[Data]
life = 2000
attack = 120
defence = 100
fall.defence_up = 70
liedown.time = 1
airjuggle = 8
sparkno = 2
guard.sparkno = 40
KO.echo = 0
 volume = 0
  IntPersistIndex = 0
FloatPersistIndex = 0
power = 12000

[Size]
xscale = 1           
yscale = 1           
ground.back = 15     
ground.front = 16    
air.back = 12        
air.front = 12       
height = 125          
attack.dist = 80 
proj.attack.dist = 50
proj.doscale = 0        
head.pos = 0, -118
mid.pos = -4, -86 
shadowoffset = 0 
draw.offset = 0,0  

[Velocity]
walk.fwd  = 12.8
walk.back = -12.8
run.fwd  = 24, 10
run.back = -16,-10

jump.neu = 0,-12.6
jump.back = -8,4
jump.fwd = 8,4
runjump.back = -10,-15.2
runjump.fwd = 10,-15.2
airjump.neu = 2147483647,-2147483647
airjump.back = -2147483647
airjump.fwd = 2147483647

[Movement]
airjump.num = 0   
airjump.height = 35  
yaccel = .57        
stand.friction = .85  
crouch.friction = .82

;---------------------------------------------------------------------------
; 立ち
;---------------------------------------------------------------------------

[Statedef 0]
type = S
physics = S
sprpriority = 0

[state 0]
type = destroyself
trigger1 = ishelper

[State 0]
type = ChangeAnim
triggerall = name = "G OROCHI"
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0]
type = VelSet
triggerall = name = "G OROCHI"
trigger1 = Time = 0
y = 0

[State 0]
type = VelSet
triggerall = name = "G OROCHI"
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0]
type = lifeset
trigger1 = name != "G OROCHI"
ignorehitpause = 1
value = 0

[State 0]
type = powerset
trigger1 = name != "G OROCHI"
ignorehitpause = 1
value = 0

[State 0]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

[State 0]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
fvalue = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(1) = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(2) = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(3) = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(4) = 0
IgnoreHitPause = 1

[State 0]
type = changeanim
triggerall = name != "G OROCHI"
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 0]
type = statetypeset
trigger1 = name != "G OROCHI"
value = S
physics = N

[State 0]
type = VelSet
trigger1 = name != "G OROCHI"
x = 0
y = 0

[State 0]
type = CtrlSet
triggerall = name != "G OROCHI"
trigger1 = alive
value = 0

[State 0]
type = AssertSpecial
trigger1 = name != "G OROCHI" && !alive
flag = invisible

[State 0]
type = ChangeState
triggerall = name != "G OROCHI"
trigger1 = alive && time >= 20
value = 13121

[State 0]
type = ChangeState
triggerall = name != "G OROCHI"
trigger1 = !alive
value = 104010

[State 0]
type = ChangeState
triggerall = name = "G OROCHI"
trigger1 = !alive
value = 5050

;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
;---------------------------------------------------------------------------

[Statedef 150]
type    = S
movetype= I
physics = N
velset = 0,0

[State 150]
type = ChangeAnim
trigger1 = 1
value = 150
ignorehitpause = 1
persistent = 0

[State 150]
type = ChangeState
trigger1 = HitShakeOver
value = 151

[State 150]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
;---------------------------------------------------------------------------

[Statedef 151]
type    = S
movetype= I
physics = S

[State 151]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 151]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
;---------------------------------------------------------------------------

[Statedef 152]
type    = C
movetype= I
physics = N
velset = 0,0

[State 152]
type = ChangeAnim
trigger1 = 1
value = 151
ignorehitpause = 1
persistent = 0

[State 152]
type = ChangeState
trigger1 = HitShakeOver
value = 153

[State 152]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
;---------------------------------------------------------------------------

[Statedef 153]
type    = C
movetype= I
physics = C

[State 153]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 153]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
;---------------------------------------------------------------------------

[Statedef 154]
type    = A
movetype= I
physics = N
velset = 0,0

[State 154]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154]
type = ChangeState
trigger1 = HitShakeOver
value = 155 

[State 154]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
;---------------------------------------------------------------------------

[Statedef 155]
type    = A
movetype= I
physics = N
anim = 152

[State 155]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (Vel y > 0)

[State 155]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = Command != "holdback"
value = 52

[State 155]
type = ChangeState
trigger1 = sysvar(0)
value = 130

;---------------------------------------------------------------------------
; ジャンプスタート
;---------------------------------------------------------------------------

[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40]
type = ChangeState
triggerall = var(30) != 1
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 40]
Type = ChangeState
triggerall = var(30) = 1
Trigger1 = Time = 0
Value = 0
Ctrl = 1
IgnoreHitPause = 1

;---------------------------------------------------------------------------
; フロントステップ
;---------------------------------------------------------------------------

[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1

[State 100]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -500

[State 100]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
time = 1
add = 255,255,255
mul = 255,255,255
color = 1
ignorehitpause = 1

[State 100]
type = PlaySnd
trigger1 = animelem = 3
value = 700, 1

[State 100]
type = VelSet
trigger1 = animelem = 3;1
x = 6;const(velocity.run.fwd.x)

[State 100]
type = VelSet
trigger1 = animelem = 15
x = 0

[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100]
type = ChangeState
trigger1 = command = "holdfwd"
trigger1 = animelem = 14,>=0
value = 101

[State 100]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ダッシュ
;---------------------------------------------------------------------------

[Statedef 101]
type    = S
physics = S
anim = 101
sprpriority = 1

[State 101]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 101]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 101]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 101]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

;---------------------------------------------------------------------------
; ステップ
;---------------------------------------------------------------------------

[Statedef 101]
type    = S
physics = S
ctrl = 0
anim = 101
velset = 0,0

[State 101]
type = ChangeState
trigger1 = Time = 7
value = 102

;---------------------------------------------------------------------------
; 空中
;---------------------------------------------------------------------------

[Statedef 102]
type    = A
physics = A
ctrl = 1
anim = 102
sprpriority = 1

[State 102]
type = VelSet
trigger1 = Time = 0
x = 7.5
y = -3.8

[State 102]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 103

;---------------------------------------------------------------------------
; 着地
;---------------------------------------------------------------------------

[Statedef 103]
type    = S
physics = N
ctrl = 0
anim = 103
velset = 0,0

[State 102]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 102]
type = PosSet
trigger1 = Time = 0
y = 0

[State 102]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 102]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; バックステップ
;---------------------------------------------------------------------------

[Statedef 105]
type    = S
physics = S
ctrl = 0
anim = 104
velset = 0,0

[State 105]
type = ChangeState
trigger1 = Time = 7
value = 106

;---------------------------------------------------------------------------
; 空中
;---------------------------------------------------------------------------

[Statedef 106]
type    = A
physics = A
ctrl = 1
anim = 105
sprpriority = 1

[State 106]
type = VelSet
trigger1 = Time = 0
x = -7.5
y = -3.8

[State 106]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 107

;---------------------------------------------------------------------------
; 着地
;---------------------------------------------------------------------------

[Statedef 107]
type    = S
physics = N
ctrl = 0
anim = 106
velset = 0,0

[State 107]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 107]
type = PosSet
trigger1 = Time = 0
y = 0

[State 107]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 107]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; タイムオーバー
;---------------------------------------------------------------------------

[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[state 170]
type = changeanim
trigger1 = time = 0
value = 171

;---------------------------------------------------------------------------
; 勝った動作１
;---------------------------------------------------------------------------

[Statedef 180]
type = S

[State 180]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,2

[State 180]
type = ChangeState
trigger1 = var(2) = 0
value = 184

[State 180]
type = ChangeState
trigger1 = var(2) = 1
value = 186

[State 180]
type = ChangeState
trigger1 = var(2) = 2
value = 187

;---------------------------------------------------------------------------
; 勝った動作
;---------------------------------------------------------------------------

[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 184]
type = PlaySnd
trigger1 = animelem = 9
value = 184,0

[State 184]
type = Explod
trigger1 = animelem = 1
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

[State 184]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 184]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作
;---------------------------------------------------------------------------

[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0

[State 186]
type = Explod
trigger1 = animelem = 3
anim = 187
id = 185
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 186]
type = Explod
trigger1 = animelem = 5
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

