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

[Statedef 200]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 200, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 200, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 200
value = 200
ignorehitpause = 1

[State 200, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 200, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 1
ignorehitpause = 1

[State 200, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 200, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 200, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(1)
x = 2
y = 0
ignorehitpause = 1

[State 200, ヒット、ガードフラグリセット]
type = Movehitreset
triggerall = !ishelper
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 200, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = !animelemtime(4)
trigger1 = random <= 400
value = 200, random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 200, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(5)
value = 300, 1
ignorehitpause = 1

[State 200, 立ち弱]
type = Hitdef
triggerall = !ishelper
trigger1 = !animelemtime(6)
attr = S, NA
ID = 200
animtype = light
damage = 25, 0
hitflag = MAF
guardflag = MA
pausetime = 0,11
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
hitsound = s400, 0
guardsound = s120, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.1
air.velocity = -3.1
fall.recover = 1
fall.recovertime = 21
air.fall = 1
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
getpower = 120, 20
ignorehitpause = 1

[State 200, ヒットエフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(201) = 0
triggerall = animelemtime(6) > 0
trigger1 = movehit
anim = 201
id = 201
postype = p2
pos = ceil(p2dist x / 2 -15), -84 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 200, ヒットエフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(202) = 0
triggerall = animelemtime(6) > 0
trigger1 = movehit
anim = 202
id = 202
postype = p2
pos = ceil(p2dist x / 2 -15), -84 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 200, ガードエフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(203) = 0
triggerall = animelemtime(6) > 0
trigger1 = moveguarded
anim = 203
id = 203
postype = p2
pos = ceil(p2dist x / 2 -15), -84 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 200, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
trigger1 = numtarget
excludeID = 200
ignonorehitpause = 1

[State 200, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 0
ctrl = 1
ignorehitpause = 1

[State 200, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 210]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 210, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 210, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 210
value = 210
ignorehitpause = 1

[State 210, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 210, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 1
ignorehitpause = 1

[State 210, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 210, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 210, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(1)
x = 20
y = 0
ignorehitpause = 1

[State 210, ヒット、ガードフラグリセット]
type = Movehitreset
triggerall = !ishelper
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 210, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = !animelemtime(3)
trigger1 = random <= 400
value = 200, random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 210, ボイス]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(5)
trigger1 = random <= 400
value = 200, 3 + random % 3
channel = 0
lowpriority = 1
ignorehitpause = 1

[State 210, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(4)
value = 300, 2
ignorehitpause = 1

[State 210, 立ち中]
type = Hitdef
triggerall = !ishelper
trigger1 = !animelemtime(4)
attr = S, NA
ID = 200
animtype = medium
damage = 58, 0
priority = 3
hitflag = MAF
guardflag = MA
pausetime = 0, 13
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
hitsound = s400, 10
guardsound = s120, 3
ground.type = low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -6
air.velocity = -3.7, -5.2
fall.recover = 1
fall.recovertime = 29
air.fall = 1
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
getpower = 150, 60
ignorehitpause = 1

[State 210, ヒットエフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(211) = 0
triggerall = animelemtime(4) > 0
trigger1 = movehit
anim = 211
id = 211
postype = p2
pos = ceil(p2dist x / 2 -45), -70 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 1, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 210, ガードエフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(212) = 0
triggerall = animelemtime(4) > 0
trigger1 = moveguarded
anim = 212
id = 212
postype = p2
pos = ceil(p2dist x / 2 -45), -70 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 210, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
trigger1 = numtarget
excludeID = 200
ignonorehitpause = 1

[State 210, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 0
ctrl = 1
ignorehitpause = 1

[State 210, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 220]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 220, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 220, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 220
value = 220
ignorehitpause = 1

[State 220, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 220, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 2
ignorehitpause = 1

[State 220, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 220, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1


[State 220, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(1)
x = 10
y = 0
ignorehitpause = 1

[State 220, ヒット、ガードフラグリセット]
type = Movehitreset
triggerall = !ishelper
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 220, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = !animelemtime(4)
trigger1 = random <= 400
value = 200, random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 220, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = !animelemtime(8)
trigger1 = random <= 400
value = 200, 3 + random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 220, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(4)
value = 300, 3
ignorehitpause = 1

[State 220, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(12)
value = 230, 0
ignorehitpause = 1

[State 220, 立ち強]
type = Hitdef
triggerall = !ishelper
trigger1 = !animelemtime(5)
attr = S, NA
animtype = hard
ID = 200
damage = 90, 0
priority = 4
hitflag = MAFD
guardflag = MA
pausetime = 0, 14
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
hitsound = s400, 5
guardsound = s120, 3
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7.2
air.velocity = ifelse(p2statetype = L, -9, -4.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -7.2)
fall.recover = 1
fall.recovertime = 34
air.fall = 1
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
getpower = 180, 60
ignorehitpause = 1

[State 220, ヒットエフェクト]
type = Helper
triggerall = !ishelper
triggerall = numhelper(221) = 0
triggerall = animelemtime(5) > 0
trigger1 = movehit
id = 221
name = "hit"
pos = ceil(p2dist x / 2 -35), -66 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 220, ガードエフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(222) = 0
triggerall = animelemtime(5) > 0
trigger1 = moveguarded
anim = 212
id = 222
postype = p2
pos = ceil(p2dist x / 2 -35), -66 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 220, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
trigger1 = numtarget
excludeID = 200
ignonorehitpause = 1

[State 220, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 0
ctrl = 1
ignorehitpause = 1

[State 220, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 230]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 230, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 230, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 230
value = 230
ignorehitpause = 1

[State 230, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 230, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 2
ignorehitpause = 1

[State 230, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 230, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 230, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 230, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(8)
x = 30
y = 0
ignorehitpause = 1

[State 230, ヒット、ガードフラグリセット]
type = Movehitreset
triggerall = !ishelper
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 230, ボイス]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(4)
trigger1 = random <= 300
value = 200, random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 230, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = !animelemtime(8)
trigger1 = random <= 200
value = 200, 3 + random % 3
channel = 0
lowpriority = 1
ignorehitpause = 1

[State 230, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(7)
value = 300, 3
ignorehitpause = 1

[State 230, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(12)
value = 230, 0
ignorehitpause = 1

[State 230, 立ち６中]
type = Hitdef
triggerall = !ishelper
trigger1 = !animelemtime(7)
attr = S, NA
animtype = hard
ID = 200
damage = 60, 0
priority = 3
hitflag = MAFD
guardflag = HA
pausetime = 0, 15
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
hitsound = s400, 5
guardsound = s120, 4
ground.type = trip
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2.2
air.velocity = ifelse(p2statetype = L, -9, -2.2), ifelse(p2statetype = L, -.5, -4.8)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -2.2)
fall.recover = 1
fall.recovertime = 39
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 180, 60
ignorehitpause = 1

[State 230, ヒットエフェクト]
type = Helper
triggerall = !ishelper
triggerall = numhelper(231) = 0
triggerall = animelemtime(7) > 0
trigger1 = movehit
id = 231
name = "hit"
pos = ceil(p2dist x / 2 -35), -66 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 230, ガードエフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(232) = 0
triggerall = animelemtime(7) > 0
trigger1 = moveguarded
anim = 212
id = 232
postype = p2
pos = ceil(p2dist x / 2 -35), -66 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 230, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
trigger1 = numtarget
excludeID = 200
ignonorehitpause = 1

[State 230, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 0
ctrl = 1
ignorehitpause = 1

[State 230, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 240]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 240, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 240, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 240
value = 240
ignorehitpause = 1

[State 240, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 240, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 2
ignorehitpause = 1

[State 240, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 240, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1


[State 240, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 240, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(7)
x = 20
y = 0
ignorehitpause = 1

[State 240, ヒット、ガードフラグリセット]
type = Movehitreset
triggerall = !ishelper
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 240, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = !animelemtime(5)
trigger1 = random <= 300
value = 200, random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 240, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = !animelemtime(10)
trigger1 = random <= 300
value = 200, 3 + random % 3
channel = 0
lowpriority = 1
ignorehitpause = 1

[State 240, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(6)
value = 300, 3
ignorehitpause = 1

[State 240, 立ち６強]
type = Hitdef
trigger1 = !animelemtime(7)
attr = S, NA
ID = 200
animtype = hard
damage = 80, 0
priority = 3
hitflag = MAFD
guardflag = MA
pausetime = 0, 14
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
hitsound = s400, 5
guardsound = s120, 3
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4,-6.6
guard.velocity = -8
air.velocity = ifelse(p2statetype = L, -9, -4), ifelse(p2statetype = L, -.5, -6.6)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35,-4)
fall.recover = 1
fall.recovertime = 37
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 180, 30
ignorehitpause = 1

[State 240, ヒットエフェクト]
type = Helper
triggerall = !ishelper
triggerall = numhelper(241) = 0
triggerall = animelemtime(7) > 0
trigger1 = movehit
id = 241
name = "hit"
pos = ceil(p2dist x / 2 -35), -76 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 240, ガードエフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(242) = 0
triggerall = animelemtime(7) > 0
trigger1 = moveguarded
anim = 212
id = 242
postype = p2
pos = ceil(p2dist x / 2 -35), -76 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 240, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
trigger1 = numtarget
excludeID = 200
ignonorehitpause = 1

[State 240, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 0
ctrl = 1
ignorehitpause = 1

[State 240, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 250]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 250, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 250, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 250
value = 250
ignorehitpause = 1

[State 250, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 250, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 2
ignorehitpause = 1

[State 250, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 250, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 250, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 250, ヒット、ガードフラグリセット]
type = Movehitreset
triggerall = !ishelper
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 250, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = !animelemtime(4)
trigger1 = random <= 300
value = 200, random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 250, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(4)
value = 230, 0
ignorehitpause = 1

[State 250, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = animelemtime(6) > 0
value = 251
ignorehitpause = 1

[State 250, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 251]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 251, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 251, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 251
value = 251
ignorehitpause = 1

[State 251, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 250, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 2
ignorehitpause = 1

[State 251, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 251, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 251, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(1)
x = 50
y = 0
ignorehitpause = 1

[State 251, ヒット、ガードフラグリセット]
type = Movehitreset
triggerall = !ishelper
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 251, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = !animelemtime(8)
trigger1 = random <= 200
value = 200, random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 251, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(2)
value = 300, 3
ignorehitpause = 1

[State 251, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(6)
trigger2 = !animelemtime(7)
value = 1000, 2
ignorehitpause = 1

