------------------------------
; 阿修羅閃空（後Ｋ）移動
[Statedef 1931]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1922
velset = -6,0,0

[State 1630, 0]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 1631, 1]
type = Width
trigger1 = Time >= 0
value = 10,0

[State 1601, 2]
type = Playsnd
trigger1 = Time = 0
value = S105,0
volume = 255 

[State 1631, 3]
type = null;Changeanim
trigger1 = P2Dist X < 0
value = 2622

[State 1631, 4]
type = Velmul
trigger1 = Time >= 20
trigger1 = Vel X < 0
x = .92

[State 1631, 5]
type = Velset
trigger1 = Time = 36
trigger2 = frontedgedist = 10
x = 0

[State 1631, 6]
type = ChangeState
trigger1 = Time = 36
trigger2 = frontedgedist = 10
value = 1904


[State 1631, 7]
type = Sprpriority
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0

[State 1631, 8]
type = ChangeState
trigger1 = backedgedist = 0
trigger1 = time > 4
value = 1904


;---------------------------------------------------------------------------
; 阿修羅閃空終了
[Statedef 1904]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1903
velset = 0,0,0

[State 1603, 1]
type = AfterImageTime
trigger1 = time = 11
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
Time = 0

[State 1603, 2]
type = null;Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0

[State 1603, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; 阿修羅閃空終了
[Statedef 1903]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1903
velset = 0,0,0

[State 1603, 1]
type = AfterImageTime
trigger1 = time = 11
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
Time = 0

[State 1603, 2]
type = null;Turn
trigger1 = time = 0
trigger1 = P2Dist X < 0

[State 1603, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------

[Statedef 1900];血の水面に魅入る、写せ・Ａ*************************************************************
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 1900
sprpriority = 2
poweradd = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 1900, 0
channel = 1
ignorehitpause = 1
persistent = 0

[State 800, 2]
type = null;nothitby
trigger1 = 1
value = SCA

[State 800, 2]
type = playerpush
trigger1 = 1
value = 0

[State 800, 2]
type = velset
trigger1 = time = 5
x = -4

[State 800, 2]
type = velset
trigger1 = animelemtime(4) > 0
trigger1 = animelemtime(6) < 1
y = -2

[State 800, 2]
type = velset
trigger1 = animelemtime(6) >= 1
y = 0

[State 800, 2]
type = velset
trigger1 = Animelem = 7
x = 0

[State 100,***]
type = AssertSpecial
trigger1 = Time = [23,100]
flag = invisible
ignorehitpause = 1

[State 195, 1]
type = Explod
trigger1 = animelemtime(8) = 0
anim = 1905
id = 1905
pos = 0,0
postype = p1
scale = Const(size.xscale),Const(size.yscale)
sprpriority = 2
bindtime = 1
persistent = 0
shadow = 30,30,30
ignorehitpause = 1
removeongethit = 1
removetime = 999

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 100,***]
type = posadd
trigger1 = Time = 30
trigger2 = Time = 70
x = 132
ignorehitpause = 1

[State 100,***]
type = posadd
trigger1 = Time = 50
trigger2 = Time = 90
x = -132
ignorehitpause = 1

[State 100,***]
type = RemoveExplod
trigger1 = Time > 100
id = 1905

[State -3, 123]
type = helper
trigger1 = animelemtime(1) = 1
helpertype = player;normal
Name = "zerokobunsin"
stateno = 1906
id = 1906
pos = 0,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1

[State -3, 123]
type = helper
trigger1 = animelemtime(1) = 3
helpertype = player;normal
Name = "zerokobunsin"
stateno = 1907
id = 1907
pos = 0,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1

[State -3, 123]
type = helper
trigger1 = animelemtime(1) = 5
helpertype = player;normal
Name = "zerokobunsin"
stateno = 1908
id = 1908
pos = 0,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1

[State 800, 2]
type = ctrlset
trigger1 = animelemtime(8) > 1
value = 1

[State 800, 2]
type = ChangeState
trigger1 = Time > 100
value = 1901


[Statedef 1910];血の水面に魅入る、写せ・Ｂ*************************************************************
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 1900
sprpriority = 2
poweradd = 0

[State 800, 2]
type = velset
trigger1 = animelemtime(4) > 0
trigger1 = animelemtime(6) < 1
y = -2

[State 800, 2]
type = velset
trigger1 = animelemtime(6) >= 1
y = 0

[State 800, 2]
type = ctrlset
trigger1 = animelemtime(8) > 1
value = 1


[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 1900, 0
channel = 1
ignorehitpause = 1
persistent = 0

[State 800, 2]
type = null;nothitby
trigger1 = 1
value = SCA

[State 800, 2]
type = playerpush
trigger1 = 1
value = 0

[State 800, 2]
type = velset
trigger1 = time = 5
x = 4

[State 800, 2]
type = velset
trigger1 = Animelem = 7
x = 0

[State 100,***]
type = AssertSpecial
trigger1 = Time = [23,100]
flag = invisible
ignorehitpause = 1

[State 195, 1]
type = Explod
trigger1 = animelemtime(8) = 0
anim = 1905
id = 1905
pos = 0,0
postype = p1
scale = Const(size.xscale),Const(size.yscale)
sprpriority = 2
bindtime = 1
persistent = 0
shadow = 30,30,30
ignorehitpause = 1
removeongethit = 1
removetime = 999

[State 210, 3]
type = ScreenBound
trigger1 = time > 23
value = 0

[State 100,***]
type = posadd
trigger1 = Time = 30
trigger2 = Time = 70
x = -60
ignorehitpause = 1

[State 100,***]
type = posadd
trigger1 = Time = 50
trigger2 = Time = 90
x = 60
ignorehitpause = 1

