;===========================================
;ステート：勝利ポーズ
;===========================================
;---------------------------------------------------------------------------
;勝利ポーズ決定ステート
[Statedef 180]
type = S
;anim = 0

[State 191, 1]
type = varadd
trigger1 = time = 0
trigger1 = var(58) = [2,3]
var(58) = -(random%2)

[State 191, 1]
type = varrandom
trigger1 = time = 0
v = 4
range = 0,16

[State 191, 3]
type = ChangeState
trigger1 = Time = 1
value = 10000+var(4)
;---------------------------------------------------------------------------
;勝利ポーズ：ガイアと共にあり
[Statedef 10000]
type = S
anim = 180

[State 10000]
type = playsnd
trigger1 = AnimElem = 1
value = S0,2

[State 10000]
type = playsnd
trigger1 = AnimElem = 15
value = S0,3

[State 10000]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver
;---------------------------------------------------------------------------
;勝利ポーズ：我より優れぬものは無し
[Statedef 10001]
type = S
anim = 181

[State 10001]
type = playsnd
trigger1 = AnimElem = 7
value = S0,4

[State 10001]
type = Explod
trigger1 = AnimElem = 1
anim = 183
postype = p1
pos = -7,0
sprpriority = -1
removetime = 999999
ownpal = 1

[State 10001]
type = AssertSpecial
trigger1 = Time = [0,230]
flag = RoundNotOver
;---------------------------------------------------------------------------
;勝利ポーズ：わざわざ傷を作ってその傷を治す
[Statedef 10002]
type = S
anim = 182

[State 10002]
type = Explod
trigger1 = AnimElem = 3
anim = 185
postype = p1
pos = 0,0
sprpriority = 4
ownpal = 1

[State 10002]
type = Explod
trigger1 = AnimElem = 1
anim = 183
postype = p1
pos = -7,0
sprpriority = -1
removetime = 999999
ownpal = 1

[State 10002]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver
;---------------------------------------------------------------------------
;勝利ポーズ：儚いものだ
[Statedef 10003]
type = S
anim = 180

[State 10003]
type = playsnd
trigger1 = AnimElem = 1
value = 6500,5

[State 10003]
type = playsnd
trigger1 = AnimElem = 56
value = 0,5

[State 10003]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver
;---------------------------------------------------------------------------
;勝利ポーズ：無に還ろう
[Statedef 10004]
type = S
anim = 10012
sprpriority = 999998

[State 10004]
type = Explod
trigger1 = Time = 5
ID = 185
anim = 10050
pos = 0,0
postype = left
scale = 1,1
sprpriority = 999999
ownpal = 1
bindtime = -1
removetime = -2
[State 10004]
type = Explod
trigger1 = Time = 72
ID = 185
anim = 187
pos = 0,0
postype = left
scale = 9999,9999
sprpriority = 999997
ownpal = 1
bindtime = -1
removetime = -1

[State 10004]
type = PlaySnd
trigger1 = Time = 0
value = 0,7

[State 10004]
type = PlaySnd
trigger1 = Time = 5
value = 0,28
freqmul = 1.1
[State 10004]
type = PlaySnd
trigger1 = Time = 5
value = 0,28
freqmul = 1.3

[State 10004]
type = AssertSpecial
trigger1 = Time = [72,999999999]
flag = noBG
flag2 = noFG
flag3 = NoMusic
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 10004]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver
;---------------------------------------------------------------------------
;勝利ポーズ：消滅
[Statedef 10005]
type = S
anim = 0

[State 10005]
type = Afterimage
trigger1 = Time = 0
trans = add
PalContrast =  0, 125, 250
PalBright = 0,0,0
time    =  1
length  = 13
TimeGap = 1
FrameGap = 1

[State 10005]
type = PlaySnd
trigger1 = Time = 0
value = 6500,4
freqmul = 2.0

[State 10005]
type = Explod
trigger1 = Time = [0,2]
ID = 186
anim = 188
pos = 0,0
postype = p1
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = -1
removetime = -2

[state 10005]
type=assertspecial
trigger1= Time > 5
flag=invisible
flag2=noshadow
ignorehitpause=1

[State 10005]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver
;---------------------------------------------------------------------------
;勝利ポーズ：天上天下
[Statedef 10006]
type = S
anim = 193
sprpriority = 3

[State 10006]
type = playsnd
trigger1 = Time = 60
value = S0,4

[State 10006]
type = Explod
trigger1 = Time = 0
ID = 10006
anim = 4045
pos = 0,0
postype = p1
scale = 1,1
sprpriority = 1
ownpal = 1
bindtime = -1
removetime = -1

[State 10006]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver
;---------------------------------------------------------------------------
;勝利ポーズ：没消滅
[Statedef 10007]
type = S
anim = 10001

[State 10007]
type = Afterimage
trigger1 = Time = 60
trans = add
PalContrast =  0, 125, 250
PalBright = 0,0,0
time    =  1
length  = 13
TimeGap = 1
FrameGap = 1