[State 251, 立ち３弱]
type = Hitdef
triggerall = !ishelper
trigger1 = !animelemtime(2)
attr = S, NA
animtype = diagup
ID = 200
damage = 96, 0
numhits = 2
priority = 4
hitflag = MAFD
guardflag = HA
pausetime = 0, 15
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
hitsound = s400, 5
guardsound = s120, 4
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.2, -8.7
guard.velocity = -17
air.velocity = -4.2, -8.7
down.velocity = -13.2, 0
fall.recover = 1
fall.recovertime = 44
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 153, 51
ignorehitpause = 1

[State 251, ヒットエフェクト]
type = Helper
triggerall = !ishelper
triggerall = numhelper(251) = 0
triggerall = animelemtime(2) > 0
trigger1 = movehit
id = 251
name = "hit"
pos = ceil(p2dist x / 2 -35), -66 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 251, ヒットエフェクト]
type = Helper
triggerall = !ishelper
triggerall = numhelper(252) = 0
triggerall = animelemtime(2) > 0
trigger1 = movehit
id = 252
name = "hit"
pos = ceil(p2dist x / 2 -35), -66 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 251, ガードエフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(252) = 0
triggerall = animelemtime(2) > 0
trigger1 = moveguarded
anim = 212
id = 252
postype = p2
pos = ceil(p2dist x / 2 -35), -66 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 251, 画面揺らし]
type = Envshake
trigger1 = !animelemtime(1)
time = 5
freq = 60
ampl = -5
ignorehitpause = 1

[State 251, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
trigger1 = numtarget
excludeID = 200
ignonorehitpause = 1

[State 251, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 0
ctrl = 1
ignorehitpause = 1

[State 251, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 260]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 260, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 260, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 260
value = 260
ignorehitpause = 1

[State 260, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 260, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 2
ignorehitpause = 1

[State 260, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 260, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1


[State 260, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 260, ヒット、ガードフラグリセット]
type = Movehitreset
triggerall = !ishelper
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 260, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = !animelemtime(5)
trigger1 = random <= 300
value = 200, random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 260, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = !animelemtime(10)
trigger1 = random <= 300
value = 200, 3 + random % 3
channel = 0
lowpriority = 1
ignorehitpause = 1

[State 260, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(7)
value = 300, 3
ignorehitpause = 1

[State 260, 発光]
type = Palfx
triggerall = !ishelper
trigger1 = !animelemtime(5)
time = 10
mul = 255, 255, 255
sinadd = 255, 255, 255, 20
color = 255
ignorehitpause = 1

[State 260, 吹き飛ばし]
type = Hitdef
triggerall = !ishelper
trigger1 = !animelemtime(7)
attr = S, NA
ID = 200
animtype = hard
damage = enemy,lifemax / 3, 0
priority = 5, hit
hitflag = MAF
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = 0, 0
hitsound = s400, 2
guardsound = s120, 1
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -20,-6
air.type = high
air.velocity = -8, -6
air.hittime = 24
fall = 1
fall.recover = 1
fall.recovertime = 35
yaccel = .5
getpower = 216, 216
ignorehitpause = 1

[State 260, ヒットエフェクト]
type = Helper
triggerall = !ishelper
triggerall = numhelper(261) = 0
triggerall = animelemtime(7) > 0
trigger1 = movehit
id = 261
name = "hit"
pos = ceil(p2dist x / 2 -45), -70 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 260, ガードエフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(262) = 0
triggerall = animelemtime(7) > 0
trigger1 = moveguarded
anim = 212
id = 262
postype = p2
pos = ceil(p2dist x / 2 -45), -70 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 260, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
trigger1 = numtarget
excludeID = 200
ignonorehitpause = 1

[State 260, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 0
ctrl = 1
ignorehitpause = 1

[State 260, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[statedef 290]
type = U
movetype = U
physics = N

[State 290, 連打キャンセル用]
type = Changeanim
trigger1 = !ishelper
value = anim
ignorehitpause = 1

[State 290, ステート変更]
type = Changestate
trigger1 = !ishelper
value = anim
ignorehitpause = 1

[State 290, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 400]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 400, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 400, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 400
value = 400
ignorehitpause = 1

[State 400, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = C
movetype = A
physics = C
ignorehitpause = 1

[State 400, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 2
ignorehitpause = 1

[State 400, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 400, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 400, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(1)
x = 1
y = 0
ignorehitpause = 1

[State 400, ヒット、ガードフラグリセット]
type = Movehitreset
triggerall = !ishelper
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 400, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = !animelemtime(2)
trigger1 = random <= 400
value = 200, random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 400, 振り音]
type = Playsnd
trigger1 = !animelemtime(3)
value = 300, 0
ignorehitpause = 1

[State 400, しゃがみ弱]
type = Hitdef
triggerall = !ishelper
trigger1 = !animelemtime(3)
attr = C, NA
ID = 200
animtype = light
damage = 28, 0
hitflag = MAFD
guardflag = L
pausetime = 0, 11
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
hitsound = s400, 10
guardsound = s120, 4
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
air.velocity = ifelse(p2statetype = L, -9, -3.1), ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 1
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 120, 60
ignorehitpause = 1

[State 400, ヒットエフェクト]
type = Helper
triggerall = !ishelper
triggerall = numhelper(401) = 0
triggerall = animelemtime(3) > 0
trigger1 = movehit
id = 401
name = "hit"
pos = ceil(p2dist x / 2 -35), -25 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 400, ガードエフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(402) = 0
triggerall = animelemtime(3) > 0
trigger1 = moveguarded
anim = 203
id = 402
postype = p2
pos = ceil(p2dist x / 2 -35), -25 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 400, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
trigger1 = numtarget
excludeID = 200
ignonorehitpause = 1

[State 400, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 11
ctrl = 1
ignorehitpause = 1

[State 400, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 410]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 410, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 410, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 410
value = 410
ignorehitpause = 1

[State 410, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = C
movetype = A
physics = C
ignorehitpause = 1

[State 410, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 2
ignorehitpause = 1

[State 410, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 410, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 410, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(1)
x = 10
y = 0
ignorehitpause = 1

[State 410, ヒット、ガードフラグリセット]
type = Movehitreset
triggerall = !ishelper
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 410, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = !animelemtime(3)
trigger1 = random <= 400
value = 200, random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 410, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = !animelemtime(5)
trigger1 = random <= 400
value = 200, 3 + random % 3
channel = 0
lowpriority = 1
ignorehitpause = 1

[State 410, 振り音]
type = Playsnd
trigger1 = !animelemtime(4)
value = 300, 2
ignorehitpause = 1

[State 410, しゃがみ中]
type = Hitdef
triggerall = !ishelper
trigger1 = !animelemtime(4)
attr = C, NA
ID = 200
animtype = medium
damage = 60, 0
hitflag = MAFD
guardflag = M
pausetime = 0, 13
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
hitsound = s400, 10
guardsound = s120, 4
ground.type = low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -7.5
air.velocity = ifelse(p2statetype = L, -9, -2.7), ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -7.5)
fall.recover = 1
fall.recovertime = 29
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 150, 60
ignorehitpause = 1

[State 410, ヒットエフェクト]
type = Helper
triggerall = !ishelper
triggerall = numhelper(411) = 0
triggerall = animelemtime(4) > 0
trigger1 = movehit
id = 411
name = "hit"
pos = ceil(p2dist x / 2 -25), -70 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 410, ガードエフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(412) = 0
triggerall = animelemtime(4) > 0
trigger1 = moveguarded
anim = 212
id = 412
postype = p2
pos = ceil(p2dist x / 2 -25), -70 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 410, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
trigger1 = numtarget
excludeID = 200
ignonorehitpause = 1

[State 410, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 11
ctrl = 1
ignorehitpause = 1

[State 410, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 420]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 420, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 420, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 420
value = 420
ignorehitpause = 1

[State 420, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = C
movetype = A
physics = C
ignorehitpause = 1

[State 420, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 2
ignorehitpause = 1

[State 420, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 420, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 420, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(7)
x = 30
y = 0
ignorehitpause = 1

[State 420, ヒット、ガードフラグリセット]
type = Movehitreset
triggerall = !ishelper
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 420, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = !animelemtime(4)
trigger1 = random <= 500
value = 200, random % 3
channel = 0
ignorehitpause = 1

[State 420, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = !animelemtime(13)
trigger1 = random <= 200
value = 200, 3 + random % 3
channel = 0
lowpriority = 1
ignorehitpause = 1

[State 420, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(8)
value = 300, 3
ignorehitpause = 1

[State 420, しゃがみ強]
type = Hitdef
triggerall = !ishelper
trigger1 = !animelemtime(7)
attr = C, NA
ID = 200
animtype = hard
damage = 60, 0
hitflag = MAFD
guardflag = L
pausetime = 0, 15
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
hitsound = s400, 5
guardsound = s120, 4
ground.type = trip
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2.2, -4.8
guard.velocity = -10
air.velocity = ifelse(p2statetype = L, -9, -2.2), ifelse(p2statetype = L, -.5, -4.8)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -2.2)
fall.recover = 1
fall.recovertime = 29
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 210, 75
ignorehitpause = 1

[State 420, ヒットエフェクト]
type = Helper
triggerall = !ishelper
triggerall = numhelper(421) = 0
triggerall = animelemtime(7) > 0
trigger1 = movehit
id = 421
name = "hit"
pos = ceil(p2dist x / 2 -35), -10 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 420, ガードエフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(422) = 0
triggerall = animelemtime(7) > 0
trigger1 = moveguarded
anim = 212
id = 422
postype = p2
pos = ceil(p2dist x / 2 -35), -10 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 420, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
trigger1 = numtarget
excludeID = 200
ignonorehitpause = 1

[State 420, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 11
ctrl = 1
ignorehitpause = 1

[State 420, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 430]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 430, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 430, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 430
value = 430
ignorehitpause = 1

[State 430, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = C
movetype = A
physics = C
ignorehitpause = 1

[State 430, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 2
ignorehitpause = 1

[State 430, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 430, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 430, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(6)
x = 20
y = 0
ignorehitpause = 1

[State 430, ヒット、ガードフラグリセット]
type = Movehitreset
triggerall = !ishelper
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 430, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = !animelemtime(6)
trigger1 = random <= 800
value = 850, 0
channel = 0
ignorehitpause = 1

[State 430, 振り音]
type = Playsnd
trigger1 = !animelemtime(6)
value = 300, 3
ignorehitpause = 1