[State 100,***]
type = RemoveExplod
trigger1 = Time > 100
id = 1905

[State -3, 123]
type = helper
trigger1 = animelemtime(1) = 1
helpertype = player;normal
Name = "zerokobunsin"
stateno = 1906
id = 1906
pos = 0,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1

[State -3, 123]
type = helper
trigger1 = animelemtime(1) = 3
helpertype = player;normal
Name = "zerokobunsin"
stateno = 1907
id = 1907
pos = 0,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1

[State -3, 123]
type = helper
trigger1 = animelemtime(1) = 5
helpertype = player;normal
Name = "zerokobunsin"
stateno = 1908
id = 1908
pos = 0,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1

[State 800, 2]
type = ChangeState
trigger1 = Time > 100
value = 1901

[Statedef 1920];血の水面に魅入る、写せ・Ｃ*************************************************************
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 1900
sprpriority = 2
poweradd = 0

[State 800, 2]
type = velset
trigger1 = animelemtime(4) > 0
trigger1 = animelemtime(6) < 1
y = -2

[State 800, 2]
type = velset
trigger1 = animelemtime(6) >= 1
y = 0

[State 800, 2]
type = ctrlset
trigger1 = animelemtime(8) > 1
value = 1

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 1900, 0
channel = 1
ignorehitpause = 1
persistent = 0

[State 800, 2]
type = null;nothitby
trigger1 = 1
value = SCA

[State 800, 2]
type = playerpush
trigger1 = 1
value = 0

[State 800, 2]
type = velset
trigger1 = time = 5
x = 8

[State 800, 2]
type = velset
trigger1 = Animelem = 7
x = 0

[State 100,***]
type = AssertSpecial
trigger1 = Time = [23,100]
flag = invisible
ignorehitpause = 1

[State 195, 1]
type = Explod
trigger1 = animelemtime(8) = 0
anim = 1905
id = 1905
pos = 0,0
postype = p1
scale = Const(size.xscale),Const(size.yscale)
sprpriority = 2
bindtime = 1
persistent = 0
shadow = 30,30,30
ignorehitpause = 1
removeongethit = 1
removetime = 999

[State 210, 3]
type = ScreenBound
trigger1 = time > 23
value = 0

[State 100,***]
type = posadd
trigger1 = Time = 30
trigger2 = Time = 70
x = -192
ignorehitpause = 1

[State 100,***]
type = posadd
trigger1 = Time = 50
trigger2 = Time = 90
x = 192
ignorehitpause = 1

[State 100,***]
type = RemoveExplod
trigger1 = Time > 100
id = 1905

[State -3, 123]
type = helper
trigger1 = animelemtime(1) = 1
helpertype = player;normal
Name = "zerokobunsin"
stateno = 1906
id = 1906
pos = 0,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1

[State -3, 123]
type = helper
trigger1 = animelemtime(1) = 3
helpertype = player;normal
Name = "zerokobunsin"
stateno = 1907
id = 1907
pos = 0,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1

[State -3, 123]
type = helper
trigger1 = animelemtime(1) = 5
helpertype = player;normal
Name = "zerokobunsin"
stateno = 1908
id = 1908
pos = 0,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1

[State 800, 2]
type = ChangeState
trigger1 = Time > 100
value = 1901

[Statedef 1930];血の水面に魅入る、写せ・Ｘ*************************************************************
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 1900
sprpriority = 2
poweradd = 0

[State 800, 2]
type = velset
trigger1 = animelemtime(4) > 0
trigger1 = animelemtime(6) < 1
y = -2

[State 800, 2]
type = velset
trigger1 = animelemtime(6) >= 1
y = 0

[State 800, 2]
type = ctrlset
trigger1 = animelemtime(8) > 1
value = 1

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 1900, 0
channel = 1
ignorehitpause = 1
persistent = 0

[State 800, 2]
type = null;nothitby
trigger1 = 1
value = SCA

[State 800, 2]
type = playerpush
trigger1 = 1
value = 0

[State 100,***]
type = AssertSpecial
trigger1 = Time = [23,100]
flag = invisible
ignorehitpause = 1

[State 195, 1]
type = Explod
trigger1 = animelemtime(8) = 0
anim = 1905
id = 1905
pos = 0,0
postype = p1
scale = Const(size.xscale),Const(size.yscale)
sprpriority = 2
bindtime = 1
persistent = 0
shadow = 30,30,30
ignorehitpause = 1
removeongethit = 1
removetime = 999

[State 210, 3]
type = ScreenBound
trigger1 = time > 23
value = 0

[State 100,***]
type = posadd
trigger1 = Time = 30
trigger2 = Time = 70
x = -72
ignorehitpause = 1

[State 100,***]
type = posadd
trigger1 = Time = 50
trigger2 = Time = 90
x = 72
ignorehitpause = 1

[State 100,***]
type = RemoveExplod
trigger1 = Time > 100
id = 1905

[State -3, 123]
type = helper
trigger1 = animelemtime(1) = 1
helpertype = player;normal
Name = "zerokobunsin"
stateno = 1906
id = 1906
pos = 0,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1

[State -3, 123]
type = helper
trigger1 = animelemtime(1) = 3
helpertype = player;normal
Name = "zerokobunsin"
stateno = 1907
id = 1907
pos = 0,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1

[State -3, 123]
type = helper
trigger1 = animelemtime(1) = 5
helpertype = player;normal
Name = "zerokobunsin"
stateno = 1908
id = 1908
pos = 0,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1

[State 800, 2]
type = ChangeState
trigger1 = Time > 100
value = 1901


[Statedef 1901]
type    = A
movetype= I
physics = S
velset = 0,0
ctrl = 1
anim = 1901
sprpriority = 2