[state 10007]
type=assertspecial
trigger1= Time > 60
flag=invisible
flag2=noshadow
ignorehitpause=1

[State 10007]
type = playsnd
trigger1 = Time = 60
value = 0,26

[State 10007]
type = Explod
trigger1 = Time = 60
ID = 10007
anim = 194
pos = 0,0
postype = p1
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = -1
removetime = -2
[State 10007]
type = Explod
trigger1 = Time = 60
ID = 10007
anim = 194
pos = 0,0
postype = p1
vel = 1.5,0
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = 1
removetime = -2
[State 10007]
type = Explod
trigger1 = Time = 60
ID = 10007
anim = 194
pos = 0,0
postype = p1
vel = -1.5,0
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = 1
removetime = -2

[State 10007]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver
;---------------------------------------------------------------------------
;勝利ポーズ：Apocalyptic風
[Statedef 10008]
type = S
anim = 180

[State 10008]
type = playsnd
trigger1 = AnimElem = 56
value = 6500,0
[State 10008]
type = playsnd
trigger1 = AnimElem = 56
value = 6500,1

[State 10008]
type = playsnd
trigger1 = AnimElem = 1
value = 6500,5

[State 10008]
type = Explod
trigger1 = AnimElem = 56
ID = 10008
anim = 184
pos = 20,0
postype = p1
vel = 0,0
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = 1
removetime = -2
[State 10008]
type = Explod
trigger1 = AnimElem = 56
ID = 10008
anim = 184
pos = -20,0
postype = p1
vel = 0,0
facing = -1
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = 1
removetime = -2

[State 10008]
type = Explod
trigger1 = AnimElem = 56
anim = 1061
postype = p1
pos = 0,0
sprpriority = 4
removetime = -2
[State 10008]
type = Explod
trigger1 = AnimElem = 56
anim = 1062
postype = p1
pos = 0,0
sprpriority = 4
removetime = -2
[State 10008]
type = Explod
trigger1 = AnimElem = 56
anim = 1063
postype = p1
pos = 0,0
sprpriority = 4
removetime = -2

[State 10008]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver
;---------------------------------------------------------------------------
;勝利ポーズ：飛んでいく
[Statedef 10009]
type = S
anim = 41

[State 10009]
type = playsnd
trigger1 = Time = 0
value = 6500,1

[State 10009]
type = Veladd
trigger1 = 1
y = -0.65

[State 10009]
type = Explod
trigger1 = Time = 0
anim = 1061
postype = p1
vfacing = -1
pos = 0,0
scale = 1,1
sprpriority = 4
bindtime = -1
removetime = -2
ownpal = 1

[State 10009]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver
;---------------------------------------------------------------------------
;勝利ポーズ：To be continued...?
[Statedef 10010]
type = S
anim = 5111

[State 10010]
type = PlaySnd
trigger1 = Time = 0
value = 6500,21
freqmul = 0.5
[State 10010]
type = PlaySnd
trigger1 = Time = 0
value = 6500,21
freqmul = 0.6

[State 10010]
type = Explod
trigger1 = Time = 0
anim = 4012
postype = left
pos = 0,0
sprpriority = 99999
removetime = 60
ownpal = 1

[State 10010]
type = Explod
trigger1 = Time = 60
anim = 4013
postype = p1
pos = 0,0
scale = 0.5,0.5
sprpriority = 4
bindtime = -1
removetime = -1
ownpal = 1
[State 10010]
type = Explod
trigger1 = Time = 60
anim = 4011
postype = left
pos = 0,240
scale = 1,1
sprpriority = 4
bindtime = -1
removetime = -1
ownpal = 1

[State 10010]
type = PlaySnd
trigger1 = Time = 60
value = 6500,22
[State 10010]
type = PlaySnd
trigger1 = Time = 60
value = 6500,23
loop = 1
[State 10010]
type = AssertSpecial
trigger1 = Time > 60
flag = NoMusic
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 10010]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver
;---------------------------------------------------------------------------
;勝利ポーズ：飛んでいくⅡ
[Statedef 10011]
type = S
anim = 4014

[State 10011]
type = Afterimage
trigger1 = AnimElem = 8
trans = add
PalContrast =  0, 125, 250
PalBright = 0,0,0
time    =  1
length  = 13
TimeGap = 1
FrameGap = 1

[State 10011]
type = Varset
trigger1 = AnimElem = 8
var(3) = 0

[State 10011]
type = Veladd
trigger1 = AnimElemTime(9) > 0
y = -0.051

[State 10011]
type = Trans
trigger1 = AnimElemTime(9) > 0
Trans = AddAlpha
alpha = 256-var(3),var(3)

