;===========================================
;	ムベンベウィング(中)
;===========================================
[StateDef 1000]
type     = S
movetype = A
physics  = S
poweradd = -100
velset   = 0,0
ctrl     = 0
anim     = 1000
sprpriority = 2
facep2   = 1

[State 1000]
type = NotHitBy
trigger1 = Time = 0
value = ,AA
time = 15

[State 1000]
type = PlaySnd
trigger1 = Time = 6
value = s0,9

[State 1000]
type = HitDef
triggerAll = MoveContact =0
trigger1 = AnimElem = 5, >= 0
trigger1 = AnimElem = 9, < 0
attr              = S, SA
damage            = 100,50
getpower          = 0,0
animtype          = Heavy
guardflag         = HA
hitflag           = MAFP
priority          = 3,Hit
pausetime         = 6,20
sparkxy           = -10,-76
hitsound          = s0,10
guardsound        = 0,10
ground.type       = High
ground.slidetime  = 6
ground.hittime    = 30
ground.velocity   = -3,-10
air.velocity 	  = -3,-10
airguard.velocity = -1.9,-0.8
air.type          = High
air.hittime       = 30
fall = 1

[State 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;===========================================
;	ムベンベウィング(強)
;===========================================
[StateDef 1010]
type     = S
movetype = A
physics  = S
poweradd = -700
velset   = 0,0
ctrl     = 0
anim     = 1010
sprpriority = 2
facep2   = 1

[State 1010]
type = PlaySnd
trigger1 = Time = 18
value = s0,11

[State 1010]
type = PlaySnd
trigger1 = Time = 31
value = s0,12

[State 1010]
type = HitDef
triggerAll = MoveContact =0
trigger1 = AnimElem = 13, >= 0
trigger1 = AnimElem = 17, < 0
attr              = S, SA
damage            = 250,100
getpower          = 0,0
animtype          = DiagUp
guardflag         = HA
hitflag           = MAFP
priority          = 3,Hit
pausetime         = 6,3
sparkno          = -1
hitsound          = s0,13
guardsound        = s0,13
ground.type       = High
ground.slidetime  = 6
ground.hittime    = 5
ground.velocity   = -30,-0
air.velocity 	  = -30,-10
airguard.velocity = -30,-3
air.type          = High
air.hittime       = 5
fall = 1
fall.recover = 0

[State 1010]
Type = Explod
Trigger1 = MoveContact =1
Anim = 6010
ID = 6010
Pos = 0,-95
postype = p2
Scale = 1.5,1.5
Ownpal = 1
SprPriority = 7
RemoveOnGetHit = 0

[State 1010]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;===========================================
;	モケーレブレス(中)
;===========================================
[StateDef 1020]
type     = S
movetype = A
physics  = S
poweradd = 20
velset   = 0,0
ctrl     = 0
anim     = 1020
sprpriority = 2

[State 1020]
Type = Explod
Trigger1 = AnimElem = 9
Anim = 6020
ID = 6020
Pos = 75,-65
Scale = .6,.6
Ownpal = 1
SprPriority = 5
RemoveOnGetHit = 1
IgnoreHitPause = 1

[State 1020]
type = PlaySnd
trigger1 = AnimElem = 9
value = s0,14

[State 1020]
type = Projectile
trigger1 = AnimElem = 9
attr             = S, SP
damage           = 55,30
getpower         = 30,10
animtype         = Back
pausetime        = 0,12
offset           = 75,-65
velocity         = 7
projID           = 1000
projanim         = 6021
projremanim      = 6010
projscale        = 0.5,0.5 
projhits         = 1
projmisstime     = 1
projpriority     = 5
projremovetime   = -1
projsprpriority  = 5
guardflag        = MA
priority         = 3
sparkno          = s6010
guard.sparkno    = s6010
sparkxy          = 0,-5
hitsound         = s0,15
guardsound       = s0,15
ground.type      = High
ground.slidetime = 16
ground.hittime   = 19
ground.velocity   = -2.8,0
air.velocity 	  = -4.2,-4


[State 1020]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;===========================================
;	モケーレブレス(強)
;===========================================
[StateDef 1030]
type     = S
movetype = A
physics  = S
poweradd = -200
velset   = 0,0
ctrl     = 0
anim     = 1030
sprpriority = 2