[State -3, Landing Sound]
type = null;PlaySnd
trigger1 = time = 0
value = 1200, 1
channel = 1
ignorehitpause = 1
persistent = 0

[State 100,***]
type = RemoveExplod
trigger1 = Time = 0
id = 1905

[State 100,***]
type = null;nothitby
trigger1 = Time <=1
value = SCA

[State 800, 2]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1

[Statedef 1906]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 1909
sprpriority = 2

[State 910]
type = ReversalDef
trigger1 = 1
attr = SCA,AT,AP,AA
reversal.attr = SCA,AA,AT,AP
pausetime = 0,0
sparkno = s6015 + random%2
hitsound = s44,random%1
p1stateno = 1902
numhits = 0


[State 800, 2]
type = velset
trigger1 = animelemtime(3) > 0
trigger1 = animelemtime(5) < 1
y = -2

[State 800, 2]
type = velset
trigger1 = animelemtime(5) >= 1
y = 0

[State 800, 2]
type = velset
triggerall = root,stateno = 1900
trigger1 = time = 0
x = 0

[State 800, 2]
type = velset
triggerall = root,stateno = 1910 || root,stateno = 1930
trigger1 = time = 0
x = 7

[State 800, 2]
type = velset
triggerall = root,stateno = 1920
trigger1 = time = 0
x = -4

[State 800, 2]
type = velset
trigger1 = animelem = 7
x = 0

[State 800, 2]
type = nothitby
trigger1 = 1
value = SCA

[State 800, 2]
type = playerpush
trigger1 = 1
value = 0

[State 800, 2]
type = ChangeState
trigger3 = root,stateno != [1900,1930]
trigger2 = root,movetype=H
trigger1 = time > 100
value = 1902

[Statedef 1907]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 1909
sprpriority = 2


[State 910]
type = ReversalDef
trigger1 = 1
attr = SCA,AT,AP,AA
reversal.attr = SCA,AA,AT,AP
pausetime = 0,0
sparkno = s6015 + random%2
hitsound = s44,random%1
p1stateno = 1902
numhits = 0

[State 800, 2]
type = velset
trigger1 = animelemtime(3) > 0
trigger1 = animelemtime(5) < 1
y = -2

[State 800, 2]
type = velset
trigger1 = animelemtime(5) >= 1
y = 0

[State 800, 2]
type = velset
triggerall = root,stateno = 1900
trigger1 = time = 0
x = 4

[State 800, 2]
type = velset
triggerall = root,stateno = 1910 || root,stateno = 1920
trigger1 = time = 0
x = 0

[State 800, 2]
type = velset
triggerall = root,stateno = 1930
trigger1 = time = 0
x = 3.5

[State 800, 2]
type = velset
trigger1 = animelem = 7
x = 0

[State 800, 2]
type = nothitby
trigger1 = 1
value = SCA

[State 800, 2]
type = playerpush
trigger1 = 1
value = 0

[State 800, 2]
type = ChangeState
trigger3 = root,stateno != [1900,1930]
trigger1 = time > 100
trigger2 = root,movetype=H
value = 1902

[Statedef 1908]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 1909
sprpriority = 2

[State 910]
type = ReversalDef
trigger1 = 1
attr = SCA,AT,AP,AA
reversal.attr = SCA,AA,AT,AP
pausetime = 0,0
sparkno = s6015 + random%2
hitsound = s44,random%1
p1stateno = 1902
numhits = 0

[State 800, 2]
type = velset
trigger1 = animelemtime(3) > 0
trigger1 = animelemtime(5) < 1
y = -2



[State 800, 2]
type = velset
trigger1 = animelemtime(5) >= 1
y = 0

[State 800, 2]
type = velset
triggerall = root,stateno = 1900
trigger1 = time = 0
x = 8

[State 800, 2]
type = velset
triggerall = root,stateno = 1910 || root,stateno = 1930
trigger1 = time = 0
x = -4

[State 800, 2]
type = velset
triggerall = root,stateno = 1920
trigger1 = time = 0
x = 3.5

[State 800, 2]
type = velset
trigger1 = animelem = 7
x = 0

[State 800, 2]
type = nothitby
trigger1 = 1
value = SCA

[State 800, 2]
type = playerpush
trigger1 = 1
value = 0

[State 800, 2]
type = ChangeState
trigger3 = root,stateno != [1900,1930]
trigger2 = root,movetype=H
trigger1 = time > 100
value = 1902


[Statedef 1902]
type=A
physics=N
sprpriority=1
anim = 1902
ctrl=0

[State -3, Landing Sound]
type = null;PlaySnd
trigger1 = time = 0
value = 1900, 1
channel = 1
ignorehitpause = 1
persistent = 0

[State 4006, Fade]
type=trans
trigger1= 1
trans=addalpha
alpha=ceil(256-8.5*time),ceil(8.5*time)

[State 4006, grav]
type=null;gravity
trigger1= 1

[State 4006, End]
type=destroyself
trigger1= time>=30 















;---------------------------------------------------------------------------
;幻影脚
[Statedef 1800]
type = S
movetype = A
physics = S
anim = 1800
velset = 0
ctrl = 0
poweradd=ifelse(var(0)&64,150,30)

[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
var(1)=-150

[state 2000,無敵]
type=nothitby
trigger1=var(0)&64
trigger1=animelemtime(23)<0
value=sca

[State 1700, 1]
type = PlaySnd
trigger1 = Animelem = 1
value = S1800,0

[State 1700, 1]
type = PlaySnd
trigger1 = timemod = 6,0
trigger1 = time = [13, 54]
value = S3, 2