[State 10011]
type = Varadd
trigger1 = AnimElemTime(9) > 0
var(3) = 3

[State 10011]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver
;---------------------------------------------------------------------------
;勝利ポーズ：蛹を破り蝶は舞う
[Statedef 10012]
type = S
anim = 4015

[State 10012]
type = playsnd
trigger1 = AnimElem = 1
value = 0,0
[State 10012]
type = playsnd
trigger1 = Time = 75
value = 0,1

[State 10012]
type = Explod
trigger1 = AnimElem = 5
anim = 4016
postype = p1
pos = 65,-100
sprpriority = 5
scale = 0.5,0.5
removetime = 65
ownpal = 1
[State 10012]
type = Explod
trigger1 = Time = 75
anim = 2+(random%2)
postype = p1
pos = 65,-100
sprpriority = 5
scale = 0.5,0.5
removetime = -2
ownpal = 1

[State 10012]
type = Explod
trigger1 = Time = 75 
anim = 4017
postype = p1
vel = 0.09,-2
pos = 65,-100
sprpriority = 5
scale = 0.5,0.5
removetime = 999999
ownpal = 1

[State 10012]
type = AssertSpecial
trigger1 = Time = [0,230]
flag = RoundNotOver
;---------------------------------------------------------------------------
;勝利ポーズ：蛹を破り蝶は舞・・・？
[Statedef 10013]
type = S
anim = 4015

[State 10013]
type = playsnd
trigger1 = AnimElem = 1
value = 0,0
[State 10013]
type = playsnd
trigger1 = Time = 75
value = 0,1
channel = 1
[State 10013]
type = StopSnd
trigger1 = time = 110
channel = 1

[State 10013]
type = Explod
trigger1 = AnimElem = 5
anim = 4016
postype = p1
pos = 65,-100
sprpriority = 5
scale = 0.5,0.5
removetime = 65
ownpal = 1
[State 10013]
type = Explod
trigger1 = Time = 75
anim = 2+(random%2)
postype = p1
pos = 65,-100
sprpriority = 5
scale = 0.5,0.5
removetime = -2
ownpal = 1

[State 10013]
type = Explod
trigger1 = Time = 75 
anim = 4018
postype = p1
vel = 0.7,-1
pos = 65,-100
sprpriority = 5
scale = 0.5,0.5
removetime = 999999
ownpal = 1
[State 10013]
type = Explod
trigger1 = Time = 150
anim = 4019
postype = p1
pos = -25,-130
sprpriority = 5
scale = 1,1
removetime = 999999
ownpal = 1

[State 10013]
type = AssertSpecial
trigger1 = Time = [0,230]
flag = RoundNotOver
;---------------------------------------------------------------------------
;勝利ポーズ：わざわざ傷を作ってその傷を治さない
[Statedef 10014]
type = S
anim = 182

[State 10014]
type = Explod
trigger1 = AnimElem = 3
anim = 4041
postype = p1
pos = 0,0
sprpriority = 6
removetime = 999999
ownpal = 1

[State 10014]
type = playsnd
trigger1 = AnimElem = 3
value = 0,20

[State 10014]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver
;---------------------------------------------------------------------------
;勝利ポーズ：ありえん（笑）
[Statedef 10015]
type = S
anim = 4042

[State 10015]
type = Explod
trigger1 = AnimElem = 8
anim = 1
postype = p1
pos = 55,-35
scale = 0.5,0.5
sprpriority = 6
removetime = 51
facing = -1
ownpal = 1
[State 10015]
type = Explod
trigger1 = AnimElem = 22
anim = 4043
postype = p1
pos = 55,-35
scale = 0.5,0.5
sprpriority = 6
removetime = 86
facing = -1
ownpal = 1
[State 10015]
type = Explod
trigger1 = AnimElem = 33
anim = 5052
postype = p1
pos = 55,-35
scale = 0.5,0.5
vel = 3,-10
accel = 0,0.44
sprpriority = 6
removetime = -1
facing = -1
ownpal = 1

[State 10015]
type = playsnd
trigger1 = AnimElem = 8
value = 0,29
[State 10015]
type = playsnd
trigger1 = AnimElem = 22
value = 0,20
[State 10015]
type = playsnd
trigger1 = AnimElem = 33
value = 777,(random%27)
volume = 256
[State 15015]
type = PlaySnd
trigger1 = AnimElem = 33
value = 6500,24
volume = 128

[State 10015]
type = AssertSpecial
trigger1 = Time = [0,275]
flag = RoundNotOver
;---------------------------------------------------------------------------
;勝利ポーズ：ありえん（笑）の群れ
[Statedef 10016]
type = S
anim = 180

[State 10016]
type = playsnd
trigger1 = AnimElem = 1
value = S0,2

[State 10016]
type = playsnd
trigger1 = AnimElem = 15
value = S0,3

[State 15016]
type = Explod
trigger1 = gametime%2 = 0
anim = 4044
postype = left
pos = random%361,340
facing = ifelse(random%2=0,-1,1)
vfacing = ifelse(random%2=0,-1,1)
scale = (random%51)/100.00,(random%51)/100.00
vel = 0,-5
sprpriority = 4
removetime = 180