[State 1030]
type = VelSet
trigger1 = AnimElem >= 26
x = -10

[State 1000]
type = PlaySnd
trigger1 = Time = 60
value = s0,16

[State 1030]
Type = Explod
Trigger1 = Time = 60
Anim = 6030
ID = 6030
Pos = 65,-55
Scale = 0.5,0.5
Ownpal = 1
SprPriority = 5
RemoveOnGetHit = 1
IgnoreHitPause = 1


[State 1020]
type = Projectile
triggerAll = MoveContact =0
trigger1 = Time = 62
attr             = S, SP
damage           = 110
getpower         = 0,0
animtype         = Back
pausetime        = 0,5
offset           = 60,-55
velocity         = 0
projID           = 1010
projanim         = 6031
projremovetime   = 15
projscale        = 0.8,0.8
projhits         = 1
projpriority     = 10
projsprpriority  = 5
priority         = 3
sparkno          = -1
ground.type      = High
ground.slidetime = 15
ground.hittime   = 15
ground.velocity = -10,-3
air.velocity = -15,0
air.juggle       = 5
fall = 1
fall.recover = 0


[State 1030]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;===========================================
;	コマ投げ（中）
;===========================================
[StateDef 1040]
type     = S
movetype = A
physics  = S
poweradd = ifelse(var(5)=1,-500,0)
velset   = 0,0
ctrl     = 0
anim     = 1040
sprpriority = 2

[State 1040]
type = VarSet
trigger1 = var(5) !=1
trigger1 = var(1) <100
trigger1 = time = 0
var(2)   = 400

[State 1040]
type = VarSet
trigger1 = var(5) !=1
trigger1 = var(1) >= 100
trigger1 = time = 0
var(2)   = 250

[State 1041,1]
type = PlaySnd
trigger1 = animelem = 7
value = s0,9

[State 1050]
type = NotHitBy
trigger1 = var(1) >= 100
trigger1 = var(1) <= 149
trigger1 = Time = 0
value = SCA
time = 19

[State 1050]
type = NotHitBy
trigger1 = var(1) = 150
trigger1 = Time = 0
value = SCA
time = 27

[State 1040]
type = HitDef
triggerAll = MoveContact =0
trigger1 = AnimElem = 8, >= 0
;trigger1 = AnimElem = 11, < 0
attr              = S, SA
getpower          = 0,0
animtype          = Hard
Kill              = 0
;guardflag        = HA
hitflag           = MAF
priority          = 3,Hit
pausetime         = 0,3
sparkno           = -1
hitsound          = s0,28
guardsound        = s0,23
ground.type       = High
ground.slidetime  = 6
ground.hittime    = 5
air.type          = High
air.hittime       = 5
fall = 1
fall.recover = 0
ID = 1040
p2facing = 1
p1stateno = 1041
p2stateno = 1050

[State 1030]
type = ChangeState
trigger1 = AnimTime = 0
value = 1042

;===========================================
;	コマ投げ（中）hit
;===========================================
[StateDef 1041]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
anim     = 1041
sprpriority = -1

[State 1041,1]
type = varadd
trigger1 = animelem = 45
var(1) = -30

[State 1041,1]
type = PlaySnd
trigger1 = animelem = 18
value = s0,26

[State 1041,1]
type = PlaySnd
trigger1 = animelem = 27
trigger2 = animelem = 29
trigger3 = animelem = 31
trigger4 = animelem = 33
trigger5 = animelem = 34
value = s0,27

[State 221]
type = EnvShake
trigger1 = animelem >= 18
time  = 100
ampl  = 7
freq  = 60 
phase = 100

[State 1041,1]
type = TargetBind
trigger1 = animelem = 1
pos = 69,-38
postype = P1
time = -1

[State 1041,1]
type = TargetBind
trigger1 = animelem = 2
pos = 67,-46
postype = P1
time = -1

[State 1041,1]
type = TargetBind
trigger1 = animelem = 3
pos = 66,-56
postype = P1
time = -1

[State 1041,1]
type = TargetBind
trigger1 = animelem = 4
pos = 64,-63
postype = P1
time = -1

[State 1041,1]
type = TargetBind
trigger1 = animelem = 5
pos = 62,-72
postype = P1
time = -1

[State 1041,1]
type = TargetBind
trigger1 = animelem = 6
pos = 60,-85
postype = P1
time = -1