[State 1700, 3] ; medium
type = HitDef
triggerall=!var(9)||var(1)
trigger1 = AnimElem = 4
trigger2 = AnimElem = 13
attr = S, SA
animtype = medium
damage = 20, 5
hitflag = MAF
guardflag = M
pausetime = 2,4
hitsound = S1, 7
guardsound = S2,10
priority = 6
sparkno = S6030+random%5 ;s7105
guard.sparkno = S8030;=s7110
sparkxy = -5, -50

ground.type = High
ground.slidetime = 5
ground.hittime = 8
ground.velocity = -1
air.velocity = -1,0
p1stateno = 1805
snap = 60, 0
kill = 0

[State 1700, 3] ; low
type = HitDef
triggerall=!var(9)||var(1)
trigger1 = AnimElem = 8
attr = S, SA
animtype = medium
damage = 20, 5
hitflag = MAF
guardflag = M
pausetime = 2,4
hitsound = S1, 7
guardsound = S2,10
priority = 6
sparkno = S6030+random%5 ;s7105
guard.sparkno = S8030;=s7110
sparkxy = -5, -25

ground.type = Low
ground.slidetime = 5
ground.hittime = 8
ground.velocity = -1
air.velocity = -1,0
p1stateno = 1805
snap = 60, 0
kill = 0

[State 1700, 4] ; High
type = HitDef
triggerall=!var(9)||var(1)
trigger1 = AnimElem = 6

attr = S, SA
animtype = medium
damage = 20, 5
hitflag = MAF
guardflag = M
pausetime = 2,4
hitsound = S1, 7
guardsound = S2,10
priority = 6
sparkno = S6030+random%5 ;s7105
guard.sparkno = S8030;=s7110
sparkxy = -5, -85

ground.type = High
ground.slidetime = 5
ground.hittime = 8
ground.velocity = -1
air.velocity = -1,0
p1stateno = 1805
snap = 60, 0
kill = 0

[State 1700, 5]
type = Changeanim
trigger1 = anim =1800
trigger1 = time >=54
value = 230
Elem=6

[State 1700, 5]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = anim = 230
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;幻影脚2
[Statedef 1801]
type = S
movetype = A
physics = S
anim = 1800
velset = 0
ctrl = 0
poweradd=ifelse(var(0)&64,150,30)

[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
var(1)=-150

[state 2000,無敵]
type=nothitby
trigger1=var(0)&64
trigger1=animelemtime(23)<0
value=sca

[State 1700, 1]
type = PlaySnd
trigger1 = Animelem = 1
value = S1800,0

[State 1700, 1]
type = PlaySnd
trigger1 = timemod = 6,0
trigger1 = time = [13, 104]
value = S3, 2

[State 1700, 3] ; medium
type = HitDef
triggerall=!var(9)||var(1)
trigger1 = AnimElem = 4
trigger2 = AnimElem = 13
attr = S, SA
animtype = medium
damage = 20, 5
hitflag = MAF
guardflag = M
pausetime = 2,4
hitsound = S1, 7
guardsound = S2,10
priority = 6
sparkno = S6030+random%5 ;s7105
guard.sparkno = S8030;=s7110
sparkxy = -5, -50

ground.type = High
ground.slidetime = 5
ground.hittime = 8
ground.velocity = -1
air.velocity = -1,0
p1stateno = 1805
snap = 60, 0
kill = 0

[State 1700, 3] ; low
type = HitDef
triggerall=!var(9)||var(1)
trigger1 = AnimElem = 8
attr = S, SA
animtype = medium
damage = 20, 5
hitflag = MAF
guardflag = M
pausetime = 2,4
hitsound = S1, 7
guardsound = S2,10
priority = 6
sparkno = S6030+random%5 ;s7105
guard.sparkno = S8030;=s7110
sparkxy = -5, -25

ground.type = Low
ground.slidetime = 5
ground.hittime = 8
ground.velocity = -1
air.velocity = -1,0
p1stateno = 1805
snap = 60, 0
kill = 0

[State 1700, 4] ; High
type = HitDef
triggerall=!var(9)||var(1)
trigger1 = AnimElem = 6

attr = S, SA
animtype = medium
damage = 20, 5
hitflag = MAF
guardflag = M
pausetime = 2,4
hitsound = S1, 7
guardsound = S2,10
priority = 6
sparkno = S6030+random%5 ;s7105
guard.sparkno = S8030;=s7110
sparkxy = -5, -85

ground.type = High
ground.slidetime = 5
ground.hittime = 8
ground.velocity = -1
air.velocity = -1,0
p1stateno = 1805
snap = 60, 0
kill = 0

[State 1700, 5]
type = Changeanim
trigger1 = anim =1800
trigger1 = time >=104
value = 230
Elem=6

[State 1700, 5]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = anim = 230
value = 0
ctrl = 1

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

;---------------------------------------------------------------------------
;幻影脚2
[Statedef 1802]
type = S
movetype = A
physics = S
anim = 1800
velset = 0
ctrl = 0
poweradd=ifelse(var(0)&64,150,30)

[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
var(1)=-150

[state 2000,無敵]
type=nothitby
trigger1=var(0)&64
trigger1=animelemtime(23)<0
value=sca

[State 1700, 1]
type = PlaySnd
trigger1 = Animelem = 1
value = S1800,0

[State 1700, 1]
type = PlaySnd
trigger1 = timemod = 6,0
trigger1 = time = [13, 154]
value = S3, 2