[State 15016]
type = playsnd
trigger1 = gametime%2 = 0
value = 777,(random%27)
volume = 256

[State 10016]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver
;---------------------------------------------------------------------------
;===========================================
;ステート：登場ポーズ
;===========================================
;---------------------------------------------------------------------------
;登場イントロ決定ステート
[Statedef 191]
type = S
;anim = 0

[State 191]
type = varrandom
trigger1 = time = 0
v = 4
range = 0,15

[State 191]
type = varrandom
trigger1 = time = 0
v = 58
range = 1,3

[State 191];Chaos
type = varset
trigger1 = random%15 = 0
var(59) = 1

[State 191]
type = ChangeState
trigger1 = Time = 0
value = 15000+var(4)
;---------------------------------------------------------------------------
;登場イントロ：光の玉
[Statedef 15000]
type = S
ctrl = 0
anim = 4035
velset = 0,0

[State 15000]
type = Explod
trigger1 = Time = 0
anim = 4036
postype = p1
pos = 0,-250
vel = 0,5
sprpriority = 4
removetime = 40
[State 15000]
type = Explod
trigger1 = Time = 40
anim = 4037
postype = p1
pos = 0,-50
vel = 0,0
sprpriority = 4
removetime = 60

[State 15000]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 15000]
type = ChangeState
trigger1 = animtime = 0
value = 0
;---------------------------------------------------------------------------
;登場イントロ：蛹を破り蝶は舞う
[Statedef 15001]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 15001]
type = PlaySnd
trigger1 = AnimElem = 8
value = 6500,0
freqmul = 1.2

[State 15001]
type = Explod
trigger1 = AnimElem = 8
anim = 1061
postype = p1
pos = 0,0
sprpriority = 4
removetime = -2
[State 15001]
type = Explod
trigger1 = AnimElem = 8
anim = 1062
postype = p1
pos = 0,0
sprpriority = 4
removetime = -2
[State 15001]
type = Explod
trigger1 = AnimElem = 8
anim = 1063
postype = p1
pos = 0,0
sprpriority = 4
removetime = -2

[State 15001]
type = Explod
trigger1 = AnimElem = 15
anim = 191
postype = p1
pos = 0,0
sprpriority = 4

[State 15001]
type = Explod
trigger1 = AnimElem = 52
anim = 192
postype = p1
pos = 0,0
sprpriority = -1

[State 15001]
type = playsnd
trigger1 = animelem = 6
value = S0,0

[State 15001]
type = playsnd
trigger1 = animelem = 16
value = S0,1

[State 15001]
type = playsnd
trigger1 = animelem = 16
value = S0,8

[State 15001]
type = AssertSpecial
trigger1 = time = [0,450]
flag = Intro

[State 15001]
type = ChangeState
trigger1 = animtime = 0
value = 0
;---------------------------------------------------------------------------
;登場イントロ：ミズレンジャイ
[Statedef 15002]
type = S
ctrl = 0
anim = 0
velset = 0,0

[state 15002]
type=assertspecial
trigger1= Time = [0,349]
flag=invisible
flag2=noshadow
flag3=NoMusic
ignorehitpause=1

[State 15002]
type = PlaySnd
trigger1 = Time = 0
value = 6500,13
freqmul = 1.0
channel = 1
[State 15002]
type = playsnd
trigger1 = Time = 0
value = 6500,5
[State 15002]
type = playsnd
trigger1 = Time = 0
value = 6500,14
[State 15002]
type = playsnd
trigger1 = Time = 0
value = 6500,15
[State 15002]
type = playsnd
trigger1 = Time = 0
value = 6500,16

[State 15002]
type = StopSnd
trigger1 = time = 220
channel = 1

[State 15002]
type = Explod
trigger1 = Time = 0
anim = 4005
postype = left
pos = 160,120
sprpriority = 1
removetime = 122
[State 15002]
type = Explod
trigger1 = Time = 0
anim = 4000
postype = p1
pos = 0,0
sprpriority = 4
removetime = 122
[State 15002]
type = Explod
trigger1 = Time = 0
anim = 4001
postype = p1
pos = 30,0
sprpriority = 4
removetime = 122
[State 15002]
type = Explod
trigger1 = Time = 0
anim = 4002
postype = p1
pos = 60,0
sprpriority = 4
removetime = 122
[State 15002]
type = Explod
trigger1 = Time = 0
anim = 4003
postype = p1
pos = -30,0
sprpriority = 4
removetime = 122
[State 15002]
type = Explod
trigger1 = Time = 0
anim = 4004
postype = p1
pos = -60,0
sprpriority = 4
removetime = 122