[State 1041,1]
type = TargetBind
trigger1 = animelem = 7
pos = 58,-90
postype = P1
time = -1

[State 1041,1]
type = TargetBind
trigger1 = animelem = 8
pos = 56,-97
postype = P1
time = -1

[State 1041,1]
type = TargetBind
trigger1 = animelem = 9
pos = 50,-104
postype = P1
time = -1

[State 1041,1]
type = TargetBind
trigger1 = animelem = 10
pos = 45,-113
postype = P1
time = -1

[State 1041,1]
type = TargetBind
trigger1 = animelem = 11
pos = 38,-118
postype = P1
time = -1

[State 1041,1]
type = TargetBind
trigger1 = animelem = 12
pos = 35,-122
postype = P1
time = -1

[State 1041,1]
type = TargetBind
trigger1 = animelem = 13
pos = 34,-123
postype = P1
time = -1

[State 1041,1]
type = TargetBind
trigger1 = animelem = 18
pos = 33,-122
postype = P1
time = -1

[State 1041,1]
type = TargetBind
trigger1 = animelem = 19
pos = 32,-121
postype = P1
time = -1

[State 1041,1]
type = TargetBind
trigger1 = animelem = 20
pos = 31,-120
postype = P1
time = -1

[State 1041,1]
type = TargetBind
trigger1 = animelem = 22
pos = 32,-121
postype = P1
time = -1

[State 1041,1]
type = TargetBind
trigger1 = animelem = 23
pos = 33,-122
postype = P1
time = -1

[State 1041,1]
type = TargetBind
trigger1 = animelem = 24
pos = 34,-123
postype = P1
time = -1

[State 1041,1]
type = TargetBind
trigger1 = animelem = 27
pos = 33,-123
postype = P1
time = -1

[State 1041,1]
type = TargetBind
trigger1 = animelem = 28
pos = 30,-121
postype = P1
time = -1

[State 1041,1]
type = TargetBind
trigger1 = animelem = 29
pos = 28,-119
postype = P1
time = -1

[State 1041,1]
type = TargetBind
trigger1 = animelem = 30
pos = 27,-118
postype = P1
time = -1

[State 1041,1]
type = TargetBind
trigger1 = animelem = 33
pos = 35,-118
postype = P1
time = -1

[State 1041,1]
type = TargetBind
trigger1 = animelem = 34
pos = 40,-120
postype = P1
time = 1

[State 1041, Throw]
type = TargetState
trigger1 = animelem = 35
value = 1051

[State 1040]
type = HitAdd
trigger1 = AnimElem = 18,>=0
trigger1 = AnimElem = 21,<=1
trigger1 = Time%2 = 0
value = 1

[State 1041, Throw]
type = TargetLifeadd
trigger1 = AnimElem = 18,>=0
trigger1 = AnimElem = 21,<=1
trigger1 = Time%2 = 0
value = IfElse((AnimElem = 21,=1),-4,-5)
kill = 0

[State 1041, Throw]
type = TargetLifeadd
trigger1 = animelem = 35
value = -1

[State 1030]
Type = Explod
Trigger1 = animelem = 18
Anim = 6026
ID = 6026
Pos = 10,0
Scale = 1.5,1.5
Ownpal = 1
SprPriority = 5
removetime = -1
RemoveOnGetHit = 1
IgnoreHitPause = 1

[State 1030]
Type = Explod
Trigger1 = animelem = 18
Anim = 6025
ID = 6025
Pos = 10,0
Scale = 1.5,1.5
Ownpal = 1
SprPriority = 5
removetime = -1
RemoveOnGetHit = 1
IgnoreHitPause = 1

[State 8000]
Type = removeexplod
trigger1 = animelem = 21
ID = 6026

[State 8000]
Type = removeexplod
trigger1 = animelem = 21
trigger1 = numexplod(6027) = 0
ID = 6025

[State 1030]
Type = Explod
Trigger1 = animelem = 21
Anim = 6027
ID = 6027
Pos = 10,0
Scale = 1.5,1.5
Ownpal = 1
SprPriority = 5
removetime = 22
RemoveOnGetHit = 1
IgnoreHitPause = 1