[State 1700, 3] ; medium
type = HitDef
triggerall=!var(9)||var(1)
trigger1 = AnimElem = 4
trigger2 = AnimElem = 13
attr = S, SA
animtype = medium
damage = 20, 5
hitflag = MAF
guardflag = M
pausetime = 2,4
hitsound = S1, 7
guardsound = S2,10
priority = 6
sparkno = S6030+random%5 ;s7105
guard.sparkno = S8030;=s7110
sparkxy = -5, -50

ground.type = High
ground.slidetime = 5
ground.hittime = 8
ground.velocity = -1
air.velocity = -1,0
p1stateno = 1805
snap = 60, 0
kill = 0

[State 1700, 3] ; low
type = HitDef
triggerall=!var(9)||var(1)
trigger1 = AnimElem = 8
attr = S, SA
animtype = medium
damage = 20, 5
hitflag = MAF
guardflag = M
pausetime = 2,4
hitsound = S1, 7
guardsound = S2,10
priority = 6
sparkno = S6030+random%5 ;s7105
guard.sparkno = S8030;=s7110
sparkxy = -5, -25

ground.type = Low
ground.slidetime = 5
ground.hittime = 8
ground.velocity = -1
air.velocity = -1,0
p1stateno = 1805
snap = 60, 0
kill = 0

[State 1700, 4] ; High
type = HitDef
triggerall=!var(9)||var(1)
trigger1 = AnimElem = 6

attr = S, SA
animtype = medium
damage = 20, 5
hitflag = MAF
guardflag = M
pausetime = 2,4
hitsound = S1, 7
guardsound = S2,10
priority = 6
sparkno = S6030+random%5 ;s7105
guard.sparkno = S8030;=s7110
sparkxy = -5, -85

ground.type = High
ground.slidetime = 5
ground.hittime = 8
ground.velocity = -1
air.velocity = -1,0
p1stateno = 1805
snap = 60, 0
kill = 0

[State 1700, 5]
type = Changeanim
trigger1 = anim =1800
trigger1 = time >=154
value = 230
Elem=6

[State 1700, 5]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = anim = 230
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Illusion Kick_X (hit!)
[Statedef 1805]
type = S
movetype = A
physics = S
anim = 1805
velset = 0
poweradd=ifelse(var(0)&64,150,30)
ctrl = 0

[state 2000,無敵]
type=nothitby
trigger1=var(0)&64
trigger1=animelemtime(23)<0
value=sca

[State 1705, 2]
type = PlaySnd
trigger1 = timemod = 6,0
trigger1 = time = [5, 119]
value = S3, 2

[State 1705, 3] ; medium
type = HitDef
trigger1 = AnimElem = 20
trigger2 = AnimElem = 23
trigger3 = AnimElem = 26
trigger4 = AnimElem = 29
trigger5 = AnimElem = 32
attr = S, SA
animtype = medium
damage = 5
hitflag = MAF
guardflag = M
pausetime = 0,3
hitsound = S1, 7
guardsound = S2,10
priority = 6
sparkno = S6030+random%5 ;s7105
guard.sparkno = S8030;=s7110
sparkxy = -5, -50

ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = 0, -1.5
air.velocity = 0, -1.5
kill = 0

[State 1705, 3] ; low
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
trigger4 = AnimElem = 13
trigger5 = AnimElem = 16
attr = S, SA
animtype = medium
damage = 5
hitflag = MAF
guardflag = M
pausetime = 0,3
hitsound = S1, 7
guardsound = S2,10
priority = 6
sparkno = S6030+random%5 ;s7105
guard.sparkno = S8030;=s7110
sparkxy = -5, -25

ground.type = Low
ground.slidetime = 5
ground.hittime = 10
ground.velocity = 0, -1.2
air.velocity = 0, -1.2
kill = 0

[State 1705, 3] ; High
type = HitDef
trigger1 = AnimElem = 35
trigger2 = AnimElem = 38
trigger3 = AnimElem = 41
trigger4 = AnimElem = 44
trigger5 = AnimElem = 47
attr = S, SA
animtype = medium
damage = 5
hitflag = MAF
guardflag = M
pausetime = 0,3
hitsound = S1, 7
guardsound = S2,10
priority = 6
sparkno = S6030+random%5 ;s7105
guard.sparkno = S8030;=s7110
sparkxy = -5, -85

ground.type = High
ground.slidetime = 5
ground.hittime = 10
ground.velocity = 0, -1.2
air.velocity = 0, -1.2
kill = 0

[State 1705, 3] ; High
type = HitDef
trigger1 = AnimElem = 50
attr = S, SA
animtype = medium
damage = 5
hitflag = MAf
guardflag = M
pausetime = 0,15
priority = 6
sparkno = S6030+random%5 ;s7105
guard.sparkno = S8030;=s7110
sparkxy = -5, -85
hitsound = S1, 7
guardsound = S2,10
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = 0, -0.5
air.velocity = 0, -0.5
kill = 0

[State 1705, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1806

;---------------------------------------------------------------------------
;Illusion Kick_X (Last Kick)
[Statedef 1806]
type = S
movetype = A
physics = S
anim = 1806
velset = 0
juggle = 0
poweradd = 0
ctrl = 0


[state 2000,無敵]
type=nothitby
trigger1=var(0)&64
trigger1=animelemtime(23)<0
value=sca

[State 1706, shake]
type = null;envShake
trigger1 = time = 10
time = 15
ampl = -4

[State 1706, 3] ; medium
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype = Back
damage = 25
hitflag = MAF
guardflag = M
pausetime = 29,35
hitsound = S1, 7
guardsound = S2,10
priority = 6
sparkno = S6030+random%5 ;s7105
guard.sparkno = S8030;=s7110
sparkxy = -5, -65-22
ground.type=high
ground.slidetime=5
ground.hittime=10
ground.velocity=-5,-3
air.type=high
air.velocity=-5,-3
air.hittime=12
fall=1
fall.recover=0
p2facing=1
id=350
getpower=120,120
givepower=15,15
Guard.Kill = 0