[State 15002]
type = Afterimage
trigger1 = Time = 0
trans = add
PalContrast =  0, 125, 250
PalBright = 0,0,0
time    =  1
length  = 13
TimeGap = 1
FrameGap = 1
[State 15002]
type = SuperPause
trigger1 = time = 120
time = 30
movetime = 30
anim = -1
sound = s6500,2
[State 15002]
type = AssertSpecial
trigger1 = Time = [0,341]
flag= noBG
flag2= nobardisplay
flag2= noFG
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 15002]
type = PlaySnd
trigger1 = Time = 151
value = 6500,9
freqmul = 1.1
[State 15002]
type = PlaySnd
trigger1 = Time = 151
value = 6500,9
freqmul = 0.7

[State 15002]
type = Explod
trigger1 = Time = 151
ID = 2000
anim = 10060
pos = -200,-80
postype = p1
scale = 1,1
sprpriority = 8
ownpal = 1
bindtime = -1
removetime = 190
[State 15002]
type = Explod
trigger1 = Time = 151
ID = 2000
anim = 10061
pos = -200,-80
postype = p1
scale = 0.9,0.9
sprpriority = 8
ownpal = 1
bindtime = -1
removetime = 190

[State 15002]
type = Explod
trigger1 = Time = 153
anim = 4006
postype = p1
pos = 0,-50
sprpriority = 1
removetime = 120
velocity = 1,0
accel = 0.1,0
[State 15002]
type = Explod
trigger1 = Time = 153
anim = 4007
postype = p1
pos = 30,-50
sprpriority = 4
removetime = 120
velocity = 1,0
accel = 0.1,0
[State 15002]
type = Explod
trigger1 = Time = 153
anim = 4008
postype = p1
pos = 60,-50
sprpriority = 4
removetime = 120
velocity = 1,0
accel = 0.1,0
[State 15002]
type = Explod
trigger1 = Time = 153
anim = 4009
postype = p1
pos = -30,-50
sprpriority = 4
removetime = 120
velocity = 1,0
accel = 0.1,0
[State 15002]
type = Explod
trigger1 = Time = 153
anim = 40010
postype = p1
pos = -60,-50
sprpriority = 4
removetime = 120
velocity = 1,0
accel = 0.1,0

[State 15002]
type = playsnd
trigger1 = Time = 183
value = 6500,17
volume = 256
[State 15002]
type = playsnd
trigger1 = Time = 153
value = 6500,18
volume = 256
[State 15002]
type = playsnd
trigger1 = Time = 173
value = 6500,19
volume = 256
[State 15002]
type = playsnd
trigger1 = Time = 163
value = 6500,20
volume = 256

[State 15002]
type = Explod
trigger1 = Time = [342,344]
ID = 193
anim = 189
pos = 0,0
postype = p1
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = -1
removetime = -2

[State 15002]
type = AssertSpecial
trigger1 = time = [0,350]
trigger1 = Time%30 = 0
flag = Intro

[State 15002]
type = PlaySnd
trigger1 = Time = 342
value = 6500,4
freqmul = 2.0

[State 15002]
type = Null;ChangeState
trigger1 = animtime = 0
value = 0
;---------------------------------------------------------------------------
;登場イントロ：夏の思ひ出
[Statedef 15003]
type = S
ctrl = 0
anim = 4033
velset = 0,0

[State 15003]
type = Pause
trigger1 = Time = 0
time = 60
IgnoreHitPause = 1

[State 15003]
type = PlaySnd
trigger1 = Time = 1
trigger2 = Time = 60
trigger3 = Time = 120
trigger4 = Time = 180
trigger5 = Time = 210
trigger6 = Time = 240
trigger7 = Time = 270
trigger8 = Time = 285
trigger9 = Time = 300
trigger10 = Time = 315
trigger11 = Time = 330
trigger12 = Time = 345
trigger13 = Time = [360,420]
trigger13 = Time%5 = 0
value = 6500,25

[State 15003]
type = Explod
trigger1 = Time = 1
trigger2 = Time = 60
trigger3 = Time = 120
ID = 193
anim = 4020+(random%12)
pos = 160,120
postype = left
scale = 1,1
sprpriority = 99999
facing = ifelse(random%2=0,1,-1)
vfacing = ifelse(random%2=0,1,-1)
ownpal = 1
ontop = 1
bindtime = -1
removetime = 60
[State 15003]
type = Explod
trigger1 = Time = 180
trigger2 = Time = 210
trigger3 = Time = 240
trigger4 = Time = 270
ID = 193
anim = 4020+(random%12)
pos = 160,120
postype = left
scale = 1,1
sprpriority = 99999
facing = ifelse(random%2=0,1,-1)
vfacing = ifelse(random%2=0,1,-1)
ownpal = 1
ontop = 1
bindtime = -1
removetime = 30
[State 15003]
type = Explod
trigger1 = Time = 285
trigger2 = Time = 300
trigger3 = Time = 315
trigger4 = Time = 330
trigger5 = Time = 345
ID = 193
anim = 4020+(random%12)
pos = 160,120
postype = left
scale = 1,1
sprpriority = 99999
facing = ifelse(random%2=0,1,-1)
vfacing = ifelse(random%2=0,1,-1)
ownpal = 1
ontop = 1
bindtime = -1
removetime = 15
[State 15003]
type = Explod
trigger1 = Time = [360,420]
trigger1 = Time%5 = 0
ID = 193
anim = 4020+(random%12)
pos = 160,120
postype = left
scale = 1,1
sprpriority = 99999
facing = ifelse(random%2=0,1,-1)
vfacing = ifelse(random%2=0,1,-1)
ownpal = 1
ontop = 1
bindtime = -1
removetime = 5
[State 15003]
type = Explod
trigger1 = Time = 422
ID = 193
anim = 4032
pos = 160,120
postype = left
scale = 1,1
sprpriority = 99999
ownpal = 1
ontop = 1
bindtime = -1
removetime = 120