[State 1041, 相手]
type = TargetDrop
trigger1 = 1
excludeID = 1040
keepone = 0

[State 1041, 相手]
type = TargetState
triggerall = numtarget
trigger1 = AnimElemTime(35) < 0
trigger1 = target, stateno != 1050
value = 1050

[State 1041, 失敗]
type = ChangeState
trigger1 =! numtarget
trigger1 = AnimElemTime(35) < 0
value = 1042

[State 1030]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================
;	コマ投げ（中）miss
;===========================================
[StateDef 1042]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
anim     = 1042
sprpriority = 2

[State 1042]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================
;	コマ投げ（中）hit相手
;===========================================
[Statedef 1050]
type    = A
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State 1050]
type = changeanim2
trigger1 = 1
value = 5130

[State 1050]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1050]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1050]
type = ChangeState
trigger1 = Time > 400
value = 1051

;===========================================
;	コマ投げ（中）hit相手
;===========================================
[Statedef 1051]
type    = A
movetype = H
physics = N
velset = 0,0
SprPriority = 2

[State 1051]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1051, アニメ変更]
type = changeanim
trigger1 = Time = 0
value = 5030

[State 1051, アニメ変更]
type = changeanim
trigger1 = SelfAnimExist(5035)
trigger1 = Anim = 5030
trigger1 = AnimTime  = 0
value = 5035

[State 1051, アニメ変更]
type = changeanim
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
trigger2 = Anim = 5035
trigger2 = AnimTime  = 0
value = 5050

[State 1051, アニメ変更]
type = changeanim
trigger1 = SelfAnimExist(5060)
trigger1 = Anim = 5050
trigger1 = Vel Y > 1
value = 5060

[State 1051]
type = velset
trigger1 = time = 0
x = -7

[State 1051]
type = velset
trigger1 = time = 0
y = -5

[State 1051]
type = VelAdd
trigger1 = time > 2
y = .45

[State 1051]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


;===========================================
;	咆哮
;===========================================
[Statedef 1070]
type     = S
movetype = A
physics  = N
juggle   = 8
ctrl     = 0
anim     = 1060
velset   = 0,0

[State -2,中攻撃]
type = Varadd
triggerall = PrevStateNo != 2222
trigger1 = Time = 0
var(1) = 15

[State 1060]
type = varset
trigger1 = time = 0
triggerall = var(11) != 1
var(6) = 600
;var(6) = 800
;var(6) = 1000

[State 1060]
type = varset
trigger1 = time = 0
triggerall = var(11) = 1
var(6) = 200

[State 1060]
type = nothitby
trigger1 = animelem = 1, >=0
trigger1 = animelem = 4,<0
value = SCA
time = 1

[State 210]
type = EnvShake
trigger1 = AnimElem = 3
time  = 15
ampl  = 10
freq  = 100 
phase = 100

[State 3000]
type = Helper
trigger1 = animelem = 3
trigger1 = numhelper(3038) = 0
ID = 3038
name = "koe"
postype = p1
pos = 10,-116
sprpriority = 5
stateno = 3038
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1030]
Type = Explod
Trigger1 = animelem = 3
Anim = 6071
ID = 6071
Pos = 0,10
Scale = 1,1
Ownpal = 1
SprPriority = 5
RemoveOnGetHit = 1
IgnoreHitPause = 1

[State 1000]
type = PlaySnd
trigger1 = Time = 3
value = s0,31

[State 1060]
type = HitDef
triggerAll = MoveContact =0
trigger1 = animelem = 3, >= 0
trigger1 = animelem = 3, <20
attr         = S, SA
hitflag      = MAF
guardflag    = HA
damage       = 10,5
getpower     = ifelse(var(1) >=100,0,500),ifelse(var(1) >=100,0,100)
numhits      = 0
priority     = 7,Miss
sparkno      = -1
sparkxy      = 0,0
pausetime    = 6,6
hitsound     = -1
guardsound   = s0,23
ground.cornerpush.veloff = 0
ground.hittime  = 6
ground.velocity = -10,-3
air.velocity = -15,0
fall         = 1
fall.recover = 0

[State 1042]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================
;	空中咆哮
;===========================================
[Statedef 1080]
type     = S
movetype = A
physics  = N
juggle   = 8
ctrl     = 0
anim     = 1070
velset   = 0,0

[State 1060]
type = varset
trigger1 = time = 0
triggerall = var(11) != 1
var(6) = 600
;var(6) = 800
;var(6) = 1000