[State 430, エリアル]
type = Hitdef
triggerall = !ishelper
trigger1 = !animelemtime(6)
attr = C, NA
ID = 200
animtype = diagup
damage = 72, 0
hitflag = MAFD
guardflag = M
pausetime = 0, 14
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
hitsound = s400, 5
guardsound = s120, 4
ground.type = hard
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = 0, -10.5
guard.velocity = -10
air.velocity = 0, -10.5
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, 0)
fall.recover = 1
fall.recovertime = 51
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 630, 180
ignorehitpause = 1

[State 430, ヒットエフェクト]
type = Helper
triggerall = !ishelper
triggerall = numhelper(431) = 0
triggerall = animelemtime(6) > 0
trigger1 = movehit
id = 431
name = "hit"
pos = ceil(p2dist x / 2 -25), -66 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 430, ガードエフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(432) = 0
triggerall = animelemtime(6) > 0
trigger1 = moveguarded
anim = 212
id = 432
postype = p2
pos = ceil(p2dist x / 2 -25), -66 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 430, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
trigger1 = numtarget
excludeID = 200
ignonorehitpause = 1

[State 430, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 11
ctrl = 1
ignorehitpause = 1

[State 430, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 600]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 600, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 600, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 600
value = 600
ignorehitpause = 1

[State 600, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = A
movetype = A
physics = A
ignorehitpause = 1

[State 600, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 2
ignorehitpause = 1

[State 600, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 600, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 600, ヒット、ガードフラグリセット]
type = Movehitreset
triggerall = !ishelper
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 600, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = !animelemtime(3)
trigger1 = random <= 400
value = 200, random % 3
channel = 0
ignorehitpause = 1

[State 600, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = !animelemtime(5)
trigger1 = random <= 400
value = 200, 3 + random % 3
channel = 0
lowpriority = 1
ignorehitpause = 1

[State 600, 振り音]
type = Playsnd
trigger1 = !animelemtime(2)
value = 300, 0
ignorehitpause = 1

[State 600, ジャンプ弱]
type = Hitdef
triggerall = !ishelper
trigger1 = !animelemtime(2)
attr = A, NA
ID = 200
animtype = light
damage = 24, 0
hitflag = MAFD
guardflag = HA
pausetime = 0, 12
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
hitsound = s400, 10
guardsound = s120, 4
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4.5
air.velocity = -3.1, -5.2
down.velocity = -13.2, 0
fall.recover = 1
fall.recovertime = 22
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 120, 60
ignorehitpause = 1

[State 600, ヒットエフェクト]
type = Helper
triggerall = !ishelper
triggerall = numhelper(601) = 0
triggerall = animelemtime(2) > 0
trigger1 = movehit
id = 601
name = "hit"
pos = ceil(p2dist x / 2 -45), -75 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 600, ガードエフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(602) = 0
triggerall = animelemtime(2) > 0
trigger1 = moveguarded
anim = 203
id = 602
postype = p2
pos = ceil(p2dist x / 2 -45), -75 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 600, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
trigger1 = numtarget
excludeID = 200
ignonorehitpause = 1

[State 600, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 51
ctrl = 1
ignorehitpause = 1

[State 600, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 610]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 610, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 610, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 610
value = 610
ignorehitpause = 1

[State 610, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = A
movetype = A
physics = A
ignorehitpause = 1

[State 610, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 2
ignorehitpause = 1

[State 610, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 610, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 610, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 610, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(2)
x = 20
y = 10
ignorehitpause = 1

[State 610, ヒット、ガードフラグリセット]
type = Movehitreset
triggerall = !ishelper
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 610, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = !animelemtime(2)
trigger1 = random <= 400
value = 200, random % 3
channel = 2
ignorehitpause = 1

[State 610, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = !animelemtime(5)
trigger1 = random <= 400
value = 200, 3 + random % 3
channel = 2
lowpriority = 1
ignorehitpause = 1

[State 610, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(2)
value = 300, 3
ignorehitpause = 1

[State 610, ジャンプ中]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(2)
projID = 200
projanim = 611
projremove = 1
projremovetime = -1
priority = 7, hit
projriority = 9999999999999
offset = 0, 0
velocity = 20, 10
attr = A, NA
ID = 200
animtype = medium
damage = 56, 0
hitflag = MAF
guardflag = HA
pausetime = 0, 13
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
hitsound = s400, 4
guardsound = s120, 4
ground.type = high
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5.5
air.velocity = -3.4, -5.2
fall.recover = 1
fall.recovertime = 27
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 150, 60
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 610, ヒットエフェクト]
type = Helper
triggerall = !ishelper
triggerall = numhelper(611) = 0
triggerall = animelemtime(2) > 0
trigger1 = projhittime(200) = 1
id = 611
name = "hit"
pos = ceil(p2dist x / 2 -25), -20 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 610, ガードエフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(612) = 0
triggerall = animelemtime(2) > 0
trigger1 = projguardedtime(200) = 1
anim = 212
id = 612
postype = p2
pos = ceil(p2dist x / 2 -25), -20 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 610, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
trigger1 = numtarget
excludeID = 200
ignonorehitpause = 1

[State 610, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 51
ctrl = 1
ignorehitpause = 1

[State 610, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 620]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 620, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 620, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 620
value = 620
ignorehitpause = 1

[State 620, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = A
movetype = A
physics = A
ignorehitpause = 1

[State 620, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 2
ignorehitpause = 1

[State 620, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 620, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 620, 位置調整]
type = Velmul
triggerall = !ishelper
trigger1 = !animelemtime(1)
x = 0.5
y = 0.5
ignorehitpause = 1

[State 620, ヒット、ガードフラグリセット]
type = Movehitreset
triggerall = !ishelper
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 620, ボイス]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(2)
trigger1 = random <= 400
value = 200, random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 620, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = !animelemtime(8)
trigger1 = random <= 400
value = 200, 3 + random % 3
channel = 0
lowpriority = 1
ignorehitpause = 1

[State 620, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(5)
value = 300, 2
ignorehitpause = 1

[State 620, ジャンプ強]
type = Hitdef
triggerall = !ishelper
trigger1 = !animelemtime(6)
attr = A, NA
ID = 200
animtype = hard
damage = 70, 0
hitflag = MAF
guardflag = HA
pausetime = 0, 14
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
hitsound = s400, 5
guardsound = s120, 3
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6.5
air.velocity = -4.1, -5.2
fall.recover = 1
fall.recovertime = 31
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 180, 60
ignorehitpause = 1

[State 620, ヒットエフェクト]
type = Helper
triggerall = !ishelper
triggerall = numhelper(621) = 0
triggerall = animelemtime(6) > 0
trigger1 = movehit
id = 621
name = "hit"
pos = ceil(p2dist x / 2 -25), -30 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 620, ガードエフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(622) = 0
triggerall = animelemtime(6) > 0
trigger1 = moveguarded
anim = 212
id = 622
postype = p2
pos = ceil(p2dist x / 2 -25), -30 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 620, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
trigger1 = numtarget
excludeID = 200
ignonorehitpause = 1

[State 620, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 51
ctrl = 1
ignorehitpause = 1

[State 620, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 630]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 630, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 630, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 630
value = 630
ignorehitpause = 1

[State 630, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = A
movetype = A
physics = A
ignorehitpause = 1

[State 630, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 2
ignorehitpause = 1

[State 630, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 630, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 630, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(1)
x = 0
y = -10
ignorehitpause = 1

[State 630, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(2)
x = 20
y = -8
ignorehitpause = 1

[State 630, ヒット、ガードフラグリセット]
type = Movehitreset
triggerall = !ishelper
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 630, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = !animelemtime(2)
trigger1 = random <= 400
value = 200, random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 630, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = !animelemtime(7)
trigger1 = random <= 400
value = 200, 3 + random % 3
channel = 0
lowpriority = 1
ignorehitpause = 1

[State 630, 振り音]
type = Playsnd
trigger1 = !animelemtime(4)
value = 300, 3
ignorehitpause = 1

[State 630, ジャンプ２弱]
type = Hitdef
triggerall = !ishelper
trigger1 = !animelemtime(4)
attr = A, NA
ID = 200
animtype = hard
damage = 66, 0
hitflag = MAF
guardflag = HA
pausetime = 0, 14
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
hitsound = s400, 3
guardsound = s120, 3
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3.9, -8.2
air.velocity = -3.9, -8.2
fall.recover = 1
fall.recovertime = 34
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 180, 78
ignorehitpause = 1

[State 630, ヒットエフェクト]
type = Helper
triggerall = !ishelper
triggerall = numhelper(631) = 0
triggerall = animelemtime(6) > 0
trigger1 = movehit
id = 631
name = "hit"
pos = ceil(p2dist x / 2 -25), -70 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 630, ガードエフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(632) = 0
triggerall = animelemtime(6) > 0
trigger1 = moveguarded
anim = 212
id = 632
postype = p2
pos = ceil(p2dist x / 2 -25), -70 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 630, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
trigger1 = numtarget
excludeID = 200
ignonorehitpause = 1

[State 630, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 51
ctrl = 1
ignorehitpause = 1

[State 630, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 640]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 640, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 640, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 640
value = 640
ignorehitpause = 1

[State 640, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = A
movetype = A
physics = A
ignorehitpause = 1

[State 640, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 2
ignorehitpause = 1

[State 640, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 640, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(1)
x = 0
y = -10
ignorehitpause = 1

[State 640, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(2)
x = -20
y = -8
ignorehitpause = 1

[State 640, ヒット、ガードフラグリセット]
type = Movehitreset
triggerall = !ishelper
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 640, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = !animelemtime(4)
trigger1 = random <= 400
value = 200, random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 640, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = !animelemtime(10)
trigger1 = random <= 400
value = 200, 3 + random % 3
channel = 0
lowpriority = 1
ignorehitpause = 1

[State 640, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(7)
value = 300, 3
ignorehitpause = 1

[State 640, ジャンプ２中]
type = Hitdef
triggerall = !ishelper
trigger1 = !animelemtime(8)
attr = A, NA
ID = 200
animtype = hard
damage = 66, 0
hitflag = MAF
guardflag = HA
pausetime = 0, 14
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
hitsound = s400, 3
guardsound = s120, 3
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 2.5, -9.2
air.velocity = 2.5, -9.2
fall.recover = 1
fall.recovertime = 34
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 180, 75
ignorehitpause = 1