[State 186]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 186]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作
;---------------------------------------------------------------------------

[Statedef 187]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 187]
type = PlaySnd
trigger1 = animelem = 6
value = 187,0

[State 187]
type = PlaySnd
trigger1 = animelem = 23
value = 187,1

[State 187]
type = Explod
trigger1 = animelem = 6
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

[State 187]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 187]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover

;---------------------------------------------------------------------------
; 通常登場
;---------------------------------------------------------------------------

[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[state 190]
type = changestate
trigger1 = time = 1
value = 192

;---------------------------------------------------------------------------
; 登場
;---------------------------------------------------------------------------

[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 192]
type = removeexplod
trigger1 = 1
ID = 8200

[State 192]
type = PlaySnd
trigger1 = animelem = 1
value = 3000,4

[State 192]
type = PlaySnd
trigger1 = animelem = 10
value = 193,0

[State 192]
type = PlaySnd
trigger1 = animelem = 27
value = 193,1

[State 192]
type = PlaySnd
trigger1 = animelem = 27
value = 193,2

[State 192]
type = Explod
trigger1 = animelem = 27
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 192] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 挑発の動作
;---------------------------------------------------------------------------

[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[state 195]
type = null;varset
trigger1 = time = 0
v = 30
value =1

[State 195]
type = changeanim
trigger1 = time = 0
value = 196

[State 195]
type = null;HitOverride
trigger1 = 1;AnimElem = 1, >= 0 && AnimElem = 6, < 0
slot = 2
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 14111
ignorehitpause = 1

[State 195]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 14111]
type = S
ctrl = 1
anim = 0
velset = 0,0

[State 14111] 
type = superpause 
trigger1 = time = 0 
time = 30
movetime = 30
anim = -1
darken = 0

[State 14111]
type = PlaySnd
trigger1 = time = 0 
value = 2562,7

[State 14111]
type = Explod
trigger1 = time = 0 
anim = 3499
sprpriority = 5
postype = p2
pos = 55,-70
bindtime = 1
supermove = 1
under = 0

[State 14111] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[State 14111] 
type = PlayerPush 
trigger1 = Time >= 0 
value = 0

[State 14111]
type = posadd
trigger1 = time = 0
x = p2dist x+45

[state 14111]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
; 遠距離立ち弱パンチ
;==========================================================================================
;==========================================================================================

[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
velset = 0,0                
ctrl = 0                        
anim = 200                
poweradd = 0                   

[State 200]
type = VelAdd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.1

[State 200]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 2

[State 200]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 22134
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 50, -89 
hitsound   = s300, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[State 200]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[state 200]
type = ctrlset
trigger1 = animelem = 4
value = 1

[State 200]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
; 近距離立ち弱パンチ
;==========================================================================================
;==========================================================================================

[Statedef 205]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
velset = 0,0                     
ctrl = 0                         
anim = 205                       
poweradd = 0                  
sprpriority = 2                 

[State 205]
type = VelAdd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.1

[State 205]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 205]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 22135
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 40, -69
hitsound   = s300, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -6
air.velocity = -1.4,-3

[State 205]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[state 205]
type = ctrlset
trigger1 = animelem = 4
value = 1

[State 205]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;遠距離強パンチ
;==========================================================================================
;==========================================================================================

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 50
ctrl = 0
velset = 0,0
anim = 210

[State 210]
type = PlaySnd
trigger1 = animelem = 4
value = 2562, 20

[State 210]
type = Explod
trigger1 = animelem = 4
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 210]
type = Explod
trigger1 = animelem = 7
anim = 22066
id = 211
sprpriority = 5
postype = p1
pos = 60,-70
bindtime = 1
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 210]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -6.4

[State 210]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 19

[State 210]
type = Projectile
trigger1 = AnimElem = 8
attr = S, NA
projanim = 22136
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.1 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,10
sparkno = s22109 + var(35)
sparkxy = 40, -69
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3
envshake.time = 7
envshake.ampl = 7

[State 210]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
; 近距離立ち強パンチ
;==========================================================================================
;==========================================================================================

[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 50
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 2

[State 215]
type = PlaySnd
trigger1 = animelem = 2
value = 2562, 20

[State 215]
type = Explod
trigger1 = animelem = 2
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 215]
type = Explod
trigger1 = animelem = 5
anim = 22066
id = 211
sprpriority = 5
postype = p1
pos = 60,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 215]
type = Veladd
Trigger1 = projhit35600 = 1 && FrontEdgeDist <= 60 || projguarded35600 >= 1 && FrontEdgeDist <= 60
x = -6.4

[State 215]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 15

[State 215]
type = Projectile
trigger1 = AnimElem = 6
attr = S, NA
projanim = 22136
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.1 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,10
sparkno = s22109 + var(35)
sparkxy = 40, -69
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3
envshake.time = 7
envshake.ampl = 7

[State 215]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
; 立ち弱キック
;==========================================================================================
;==========================================================================================

[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 230]
type = PlaySnd
trigger1 = animelem = 4
value = 240, 1

[State 230]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
SuperMoveTime = 999
PauseMoveTime = 999

[State 230]
type = veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5

[State 230]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 8

[State 230]
type = Projectile
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22137
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.05 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,7
sparkno = s22109 + var(35)
sparkxy = 50, -85
hitsound   = s330,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[state 230]
type = posadd
trigger1 = animelem = 3
x = 4

[State 230]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
; 立ち弱キック
;==========================================================================================
;==========================================================================================

[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 235]
type = PlaySnd
trigger1 = animelem = 4
value = 240, 1

[State 235]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
SuperMoveTime = 999
PauseMoveTime = 999

[State 235]
type = veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5

[State 235]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 8

[State 235]
type = Projectile
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22137
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.05 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,7
sparkno = s22109 + var(35)
sparkxy = 50, -85
hitsound   = s330,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[state 235]
type = posadd
trigger1 = animelem = 3
x = 4

[State 235]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;遠距離 立ち強キック
;==========================================================================================
;==========================================================================================

[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 70
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 8

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 2562, 11

[State 1000, 9]
type = Envcolor
triggerall = MoveHit
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
ignorehitpause = 1
value = 255, 0, 0
time = 1
under = 1
supermove = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1

[State 1700, 0];カウンター判定
type = ReversalDef
trigger1 = 1
attr = S, HA
reversal.attr = SCA, NA, SA, HA, NT,ST,HT
hitflag = M-
priority = 4, Miss
pausetime = 0,0
sparkno = -1;S7012
hitsound = -1;S121,0
numhits = 0
p2facing = 1

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = hard
damage    = Ceil(0.08 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 80,80
guardflag = M
hitflag = MAF
pausetime = 2,6
sparkno = s22109 + var(35)
sparkxy = -15,-85
hitsound   = s2562,10
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-7
air.velocity = -3,-6
fall = 1
fall.recover = 0
nochainID = 1200

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = Ceil(0.04 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 80,80
guardflag = M
hitflag = MAF
pausetime = 2,6
sparkno = s22109 + var(35)
sparkxy = -15,-106
hitsound   = s2562,10
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-6
air.velocity = -2,-6
fall = 1
fall.recover = 0
nochainID = 1200

[State 240, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype  = hard
damage    = Ceil(0.04 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 80,80
guardflag = M
hitflag = MAF
pausetime = 2,6
sparkno = s22109 + var(35)
sparkxy = -15,-106
hitsound   = s2562,10
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-6
air.velocity = -2,-6
fall = 1
fall.recover = 0
nochainID = 1200

[State 240]
type = Projectile
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
attr = S, NA
projanim = 22137
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.035 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,1
sparkno = s22109 + var(35)
sparkxy = 50, -85
hitsound   = s2562,10
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -2.5,-4
air.velocity = -2.5,-4
fall = 1
fall.recover = 0
nochainID = 1200

[state a]
type = posadd
trigger1 = animelem = 3
x = 4

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
; 近距離立ち強キック
;==========================================================================================
;==========================================================================================

[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 70
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 8

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 2562, 11

[State 1000, 9]
type = Envcolor
triggerall = MoveHit
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
ignorehitpause = 1
value = 255, 0, 0
time = 1
under = 1
supermove = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1