;ground.type = High
;ground.slidetime = 15
;ground.hittime = 20
;ground.velocity = -1, -8.5
;air.velocity = -1, -8.5
;air.recover = 0
;fall.recover = 0
;fall = 1


[state 350,追撃不可フラグ]
type=varset
trigger1=!var(1)
trigger1=movehit=1
trigger1=hitpausetime=14
trigger1=numtarget(350)
trigger1=var(3)!=2
var(9)=1
ignorehitpause=1

[state 350,カウンターワイヤー]
type=targetstate
trigger1=movehit=1
trigger1=hitpausetime=14
trigger1=numtarget(350)
value=ifelse(var(3)=2,5410,5420)
id=350
ignorehitpause=1


[State 1706, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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












;疾火煌陣(始動)
[statedef 1650]
type=s
movetype=a
physics=s
poweradd=ifelse(var(0)&256,150,60)
velset=0,0
anim=1650
ctrl=0


[state 1520,無敵]
type=nothitby
trigger1=animelemtime(6)<0
trigger2=MoveHit
trigger3=var(0)&256
value=SCA,AA,AP,AT

[state 2000,どこキャン点滅]
type=palfx
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
time=5
add=256,256,256

[state 2000,MAXタイマー消費]
type=varadd
triggerall=!(var(0)&32)
triggerall=time=0
trigger1=var(1)
trigger1=prevstateno=[1000,2999]
var(1)=-150




[state 1500,わかるか？]
type=null;playsnd
trigger1=animelemtime(5)=0
value=1500,0
channel=0

[state 1500,効果音]
type=playsnd
trigger1=animelemtime(4)=2
value=1500,2

[state 1500,影が伸びる]
type=explod
trigger1=animelemtime(4)=2
anim=1501
pos=0,1
postype=p1
bindtime=-1
ownpal=1
removeongethit=1
sprpriority = 99


[state 1500,判定]
type=hitdef
triggerall=var(1)
triggerall=roundstate=2
trigger1=animelemtime(6)=2
attr=s,sp
hitflag=maf
guardflag = MAF
priority=3,miss
sparkno = S6030+random%5 ;s7105
guard.sparkno = S8030;=s7110
sparkxy=0,0
hitsound=s1,7
p1facing=1
p2facing=1
;p1stateno=1660
p2stateno=1670
hitonce=1
id=1600
getpower=ifelse(var(0)&256,165,30),ifelse(var(0)&256,165,30)
givepower=15,15

[state 1500,判定]
type=hitdef
triggerall=!var(1)
triggerall=roundstate=2
triggerall=!var(9)
trigger1=animelemtime(6)=2
attr=s,sp
hitflag=m
priority=3,miss
sparkno = S6030+random%5 ;s7105
guard.sparkno = S8030;=s7110
sparkxy=0,0
hitsound=s1,7
p1facing=1
p2facing=1
;p1stateno=1660
p2stateno=1670
hitonce=1
id=1600
getpower=ifelse(var(0)&256,165,30),ifelse(var(0)&256,165,30)
givepower=15,15


[state 1500,わかるか？]
type=playsnd
Triggerall=MoveHit=2
trigger1=animelemtime(5)>0
value=1800,2
channel=0



[state 1510,対象ステート変更]
type=changestate
Triggerall=MoveHit
trigger1=animelemtime(13)>0
value=1660
id=1600

[state 1500,失敗]
type=changestate
trigger1=animtime=0
value=0
ctrl=1

;---------------------------------------------------------------------------
;疾火煌陣(成功)
[statedef 1660]
type=s
movetype=a
physics=s
velset=0,0
;anim=1510
ctrl=0

[state 1510,ガード認識距離]
type=attackdist
trigger1=1
value=0



[state 1510,対象に接近1]
type=changeanim
trigger1=time=0
trigger1=p2bodydist x>40
value=20

[state 1510,対象に接近1]
type=changeanim
trigger1=time=0
trigger1=p2bodydist x<=40
trigger2=anim=20
trigger2=p2bodydist x<=40
value=1660

[state 1510,対象に接近1]
type=velset
trigger1=anim=20
trigger1=p2bodydist x>40
x=1

[state 1510,対象に接近1]
type=velset
trigger1=anim=20
trigger1=p2bodydist x<=40
x=0


[state 1510,対象に接近1]
type=null;offset
trigger1=anim=20;animelemno(0)=[2,6]
x=facing;*animelemtime(2)

[state 1510,対象に接近2-1]
type=null;bindtotarget
trigger1=anim=20;animelemno(0)=[8,16]
pos=40,0,foot
id=1600

[state 1510,対象に接近2-2]
type=null;offset
trigger1=anim=20;animelemno(0)=8
x=facing;*animelemtime(9)

[state 1510,対象の向き]
type=targetfacing
triggerall=animtime!=0
trigger1=1;animelemtime(48)<1
value=-1
id=1600

[state 1510,対象の固定]
type=targetbind
trigger1=anim=1660;animelemno(0)=[17,44]
trigger1=animelemtime(30)<0
pos=40-(EnemyNear,Const(size.mid.pos.x)),0
id=1600

[state 1510,対象の固定]
type=targetbind
triggerall=anim=1660
trigger1=animelemtime(4)>1
trigger1=animelemtime(5)<0
trigger2=animelemtime(12)>1
trigger2=animelemtime(14)<0
trigger3=animelemtime(21)>1
trigger3=animelemtime(24)<0
;trigger4=animelemtime(30)>2
;trigger4=animelemtime(32)<1
pos=40+time%2-(EnemyNear,Const(size.mid.pos.x)),0
id=1600