[State 640, ヒットエフェクト]
type = Helper
triggerall = !ishelper
triggerall = numhelper(641) = 0
triggerall = animelemtime(6) > 0
trigger1 = movehit
id = 641
name = "hit"
pos = ceil(p2dist x / 2 -25), -70 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 640, ガードエフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(642) = 0
triggerall = animelemtime(6) > 0
trigger1 = moveguarded
anim = 212
id = 642
postype = p2
pos = ceil(p2dist x / 2 -25), -70 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 640, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
trigger1 = numtarget
excludeID = 200
ignonorehitpause = 1

[State 640, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 51
ctrl = 1
ignorehitpause = 1

[State 640, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 650]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 650, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 650, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 650
value = 650
ignorehitpause = 1

[State 650, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = A
movetype = A
physics = N
ignorehitpause = 1

[State 650, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 2
ignorehitpause = 1

[State 650, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 650, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 650, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 650, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(4)
x = 30
y = 0
ignorehitpause = 1

[State 650, ヒット、ガードフラグリセット]
type = Movehitreset
triggerall = !ishelper
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 650, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = !animelemtime(4)
trigger1 = random <= 400
value = 200, random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 650, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = !animelemtime(5)
trigger1 = random <= 400
value = 200, 3 + random % 3
channel = 0
lowpriority = 1
ignorehitpause = 1

[State 650, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(4)
value = 300, 3
ignorehitpause = 1

[State 650, ジャンプ２強]
type = Hitdef
triggerall = !ishelper
trigger1 = !animelemtime(4)
attr = A, NA
ID = 200
animtype = hard
damage = 99, 0
hitflag = MAF
guardflag = HA
pausetime = 0, 14
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
hitsound = s400, 3
guardsound = s120, 3
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 2.5, -9.2
air.velocity = 2.5, -9.2
fall.recover = 1
fall.recovertime = 34
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 180, 75
ignorehitpause = 1

[State 650, ヒットエフェクト]
type = Helper
triggerall = !ishelper
triggerall = numhelper(651) = 0
triggerall = animelemtime(6) > 0
trigger1 = movehit
id = 651
name = "hit"
pos = ceil(p2dist x / 2 -25), -45 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 650, ガードエフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(652) = 0
triggerall = animelemtime(6) > 0
trigger1 = moveguarded
anim = 212
id = 652
postype = p2
pos = ceil(p2dist x / 2 -25), -46 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 650, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
trigger1 = numtarget
excludeID = 200
ignonorehitpause = 1

[State 650, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 51
ctrl = 1
ignorehitpause = 1

[State 650, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 730]
type = U
movetype = U
physics = N

[State 730, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 730, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 730
value = 730
ignorehitpause = 1

[State 730, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = A
movetype = I
physics = A
ignorehitpause = 1

[State 730, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 2
ignorehitpause = 1

[State 730, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 730, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 730, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(1)
x = 0
y = -10
ignorehitpause = 1

[State 730, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(2)
x = 20
y = -8
ignorehitpause = 1

[State 730, ボイス]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(1)
value = 199, random % 10
channel = 3
lowpriority = 0
ignorehitpause = 1

[State 730, 効果音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(4)
value = 121, 0
channel = 2
volume = -64
ignorehitpause = 1

[State 730, 発光]
type = Palfx
triggerall = !ishelper
trigger1 = !animelemtime(1)
time = 4
add = 200, 200, 200 
ignorehitpause = 1

[State 730, 食らい復帰後方]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(4)
projanim = 731
projID = 200
offset = 0, 0
projremovetime = 1
priority = 7, hit
projriority = 9999999999999
attr = A, NA
animtype = hard
damage = 66, 0
hitflag = MAF
guardflag = HA
pausetime = 0, 14
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
hitsound = s400, 3
guardsound = s120, 3
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3.9, -8.2
air.velocity = -3.9, -8.2
fall.recover = 1
fall.recovertime = 34
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 180, 78
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 730, 発動エフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(730) = 0
trigger1 = !animelemtime(1)
postype = p1
pos = 0, -70
anim = 732
ID = 730
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
bindtime = -1
sprpriority = 6
removetime = -2
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 730, 発動エフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(733) = 0
trigger1 = !animelemtime(1)
postype = p1
pos = 0, -70
anim = 733
ID = 733
bindtime = -1
sprpriority = 7
removetime = -2
ownpal  = 1
scale = 0.3, 0.3
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 730, ヒットエフェクト]
type = Helper
triggerall = !ishelper
triggerall = numhelper(731) = 0
trigger1 = projhittime(200) = 1
id = 731
name = "hit"
pos = ceil(p2dist x / 2 -35), -45 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 730, ガードエフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(732) = 0
trigger1 = projguardedtime(200) = 1
anim = 212
id = 732
postype = p2
pos = ceil(p2dist x / 2 -35), -45 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 730, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
trigger1 = numtarget
ignonorehitpause = 1

[State 730, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 51
ctrl = 1
ignorehitpause = 1

[State 730, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 740]
type = U
movetype = U
physics = N

[State 740, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 740, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 740
value = 740
ignorehitpause = 1

[State 740, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = A
movetype = I
physics = A
ignorehitpause = 1

[State 740, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 2
ignorehitpause = 1

[State 740, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 740, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 740, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(1)
x = 0
y = -10
ignorehitpause = 1

[State 740, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(2)
x = -20
y = -8
ignorehitpause = 1

[State 740, ボイス]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(1)
value = 199, random % 10
channel = 3
lowpriority = 0
ignorehitpause = 1

[State 740, 効果音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(4)
value = 121, 0
channel = 2
volume = -64
ignorehitpause = 1

[State 740, 発光]
type = Palfx
triggerall = !ishelper
trigger1 = !animelemtime(1)
time = 4
add = 200, 200, 200 
ignorehitpause = 1

[State 740, 食らい復帰前方]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(8)
projanim = 731
projID = 200
offset = 0, 0
projremovetime = 1
priority = 7, hit
projriority = 9999999999999
attr = A, NA
animtype = hard
damage = 66, 0
hitflag = MAF
guardflag = HA
pausetime = 0, 14
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
hitsound = s400, 3
guardsound = s120, 3
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 2.5, -9.2
air.velocity = 2.5, -9.2
fall.recover = 1
fall.recovertime = 34
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 180, 75
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 740, 発動エフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(740) = 0
trigger1 = !animelemtime(1)
postype = p1
pos = 0, -70
anim = 732
ID = 740
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
bindtime = -1
sprpriority = 7
removetime = -2
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 740, 発動エフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(743) = 0
trigger1 = !animelemtime(1)
postype = p1
pos = 0, -70
anim = 733
ID = 743
bindtime = -1
sprpriority = -1
removetime = 7
ownpal  = 1
scale = 0.3, 0.3
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 740, ヒットエフェクト]
type = Helper
triggerall = !ishelper
triggerall = numhelper(741) = 0
trigger1 = projhittime(200) = 1
id = 741
name = "hit"
pos = ceil(p2dist x / 2 -35), -45 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 740, ガードエフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(742) = 0
trigger1 = projguardedtime(200) = 1
anim = 212
id = 742
postype = p2
pos = ceil(p2dist x / 2 -35), -45 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 740, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
trigger1 = numtarget
ignonorehitpause = 1

[State 740, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 51
ctrl = 1
ignorehitpause = 1

[State 740, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 1000]
type = U
movetype = U
physics = N

[State 1000, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 1000, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 1000
value = 1000
ignorehitpause = 1

[State 1000, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = S
movetype = I
physics = S
ignorehitpause = 1

[State 1000, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 2
ignorehitpause = 1

[State 1000, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 1000, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1000, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 1000, ボイス]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(8)
value = 1000, random % 3
channel = 0
lowpriority = 2
volume = 128
ignorehitpause = 1

[State 1000, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(4)
value = 1000, 2
ignorehitpause = 1

[State 1000, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(8)
value = 1000, 5
volume = -64
ignorehitpause = 1

[State 1000, 雷エフェクト]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(1) > 0
anim = 1015
postype = p1
pos = -40 + random % 80 , - random % 100
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1000, 雷エフェクト]
type = Explod
triggerall = !ishelper
triggerall = animelemtime(1) > 0
trigger1 = animelemtime(1) % 7 = 0
anim = 1016
postype = p1
pos = -40 + random % 80 , 0
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1000, JET-X尾]
type = Explod
triggerall = !ishelper
trigger1 = !animelemtime(8)
anim = 1007 + random % 4
id = 200
postype = p1
pos = 20, -70
velocity = 20, 0
removetime = -1
sprpriority = 3
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1000, JET-X]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(8)
projID = 200
projanim = 1005
projhitanim = 1006
projscale = 3.0, 3.0
projremovetime = -1
priority = 7, hit
projriority = 9999999999999
numhits = 3
offset = 61, -70
velocity = 20, 0
attr = S, SP
animtype = medium
damage = 147, 0
hitflag = MAF
guardflag = MA
pausetime = 0, 13
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
hitsound = s400, 4
guardsound = s120, 3
ground.type = low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -7.5
air.velocity = -3.7, -5.2
fall.recover = 1
fall.recovertime = 20
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 120, 6
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1000, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
trigger1 = numtarget
excludeID = 200
ignonorehitpause = 1

[State 1000, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 0
ctrl = 1
ignorehitpause = 1

[State 1000, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 1050]
type = U
movetype = U
physics = N

[State 1050, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 1050, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 1050
value = 1050
ignorehitpause = 1

[State 1050, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = A
movetype = I
physics = A
ignorehitpause = 1

[State 1050, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 2
ignorehitpause = 1

[State 1050, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 1050, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1050, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(1)
x = -10
y = -10
ignorehitpause = 1

[State 1050, ボイス]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(6)
value = 1000, random % 3
channel = 0
lowpriority = 2
volume = 128
ignorehitpause = 1

[State 1050, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(4)
value = 1000, 2
ignorehitpause = 1

[State 1050, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(6)
value = 1000, 5
volume = -64
ignorehitpause = 1