[State 1700, 0];カウンター判定
type = ReversalDef
trigger1 = 1
attr = S, HA
reversal.attr = SCA, NA, SA, HA, NT,ST,HT
hitflag = M-
priority = 4, Miss
pausetime = 0,0
sparkno = -1;S7012
hitsound = -1;S121,0
numhits = 0
p2facing = 1

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = hard
damage    = Ceil(0.08 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 80,80
guardflag = M
hitflag = MAF
pausetime = 2,6
sparkno = s22109 + var(35)
sparkxy = -15,-85
hitsound   = s2562,10
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-7
air.velocity = -3,-6
fall = 1
fall.recover = 0
nochainID = 1200


[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = Ceil(0.04 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
hitflag = MAF
getpower = 80,80
guardflag = MA
pausetime = 2,6
sparkno = s22109 + var(35)
sparkxy = -15,-106
hitsound   = s2562,10
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-6
air.velocity = -2,-6
fall = 1
fall.recover = 0
nochainID = 1200

[State 240, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype  = hard
damage    = Ceil(0.04 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
hitflag = MAF
getpower = 80,80
guardflag = MA
pausetime = 2,6
sparkno = s22109 + var(35)
sparkxy = -15,-106
hitsound   = s2562,10
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-6
air.velocity = -2,-6
fall = 1
fall.recover = 0
nochainID = 1200

[State 245]
type = Projectile
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
attr = S, NA
projanim = 22137
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.035 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,1
sparkno = s22109 + var(35)
sparkxy = 50, -85
hitsound   = s2562,10
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -2.5,-4
air.velocity = -2.5,-4
fall = 1
fall.recover = 0
nochainID = 1200

[state a]
type = posadd
trigger1 = animelem = 3
x = 4

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;屈み弱パンチ
;==========================================================================================
;==========================================================================================

[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 400
sprpriority = 2

[State 400]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 400]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

[State 400]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 400]
type = Projectile
trigger1 = AnimElem = 2
attr = C, NA
projanim = 22140
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 38, -25
hitsound   = s300, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[State 400]
type = CtrlSet
trigger1 = animelem = 4
value = 1

[State 400]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;==========================================================================================
;==========================================================================================
;屈み強パンチ
;==========================================================================================
;==========================================================================================

[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 50
ctrl = 0
anim = 410
sprpriority = 2

[State 410]
type = PlaySnd
trigger1 = animelem = 5
value = 221, 0

[State 410]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.4

[State 410]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 7

[State 410]
type = Projectile
trigger1 = AnimElem = 6 || AnimElem = 7
attr = C, NA
projanim = 22141
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.05 * enemy,Const(data.life)) ,0
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 60, -70
hitsound   = s310,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3,-4
air.velocity = -3,-4
fall = 1
fall.recover = 0

[State 410]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;==========================================================================================
;==========================================================================================
;屈み弱キック
;==========================================================================================
;==========================================================================================

[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 430
sprpriority = 2

[State 430]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 430]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 90 || projguarded35600 >= 1 && FrontEdgeDist <= 90
x = -4.1

[State 430]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 430]
type = Projectile
trigger1 = AnimElem = 2
attr = C, NA
projanim = 22142
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = L
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 38, -15
hitsound   = s330, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State 430]
type = CtrlSet
trigger1 = animelem = 4
value = 1

[State 430]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;==========================================================================================
;==========================================================================================
;屈み強キック
;==========================================================================================
;==========================================================================================

[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 60
ctrl = 0
anim = 440
sprpriority = 2

[State 440]
type = PlaySnd
trigger1 = Time = 2
trigger2 = animelem = 5
value = 221, 0

[State 440]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.1

[State 440]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 10

[State 440]
type = Projectile
trigger1 = AnimElem = 8
attr = C, NA
projanim = 22143
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage    = Ceil(0.1 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = L
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 88, -15
hitsound   = s340, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1

[State 440]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;==========================================================================================
;==========================================================================================
;空中弱パンチ
;==========================================================================================
;==========================================================================================

[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 2

[State 600]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 600]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

[State 600]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 600]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22144
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 30, -70
hitsound   = s300, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

;==========================================================================================
;==========================================================================================
;空中強パンチ
;==========================================================================================
;==========================================================================================

[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 50
ctrl = 0
anim = 610
sprpriority = 2

[State 610]
type = PlaySnd
trigger1 = Time = 1
value = 220, 1

[State 610]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

[State 610]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 10

[State 610]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22145
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype = Med
damage    = Ceil(0.08 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 30, -70
hitsound   = s310, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -3,-4

;==========================================================================================
;==========================================================================================
;垂直空中弱キック
;==========================================================================================
;==========================================================================================

[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 630
sprpriority = 2

[State 630]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 630]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

[State 630]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 630]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22146
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 43, -20
hitsound   = s330, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -4
air.velocity = -2,-3

;==========================================================================================
;==========================================================================================
;空中強キック
;==========================================================================================
;==========================================================================================

[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 8
ctrl = 0
anim = 640
sprpriority = 2

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
trigger1 = var(1) = 0
value = 210, var(6)

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 135
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s22109 + var(35)
sparkxy = -10,-61
hitsound   = s340,var(6)
guard.sparkno = s22113
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
nochainID = 1200

[State 640]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22147
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage    = Ceil(0.09 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
animtype = Med
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 43, -40
hitsound   = s340, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -3,-4

;==========================================================================================
;==========================================================================================
;投げ
;==========================================================================================
;==========================================================================================

[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800]
type = Projectile
trigger1 = AnimElem = 1
trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NA
projanim = 22148
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
numhits = 0
givepower = 0,0
hitflag = M
sparkno = -1
guard.sparkno = -1
guardsound = -1
p1facing = ifelse (command = "holdback", -1, 1) 
p2facing = 1        
p1stateno = 801       
p2stateno = 805 
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 215
ctrl = 0

;==========================================================================================
;==========================================================================================
;投げている自分
;==========================================================================================
;==========================================================================================

[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 8
sprpriority = 2

[State 801]
type = PlaySnd
trigger1 = AnimElem = 2
value = 801, 0

[State 801]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2550, 0

[state 801]
type = playsnd
trigger1 = AnimElem = 5
value = 2562,27

[State 801]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2551, 0

[State 801]
type = EnvColor
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 801]
type = Explod
trigger1 = animelemtime(6) = 6
anim = 2553
sprpriority = 2
postype = p1
pos = 70,4
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

[State 801]
type = Explod
trigger1 = animelem = 5
anim = 22109 + var(35)
sprpriority = 5
postype = p1
velset = 0,0
pos = 70,-129
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelem = 2
anim = 810
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,0
bindtime = 1
removetime = 40
supermove = 0
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelem = 5
anim = 811
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelem = 6
anim = 22114
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelem = 6
anim = 22108
sprpriority = 4
postype = p1
velset = 0,0
pos = 70,-140
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 801]
type = TargetBind
trigger1 = animelem = 1
pos = 42,0

[state 801]
type = targetstate
trigger1 = animelemtime(6) = 6
value = 2416

[State 801]
type = TargetLifeAdd
trigger1 = animelem = 5
value = Ceil(-0.08 * enemy,Const(data.life)) * var(39)
ignorehitpause = 1
absolute = 1

[State 801]
type = Projectile
trigger1 = AnimElem = 5
attr = S, NA
projanim = 22156
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 15
postype = p1
offset = 70,0
velocity = 0
animtype  = Light
damage    = Ceil((IfElse((var(29) < 1),0.06,0.02)) * enemy,Const(data.life)) ,0
getpower = 150,150
givepower = 0,0
guardflag = 
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 40, -89 
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[State 801]
type = EnvShake
trigger1 = animelem = 5
time = 18
ampl = 18
freq = 95
phase = 95

[State 801]
type = Width
trigger1 = 1
edge = 60,0

[state 801] 
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;投げられている相手
;==========================================================================================
;==========================================================================================

[Statedef 805]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 805]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

[State 805]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
fvalue = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(1) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(2) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(3) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(4) = 0
IgnoreHitPause = 1