[State 15003]
type = PlaySnd
trigger1 = Time = 365
value = 6500,26
[State 15003]
type = PlaySnd
trigger1 = Time = 422
value = 6500,24

[State 15003]
type = AssertSpecial
trigger1 = time = [0,543]
flag = Intro

[State 15003]
type = ChangeState
trigger1 = Time = 543
value = 0
;---------------------------------------------------------------------------
;登場イントロ：出現
[Statedef 15004]
type = S
ctrl = 0
anim = 4033
velset = 0,0

[State 15004]
type = PlaySnd
trigger1 = Time = 0
value = 6500,4
freqmul = 2.0

[State 15004]
type = Explod
trigger1 = Time = [0,2]
ID = 1070
anim = 189
pos = 0,0
postype = p1
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = 2
removetime = -2

[state 15004]
type=assertspecial
trigger1= Time = [0,24]
flag=invisible
flag2=noshadow
ignorehitpause=1

[State 15004]
type = ChangeState
trigger1 = Time = 25
value = 0
;---------------------------------------------------------------------------
;登場イントロ：落下
[Statedef 15005]
type    = A
movetype= H
physics = N

[State 15005]
type = PosAdd
trigger1 = Time = 0
y = -10000

[State 15005]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 15005]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 15005]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 15005]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 15005]
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 15005]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 15005]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE
;---------------------------------------------------------------------------
;登場イントロ：火柱から
[Statedef 15006]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 15006]
type = PlaySnd
trigger1 = Time = 31
value = 6500,0
freqmul = 1.2

[State 15006]
type = Explod
trigger1 = Time = 31
anim = 1061
postype = p1
pos = 0,0
sprpriority = 4
removetime = -2
[State 15006]
type = Explod
trigger1 = Time = 31
anim = 1062
postype = p1
pos = 0,0
sprpriority = 4
removetime = -2
[State 15006]
type = Explod
trigger1 = Time = 31
anim = 1063
postype = p1
pos = 0,0
sprpriority = 4
removetime = -2

[state 15006]
type=assertspecial
trigger1= Time = [0,30]
flag=invisible
flag2=noshadow
ignorehitpause=1

[State 15006]
type = ChangeState
trigger1 = Time = 35
value = 0
;---------------------------------------------------------------------------
;登場イントロ：Apocalyptic風
[Statedef 15007]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 15007]
type = playsnd
trigger1 = AnimElem = 56
value = 6500,0
[State 15007]
type = playsnd
trigger1 = AnimElem = 56
value = 6500,1

[State 15007]
type = playsnd
trigger1 = AnimElem = 1
value = 6500,5

[State 15007]
type = Explod
trigger1 = AnimElem = 56
ID = 10008
anim = 184
pos = 20,0
postype = p1
vel = 0,0
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = 1
removetime = -2
[State 15007]
type = Explod
trigger1 = AnimElem = 56
ID = 10008
anim = 184
pos = -20,0
postype = p1
vel = 0,0
facing = -1
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = 1
removetime = -2

[State 15007]
type = Explod
trigger1 = AnimElem = 56
anim = 1061
postype = p1
pos = 0,0
sprpriority = 4
removetime = -2
[State 15007]
type = Explod
trigger1 = AnimElem = 56
anim = 1062
postype = p1
pos = 0,0
sprpriority = 4
removetime = -2
[State 15006]
type = Explod
trigger1 = AnimElem = 56
anim = 1063
postype = p1
pos = 0,0
sprpriority = 4
removetime = -2

[State 15007]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 15007]
type = ChangeState
trigger1 = AnimElem = 56
value = 0
;---------------------------------------------------------------------------
;登場イントロ：みずっち葬る
[Statedef 15008]
type = S
ctrl = 0
anim = 4000
velset = 0,0