[State 1050, 雷エフェクト]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(1) > 0
anim = 1015
postype = p1
pos = -40 + random % 80 , - random % 100
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1050, 雷エフェクト]
type = Explod
triggerall = !ishelper
triggerall = animelemtime(1) > 0
trigger1 = animelemtime(1) % 7 = 0
anim = 1016
postype = p1
pos = -40 + random % 80 , 0
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1000, JET-X尾]
type = Explod
triggerall = !ishelper
trigger1 = !animelemtime(6)
anim = 1007 + random % 4
id = 200
postype = p1
pos = 20, -70
velocity = 20, 10
removetime = -1
sprpriority = 3
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1050, 空中JET-X]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(6)
projID = 200
projanim = 1005
projhitanim = 1006
projscale = 3.0, 3.0
projremovetime = -1
priority = 7, hit
projriority = 9999999999999
numhits = 3
offset = 61, -70
velocity = 20, 10
attr = A, SP
animtype = medium
damage = 162, 0
hitflag = MAF
guardflag = MA
pausetime = 0, 13
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
hitsound = s400, 4
guardsound = s120, 3
ground.type = low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -3.5, -9.7
guard.velocity = -6
air.velocity = ifelse(p2statetype = L, -9,- 3.5), ifelse(p2statetype = L, -.5, -11.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -3.5)
down.velocity = -13.2, 0
fall.recover = 1
fall.recovertime = 35
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 150, 90
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1050, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
trigger1 = numtarget
excludeID = 200
ignonorehitpause = 1

[State 1050, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 51
ctrl = 1
ignorehitpause = 1

[State 1050, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 1100]
type = U
movetype = U
physics = N

[State 1100, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 1100, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 1100
value = 1100
ignorehitpause = 1

[State 1100, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = A
movetype = I
physics = N
ignorehitpause = 1

[State 1100, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 2
ignorehitpause = 1

[State 1100, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 1100, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1100, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 1100, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(6)
x = 30
y = -20
ignorehitpause = 1

[State 1100, 位置調整]
type = Velmul
triggerall = !ishelper
trigger1 = animelemtime(8) > 0
x = 0.85
y = 0.85
ignorehitpause = 1

[State 1100, ボイス]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(7)
value = 1100, 2 + random % 3
channel = 0
lowpriority = 2
volume = 128
ignorehitpause = 1

[State 1100, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(6)
value = 1000, 5
volume = -64
ignorehitpause = 1

[State 1100, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(7)
value = 1100, 0
ignorehitpause = 1

[State 1100, 雷エフェクト]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(1) > 0
anim = 1015
postype = p1
pos = -40 + random % 80 , - random % 100
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1100, 雷エフェクト]
type = Explod
triggerall = !ishelper
triggerall = animelemtime(1) > 0
trigger1 = animelemtime(1) % 7 = 0
anim = 1016
postype = p1
pos = -40 + random % 80 , 0
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1100, DEATH_FANG]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(7)
projID = 200
projanim = 1105
projremove = 0
projremovetime = 16
projscale = 1, 3
priority = 7, hit
projriority = 9999999999999
offset = 20, -80
velocity = 15, 0
attr = A, SA
animtype = medium
damage = 54, 14
hitflag = MAFD
guardflag = MA
pausetime = 0, 0
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
hitsound = s400, 4
guardsound = s120, 3
ground.type = low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -2, -10.2
guard.velocity = -6
air.velocity = ifelse(p2statetype = L, -9,- 2), ifelse(p2statetype = L, -.5, -12)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -2)
fall.recover = 1
fall.recovertime = 35
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 120, 90
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1100, DEATH_FANG]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(7)
projID = 200
projanim = 1105
projremove = 0
projremovetime = 16
projscale = 1, 3
priority = 7, hit
projriority = 9999999999999
offset = 40, -80
velocity = 15, 0
attr = A, SA
animtype = medium
damage = 54, 14
hitflag = MAFD
guardflag = MA
pausetime = 0, 0
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
hitsound = s400, 4
guardsound = s120, 3
ground.type = low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -2, -10.2
guard.velocity = -6
air.velocity = ifelse(p2statetype = L, -9,- 2), ifelse(p2statetype = L, -.5, -12)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -2)
fall.recover = 1
fall.recovertime = 35
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 120, 90
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1100, DEATH_FANG]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(7)
projID = 200
projanim = 1105
projremove = 0
projremovetime = 16
projscale = 1, 3
priority = 7, hit
projriority = 9999999999999
offset = 60, -80
velocity = 15, 0
attr = A, SA
animtype = medium
damage = 54, 14
hitflag = MAFD
guardflag = MA
pausetime = 0, 0
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
hitsound = s400, 4
guardsound = s120, 3
ground.type = low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -2, -10.2
guard.velocity = -6
air.velocity = ifelse(p2statetype = L, -9,- 2), ifelse(p2statetype = L, -.5, -12)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -2)
fall.recover = 1
fall.recovertime = 35
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 120, 90
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1100, ヒットエフェクト]
type = Helper
triggerall = !ishelper
triggerall = numhelper(1101) < 4
trigger1 = projhittime(200) = 1
id = 1101
name = "hit"
pos = ceil(p2dist x / 2 -35), -75 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1100, ガードエフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(1102) = 0
trigger1 = projguardedtime(200) = 1
anim = 212
id = 1102
postype = p2
pos = ceil(p2dist x / 2 -35), -45 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1100, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
trigger1 = numtarget
excludeID = 200
ignonorehitpause = 1

[State 1100, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 51
ctrl = 1
ignorehitpause = 1

[State 1100, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 1200]
type = U
movetype = U
physics = N

[State 1200, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 1200, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 1200
value = 1200
ignorehitpause = 1

[State 1200, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = S
movetype = I
physics = N
ignorehitpause = 1

[State 1200, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 2
ignorehitpause = 1

[State 1200, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 1200, 振り向き]
type = Turn
triggerall = !ishelper
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1200, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 1200, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(6)
x = 50
ignorehitpause = 1

[State 1200, 位置調整]
type = Velmul
triggerall = !ishelper
trigger1 = animelemtime(9) > 0
x = 0.8
y = 0.8
ignorehitpause = 1

[State 1200, ボイス]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(10)
value = 1200, random % 2
channel = 2
lowpriority = 2
volume = 128
ignorehitpause = 1

[State 1200, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(5)
value = 1200, 2
volume = -64
ignorehitpause = 1

[State 1200, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(11)
value = 1200, 3
volume = -64
ignorehitpause = 1

[State 1200, ダッシュエフェクト]
type = Explod
triggerall = !ishelper
trigger1 = gametime % 7 = 6
anim = 6010
id = 6010
postype = p1
pos = 0,6
sprpriority = 7
bindtime = 1
ownpal = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, 雷エフェクト]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(1) > 0
anim = 1015
postype = p1
pos = -40 + random % 80 , - random % 100
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, 雷エフェクト]
type = Explod
triggerall = !ishelper
trigger1 = !animelemtime(5)
anim = 1016
ID = 6010
postype = p1
pos = 0, 16
bindtime = 1
sprpriority = 7
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, 雷エフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(1206) = 0
trigger1 = p2bodydist x < 35
trigger2 = animtime = 0
anim = 1206
ID = 1206
postype = p1
pos = -35, -90
bindtime = 1
sprpriority = 7
ownpal  = 1
scale = 0.8, 0.8
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, 雷エフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(1207) = 0
trigger1 = animelemtime(5) > 0
anim = 1207
ID = 1207
postype = p1
pos = 25, -90
bindtime = 1
sprpriority = 7
ownpal  = 1
scale = 0.75, 0.75
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, MAGNUM_STEP]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(10)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 2, 2
priority = 7, hit
projriority = 9999999999999
offset = 120, -70
attr = S, SA
animtype  = light
damage = 80, 27
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
hitsound = s400, 9
guardsound = s120, 3
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 270, 90
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, MAGNUM_STEP]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(11)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 2, 2
priority = 7, hit
projriority = 9999999999999
offset = 140, -70
attr = S, SA
animtype  = light
damage = 80, 27
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
hitsound = s400, 9
guardsound = s120, 3
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 270, 90
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, MAGNUM_STEP]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(12)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 2, 2
priority = 7, hit
projriority = 9999999999999
offset = 160, -70
attr = S, SA
animtype  = light
damage = 80, 27
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
hitsound = s400, 9
guardsound = s120, 3
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 270, 90
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, ヒットエフェクト]
type = Helper
triggerall = !ishelper
triggerall = numhelper(1201) = 0
trigger1 = projhittime(200) = 1
id = 1201
name = "hit"
pos = ceil(p2dist x / 2 -25), -70 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, ガードエフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(1202) = 0
trigger1 = projguardedtime(200) = 1
anim = 212
id = 1202
postype = p2
pos = ceil(p2dist x / 2 -25), -70 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
trigger1 = numtarget
excludeID = 200
ignonorehitpause = 1

[State 1200, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 0
ctrl = 1
ignorehitpause = 1

[State 1200, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 1300]
type = U
movetype = U
physics = N

[State 1300, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 1300, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 1300
value = 1300
ignorehitpause = 1

[State 1300, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = S
movetype = I
physics = N
ignorehitpause = 1

[State 1300, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 2
ignorehitpause = 1

[State 1300, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 1300, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(10)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1300, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(17)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1300, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(24)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1300, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(31)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1300, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(38)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1300, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(45)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1300, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 1300, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(10)
trigger2 = !animelemtime(17)
trigger3 = !animelemtime(24)
trigger4 = !animelemtime(31)
trigger5 = !animelemtime(38)
trigger6 = !animelemtime(45)
x = 50
ignorehitpause = 1

[State 1300, 位置調整]
type = Velmul
triggerall = !ishelper
trigger1 = animelemtime(53) > 0
x = 0.5
ignorehitpause = 1

[State 1300, ボイス]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(12)
value = 1300, random % 2
channel = 2
lowpriority = 2
volume = 128
ignorehitpause = 1

[State 1300, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(10)
trigger2 = !animelemtime(17)
trigger3 = !animelemtime(24)
trigger4 = !animelemtime(31)
trigger5 = !animelemtime(38)
trigger6 = !animelemtime(45)
value = 1300, 2
ignorehitpause = 1

[State 1300, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(53)
trigger2 = !animelemtime(55)
value = 1000, 2
ignorehitpause = 1