[State 805]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

[state 805]
type = velset
trigger1 = time = 20
x = -2
y = -3

[state 805]
type = veladd
trigger1 = vel x < 0
x = 0.1

[state 805]
type = veladd
trigger1 = vel y < 0
y = 0.1

[State 805]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;==========================================================================================
;==========================================================================================
;投げられている相手2
;==========================================================================================
;==========================================================================================

[Statedef 806]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 806]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

[State 806]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
fvalue = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(1) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(2) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(3) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(4) = 0
IgnoreHitPause = 1

[State 806]
type = NotHitBy
trigger1 = 1
value = SCA

[State 806]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 806]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state 806]
type = velset
trigger1 = animelem = 1
x = -1.5
y = -10

[State 806]
type = VelAdd
Trigger1 = 1;animelem = 3,>= 0
y = .4

[State 806] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -50
absolute = 1

[State 806]
type = lifeset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = Vel Y > 0 && Pos Y >= 0
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 806] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 飛び道具1
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1050]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 80
velset = 0,0
anim = 1050
ctrl = 0

[state 1050]
type = playsnd
trigger1 = animelem = 7
value = 1050,0

[state 1050]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[State 1050]
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1050]
type = helper
trigger1 = Animelem = 8 || Animelem = 9&&palno=12&&var(29)>= 1
id = 1050
persistent = 1
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1065
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[state 1050]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ヘルパ
;---------------------------------------------------------------------------

[Statedef 1065]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 6,0
ctrl = 0
anim = 1065

[State 1065]
type = Explod
trigger1 = animelem = 2
anim = 1061
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1065]
type = Explod
trigger1 = animtime = 0
anim = 1063
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1065]
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22129
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,0
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1065]
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22129
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
scale = 0.8,0.8
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1065]
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 10,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1065]
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1065]
type = Projectile
trigger1 = AnimElem = 2
attr = S, NA
projanim = 1062
projremovetime = 16
projid = 1050
projpriority = 16
projsprpriority = 16
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 30,30
offset = 0,0
velocity = 0
damage = Ceil(0.03 * enemy,Const(data.life)) * root,var(39),Ceil(0.007 * enemy,Const(data.life)) * root,var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
p2stateno = 19000

[State 1065]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 20,0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999

[state 1065]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 1150]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 80
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

[State 1150]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 25

[State 1150]
type = Explod
trigger1 = time = 20
anim = 22070
sprpriority = 10
postype = p1
velset = 0,0
pos = -15,-80
bindtime = -1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1150]
type = PlaySnd
trigger1 = time = 20
value = 2562, 22

[State 1150] 
type = superpause 
trigger1 = time = 20
time = 50
anim = -1
darken = 0

[State 1150]
type = helper
triggerall = var(29) <= 1
trigger1 = time = 40
id = 11500
persistent = 0
name = "hikari"
pos = 0,-70
postype = P2
stateno = 31503
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1150]
type = helper
triggerall = var(29) >= 1
trigger1 = time = 40
id = 11500
persistent = 0
name = "hikari"
pos = 0,-70
postype = P2
stateno = 12503
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1150]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 飛び道具2
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 11101]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 80
velset = 0,0
anim = 1050
ctrl = 0

[state 11101]
type = playsnd
trigger1 = animelem = 7
value = 1050,0

[state 11101]
type = playsnd
trigger1 = animelem = 7
value = 2562,26
volume = 200

[state 11101]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[State 11101]
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 11101]
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 124,-100
postype = P1
stateno = 11100
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 11101]
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 35,-100
postype = P1
stateno = 11100
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 11101]
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 80,-140
postype = P1
stateno = 11122
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 11101]
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 80,-60
postype = P1
stateno = 11122
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[state 11101]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;光
;==========================================================================================
;==========================================================================================

[Statedef 11100]
type = S
movetype = A
physics = N
anim = 22106
velset = 0,0
ctrl = 0
sprpriority = 2

[State 11100]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 11100]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 11100]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 11100]
type = PlaySnd
trigger1 = (GameTime%25) = 1
value = 2562, 29
volume = -100

[state 11100]
type = velset
trigger1 = p2bodydist X< 0 && Time >= 20
x = -(3.5+((root,palno=12&&root,var(29)>=1)*2.0))

[state 1]
type = velset
trigger1 = p2bodydist X > 0 && Time >= 20
x = (3.5+((root,palno=12&&root,var(29)>=1)*2.0))

[state 11100]
type = velset
trigger1 = p2bodydist Y < 50 && Time >= 20
y = -(1+((root,palno=12&&root,var(29)>=1)*2.0))

[state 11100]
type = velset
trigger1 = p2bodydist Y > 50 && Time >= 20
y = (1+((root,palno=12&&root,var(29)>=1)*2.0))

[State 11100]
type = ReversalDef
trigger1 = root,palno=12
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
p2stateno = 13121

[State 11100]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 11205
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8

[State 11100]
type = HitDef
trigger1 = time >= 0 && root,var(1) != 1 && ishelper && root,palno!=12
attr = S, NA
animtype  = Hard
damage    = Ceil(0.0265 * enemy,Const(data.life)) * root,var(39),Ceil(0.005 * enemy,Const(data.life)) * root,var(39)
hitflag = MAFD
getpower = 20,20
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0
p2stateno = 9000

[state 11100]
type = posset
trigger1 = !ishelper
y = 0

[state 11100]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 11100]
type = ChangeState
triggerall = root,var(1) = 1 && ishelper
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 11125

[State 11100]
type = ChangeState
triggerall = root,var(1) != 1 && ishelper
trigger1 = Movecontact = 1
value = 11125

[State 11100]
type = ChangeState
trigger1 = time >= ((root,var(1) = 1)*30)+30 && ishelper
value = 11125

;==========================================================================================
;==========================================================================================
;光
;==========================================================================================
;==========================================================================================

[Statedef 11122]
type = S
movetype = A
physics = N
anim = 22106
velset = 0,0
ctrl = 0
sprpriority = 2

[State 11122]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 11122]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 11122]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[state 11122]
type = velset
trigger1 = p2bodydist X< 0 && Time >= 20
x = -(3.5+((root,palno=12&&root,var(29)>=1)*2.0))

[state 11122]
type = velset
trigger1 = p2bodydist X > 0 && Time >= 20
x = (3.5+((root,palno=12&&root,var(29)>=1)*2.0))

[state 11122]
type = velset
trigger1 = p2bodydist Y < 50 && Time >= 20
y = -(1+((root,palno=12&&root,var(29)>=1)*2.0))

[state 11122]
type = velset
trigger1 = p2bodydist Y > 50 && Time >= 20
y = (1+((root,palno=12&&root,var(29)>=1)*2.0))

[State 11122]
type = ReversalDef
trigger1 = root,palno=12
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
p2stateno = 13121

[State 11122]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 11205
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8

[State 11122]
type = HitDef
trigger1 = time >= 0 && root,var(1) != 1 && ishelper && root,palno!=12
attr = S, NA
animtype  = Hard
damage    = Ceil(0.0265 * enemy,Const(data.life)) * root,var(39),Ceil(0.005 * enemy,Const(data.life)) * root,var(39)
hitflag = MAFD
getpower = 20,20
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0
p2stateno = 9000

[state 11122]
type = posset
trigger1 = !ishelper
y = 0

[state 11122]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 11122]
type = ChangeState
triggerall = root,var(1) = 1 && ishelper
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 11125

[State 11122]
type = ChangeState
triggerall = root,var(1) != 1 && ishelper
trigger1 = Movecontact = 1
value = 11125

[State 11122]
type = ChangeState
trigger1 = time >= ((root,var(1) = 1)*30)+30 && ishelper
value = 11125

;==========================================================================================
;==========================================================================================
;消滅
;==========================================================================================
;==========================================================================================

[Statedef 11125]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22162
ownpal = 1

[state 11125]
type = playsnd
trigger1 = time = 0
value = 2562,35

[state 11125]
type = nothitby
trigger1 = 1
value = SCA

[state 11125]
type = varset
trigger1 = time = 0
v = 1
value = 0

[State 11125]
type = VarAdd
trigger1 = var(1) <= 21
v = 1
value = 1

[State 11125]
type = Explod
trigger1 = time = 0
anim = 22127
id = 22106
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
removetime = 19
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 11125]
type = Explod
trigger1 = time = 0
anim = 22163
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 11125]
type = ModifyExplod
trigger1 = Time >= 1
ID = 22106
scale = 1.2 - var(1)/15.0 , 1.2 - var(1)/15.0