[state 1510,ダメージ1]
type=null;targetlifeadd
triggerall=anim=1660
Triggerall = MoveHit=1
trigger1=animelemtime(4)>1
trigger1=animelemtime(5)<0
value=-floor((const(data.attack)/100.0*ifelse(var(1),8,17))+0.5)
kill=0
id=1600

[state 1510,ダメージ2]
type=null;targetlifeadd
triggerall=anim=1660
Triggerall = MoveHit=1
trigger1=animelemtime(12)>1
trigger1=animelemtime(14)<0
value=-floor((const(data.attack)/100.0*8)+0.5)
kill=0
id=1600

[state 1510,ダメージ3]
type=null;targetlifeadd
Triggerall = MoveHit=1
triggerall=anim=1660
trigger1=animelemtime(21)>1
trigger1=animelemtime(24)<0
value=-floor((const(data.attack)/100.0*ifelse(var(1),26,42))+0.5)
kill=0
id=1600

[state 1510,与ダメゲージ増加]
type=poweradd
triggerall=anim=1660
Triggerall = MoveHit=1
trigger1=animelemtime(4)>1
trigger2=animelemtime(12)=1
trigger3=animelemtime(21)=1
value=ifelse(var(0)&256,165,30)

[state 1510,被ダメゲージ増加]
type=targetpoweradd
triggerall=anim=1660
Triggerall = MoveHit=1
trigger1=animelemtime(4)>1
trigger2=animelemtime(12)=1
trigger3=animelemtime(21)=1
trigger4=animelemtime(31)=2
value=15
id=1600

[state 1510,ヒットスパーク1]
type=null;explod
triggerall=anim=1660
Triggerall = MoveHit=1
trigger1=animelemtime(23)=1
trigger2=animelemtime(31)=1
anim=7102
pos=50,-60
postype=p1
ontop=1
ownpal=1

[State -3]
type = PlaySnd
triggerall=anim=1660
trigger1=animelemtime(3)=0
trigger2=animelemtime(11)=0
trigger3=animelemtime(20)=0
trigger4=animelemtime(29)=0
value = s200,var(17)

[state 1510,素振り音]
type=playsnd
triggerall=anim=1660
Triggerall = MoveHit=1
trigger1=animelemtime(3)=0
trigger2=animelemtime(11)=0
trigger3=animelemtime(20)=0
trigger4=animelemtime(29)=0
value=3,2

[state 1510,ヒット音]
type=null;playsnd
triggerall=anim=1660
Triggerall = MoveHit=1
trigger1=animelemtime(4)=1
trigger2=animelemtime(12)=1
trigger3=animelemtime(21)=1
trigger4=animelemtime(30)=2
value=7,12

[state 1510,ヒット数]
type=null;hitadd
trigger1=animelemtime(23)=1
trigger2=animelemtime(31)=1
trigger3=animelemtime(40)=1
trigger4=animelemtime(47)=2
value=1

[state 1510,画面揺れ]
type=envshake
Triggerall=MoveHit=1
triggerall=anim=1660
trigger1=animelemtime(30)>0
time=20
freq=120
ampl=-8

[state 1510,こういうことだ！]
type=playsnd
triggerall=anim=1660
trigger1=animelemtime(30)>0
value=1500,1
channel=0



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


[state 310,ヒット定義]
type=hitdef
triggerall=anim=1660
trigger1=animelemtime(4)=1
trigger1=animelemtime(5)<0
attr=s,SA
damage=floor((const(data.attack)/100.0*ifelse(var(1),8,17))+0.5+40),5
animtype=medium
hitflag=maf
guardflag=L
pausetime=12,12
guard.sparkno = S8030
sparkno = S6030+random%5                      ;Spark anim no (Def: set above)
sparkxy=-10,-40
hitsound=s1,2
guardsound=s2,10;=s8,0
ground.type=low
ground.slidetime=16+10
ground.hittime=16+10
air.hittime=16+10
ground.velocity=-2,0
air.velocity=-2,0
getpower=0,0
givepower=15,15
id=1600
p2stateno=1675
Guard.Kill = 0

[state 310,ヒット定義]
type=hitdef
triggerall=anim=1660
trigger1=animelemtime(12)=1
trigger1=animelemtime(14)<0
attr=s,SA
damage=floor((const(data.attack)/100.0*8)+0.5+40),5
animtype=medium
hitflag=maf
guardflag=L
pausetime=12,12
guard.sparkno = S8030
sparkno = S6030+random%5                      ;Spark anim no (Def: set above)
sparkxy=-5,-55
hitsound=s1,2
guardsound=s2,10;=s8,0
ground.type=low
ground.slidetime=16+10
ground.hittime=16+10
air.hittime=16+10
ground.velocity=-2,0
air.velocity=-2,0
getpower=0,0
givepower=15,15
id=1600
p2stateno=1675
Guard.Kill = 0


[state 310,判定]
type=hitdef
triggerall=anim=1660
trigger1=animelemtime(21)=1
trigger1=animelemtime(24)<0
attr=s,na
damage=floor((const(data.attack)/100.0*ifelse(var(1),26,42))+0.5+40),5
animtype=medium
hitflag=maf
guardflag=MA
pausetime=12,12
guard.sparkno = S8030
sparkno = S6030+random%5                      ;Spark anim no (Def: set above)
sparkxy=-4,-60
hitsound=s1,7
guardsound=s2,10;=s8,0
ground.type=low
ground.slidetime=16+2+10
ground.hittime=16+2+10
air.hittime=16+2+10
ground.velocity=-2,0
air.velocity=-2,-4
getpower=0,0
givepower=15,15
id=1600
p2stateno=1675
Guard.Kill = 0