[State 1060]
type = varset
trigger1 = time = 0
triggerall = var(11) = 1
var(6) = 200

[State 1060]
type = veladd
trigger1 = animelem = 1, >=0
trigger1 = animelem = 3,<0
Y = -3

[State 1060]
type = velset
trigger1 = animelem = 3
Y = 0

[State 1060]
type = VelAdd
trigger1 = time >= 30
y = Const(movement.yaccel)

[State 1060]
type = nothitby
trigger1 = animelem = 1, >=0
trigger1 = animelem = 3,<20
value = SCA
time = 1

[State 210]
type = EnvShake
trigger1 = AnimElem = 3
time  = 15
ampl  = 10
freq  = 100 
phase = 100

[State 3000]
type = Helper
trigger1 = animelem = 3
trigger1 = numhelper(3038) = 0
ID = 3038
name = "koe"
postype = p1
pos = 22,-109
sprpriority = 5
stateno = 3038
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1000]
type = PlaySnd
trigger1 = Time = 3
value = s0,31

[State 1060]
type = HitDef
triggerAll = MoveContact =0
trigger1 = animelem = 3, >= 0
trigger1 = animelem = 3, <20
attr         = S, SA
hitflag      = MAF
guardflag    = HA
damage       = 20,10
getpower     = ifelse(var(1) >=100,0,300),ifelse(var(1) >=100,0,50)
numhits      = 0
priority     = 7,Miss
sparkno      = -1
sparkxy      = 0,0
pausetime    = 6,6
hitsound     = -1
guardsound   = s0,23
ground.cornerpush.veloff = 0
ground.hittime  = 6
ground.velocity = -10,-3
air.velocity = -15,0
fall         = 1
fall.recover = 0

[State 1042]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -51
value = 52

;===========================================
;	瞬食殺
;===========================================
[Statedef 2000]
type     = S
movetype = A
physics  = N
juggle   = 8
ctrl     = 0
anim     = 2000
velset   = 0,0

[State 2003]
type = varset
trigger1 = time = 0
var(2) = 800

[State 2000]
type = SuperPause
trigger1 = Time = 1
anim = -1       
pos = 0,0 
sound = s1,1
time = 50
movetime = 50
darken = 1

[State 2000]
type = ChangeState
trigger1 = animtime = 0
value = 2001


;===========================================
;	瞬食殺突進
;===========================================

[Statedef 2001]
type     = S
movetype = A
physics  = N
juggle   = 8
ctrl     = 0
anim     = 2001
velset   = 0,0

[State 2001]
type = NotHitBy
trigger1 = animelem = 1, >=0
trigger1 = animelem = 7, <0
trigger2 = var(1) = 150
trigger2 = animelem = 1, >=0
trigger2 = animelem = 8, <20
value = SCA
time = 1

[State 2000]
type = velset
trigger1 = var(1) < 150
trigger1 = animelem = 8
x = 7

[State 2000]
type = velset
trigger1 = var(1) = 150
trigger1 = animelem = 8
x = 10

[State 2001]
type = HitDef
;triggerall = (EnemyNear,StateType != A) && (EnemyNear,MoveType != H) 
triggerAll = MoveContact =0
trigger1 = animelem = 8
attr         = S, HT
affectteam   = B
hitflag      = MAF
damage       = 0,0
getpower     = 0,0
numhits      = 0
priority     = 1,Miss
sparkno      = -1
sparkxy      = 0,0
hitsound     = s0,30
guardsound   = s0,23
p1stateno    = 2003
;p1stateno    = ifelse(P2name = "InuSakuya",210,2003)
p1facing     = 1
p2stateno    = 2010
p2facing     = 1
guard.dist   = 0
fall         = 1
fall.recover = 0
ground.hittime = 20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3500, ステート変更]
type = ChangeState
trigger1 = (Time > 35)
value = 2002


;===========================================
;	瞬食殺miss
;===========================================
[Statedef 2002]
type     = S
movetype = A
physics  = S
poweradd = 0
ctrl     = 0
anim     = 2002
velset   = 0,0

[State 2002]
type = velset
trigger1 = Time = 0
x = 10

[State 2002]
type = MakeDust
trigger1 = time >= 0
trigger1 = time <= 10
pos = -10, 0
spacing = 3