[State 11125]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = time = 5
attr = S, NA
projanim = 22179
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s22109 + root,var(35)
sparkxy = 0,0
hitsound   = s2556,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-(((var(1) = 1)*2.8)+2.8)
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[state 11125]
type = destroyself
trigger1 = AnimTime = 0


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 飛び道具3(弱)
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 11600]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 80
ctrl = 0
velset = 0,0
anim = 11500
sprpriority = 2

[State 11600]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 11600]
type = helper
trigger1 = Animelem = 5
id = 11500
persistent = 0
name = "hikari"
pos = 50,-95
postype = P1
stateno = 11599
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 11600]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;光
;==========================================================================================
;==========================================================================================

[Statedef 11599]
type = S
movetype = A
physics = N
anim = 22107
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1]
type = PlaySnd
trigger1 = (GameTime%20) = 1
value = 2562, 28
volume = -50

[State 1]
type = Explod
trigger1 = animelem = 4
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
trigger1 = animelem = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -15,0
bindtime = 1
ignorehitpause = 1
scale = 0.4,0.4
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
trigger1 = animelem = 3
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,0
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
trigger1 = animelem = 2
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[state 1]
type = velset
trigger1 = p2bodydist X< 0 && Time >= 10
x = -1

[state 1]
type = velset
trigger1 = p2bodydist X > 0 && Time >= 10
x = 1

[state 1]
type = velset
trigger1 = p2bodydist Y < 50 && Time >= 10
y = -0.2

[state 1]
type = velset
trigger1 = p2bodydist Y > 50 && Time >= 10
y = 0.2

[State 1]
type = helper
trigger1 = (GameTime%20) = 1
id = 11500
persistent = 1
name = "koukyu"
pos = 0,0
postype = P1
stateno = 11130
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = helper
trigger1 = (GameTime%30) = 1
id = 11500
persistent = 1
name = "koukyu"
pos = 0,0
postype = P1
stateno = 11131
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = DestroySelf
trigger1 = time >= ((root,var(1) = 1)*60)+80
trigger2 = root,stateno = 2200 || root,stateno = 2999 || root,stateno = 22075 || root,stateno = 3250

;==========================================================================================
;==========================================================================================
;光2
;==========================================================================================
;==========================================================================================

[Statedef 11131]
type = S
movetype = A
physics = N
anim = 22127
velset = -2,10
ctrl = 0
sprpriority = 2

[State 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%10) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -20,-20
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%15) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -30,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%20) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -45,20
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = veladd
trigger1 = time>=10&&p2bodydist X< 0&&Vel X >= -6
x = -0.6

[State 1]
type = veladd
trigger1 = time>=10&&p2bodydist X > 0&&Vel X <= 6
x = 0.6

[State 1]
type = veladd
trigger1 = 1
y = -0.5

[State 1]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 22128
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8

[State 1]
type = HitDef
triggerall = root,var(1) != 1 && ishelper&& root,palno!=12
trigger1 = time >= 0
attr = S, NA
animtype  = Hard
damage    = Ceil(0.0025 * enemy,Const(data.life)) * root,var(39),Ceil(0.0018 * enemy,Const(data.life)) * root,var(39)
hitflag = MAF
getpower = 8,8
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -2,-3
air.velocity = -2,-3
fall = 1
fall.recover = 0
p2stateno = 9000

[State 1]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = p2dist x = [-40,40]
trigger1 = p2dist y = [-60,60]
attr = S, NA
projanim = 22179
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.0025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s22109 + root,var(35)
sparkxy = 0,0
hitsound   = s2556,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-4
air.velocity = -2,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000
persistent = 0

[state 1]
type = posset
trigger1 = !ishelper
y = 0

[state 1]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 1]
type = DestroySelf
trigger1 = Movecontact = 1
trigger2 = projcontact = 1

[State 1]
type = DestroySelf
trigger1 = time >= 70
trigger2 = root,stateno = 2200 || root,stateno = 2999 || root,stateno = 22075 || root,stateno = 3250

;==========================================================================================
;==========================================================================================
;光2
;==========================================================================================
;==========================================================================================

[Statedef 11130]
type = S
movetype = A
physics = N
anim = 22127
velset = -2,-10
ctrl = 0
sprpriority = 2

[State 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%10) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -20,-20
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%15) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -30,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%20) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -45,20
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = veladd
trigger1 = time >= 10&&p2bodydist X< 0&&Vel X >= -6
x = -0.6

[State 1]
type = veladd
trigger1 = time >= 10&&p2bodydist X > 0&&Vel X <= 6
x = 0.6

[State 1]
type = veladd
trigger1 = 1
y = 0.5

[State 1]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 22128
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8

[State 1]
type = HitDef
triggerall = root,var(1) != 1 && ishelper&& root,palno!=12
trigger1 = time >= 0
attr = S, NA
animtype  = Hard
damage    = Ceil(0.0025 * enemy,Const(data.life)) * root,var(39),Ceil(0.0018 * enemy,Const(data.life)) * root,var(39)
hitflag = MAF
getpower = 8,8
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -2,-3
air.velocity = -2,-3
fall = 1
fall.recover = 0
p2stateno = 9000

[State 1]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = p2dist x = [-40,40]
trigger1 = p2dist y = [-60,60]
attr = S, NA
projanim = 22179
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.0025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s22109 + root,var(35)
sparkxy = 0,0
hitsound   = s2556,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-4
air.velocity = -2,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000
persistent = 0

[state 1]
type = posset
trigger1 = !ishelper
y = 0

[state 1]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 1]
type = DestroySelf
trigger1 = Movecontact = 1
trigger2 = projcontact = 1

[State 1]
type = DestroySelf
trigger1 = time >= 70
trigger2 = root,stateno = 2200 || root,stateno = 2999 || root,stateno = 22075 || root,stateno = 3250


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 飛び道具3(強)
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 11500]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 80
ctrl = 0
velset = 0,0
anim = 11500
sprpriority = 2

[State 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 1]
type = helper
trigger1 = Animelem = 5||Animelem=6&&palno=12&&var(29)>=1
id = 11500+(palno=12&&var(29)>=1)
persistent = 1
name = "hikari"
pos = 50,-95
postype = P1
stateno = 11502
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

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

;==========================================================================================
;==========================================================================================
;光
;==========================================================================================
;==========================================================================================

[Statedef 11502]
type = S
movetype = A
physics = N
anim = 22107
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1]
type = PlaySnd
trigger1 = (GameTime%20) = 1
value = 2562, 28
volume = -50

[State 1]
type = Explod
trigger1 = animelem = 4
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
trigger1 = animelem = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -15,0
bindtime = 1
ignorehitpause = 1
scale = 0.4,0.4
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
trigger1 = animelem = 3
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,0
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
trigger1 = animelem = 2
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[state 1]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = Time >= 10
x = -1-((ishelper(11501))*2)

[state 1]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = Time >= 10
x = 1+((ishelper(11501))*2)

[state 1]
type = velset
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 10
y = -0.2-((ishelper(11501))*0.6)

[state 1]
type = velset
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 10
y = 0.2+((ishelper(11501))*0.6)

[State 1]
type = ChangeState
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 12503

[State 11502]
type = DestroySelf
trigger1 = time >= ((root,var(1)=1)*80)+100+((ishelper(11501))*50)

;==========================================================================================
;==========================================================================================
;光
;==========================================================================================
;==========================================================================================

[Statedef 12503]
type = S
movetype = A
physics = N
anim = 22159
velset = 0,0
ctrl = 0
sprpriority = 3

[State 1]
type = helper
trigger1 = Animelem = 2
id = 11500
persistent = 0
name = "hikari"
pos = 20,20
postype = P1
stateno = 11508
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1]
type = Explod
trigger1 = animelem = 6
anim = 22158
id = 22158
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1
type = PlaySnd
trigger1 = AnimElem = 2
value = 2550, 0

[State 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2552, 0
volume = -50

[State 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2562, 33
volume = 220