[State 15008]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 15008]
type = Explod
trigger1 = Time = 0
anim = 100
postype = p1
pos = -1000,0
sprpriority = 4
vel = 10,0
removetime = 100
[State 10008]
type = Explod
trigger1 = Time = 100
ID = 185
anim = 187
pos = 0,0
postype = left
scale = 9999,9999
sprpriority = 999998
ownpal = 1
bindtime = -1
removetime = 300
[State 10008]
type = Explod
trigger1 = Time = [100,250]
trigger2 = Time = 375
ID = 185
anim = 500+random%8
random = 80,60
pos = 0,-70
postype = p1
sprpriority = 999999
ownpal = 1
bindtime = -1
removetime = -2
[State 15008]
type = playsnd
trigger1 = Time = [100,250]
trigger2 = Time = 375
value = 0,17
volume = -200
[State 15008]
type = playsnd
trigger1 = Time = 375
value = 6500,17
volume = 256

[State 15008]
type = ChangeState
trigger1 = Time = 400
value = 0
;---------------------------------------------------------------------------
;登場イントロ：神々しく降りてくる
[Statedef 15009]
type = S
ctrl = 0
anim = 10012
velset = 0,0

[State 10009]
type = playsnd
trigger1 = Time = 0
value = S0,4
[State 10004]
type = PlaySnd
trigger1 = Time = 0
value = 0,28
freqmul = 0.5
[State 10004]
type = PlaySnd
trigger1 = Time = 0
value = 0,28
freqmul = 0.75
[State 10004]
type = PlaySnd
trigger1 = Time = 0
value = 0,28
freqmul = 1.0

[State 15009]
type = PosAdd
trigger1 = Time = 0
y = -256

[State 15009]
type = VelSet
trigger1 = Time = 0
y = 1

[State 15009]
type = Trans
trigger1 = Time = [0,256]
Trans = AddAlpha
alpha = var(3),256-var(3)

[State 15009]
type = Varadd
trigger1 = Time = [0,256]
var(3) = 1

[State 15009]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 15009]
type = PosSet
trigger1 = Anim = 10013
y = 0

[State 15009]
type = ChangeAnim
trigger1 = Time = 256
value = 10013

[State 15009]
type = ChangeState
trigger1 = Anim = 10013
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
;登場イントロ：神々しくあがってくる
[Statedef 15010]
type = S
ctrl = 0
anim = 10001
velset = 0,0

[State 10010]
type = playsnd
trigger1 = Time = 0
value = 0,7
[State 10010]
type = PlaySnd
trigger1 = Time = 0
value = 0,28
freqmul = 0.5
[State 10010]
type = PlaySnd
trigger1 = Time = 0
value = 0,28
freqmul = 0.75
[State 10010]
type = PlaySnd
trigger1 = Time = 0
value = 0,28
freqmul = 1.0

[State 15010]
type = PosAdd
trigger1 = Time = 0
y = 256

[State 15010]
type = VelSet
trigger1 = Time = 0
y = -1

[State 15010]
type = Trans
trigger1 = Time = [0,256]
Trans = AddAlpha
alpha = var(3),256-var(3)

[State 15010]
type = Varadd
trigger1 = Time = [0,256]
var(3) = 1

[State 15010]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 15010]
type = PosSet
trigger1 = Anim = 10002
y = 0

[State 15010]
type = ChangeAnim
trigger1 = Time = 256
value = 10002

[State 15010]
type = ChangeState
trigger1 = Anim = 10002
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
;登場イントロ：ネコカオス
[Statedef 15011]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 15011]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 15011]
type = Explod
trigger1 = Time = 0
ID = 185
anim = 4034
pos = -200,0
postype = p1
sprpriority = 999999
ownpal = 1
bindtime = 1
removetime = 3000
vel = 5,0
[State 15011]
type = playsnd
trigger1 = Time = 40
value = 6500,27

[State 15011]
type = ChangeState
trigger1 = Time = 100
value = 0
;---------------------------------------------------------------------------
;登場イントロ：電車
[Statedef 15012]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 15012]
type = playsnd
trigger1 = Time = 0
value = 6500,28

[State 15002]
type = Pause
trigger1 = Time = 79
time = 10
IgnoreHitPause = 1


[State 15012]
type = Explod
trigger1 = Time = 0
ID = 185
anim = 4038
pos = -1000,-1000
postype = p1
vel = 12.5,12.5
sprpriority = 999999
ownpal = 1
bindtime = 1
removetime = 80
[State 15012]
type = Explod
trigger1 = Time = 80
ID = 185
anim = 4031
pos = 160,120
postype = left
sprpriority = 999999
ownpal = 1
bindtime = 1
removetime = 300

[State 15012]
type = AllPalFX
trigger1 = time = 80
time = 60
add = 255,255,255
sinadd = -255,-255,-255,240

[State 15012]
type = playsnd
trigger1 = Time = 79
value = 6500,29
[State 15012]
type = playsnd
trigger1 = Time = 80
value = 6500,30