[State 2002]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;===========================================
;	成功
;===========================================
[Statedef 2003]
type     = S
movetype = A
physics  = S
poweradd = 0
ctrl     = 0
anim     = 2003
velset   = 0,0
sprpriority = -1

[State 2003];背景暗転用
Type = Helper
Trigger1 = NumHelper(2003) = 0
OwnPal = 0
PosType = P1
Pos = 0, 0
ID = 2003
StateNo = 3040
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 2003]
type = Width
trigger1 = 1
edge = 70,0
IgnoreHitPause = 1

[State 2003]
Type     = PalFx
Trigger1 = Time > 15
Trigger1 = Time < 31
Time     = 1
Add      = 0,0,0
Mul      = 256-16*(Time-15),256-16*(Time-15),256-16*(Time-15)

[State 1041,1]
type = PlaySnd
trigger1 = time = [222,395]
trigger1 = time%7 = 0
value = s0,28

[State 1041]
type = HitAdd
trigger1 = Time = [222,395]
trigger1 = time%7 = 0
value = 1
Persistent = 5

[State 2003]
Type = Explod
Trigger1 = Time >= 0
Persistent = 0
Anim = 2006
Pos = 0,0
PosType = P1
removetime = -1
sprpriority = 1
OwnPal = 0
IgnoreHitPause = 1
ID = 2006

[State 2003]
Type = Explod
Trigger1 = Time >= 80
Persistent = 0
Anim = 2007
Pos = 0,0
PosType = P1
sprpriority = 1
OwnPal = 1
IgnoreHitPause = 1

;----------------------------------
[State 2003]
Type = Explod
Trigger1 = Time >= 80
Trigger1 = Time < 89
;Persistent = 0
Anim = 8050
Pos = -100,20
PosType = Right
removetime = 1
sprpriority = 1
OwnPal = 1
IgnoreHitPause = 1
id = 8050
trans = addalpha
alpha = floor(256*(time-79)/10.0), 256-floor(256*(time-79)/10.0)
;ontop = 1

[State 2003]
Type = Explod
Trigger1 = Time >= 89
Trigger1 = Time < 213
;Persistent = 0
Anim = 8050
Pos = -100,20
PosType = Right
removetime = 1
sprpriority = 1
OwnPal = 1
IgnoreHitPause = 1
id = 8050
;ontop = 1

[State 2003]
Type = Explod
Trigger1 = Time >= 213
Trigger1 = Time < 222
;Persistent = 0
Anim = 8050
Pos = -100,20
PosType = Right
removetime = 1
sprpriority = 1
OwnPal = 1
IgnoreHitPause = 1
id = 8050
trans = addalpha
alpha = 256-floor(256*(time-212)/10.0), floor(256*(time-212)/10.0)
;ontop = 1


[State 2003]
Type = Explod
Trigger1 = Time >= 132
Trigger1 = Time < 141
;Persistent = 0
Anim = 8051
Pos = 100,20
PosType = Left
removetime = 1
sprpriority = 1
OwnPal = 1
IgnoreHitPause = 1
id = 8051
trans = addalpha
alpha = floor(256*(time-131)/10.0), 256-floor(256*(time-131)/10.0)
;ontop = 1

[State 2003]
Type = Explod
Trigger1 = Time >= 141
Trigger1 = Time < 213
;Persistent = 0
Anim = 8051
Pos = 100,20
PosType = Left
removetime = 1
sprpriority = 1
OwnPal = 1
IgnoreHitPause = 1
id = 8051
;ontop = 1

[State 2003]
Type = Explod
Trigger1 = Time >= 213
Trigger1 = Time < 222
;Persistent = 0
Anim = 8051
Pos = 100,20
PosType = Left
removetime = 1
sprpriority = 1
OwnPal = 1
IgnoreHitPause = 1
id = 8051
trans = addalpha
alpha = 256-floor(256*(time-212)/10.0), floor(256*(time-212)/10.0)
;ontop = 1

[State 2003];ヒットスパーク
type = Explod
trigger1 = Time = [222,395]
anim = 6200
postype = p1
pos = 50,-50
sprpriority = 7
ownpal = 1
ontop = 1
random = 40,100
IgnoreHitPause = 1
Persistent = 5