[State 1]
type = EnvShake
trigger1 = AnimElem = 2
time = 8
ampl = -8
freq = 95
phase = 95

[State 1]
type = Projectile
trigger1 = AnimElem = 2
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22159
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.007 * enemy,Const(data.life)) * root,var(39),Ceil(0.007 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000;14200

[State 1]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 11508]
type = S
movetype = A
physics = N
anim = 22160
velset = 0,0
ctrl = 0
sprpriority = 3

[State 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1]
type = Explod
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22161
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

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

[State 1]
type = Explod
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1]
type = Explod
trigger1 = animelem = 8
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 4
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 40,-40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 10
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 40,-40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 5
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 40,-40
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 6
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 20,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 12
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 7
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 20,40
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 8
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -40,-20
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 14
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -40,-20
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 9
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = -40,-20
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 10
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 10,-5
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 16
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 10,-5
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 11
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 10,-5
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 12
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 60,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 18
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 13
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 60,-60
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 14
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 70,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 20
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 15
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 70,40
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 16
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -50,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 22
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -50,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 17
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = -50,-30
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 18
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 30,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 24
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 30,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 19
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 30,0
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 2900]
type = helper
trigger1 = Animelem = 18
id = 11509
persistent = 0
name = "hikari"
pos = 0,0
postype = P1
stateno = 11509
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2550, 0

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
value = 2562, 9

[State 1020, 4]
type = EnvShake
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
time = 5
ampl = -5
freq = 95
phase = 95

[State 1010]
type = DestroySelf
trigger1 = AnimTime = 0

;==========================================================================================
;==========================================================================================
;光
;==========================================================================================
;==========================================================================================

[Statedef 11509]
type = S
movetype = A
physics = N
anim = 22160
velset = 0,0
ctrl = 0
sprpriority = 3

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1]
type = Explod
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22161
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

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

[State 1000]
type = Explod
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = -30,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 8
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = -30,0
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 4
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 50,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 10
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 50,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 5
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 50,-60
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 6
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -40,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 12
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -40,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 7
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = -40,30
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 8
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 20,60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 14
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 9
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 20,60
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 10
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 70,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 16
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 11
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 70,-30
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 12
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 18
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 13
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 14
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,-80
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 20
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-80
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 15
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,-80
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 16
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -70,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 22
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -70,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 17
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = -70,0
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 18
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 24
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 19
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,40
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
value = 2562, 9

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 3
value = 2562, 32

[State 1020, 4]
type = EnvShake
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
time = 6
ampl = -6
freq = 95
phase = 95

[State 1010]
type = DestroySelf
trigger1 = AnimTime = 0


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; バニシングラッシュ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 22115]
type = S
movetype = A
physics = N
anim = 22115
ctrl = 0
juggle = 7
poweradd= 80
velset = 0,0
sprpriority = 2

[state a]
type = varset
trigger1 = palno = 12 && time = 0 
v = 5
value = ifelse(var(30)!=1,(command="b"),(random%2))

[state a]
type = varset
trigger1 = palno = 12 && time = 0 
fv = 21
value = 0

[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 5
value = s2562, 30

[State 440, 2]
type = null;PlaySnd
trigger1 = animelem = 1
value = s2562, 31

[State 10000, sombras] 
type = Afterimage
trigger1 = TIME = 0
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  -1
length  = 13
TimeGap = 1
FrameGap = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 22117
;id = 1251
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 22067
id = 22117
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 22117

;==========================================================================================
;==========================================================================================
;ダッシュ
;==========================================================================================
;==========================================================================================

[Statedef 22117]
type = S
movetype = A
physics = N
anim = 22120
ctrl = 0
juggle = 7
velset = 80,0
sprpriority = 2

[state a]
type = varadd
trigger1 = palno = 12 && time = 0 
fv = 21
value = 1

[State a]
type = NotHitBy
trigger1 = var(1) = 1
value = SCA

[State 1]
type = removeexplod
trigger1 = time = 0
ID = 22117

[State 1000, 5]
type = null;Explod
trigger1 = time = 0
anim = 22119
;id = 1251
sprpriority = 1
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State a]
type = Pause
trigger1 = projhit35901 = 1 || projguarded35901 = 1
time = 2

[State 1]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 22151
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 52
numhits = 1
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,1
sparkno = -1;s22109 + var(35)
sparkxy = -7, -85
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-8
air.velocity = -0.5,-8
yaccel = .5
envshake.time = 7
envshake.ampl = 7
fall = 1
fall.recover = 0
p2stateno = 19000

[State 1]
type = Projectile
triggerall = var(1) != 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 22151
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 52
numhits = 1
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,1
sparkno = -1;s22109 + var(35)
sparkxy = -7, -85
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-8
air.velocity = -0.5,-8
yaccel = .5
envshake.time = 7
envshake.ampl = 7
fall = 1
fall.recover = 0
p2stateno = 19000

[State a];ヘルパ
type = Helper
trigger1 = projcontact35901 = 1
trigger1 = NumHelper(22121) = 0 || palno=12&&var(5)=1
id = 22121
name = "lash"
sprpriority = 2
pos = 0,0
postype = p2
stateno = 22121
juggle = 8
helpertype = normal
keyctrl = 0 
ownpal = 1
PauseMoveTime = 9999999

[State 1] 
type = turn 
trigger1 = palno=12&&fvar(21)<=4+((var(29)>=1)*4)&&animTime=0&&p2dist x<0&&var(5)=1
value = 1

[State 1]
type = ChangeState
trigger1 = animTime = 0
value = ifelse((palno=12&&var(5)=1&&fvar(21)<=5+((var(29)>=1)*4)),22117,22116)

;==========================================================================================
;==========================================================================================
;終了
;==========================================================================================
;==========================================================================================

[Statedef 22116]
type = S
movetype = A
physics = N
anim = 22116
ctrl = 0
juggle = 8
velset = 0,0
sprpriority = 2

[State a]
type = NotHitBy
trigger1 = var(1) = 1
value = SCA

[State 440, 2]
type = null;PlaySnd
trigger1 = animelem = 1
value = s1500, 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 22118
;id = 1251
sprpriority = 1
postype = p1
pos = -9,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

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

[Statedef 22121]
type    = S
movetype= A
sprpriority = 4
physics = S
velset = 0,0
juggle = 8
anim = 22121
ctrl = 0

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 1]
type = Projectile
trigger1 = AnimElem = 1 || AnimElem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimElem = 6
attr = A, HA
projanim = 22152
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1
postype = p2
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil((0.005-((root,palno=12&&root,var(5)=1)*0.002))*enemy,Const(data.life))*root,var(39),Ceil(0.002*enemy,Const(data.life))*root,var(39)
getpower = 10+((root,palno=12&&root,var(5)=1)*10),10+((root,palno=12&&root,var(5)=1)*10)
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 7,0
sparkno = s22109 + root,var(35)
sparkxy = -5, -80
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = 0,-4+((root,palno=12&&root,var(5)=1)*2)
air.velocity = 0,-4+((root,palno=12&&root,var(5)=1)*2)
envshake.time = 7
envshake.ampl = 7
yaccel = 0.4+((root,palno=12&&root,var(5)=1)*0.2)
fall = 1
fall.recover = 0
p2stateno = 19000

[State 2]
type = destroyself
trigger1 = animtime = 0


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 髑髏柱
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 1450]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 20
ctrl = 0
velset = 0,0
anim = 1450
sprpriority = 2

[State a]
type = NotHitBy
trigger1 = var(1) = 1
value = SCA

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time = 0
trigger1 = command = "x"
trigger1 = prevstateno != 1450
v = 5
value = 0

[state a]
type = varset
triggerall = var(30) != 1
triggerall = time = 0
trigger1 = command = "a"
trigger1 = prevstateno != 1450
v = 5
value = 1

[state a]
type = varset
triggerall = var(30) != 1
triggerall = time = 0
trigger1 = command = "y"
trigger1 = prevstateno != 1450
v = 5
value = 2

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "b"
trigger1 = prevstateno != 1450
v = 5
value = 3

[state a]
type = varset
triggerall = var(30) != 1
triggerall = time = 0
trigger1 = command = "z"
trigger1 = prevstateno != 1450
v = 5
value = 4