[State 15012]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 15012]
type = ChangeState
trigger1 = Time = 380
value = 5150
;---------------------------------------------------------------------------
;登場イントロ：出現・・・？
[Statedef 15013]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 15013]
type = Explod
trigger1 = Time = 0
ID = 1070
anim = 4039
pos = 0,0
postype = p1
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = -1
removetime = 200

[State 15013]
type = Explod
trigger1 = Time = 200
ID = 1070
anim = 4039
pos = 0,0
postype = p1
scale = 1,1
sprpriority = 5
accel = 0,-0.65
ownpal = 1
bindtime = 1
removetime = 1000
[State 15013]
type = Explod
trigger1 = Time = 200
anim = 1061
postype = p1
vfacing = -1
pos = 0,0
scale = 1,1
sprpriority = 4
accel = 0,-0.65
bindtime = 1
removetime = 1000
ownpal = 1

[State 10009]
type = playsnd
trigger1 = Time = 200
value = 6500,1

[State 15013]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 15013]
type = PlaySnd
trigger1 = Time = 100
value = 6500,4
freqmul = 2.0

[State 15013]
type = Explod
trigger1 = Time = [100,102]
ID = 1070
anim = 189
pos = 0,0
postype = p1
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = 2
removetime = -2

[state 15013]
type=assertspecial
trigger1= Time = [0,124]
flag=invisible
flag2=noshadow
ignorehitpause=1

[State 15013]
type = ChangeState
trigger1 = Time = 200
value = 0
;---------------------------------------------------------------------------
;登場イントロ：豆腐大家族
[Statedef 15014]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 15014]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 15014]
type = varrandom
trigger1 = time = [0,20]
v = 3
range = random/5,random*5

[State 15014];立方体かわいいよ立方体
type = Explod
trigger1 = Time = [0,20]
ID = 185
anim = 4040
pos = -200+((random%41)-20),0
postype = p1
sprpriority = 999999
ownpal = 1
bindtime = 1
scale = (var(3)%81)/100.00,(var(3)%81)/100.00
removetime = 3000
vel = (random%31)/10.00,0

[State 15014]
type = ChangeState
trigger1 = Time = 100
value = 0
;---------------------------------------------------------------------------
;登場イントロ：ありえん（笑）
[Statedef 15015]
type = S
anim = 4042

[State 15015]
type = Explod
trigger1 = AnimElem = 8
anim = 1
postype = p1
pos = 55,-35
scale = 0.5,0.5
sprpriority = 6
removetime = 51
facing = -1
ownpal = 1
[State 15015]
type = Explod
trigger1 = AnimElem = 22
anim = 4043
postype = p1
pos = 55,-35
scale = 0.5,0.5
sprpriority = 6
removetime = 86
facing = -1
ownpal = 1
[State 15015]
type = Explod
trigger1 = AnimElem = 33
anim = 5052
postype = p1
pos = 55,-35
scale = 0.5,0.5
vel = 3,-10
accel = 0,0.44
sprpriority = 6
removetime = -1
facing = -1
ownpal = 1

[State 15015]
type = playsnd
trigger1 = AnimElem = 8
value = 0,29
[State 15015]
type = playsnd
trigger1 = AnimElem = 22
value = 0,20
[State 15015]
type = playsnd
trigger1 = AnimElem = 33
value = 777,(random%27)
volume = 256
[State 15015]
type = PlaySnd
trigger1 = AnimElem = 33
value = 6500,24
volume = 128

[State 15015]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 15015]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
;登場イントロ：きれいなみずち葬る
[Statedef 15016]
type = S
ctrl = 0
anim = 4044
velset = 0,0

[State 15016]
type = playsnd
trigger1 = Time = [0,250]
trigger1 = Time%10 = 0
value = 777,(random%27)
volume = 256
[State 15016]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 15016]
type = assertspecial
trigger1 = 1
flag = NoMusic
ignorehitpause = 1

[State 15016]
type = Explod
trigger1 = Time = 0
anim = 100
postype = p1
pos = -2500,0
sprpriority = 4
vel = 10,0
removetime = 250
[State 10016]
type = Explod
trigger1 = Time = 250
ID = 185
anim = 187
pos = 0,0
postype = left
scale = 9999,9999
sprpriority = 999998
ownpal = 1
bindtime = -1
removetime = 300
[State 10016]
type = Explod
trigger1 = Time = [250,400]
trigger2 = Time = 525
ID = 185
anim = 500+random%8
random = 80,60
pos = 0,-70
postype = p1
sprpriority = 999999
ownpal = 1
bindtime = -1
removetime = -2
[State 15016]
type = playsnd
trigger1 = Time = [250,400]
trigger2 = Time = 525
value = 0,17
volume = -200
[State 15016]
type = playsnd
trigger1 = Time = 525
value = 777,(random%27)
volume = 256

[State 15016]
type = ChangeState
trigger1 = Time = 550
value = 0
;---------------------------------------------------------------------------