[State 2003]
type = RemoveExplod
trigger1 = Time >= 31
ID = 2006

[State 2003]
type = RemoveExplod
trigger1 = Time >= 222
ID = 8050

[State 2003]
type = RemoveExplod
trigger1 = Time >= 222
ID = 8051


[State 2003]
type = AssertSpecial
trigger1 = time >= 31
trigger1 = Time < 400
flag = invisible
flag2= NoShadow
IgnoreHitPause = 1
Persistent = 1

[State 1041]
type = lifeadd
trigger1 = time = 400
value = ifelse(var(1) = 150,300,100)

[State 1041, Throw]
type = TargetLifeadd
trigger1 = Time = 399
value    = ifelse(var(1) = 150,floor(-0.7*Target,LifeMax),floor(-0.5*Target,LifeMax))
;value    = ifelse(var(1) = 150,-700,-500)
absolute = 1

[State 2010]
type = Targetbind
trigger1 = 1
pos = 50,0
postype = P1
time = 1

[State 2003]
type = TargetState
trigger1 = Time = 400
value =2011

[State 2003]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 2003]
type = ChangeState
trigger1 = (Time >= 400)
value = 2004
;value = ifelse((!NumPartner)&&(WinKO),2006,2004) ;ここで特殊演出との分岐
ctrl = 1


;===========================================
;	ごちそうさま
;===========================================
[Statedef 2004]
type     = S
movetype = I
physics  = S
ctrl     = 0
anim     = 2004

[State 2003];ここで特殊演出との分岐
type = changestate
trigger1 = time =0
trigger1 = WinKO
value = 2006

[State 2003]
type = varset
trigger1 = time =0
var(1) = 0

[State 3000]
type = Helper
trigger1 = time = 0
trigger1 = numhelper(3039) = 0
ID = 3039
name = "tameiki"
postype = p1
pos = 3,-100
sprpriority = 5
stateno = 3039
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2004]
type = changestate
trigger1 = Time >= 60
value = 2005

;===========================================
;	よっこらしょ
;===========================================

[Statedef 2005]
type     = S
movetype = I
physics  = S
ctrl     = 0
anim     = 2005

[State 2004]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;===========================================
;	お粗末さまでした
;===========================================

[Statedef 2006]
type     = S
movetype = I
physics  = S
ctrl     = 0
anim     = 2004

[State 2003]
type = varset
trigger1 = time =0
var(1) = 0

[State 3000]
type = Helper
trigger1 = time = 0
trigger1 = numhelper(3039) = 0
ID = 3039
name = "tameiki"
postype = p1
pos = 3,-100
sprpriority = 5
stateno = 3039
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2004]
type = changestate
trigger1 = time = 180
value = 2005


;===========================================
;	瞬食殺相手
;===========================================
[Statedef 2010]
type     = S
movetype = H
physics  = S
ctrl     = 0

[State 2010]
type = PlayerPush
trigger1 = 1
value = 0

[State 2010]
type = changeanim2
trigger1 = 1
value = 5010

[State 2010]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 2010]
Type     = PalFx
Trigger1 = Time > 15
Trigger1 = Time < 31
Time     = 1
Add      = 0,0,0
Mul      = 256-16*(Time-15),256-16*(Time-15),256-16*(Time-15)

[State 2010]
type = AssertSpecial
trigger1 = Time >= 31
flag= invisible

[State 2010]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 2010]
type = SelfState
trigger1 = Time = 800
value = 5120

;===========================================
;	瞬食殺相手2
;===========================================

[Statedef 2011]
type     = L
movetype = H
physics  = S
ctrl     = 0
anim     = 5110

[State 2010]
type = PlayerPush
trigger1 = 1
value = 0

[state 2011]
type = posset
trigger1 = 1
y = 0

[State 2010]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 2011]
type = changeState
trigger1 = !alive;life = 0
value = 2012

[State 212, 12]
type = SelfState
trigger1 = Time = 150
value = 5120

;===========================================
;	瞬食殺相手トドメ
;===========================================
[Statedef 2012]
type     = L
movetype = H
physics  = S
ctrl     = 0
anim     = 5110

[State 2010]
type = PlayerPush
trigger1 = 1
value = 0

[State 2010]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3021]
type = posset
trigger1 = !alive
y = 99999

[State 3021]
type = changestate
trigger1 = !alive
value = 5150