[state a]
type = varset
triggerall = var(30) = 1
triggerall = time = 0
trigger1 = prevstateno != 1450
v = 5
value = 4

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "a"
v = 5
value = 1

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "y"
v = 5
value = 2

[state a]
type = varset
trigger1 = time != 0
trigger1 = command = "b"
v = 5
value = 3

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "z"
v = 5
value = 4

[State 1]
type = varrandom
triggerall = var(30) = 1
trigger1 = time != 0
range = 0,4
v = 5

[state a]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 1+((var(1)=1)*2)+(palno=12)*(((var(29)>=1)*5)+5)

[state a]
type = varadd
trigger1 = time = 0
trigger1 = prevstateno = 1450
v = 18
value = -1

[state a]
type = varset
trigger1 = prevstateno != 1450
v = 13
value = 0

[state a]
type = varset
trigger1 = prevstateno = 1450
v = 13
value = 1

[state a]
type = varset
trigger1 = time = 0
v = 7
value = 0

[state a]

type = varset
trigger1 = time != 0
trigger1 = (command = "x")||(command = "a")||(command = "y")||(command = "b")||(command = "z")
v = 7
value = 1

[state a];コマンド受付判定
type = null;varset
trigger1 = command = "火闌降1"
trigger1 = var(5) = 0
trigger2 = command = "火闌降2"
trigger2 = var(5) = 1
trigger3 = command = "火闌降3"
trigger3 = var(5) = 2
v = 7
value = 1

[state a]
type = varset
triggerall = var(30) = 1
trigger1 = time != 0
v = 7
value = 1

[state a];
type = playsnd
trigger1 = animelem = 1
value = 2562,21

[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "hasira"
pos = 70*var(5)+40,0
postype = P1
stateno = 1412
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state a]
type = changestate
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >=(17-((palno=12)*12))+((var(30)=1)*(38-((palno=12)*35))))
value = 1450

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
; 髑髏
;==========================================================================================
;==========================================================================================

[Statedef 1412]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1410

[state a]
type = posset
trigger1 = time = 0
trigger1 = root,var(5) = 4
x = enemy,pos x 

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[state a];
type = playsnd
trigger1 = animelem = 12
value = 2552,0

[state a];
type = playsnd
trigger1 = animelem = 12
value = 2562,27

[state a];
type = playsnd
trigger1 = animelem = 12
value = 2551,0

[State 1000, 5]
type = Explod
trigger1 = animelem = 12
anim = 2551;1415
id = 1415
sprpriority = 3
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 14
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 5
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 14
anim = 22108
sprpriority = 6
postype = p1
pos = 0,-100
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 14
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,30
bindtime = 1
removetime = 15
supermove = 0
scale = 0.8,0.8
ignorehitpause = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 14
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 20
supermove = 0
scale = 0.6,0.6
ignorehitpause = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 14
anim = 22102
id = 1415
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
removetime = 25
supermove = 0
scale = 0.3,0.3
ignorehitpause = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 14
anim = 2553
sprpriority = 4
postype = p1
pos = -2,1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

[State a]
type = Explod
triggerall = AnimElemtime(12) >= 0
trigger1 = (GameTime%(2+((root,palno=12)*2))) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = root,var(50),root,var(51)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 0,-3
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 12
time = 12
ampl = -12
freq = 95
phase = 95

[State 1]
type = Projectile
triggerall = root,var(1) != 1
trigger1 = AnimElem = 14
attr = S, NA
projanim = 22150
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s22109 + var(35)
sparkxy = -7, -70
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[State 1]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = AnimElem = 14
attr = S, NA
projanim = 22150
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s22109 + var(35)
sparkxy = -7, -70
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 14200

[state a]
type = destroyself
trigger1 = animtime = 0


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 跳ね返し
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 1300]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 80
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 2562, 20

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 22066
id = 211
sprpriority = 5
postype = p1
pos = 40,-85
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State a]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 70 || projguarded35600 >= 1 && FrontEdgeDist <= 70
x = -4.1

[State a]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 2

[State 1]
type = Projectile
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22149
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.13 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 80,80
givepower = 0,0
guardflag = H
hitflag = MA
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 30, -85
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6,-6
air.velocity = -6,-6
envshake.time = 8
envshake.ampl = 8
fall = 1
fall.recover = 0
p2stateno = 10210

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; バリア
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 1301]
type    = S
movetype= A
physics = S
juggle  = 20
poweradd= 80
ctrl = 0
velset = 0,0
anim = 2555
sprpriority = 2

[State a]
type = NotHitBy
triggerall = var(1) = 1
trigger1 = animelem = 12,<=6
value = SCA

[State a]
type = NotHitBy
triggerall = var(1) != 1
trigger1 = animelem = 9,<=6
value = SCA

[State 1700, 0]
type = ReversalDef
triggerall = var(1) = 1
trigger1 = animelem = 11,<=0
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
p2facing = 1
p2stateno = 13121

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 2555, 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 6
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = ProjHit45000 = 1
anim = 22109 + var(35)
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = ProjGuarded45000 = 1
anim = 22113
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 6
anim = 2554
sprpriority = 6
postype = p1
pos = -5,-80
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
triggerall = var(1) != 1
trigger1 = AnimElem = 6 || AnimElem = 7 || AnimElem = 8 || AnimElem = 9
attr = S, NA
projanim = 2557
projhitanim = -1
projid = 45000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,4
sparkno = -1;s2556
sparkxy = -15,-77
hitsound   = s2556,0
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-(((var(1) = 1)*2.8)+2.8)
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[State 1000, 2]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 6 || AnimElem = 7 || AnimElem = 8 || AnimElem = 9
attr = S, NA
projanim = 2557
projhitanim = -1
projid = 45000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1;s2556
sparkxy = -15,-77
hitsound   = s2556,0
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-(((var(1) = 1)*2.8)+2.8)
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[State 1]
type = targetlifeadd
trigger1 = projhit45000>=1&&var(1)=1
value = (Ceil(-0.005*enemy,Const(data.life)))*var(39)
ignorehitpause = 1
absolute = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------

[Statedef 263601]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 263601]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 263601]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 26360]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&!ishelper&&name!="G OROCHI"&&prevstateno!=263601
value = 0
IgnoreHitPause = 1

[State 26360]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&!ishelper&&name!="G OROCHI"&&prevstateno!=263601
fvalue = 0
IgnoreHitPause = 1

[state 26360]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="G OROCHI"&&enemynear,fvar(19)!=0
v = 2
value = prevstateno

[state 26360]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="G OROCHI"&&enemynear,fvar(19)!=0
v = 3
value = anim

[State 263601]
type = PlayerPush
trigger1 = 1
value = -1

[State 263601]
type = NotHitBy
trigger1 = 1
value = SCA

[State 263601]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 263601]
type = ChangeAnim
Trigger1 = Time = 0&&!ishelper
value = 5070

[State 263601]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 263601]
type = AssertSpecial
trigger1 = ishelper
flag = invisible

[state 263601]
type = destroyself
trigger1 = ishelper&&time=0&&enemynear,name="G OROCHI"&&enemynear,fvar(19)!=1
trigger2 = ishelper&&time>=5

[state 263601]
type = changestate
trigger1 = ishelper&&time=1&&enemynear,name="G OROCHI"&&enemynear,fvar(19)!=0
value = 2636010

[State 263601]
type = changestate
trigger1 = time>=8&&!ishelper
value = 26370

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

[Statedef 26370]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 26370]
type = destroyself
trigger1 = ishelper

[State 26370]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.035 * Const(data.life)))

[State 26370]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 26370]
type = PlayerPush
trigger1 = 1
value = -1

[State 26370]
type = NotHitBy
trigger1 = 1
value = SCA

[State 26370]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 26370]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 26370]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 26370]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 26370]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


;---------------------------------------------------------------------------
;超必演出ヘルパ
;---------------------------------------------------------------------------

[Statedef 26380]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22175
ownpal = 1

[state a]
type = nothitby
trigger1 = 1
value = SCA

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1

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

[State a]
type = Trans
trigger1 = 1
trans = add

[state a]
type = varset
trigger1 = time = 0
v = 56
value = 0

[State a]
type = VarAdd
trigger1 = Var(56) <= 40
var(56) = 1

[State a]
Type = AngleDraw
Trigger1 = Time >= 0
scale = 0.2 + Var(56)/10.0 , 0.2 + Var(56)/10.0