[state 240,判定]
type=hitdef
triggerall=anim=1660
trigger1=animelemtime(30)=0
trigger1=animelemtime(33)<0
attr=s,na
animtype=hard
damage=floor((const(data.attack)*target(1600),const(data.life)/100000.0*ifelse(var(1),8,17))+0.5+40),5
guardflag=ma
pausetime=14,14
guard.sparkno = S8030
sparkno = S6030+random%5    
sparkxy=-10,-80-10
hitsound=s1,8
guardsound=s2,10;=s8,0
ground.type=high
ground.slidetime=12
ground.hittime=15
ground.velocity=-5,-3
air.velocity=-5,-3
p2facing=1
id=240
getpower=0,0
givepower=15,15
id=1600
p2stateno=1674
Guard.Kill = 0


[state 1510,ダメージ(とどめ)]
type=null;targetlifeadd
triggerall=anim=1660
Triggerall=MoveHit=1
trigger1=animelemtime(30)>0
value=-floor((const(data.attack)*target(1500),const(data.life)/100000.0*ifelse(var(1),8,17))+0.5)
absolute=1
id=1600

[state 1510,対象吹っ飛び]
type=null;targetvelset
triggerall=anim=1660
Triggerall=MoveHit;=1
trigger1=animelemtime(30)>0
x=-5
y=-8
id=1600

[state 1510,対象ステート変更]
type=targetstate
triggerall=anim=1660
Triggerall =MoveHit;=1
trigger1=animelemtime(30)>0
value=1674
id=1600

[state 1520,無敵]
type=nothitby
trigger1=1
value=sca

[State 1301, targetbind]
type = null;TargetState
Triggerall=MoveHit;=1
triggerall=anim=1660
trigger1=animelemtime(4)>1
trigger1=animelemtime(5)<0
trigger2=animelemtime(12)>1
trigger2=animelemtime(14)<0
trigger3=animelemtime(21)>1
trigger3=animelemtime(24)<0
value = 21410

[state 1510,終了]
type=changestate
trigger1=anim=1660
trigger1=animtime=0
value=0
ctrl=1

;---------------------------------------------------------------------------
;疾火煌陣:対象側
[statedef 1670]
type=s
movetype=h
physics=n
velset=0,0
ctrl=0

[State 3104, 4]
type = posset
trigger1 = Time >= 0
y = 0

[state 1520,下段のけぞり1]
type=changeanim
trigger1=time=0
value=5300

[state 1520,上段のけぞり11]
type=null;changeanim
trigger1=time=87
value=5002

[state 1520,下段のけぞり1]
type=null;changeanim
trigger1=time=0
trigger2=time=114
trigger3=time=143
trigger4=time>169
value=5012

[state 1520,のけぞりの戻り]
type=changeanim
triggerall=animtime=0
trigger1=anim=[5000,5002]
trigger2=anim=[5010,5012]
trigger3=anim=[5020,5022]
value=anim+5

[state 1520,無敵]
type=null;nothitby
trigger1=1
value=sca

[state 1520,すり抜け]
type=playerpush
trigger1=1
value=0


[State 3105, 6]
type = SelfState
trigger1 = time>100
trigger1 = p2Stateno!=[1600,1699]
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;疾火煌陣:対象側(どこキャン・スパキャン時)
[statedef 1673]
type=s
movetype=h
physics=n
velset=0,0
ctrl=0

[state 1522,のけぞりの戻り]
type=changeanim
triggerall=animtime=0
trigger1=anim=[5000,5002]
trigger2=anim=[5010,5012]
trigger3=anim=[5020,5022]
value=anim+5

[state 1522,エフェクト]
type=explod
trigger1=time=120
anim=f2
pos=const(size.mid.pos.x),const(size.mid.pos.y)
postype=p1
ownpal=1

[state 1522,効果音]
type=playsnd
trigger1=time=120
value=f5,2

[state 1522,吹っ飛び]
type=velset
trigger1=time=120
x=-5
y=-8

[state 1522,ステート]
type=changestate
trigger1=time=120
value=1674

;---------------------------------------------------------------------------
;疾火煌陣:対象側(吹っ飛び)
[statedef 1674]
type=a
movetype=h
physics=n
ctrl=0
velset=-5,-8

[state 1521,アニメ変更1]
type=changeanim
trigger1=time=0
trigger1=selfanimexist(5052)
value=5052

[state 1521,アニメ変更2]
type=changeanim2
trigger1=!selfanimexist(5052)
trigger1=time=0
value=5410

[state 1521,重力]
type=veladd
trigger1=!gethitvar(isbound)
y=0.45

[state 1521,アニメ変更(落下)]
type=changeanim
trigger1=vel y>0
persistent=0
value=ifelse(selfanimexist(5062),5062,ifelse(selfanimexist(5061),5061,5060))

[state 1521,ダウン]
type=selfstate
trigger1=pos y>=0
trigger1=vel y>0
value=5100


[Statedef 1675]
type = S
movetype = H
physics = S
poweradd = 0
facep2 = 1
velset = 0
ctrl = 0

[State 3104, 4]
type = posset
trigger1 = Time >= 0
y = 0

[State 3104, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 3104, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 3104, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) 

[State 3104, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 3104, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 1676

[State 3104, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 3104, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 3104, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

; HITG_SLIDE
[Statedef 1676]
type    = S
movetype= H
physics = S
velset = 0,0

[State 3105, 1]
type = Hitfallset
trigger1 = Time = 0
value = 0



[State 3105, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = SelfAnimExist(5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10)
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10


[State 3105, 5]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 3105, 6]
type = SelfState
trigger1 = HitOver
trigger1 = p2Stateno!=1660
value = 0
ctrl = 1