[State 1300, ダッシュエフェクト]
type = Explod
triggerall = !ishelper
trigger1 = gametime % 7 = 6
anim = 6010
id = 6010
postype = p1
pos = 0,6
sprpriority = 7
bindtime = 1
ownpal = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1300, WAR_DANCE]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(10)
trigger2 = !animelemtime(17)
trigger3 = !animelemtime(24)
trigger4 = !animelemtime(31)
trigger5 = !animelemtime(38)
trigger6 = !animelemtime(45)
projID = 200
projanim = 1002
projremove = 0
projremovetime = 2
priority = 7, hit
projriority = 9999999999999
offset = 0, 0
attr = S, SA
animtype = light
damage = 35, 9
hitflag = MAFD
guardflag = MA
pausetime = 0, 10
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
hitsound = s400, 5
guardsound = s120, 4
ground.type = high
ground.slidetime = 14
ground.hittime = 14
ground.velocity = -3.1
guard.velocity = -3.1
air.velocity = ifelse(p2statetype = L, -9, -2), ifelse(p2statetype = L, -.5, -2.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -3.1)
fall.recover = 0
fall.recovertime = 26
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 40, 20
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1300, ヒットエフェクト]
type = Helper
triggerall = !ishelper
triggerall = numhelper(1301) < 7
trigger1 = projhittime(200) = 1
id = 1301
name = "hit"
pos = ceil(p2dist x / 2 -25), -70 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1300, ガードエフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(1302) = 0
trigger1 = projguardedtime(200) = 1
anim = 212
id = 1302
postype = p2
pos = ceil(p2dist x / 2 -25), -70 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1300, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
triggerall = numtarget
trigger1 = !animtime
excludeID = 200
ignonorehitpause = 1

[State 1300, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 0
ctrl = 1
ignorehitpause = 1

[State 1300, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 1400]
type = U
movetype = U
physics = N

[State 1400, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 1400, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 1400
value = 1400
ignorehitpause = 1

[State 1400, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = S
movetype = I
physics = N
ignorehitpause = 1

[State 1400, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 1
ignorehitpause = 1

[State 1400, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 1400, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1400, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 1400, ボイス]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(5)
value = 1400, 0
channel = 2
lowpriority = 2
volume = 128
ignorehitpause = 1

[State 1400, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(5)
value = 300, 0
ignorehitpause = 1

[State 1400, 発光]
type = Palfx
triggerall = !ishelper
trigger1 = !animelemtime(5)
time = 10
mul = 255, 255, 255
sinadd = 255, 255, 255, 20
color = 255
ignorehitpause = 1

[State 1400, 雷エフェクト]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(1) > 0
anim = 1015
postype = p1
pos = -40 + random % 80 , - random % 100
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1400, 雷エフェクト]
type = Explod
triggerall = !ishelper
triggerall = animelemtime(1) > 0
trigger1 = animelemtime(1) % 7 = 0
anim = 1016
postype = p1
pos = -40 + random % 80 , 0
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1400, RE-BITE]
type = Reversaldef
triggerall = !ishelper
trigger1 = !numtarget(200)
reversal.attr = SCA, AA, AT, AP
ID = 200
pausetime = 0, 2
sparkxy = 999, 999
ignorehitpause = 1

[State 1400, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
triggerall = numtarget
trigger1 = target,ishelper
ignonorehitpause = 1

[State 1400, 当身成功]
type = Changestate
triggerall = !ishelper
trigger1 = numtarget(200)
trigger2 = win
value = 1450
ignonorehitpause = 1

[State 1400, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 0
ctrl = 1
ignorehitpause = 1

[State 1400, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 1450]
type = U
movetype = U
physics = N

[State 1450, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 1450, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 1450
value = 1450
ignorehitpause = 1

[State 1450, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = S
movetype = I
physics = N
ignorehitpause = 1

[State 1450, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 2
ignorehitpause = 1

[State 1450, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 1450, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1450, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 1450, ボイス]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(1)
value = 1400, 1
channel = 3
lowpriority = 2
volume = 128
ignorehitpause = 1

[State 1450, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(1)
value = 5200, 0
ignorehitpause = 1

[State 1450, ヒットサウンド]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(7)
value = 400, 5
volume = 128
ignorehitpause = 1

[State 1450, 発光]
type = Palfx
triggerall = !ishelper
trigger1 = !animelemtime(11)
time = 16
add = 0, 0, 255
ignorehitpause = 1

[State 1450, 雷エフェクト]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(1) > 0
anim = 1015
postype = p1
pos = -40 + random % 80 , - random % 100
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1450, 雷エフェクト]
type = Explod
triggerall = !ishelper
triggerall = animelemtime(1) > 0
trigger1 = animelemtime(1) % 7 = 0
anim = 1016
postype = p1
pos = -40 + random % 80 , 0
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1450, RE-BITE]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(7)
projID = 200
projanim = 1411
projremove = 0
projremovetime = 13
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
priority = 7, hit
projriority = 9999999999999
projscale = 10, 3
offset = -100, -5
velocity = 20, 0
numhits = 0
attr = S, SA
animtype = hard
damage = 10, 0
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
guardsound = s120, 5
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
fall.recover = 0
yaccel = 0.5
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1450, RE-BITE]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(7)
projID = 200
projanim = 1410
projremove = 0
projremovetime = 13
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
priority = 7, hit
projriority = 9999999999999
projscale = 10, 3
offset = -100, -20
velocity = 20, 0
attr = S, SA
animtype = hard
damage = 10, 0
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
fall.recover = 0
yaccel = 0.5
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1450, RE-BITE]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(7)
projID = 200
projanim = 1411
projremove = 0
projremovetime = 13
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
priority = 7, hit
projriority = 9999999999999
projscale = 10, 3
offset = -100, -45
velocity = 20, 0
attr = S, SA
animtype = hard
damage = 10, 0
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
fall.recover = 0
yaccel = 0.5
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1450, RE-BITE]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(7)
projID = 200
projanim = 1410
projremove = 0
projremovetime = 13
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
priority = 7, hit
projriority = 9999999999999
projscale = 10, 3
offset = -100, -60
velocity = 20, 0
attr = S, SA
animtype = hard
damage = 10, 0
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
fall.recover = 0
yaccel = 0.5
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1450, RE-BITE]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(7)
projID = 200
projanim = 1411
projremove = 0
projremovetime = 13
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
priority = 7, hit
projriority = 9999999999999
projscale = 10, 3
offset = -100, -85
velocity = 20, 0
attr = S, SA
animtype = hard
damage = 10, 0
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
fall.recover = 0
yaccel = 0.5
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1450, RE-BITE]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(7)
projID = 200
projanim = 1410
projremove = 0
projremovetime = 13
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
priority = 7, hit
projriority = 9999999999999
projscale = 10, 3
offset = -100, -100
velocity = 20, 0
attr = S, SA
animtype = hard
damage = 10, 0
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
fall.recover = 0
yaccel = 0.5
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1450, ヒットエフェクト]
type = Helper
triggerall = !ishelper
triggerall = numhelper(1451) < 7
trigger1 = projhittime(200) = 1
id = 1451
name = "hit"
pos = ceil(p2dist x / 2 -25), -71 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1450, ガードエフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(1452) = 0
trigger1 = projguardedtime(200) = 1
anim = 212
id = 1452
postype = p2
pos = ceil(p2dist x / 2 -25), -70 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1450, ターゲット引継ぎ用]
type = Reversaldef
trigger1 = !ishelper
reversal.attr = SCA, AA, AT, AP
pausetime = 0, 2
sparkxy = 999, 999
ignorehitpause = 1

[State 1450, ダメージ]
type = Targetlifeadd
triggerall = !ishelper
triggerall = numtarget
triggerall = !target,ishelper
trigger1 = !animelemtime(7)
value = - enemy,lifemax / 3
absolute = 1
ignorehitpause = 1

[State 1450, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
triggerall = numtarget
trigger1 = !animtime
excludeID = 200
ignonorehitpause = 1

[State 1450, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
triggerall = numtarget
trigger1 = target,ishelper
ignonorehitpause = 1

[State 1450, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 0
ctrl = 1
ignorehitpause = 1

[State 1450, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 2000]
type = U
movetype = U
physics = N

[State 2000, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 2000, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 2000
value = 2000
ignorehitpause = 1

[State 2000, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = S
movetype = I
physics = S
ignorehitpause = 1

[State 2000, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 2
ignorehitpause = 1

[State 2000, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 2000, ゲージ消費]
type = Poweradd
triggerall = !ishelper
trigger1 = !animelemtime(1)
value = -1000
ignorehitpause = 1

[State 2000, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 2000, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 2000, ボイス]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(6)
value = 3000, 0
channel = 1
lowpriority = 0
ignorehitpause = 1

[State 2000, ボイス]
type = Playsnd
triggerall = !ishelper
trigger1 = animelemtime(1) = 65
value = 3000, 1 + random % 2
channel = 0
lowpriority = 1
volume = 128
ignorehitpause = 1

[State 2000, 効果音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(1)
value = 6100, 0
ignorehitpause = 1

[State 2000, ポーズ]
type = Pause
triggerall = !ishelper
trigger1 = !animelemtime(1)
time = 50
movetime = 50
anim = -1
ignorehitpause = 1

[State 2000, カットイン]
type = Explod
triggerall = !ishelper
trigger1 = !animelemtime(1)
anim = 6155
id = 6155
pos = -200, 0
postype = back
removetime = -2
bindtime = -1
under = 0
ownpal = 1
sprpriority = -7
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2000, 背景]
type = Explod
triggerall = !ishelper
trigger1 = !animelemtime(6)
anim = 6161
id = 6160
sprpriority = -7
postype = back
pos = -188, 0
vel = 0, 0
bindtime = -1
removetime = 62
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2000, 背景]
type = Explod
triggerall = !ishelper
trigger1 = !animelemtime(6)
anim = 6160
id = 6160
sprpriority = -7
postype = back
pos = -128, 0
vel = 0, 0
bindtime = -1
removetime = 32
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2000, 雷エフェクト]
type = Explod
triggerall = !ishelper
triggerall = !numhelper(2001) 
trigger1 = animelemtime(1) > 0
anim = 1015
postype = p1
pos = -40 + random % 80 , - random % 100
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2000, 雷エフェクト]
type = Explod
triggerall = !ishelper
triggerall = !numhelper(2001) 
triggerall = animelemtime(1) > 0
trigger1 = animelemtime(1) % 7 = 0
anim = 1016
postype = p1
pos = -40 + random % 80 , 0
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2000, 発動エフェクト]
type = Explod
triggerall = !ishelper
triggerall = !numhelper(2001) 
triggerall = numexplod(722) = 0
trigger1 = animelemtime(1) > 0
postype = p1
pos = 0, -70
anim = 732
ID = 722
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
bindtime = -1
sprpriority = 7
removetime = -2
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2000, 発動エフェクト]
type = Explod
triggerall = !ishelper
triggerall = !numhelper(2001) 
triggerall = numexplod(733) = 0
trigger1 = animelemtime(1) > 0
postype = p1
pos = 0, -70
anim = 733
ID = 733
bindtime = -1
sprpriority = -1
removetime = 7
ownpal  = 1
scale = 0.3, 0.3
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2000, 暗転]
type = Assertspecial
trigger1 = !ishelper
flag = nobg
ignorehitpause = 1

[State 2000, 暗転]
type = Bgpalfx
triggerall = !ishelper
trigger1 = !animelemtime(1)
time = 8
mul = 255, 255, 255
sinadd = -255, -255, -255, 16
color = 255
ignorehitpause = 1

[State 2000, HELL-DRAGON]
type = Helper
triggerall = !ishelper
triggerall = !numhelper(2001) 
trigger1 = !animelemtime(7)
id = 2001
name = "HELL-DRAGON"
pos = 0, -65
postype = p1
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2000, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 0
ctrl = 1
ignorehitpause = 1

[State 2000, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 2100]
type = U
movetype = U
physics = N

[State 2100, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 2100, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 2100
value = 2100
ignorehitpause = 1

[State 2100, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = A
movetype = I
physics = N
ignorehitpause = 1

[State 2100, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 2
ignorehitpause = 1

[State 2100, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 2100, ゲージ消費]
type = Poweradd
triggerall = !ishelper
trigger1 = !animelemtime(1)
value = -1000
ignorehitpause = 1

[State 2100, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 2100, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 2100, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(4)
x = 10
y = -50
ignorehitpause = 1

[State 2100, 位置調整]
type = Velmul
triggerall = !ishelper
trigger1 = animelemtime(4) > 0
trigger1 = animelemtime(25) < 0
x = 0.9
y = 0.8
ignorehitpause = 1

[State 2100, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(25)
y = 50
ignorehitpause = 1

[State 2100, 位置調整]
type = Velset
triggerall = !ishelper
triggerall = pos y >= 0
trigger1 = animelemtime(25) > 0
trigger2 = !animtime
x = 0
y = 0
ignorehitpause = 1

[State 2100, 位置調整]
type = Posset
triggerall = !ishelper
triggerall = pos y >= 0
trigger1 = animelemtime(25) > 0
trigger2 = !animtime
x = 0
y = 0
ignorehitpause = 1

[State 2100, ボイス]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(3)
value = 3100, random % 2
channel = 0
volume = 128
ignorehitpause = 1

[State 2100, 効果音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(3)
value = 6100, 0
ignorehitpause = 1

[State 2100, 効果音]
type = Playsnd
triggerall = !ishelper
triggerall = gametime % 10 = 0
trigger1 = animelemtime(25) > 0
trigger1 = animelemtime(33) < 0
value = 3100, 2
ignorehitpause = 1

[State 2100, 効果音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(33)
value = 1000, 2
ignorehitpause = 1

[State 2100, ポーズ]
type = Pause
triggerall = !ishelper
trigger1 = !animelemtime(3)
time = 50
movetime = 50
anim = -1
ignorehitpause = 1

[State 2100, カットイン]
type = Explod
triggerall = !ishelper
trigger1 = !animelemtime(1)
anim = 6155
id = 6155
pos = -200, 0
postype = back
removetime = -2
bindtime = -1
under = 0
ownpal = 1
sprpriority = -7
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, 背景]
type = Explod
triggerall = !ishelper
trigger1 = !animelemtime(4)
anim = 6153
id = 6153
sprpriority = -7
postype = back
pos = -188, 0
vel = 0, 0
bindtime = -1
removetime = 130
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, 背景]
type = Explod
triggerall = !ishelper
trigger1 = !animelemtime(4)
anim = 6154
id = 6153
sprpriority = -7
postype = back
pos = -128, 0
vel = 0, 0
bindtime = -1
removetime = 98
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, 雷エフェクト]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(1) > 0
anim = 1015
postype = p1
pos = -40 + random % 80 , - random % 100
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, 雷エフェクト]
type = Explod
triggerall = !ishelper
triggerall = animelemtime(1) > 0
trigger1 = animelemtime(1) % 7 = 0
anim = 1016
postype = p1
pos = -40 + random % 80 , 0
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, 発動エフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(722) = 0
trigger1 = animelemtime(1) > 0
trigger1 = animelemtime(4) < 0
postype = p1
pos = 0, -70
anim = 732
ID = 722
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
bindtime = -1
sprpriority = 7
removetime = -2
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, 発動エフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(733) = 0
trigger1 = animelemtime(1) > 0
trigger1 = animelemtime(4) < 0
postype = p1
pos = 0, -70
anim = 733
ID = 733
bindtime = -1
sprpriority = -1
removetime = 7
ownpal  = 1
scale = 0.3, 0.3
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, 暗転]
type = Assertspecial
triggerall = !ishelper
trigger1 = animelemtime(1) > 7
flag = nobg
ignorehitpause = 1

[State 2100, 暗転]
type = Bgpalfx
triggerall = !ishelper
trigger1 = !animelemtime(1)
time = 8
mul = 255, 255, 255
sinadd = -255, -255, -255, 16
color = 255
ignorehitpause = 1

[State 2100, PHANTOM-DIVE]
type = Projectile
triggerall = !ishelper
trigger1 = animelemtime(25) > 0
trigger1 = animelemtime(33) < 0
projID = 200
projanim = 1015
projremove = 0
projremovetime = 8
priority = 7, hit
projriority = 9999999999999
projscale = 1, 1
offset = random % 641 - 160, 0
velocity = 0, 0
attr = S, HA
animtype = hard
damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
getpower = 0, 0
yaccel = 99
fall = 1
fall.recover = 0
fall.damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
p2getp1State= 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, PHANTOM-DIVE]
type = Projectile
triggerall = !ishelper
trigger1 = animelemtime(25) > 0
trigger1 = animelemtime(33) < 0
projID = 200
projanim = 1016
projremove = 0
projremovetime = 12
priority = 7, hit
projriority = 9999999999999
projscale = 1, 1
offset = random % 641 - 160, 0
velocity = 0, 0
attr = S, HP
animtype = hard
damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
getpower = 0, 0
yaccel = 99
fall = 1
fall.recover = 0
fall.damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
p2getp1State= 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, PHANTOM-DIVE]
type = Projectile
triggerall = !ishelper
trigger1 = animelemtime(25) > 0
trigger1 = animelemtime(33) < 0
projID = 200
projanim = 2110
projremove = 0
projremovetime = 4
priority = 7, hit
projriority = 9999999999999
projscale = 1, 2
offset = random % 641 - 160, 0
velocity = 0, 0
attr = S, HT
animtype = hard
damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
getpower = 0, 0
yaccel = 99
fall = 1
fall.recover = 0
fall.damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
p2getp1State= 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, PHANTOM-DIVE]
type = Projectile
triggerall = !ishelper
trigger1 = animelemtime(25) > 0
trigger1 = animelemtime(33) < 0
projID = 200
projanim = 2111
projremove = 0
projremovetime = 4
priority = 7, hit
projriority = 9999999999999
projscale = 1, 2
offset = random % 641 - 160, 0
velocity = 0, 0
attr = SCA, HA
animtype = hard
damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
getpower = 0, 0
yaccel = 99
fall = 1
fall.recover = 0
fall.damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
p2getp1State= 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, PHANTOM-DIVE]
type = Projectile
triggerall = !ishelper
trigger1 = animelemtime(25) > 0
trigger1 = animelemtime(33) < 0
projID = 200
projanim = 2112
projremove = 0
projremovetime = 8
priority = 7, hit
projriority = 9999999999999
projscale = 1, 1
offset = random % 641 - 160, 0
velocity = 0, 0
attr = SCA, HP
animtype = hard
damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
getpower = 0, 0
yaccel = 99
fall = 1
fall.recover = 0
fall.damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
p2getp1State= 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, PHANTOM-DIVE]
type = Projectile
triggerall = !ishelper
trigger1 = animelemtime(25) > 0
projID = 200
projanim = 3012
projremove = 0
projremovetime = 8
priority = 7, hit
projriority = 9999999999999
projscale = 1, 1
offset = random % 641 - 160, 0
velocity = 0, 0
attr = SCA, HT
animtype = hard
damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
getpower = 0, 0
yaccel = 99
fall = 1
fall.recover = 0
fall.damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
p2getp1State= 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, PHANTOM-DIVE]
type = Projectile
triggerall = !ishelper
trigger1 = animelemtime(25) > 0
projID = 200
projanim = 3013
projremove = 0
projremovetime = 30
priority = 7, hit
projriority = 9999999999999
projscale = 1, 1
offset = random % 641 - 160, 0
velocity = 0, 0
attr = SCA, AA, AT, AP
animtype = hard
damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
getpower = 0, 0
yaccel = 99
fall = 1
fall.recover = 0
fall.damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
p2getp1State= 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, ターゲット削除]
type = Targetdrop
triggerall = !ishelper
trigger1 = numtarget
excludeID = 200
ignonorehitpause = 1

[State 2100, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 0
ctrl = 1
ignorehitpause = 1

[State 2100, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 2200]
type = U
movetype = U
physics = N

[State 2200, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 2200, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 2200
value = 2200
ignorehitpause = 1

[State 2200, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = S
movetype = I
physics = S
ignorehitpause = 1

[State 2200, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 2
ignorehitpause = 1

[State 2200, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 2200, ゲージ消費]
type = Poweradd
triggerall = !ishelper
trigger1 = !animelemtime(1)
value = -1000
ignorehitpause = 1

[State 2200, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 2200, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 2200, 効果音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(1)
value = 6100, 0
ignorehitpause = 1

[State 2200, 効果音]
type = Playsnd
triggerall = !ishelper
triggerall = gametime % 20 = 0
trigger1 = animelemtime(12) > 0
value = 3100, 2
ignorehitpause = 1

[State 2200, ボイス]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(1)
value = 2200, random % 2
channel = 0
lowpriority = 0
volume = 128
ignorehitpause = 1

[State 2200, ポーズ]
type = Pause
triggerall = !ishelper
trigger1 = !animelemtime(1)
time = 50
movetime = 50
anim = -1
ignorehitpause = 1

[State 2200, カットイン]
type = Explod
triggerall = !ishelper
trigger1 = !animelemtime(1)
anim = 6155
id = 6155
pos = -200, 0
postype = back
removetime = -2
bindtime = -1
under = 0
ownpal = 1
sprpriority = -7
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, 背景]
type = Explod
triggerall = !ishelper
trigger1 = !animelemtime(11)
anim = 6161
id = 6160
sprpriority = -7
postype = back
pos = -188, 0
vel = 0, 0
bindtime = -1
removetime = 167
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, 背景]
type = Explod
triggerall = !ishelper
trigger1 = !animelemtime(11)
anim = 6160
id = 6160
sprpriority = -7
postype = back
pos = -128, 0
vel = 0, 0
bindtime = -1
removetime = 137
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, 雷エフェクト]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(11) > 0
anim = 1015
postype = p1
pos = -40 + random % 80 , - random % 100
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, 雷エフェクト]
type = Explod
triggerall = !ishelper
triggerall = animelemtime(11) > 0
trigger1 = animelemtime(1) % 7 = 0
anim = 1016
postype = p1
pos = -40 + random % 80 , 0
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, 発動エフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(722) = 0
trigger1 = animelemtime(1) > 0
trigger1 = animelemtime(12) < 0
postype = p1
pos = -10, -60
anim = 732
ID = 722
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
bindtime = -1
sprpriority = 7
removetime = -2
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, 発動エフェクト]
type = Explod
triggerall = !ishelper
triggerall = numexplod(733) = 0
trigger1 = animelemtime(1) > 0
trigger1 = animelemtime(12) < 0
postype = p1
pos = -10, -60
anim = 733
ID = 733
bindtime = -1
sprpriority = -1
removetime = 7
ownpal  = 1
scale = 0.3, 0.3
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, 暗転]
type = Assertspecial
trigger1 = !ishelper
flag = nobg
ignorehitpause = 1

[State 2200, 暗転]
type = Bgpalfx
triggerall = !ishelper
trigger1 = !animelemtime(1)
time = 11
mul = 255, 255, 255
sinadd = -255, -255, -255, 16
color = 255
ignorehitpause = 1

[State 2200, NARUKAMI]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(12)
projID = 200
projanim = 1207
projremove = 0
projremovetime = 112
priority = 7, hit
projriority = 9999999999999
projscale = 1, 1
offset = 50, -75
velocity = 0, 0
attr = S, HP
animtype = hard
damage = 25, 1
hitflag = MAF
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, NARUKAMI]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(12)
projID = 200
projanim = 2201
projremove = 0
projremovetime = 112
priority = 7, hit
projriority = 9999999999999
projscale = 2, 2
offset = 30, -70
velocity = 0, 0
attr = C, HP
animtype = hard
damage = 25, 1
hitflag = MAF
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, NARUKAMI]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(12)
projID = 200
projanim = 2202
projremove = 0
projremovetime = 9
priority = 7, hit
projriority = 9999999999999
projscale = 5, 1
offset = 40, -72
velocity = 0, 0
attr = A, HP
animtype = hard
damage = 25, 1
hitflag = MAF
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, NARUKAMI]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(12)
projID = 200
projanim = 2203
projremove = 0
projremovetime = 7
priority = 7, hit
projriority = 9999999999999
projscale = 2, 2
offset = 20, -70
velocity = 0, 0
attr = S, HA
animtype = hard
damage = 25, 1
hitflag = MAF
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, NARUKAMI]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(12)
projID = 200
projanim = 2204
projremove = 0
projremovetime = 112
priority = 7, hit
projriority = 9999999999999
projscale = 1, 1
offset = 90, -70
velocity = 0, 0
attr = C, HA
animtype = hard
damage = 25, 1
hitflag = MAF
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, NARUKAMI]
type = Projectile
triggerall = !ishelper
trigger1 = animelemtime(12) > 0
trigger1 = animelemtime(1) % 10 = 0
projID = 200
projanim = 2205
projremove = 0
projremovetime = 24
priority = 7, hit
projriority = 9999999999999
projscale = 1, 1
offset = 50 + random % 100, -40 - random % 90
velocity = 0, 0
attr = A, HA
animtype = hard
damage = 25, 1
hitflag = MAF
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, NARUKAMI]
type = Projectile
triggerall = !ishelper
trigger1 = animelemtime(1) % 3 = 0
trigger1 = animelemtime(12) > 0
projID = 200
projanim = 2205
projremove = 0
projremovetime = 12
priority = 7, hit
projriority = 9999999999999
projscale = 1, 1
offset = 173 + random % 260, - random % 170
velocity = 0, 0
attr = SCA, AP
animtype = hard
damage = 25, 1
hitflag = MAF
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, NARUKAMI]
type = Projectile
triggerall = !ishelper
trigger1 = animelemtime(12) > 0
trigger1 = animelemtime(1) % 10 = 0
projID = 200
projanim = 2206
projremove = 0
projremovetime = 24
priority = 7, hit
projriority = 9999999999999
projscale = 1, 1
offset = 50 + random % 100, -40 - random % 90
velocity = 0, 0
attr = SCA, AA
animtype = hard
damage = 25, 1
hitflag = MAF
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, NARUKAMI]
type = Projectile
triggerall = !ishelper
trigger1 = animelemtime(1) % 3 = 0
trigger1 = animelemtime(12) > 0
projID = 200
projanim = 2206
projremove = 0
projremovetime = 12
priority = 7, hit
projriority = 9999999999999
projscale = 1, 1
offset = 173 + random % 260, - random % 170
velocity = 0, 0
attr = SCA, AT
animtype = hard
damage = 25, 1
hitflag = MAF
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, NARUKAMI]
type = Projectile
triggerall = !ishelper
trigger1 = animelemtime(12) > 0
projID = 200
projanim = 3012
projremove = 0
projremovetime = 8
priority = 7, hit
projriority = 9999999999999
projscale = 1, 1
offset = 173 + random % 260, - random % 170
velocity = 0, 0
attr = A, HT
animtype = hard
damage = 25, 1
hitflag = MAF
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, NARUKAMI]
type = Projectile
triggerall = !ishelper
trigger1 = animelemtime(12) > 0
projID = 200
projanim = 3013
projremove = 0
projremovetime = 30
priority = 7, hit
projriority = 9999999999999
projscale = 1, 1
offset = 173 + random % 260, - random % 170
velocity = 0, 0
attr = S, HT
animtype = hard
damage = 25, 1
hitflag = MAF
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, NARUKAMI]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(12)
projID = 200
projanim = 3014
projremove = 0
projremovetime = 112
priority = 7, hit
projriority = 9999999999999
projscale = 1, 1
offset = 0, -75
velocity = 0, 0
attr = C, HT
animtype = hard
damage = 25, 1
hitflag = MAF
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, 超即死投げ]
type = Targetstate
triggerall = !ishelper
triggerall = numtarget
triggerall = !target,ishelper
trigger1 = animelemtime(12) > 0
value = 16000
ignorehitpause = 1

[State 2200, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 0
ctrl = 1
ignorehitpause = 1

[State 2200, １２Ｐ準ステ固定]
type = Selfstate
triggerall = !ishelper
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 3000]
type = U
movetype = U
physics = N

[State 3000, ヘルパー＆自キャラ以外だった場合]
type = Changestate
trigger1 = ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 3000, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 3000
value = 3000
ignorehitpause = 1

[State 3000, スプライト表示優先度]
type = Sprpriority
trigger1 = !ishelper
value = 7
ignorehitpause = 1

[State 3000, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 3000, ｵｰﾓｰｲｰｶﾞｰ]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(1)
value = 6200, 99
channel = 0
volume = 255
loop = 1
ignorehitpause = 1

[State 3000, BASARAKO]
type = Playsnd
triggerall = !ishelper
trigger1 = gametime % 1200 = 0
value = 6250, 1
channel = 1
volume = 255
ignorehitpause = 1

[State 3000, 背景]
type = Explod
triggerall = !ishelper
trigger1 = !numexplod(6259)
anim = 6259
id = 6259
sprpriority = -7
postype = back
pos = 150, 120
bindtime = -1
removetime = -2
supermove = 0
under = 0
ownpal = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 3000, 直死耐性]
type = Assertspecial
trigger1 = !ishelper
flag = noko
flag2 = intro
flag3 = roundnotover
ignorehitpause = 1

[State 3000, 試合放棄]
type = Assertspecial
trigger1 = !ishelper
flag = timerfreeze
flag2 = nobg
flag3 = nobardisplay
ignorehitpause = 1

[State 3000, 時止め]
type = Pause
trigger1 = !ishelper
time = 9999999999999
movetime = 9999999999999
ignorehitpause = 1

[State 3000, 時止め]
type = Superpause
trigger1 = !ishelper
anim = -1
time = 9999999999999
movetime = 9999999999999
unhittable = 0
darken = 0
p2defmul = 1
ignorehitpause = 1

[State 3000, 占有ヘルパー呼び出し]
type = Helper
trigger1 = !ishelper
ID = 153
name = "senyu"
postype = p1
pos = 0, 0
stateno = 153
helpertype = player
keyctrl = 0
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 3000, 時止めヘルパー呼び出し]
type = Helper
triggerall = !ishelper
trigger1 = numhelper(155) = 0
ID = 155
name = "tokitome_kaijo"
postype = p1
pos = 0, 0
stateno = 155
helpertype = player
keyctrl = 0
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 3000, MUGEN落とし]
type = Changestate
triggerall = !ishelper
trigger1 = !numhelper(155)
trigger2 = teamside = 2
value = 10000
ignorehitpause = 1

[State 3000, 準ステート固定]
type = Selfstate
trigger1 = !ishelper
value = 120
ignorehitpause = 1

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

[Statedef 4000]
type = U
movetype = U
physics = N

[State 4000, 本体＆自キャラ以外だった場合]
type = Changestate
trigger1 = !ishelper
trigger2 = name != "R-Masamune"
value = 5150
ignorehitpause = 1

[State 4000, ヘルパーステートタイプ変更]
type = Statetypeset
trigger1 = ishelper(4000)
statetype = C
movetype = I
physics = N
ignorehitpause = 1

[State 4000, ヘルパーアニメ変更]
type = Changeanim
trigger1 = ishelper(4000)
value = 1004
ignorehitpause = 1

[State 4000, ヘルパーコントロール不可]
type = Ctrlset
trigger1 = ishelper(4000)
value = 0
ignorehitpause = 1

[State 4000, ヘルパーライフ]
type = Lifeset
trigger1 = ishelper(4000)
value = 9999999999999
ignorehitpause = 1

[State 4000, 透明化]
type = Assertspecial
trigger1 = ishelper(4000)
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 4000, 無敵]
type = Nothitby
trigger1 = ishelper(4000)
value = SCA
time = -1
ignorehitpause = 1

[State 4000, ヘルパー消去]
type = Destroyself
triggerall = ishelper(4000)
trigger1 = !alive
trigger2 = !root,alive
trigger3 = gametime % 60 = 0
ignorehitpause = 1

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