[State a]
Type = AngleAdd
Trigger1 = Time >= 0
Value = -3

[state a]
type = destroyself
trigger1 = Time >= 25

;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------

[Statedef 26360]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 26360]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 26360]
type = PlayerPush
trigger1 = 1
value = -1

[State 26360]
type = NotHitBy
trigger1 = 1
value = SCA

[State 26360]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 26360]
type = ChangeAnim
Trigger1 = Time = 0 && !ishelper
value = 5070

[State 26360]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 26360]
type = AssertSpecial
trigger1 = ishelper
flag = invisible

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(1) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(2) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(3) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(4) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(5) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(6) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(7) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(8) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(9) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(10) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(11) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(12) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(13) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(14) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(15) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(16) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(17) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(18) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(19) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(20) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(21) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(22) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(23) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(24) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(25) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(26) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(27) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(28) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(29) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(30) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(31) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(32) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(33) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(34) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(35) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(36) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(37) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(38) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(39) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(40) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(41) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(42) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(43) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(44) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(45) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(46) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(47) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(48) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(49) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(50) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(51) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(52) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(53) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(54) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(55) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(56) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(57) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(58) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
var(59) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(1) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(2) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(3) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(4) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(5) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(6) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(7) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(8) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(9) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(10) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(11) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(12) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(13) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(14) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(15) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(16) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(17) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(18) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(19) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(20) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(21) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(22) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(23) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(24) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(25) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(26) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(27) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(28) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(29) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(30) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(31) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(32) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(33) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(34) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(35) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(36) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(37) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(38) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G OROCHI"
fvar(39) = 0

[state 26360]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="G OROCHI"&&enemynear,fvar(19)!=0
v = 2
value = prevstateno

[state 26360]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="G OROCHI"&&enemynear,fvar(19)!=0
v = 3
value = anim

[state 26360]
type = changestate
triggerall = enemynear,name="G OROCHI"&&enemynear,var(55)<=0&&enemynear,fvar(19)!=0
trigger1 = ishelper
value = 2636030

[state 26360]
type = changestate
trigger1 = ishelper&&enemynear,name="G OROCHI"&&enemynear,fvar(19)!=0&&enemynear,stateno=23000
value = 2636010

[state 26360]
type = destroyself
trigger1 = ishelper&&time=0&&enemynear,name="G OROCHI"&&enemynear,fvar(19)!=1&&enemynear,var(55)<=0
;trigger2 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(26)!=1

[state 26360]
type = velset
trigger1 = time = 0 && !ishelper
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 26360]
type = VelAdd
Trigger1 = time > 0 && !ishelper
y = .39

[State 26360]
type = selfstate
trigger1 = Vel Y > 0 && !ishelper
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 2701000]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = -4,-6

[State 2701000]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2701000]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2701000]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[state 2701000]
type = destroyself
trigger1 = ishelper

[State 2701000]
type = ChangeAnim
trigger1 = time = 0 && !ishelper
value = ifelse(SelfAnimExist(5070),5070,0)

[State 2701000]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 2701000]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5150

;==========================================================================================
;==========================================================================================
; カウンター
;==========================================================================================
;==========================================================================================

[Statedef 1310]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1310
sprpriority = 2

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 30

[State 1];
type = NotHitBy
trigger1 = animelem = 5,<=0
value = SCA

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 1300, 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 1305
id = 211
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 0
under = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 240, 2]
type = null;HitDef
trigger1 = animelem = 1
attr = S, NA
animtype  = hard
damage    = Ceil(0.12 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 0,0
guardflag = 
pausetime = 0,17
sparkno = s1015;7001
sparkxy = -15,-77
hitsound   = s1222,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6
air.velocity = -6,-6.8
fall = 0
p2stateno = 13120

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
; 糺カウンター2
;==========================================================================================
;==========================================================================================

[Statedef 13100]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1310
sprpriority = 2

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 30

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 1300, 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 1305
id = 211
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 0
under = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 1306
projhitanim = 1015
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 28,-73
velocity = 20
damage = Ceil(0.12 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S1222,0;S190,2
guardsound = S121,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1
p2stateno = 13120

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 瞬間移動
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 1800]
type = A
ctrl = 0
anim = 1888
velset = 0,0

[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "a"
trigger1 = time = 0
v = 5
value = 1

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 2

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "b"
trigger1 = time = 0
v = 5
value = 3

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "z"
trigger1 = time = 0
v = 5
value = 4

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "c"
trigger1 = time = 0
v = 5
value = 5

[State 1]
type = varrandom
triggerall = var(30) = 1
trigger1 = time = 0
trigger1 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
range = 0,3
v = 5

[state a]
type = varset
triggerall = var(30) = 1
trigger1 = time = 0
trigger1 = Enemy,NumHelper = 0 && Enemy,NumProj = 0
v = 5
value = 5

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2562,20

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1931
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = Pos Y >= 0
trigger1 = time = 0
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 0
x = -120

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 1
x = -50

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 2
x = 50

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 3
x = 120

[state a]
type = posset
triggerall = animtime = 0
trigger1 = var(5) = 4
trigger2 = var(5) = 5
x = enemy,pos x

[state a]
type = changestate
trigger1 = animtime = 0
value = 1805

;==========================================================================================
;==========================================================================================
; 瞬間移動終わり
;==========================================================================================
;==========================================================================================

[Statedef 1805]
type = S
ctrl = 0
anim = 1889
velset = 0,0

[State a]
type = NotHitBy
triggerall = var(1) = 1
trigger1 = animelem = 7,<=6
value = SCA

[State a]
type = NotHitBy
triggerall = var(1) != 1
trigger1 = animelem = 3,<=2
value = SCA

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2562,20

[State 1400] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1932
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22068
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 4
x = -20

[state a]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 5
x = 20

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;光
;==========================================================================================
;==========================================================================================

[Statedef 2793]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 8
poweradd= 0
sprpriority = 9
anim = 22131
ctrl = 0

[State 2793]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2793]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2793]
type = Trans
trigger1 = 1
trans = add
alpha = 250,250

[state 2793]
type = velset
trigger1 = time = 0
y = -3

[state 2793]
type = destroyself
trigger1 = time >= 30

;==========================================================================================
;==========================================================================================
;光
;==========================================================================================
;==========================================================================================

[Statedef 2794]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 8
poweradd= 0
sprpriority = 9
anim = 22131
ctrl = 0

[State 2793]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2793]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2793]
type = Trans
trigger1 = 1
trans = add
alpha = 250,250

[state 2795]
type = null;velset
trigger1 = time = [0,14]
x = -0.5

[state 2795]
type = null;velset
trigger1 = time = [15,30]
x = -6

[state 2795]
type = velset
trigger1 = time = 0
x = -5

[State 1414]
type = veladd
trigger1 = Time > 0
y = -1 + (random%3)

[state 2793]
type = destroyself
trigger1 = time >= 30

;==========================================================================================
;==========================================================================================
;光
;==========================================================================================
;==========================================================================================

[Statedef 2795]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 8
poweradd= 0
sprpriority = 99
anim = 22131
ctrl = 0

[State 2793]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2793]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2793]
type = Trans
trigger1 = 1
trans = add
alpha = 250,250

[state 2795]
type = velset
trigger1 = time = 0
x = 8

[State 1414]
type = veladd
trigger1 = Time > 0
y = -2 + (random%5)

[state 2793]
type = destroyself
trigger1 = time >= 30


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;ハイパーアーマー
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 10051]
type    = S
movetype= I
physics = S
anim = 1

[State 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 30+((palno=12)*30)

[State -1]
type = lifeadd
trigger1 = var(29) <= 1 && (var(30)=0||var(30)!=0&&palno!=12)
trigger1 = time = 0
value = -(lifemax*(((life>=0)*0.002)+((life>=lifemax*0.02)*0.004)+((life>=lifemax*0.1)*0.01)+((life>=lifemax*0.2)*0.065)))
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29)<=1&&var(30)!=0&&palno=12&&(fvar(28)=[0,2])
trigger1 = time = 0
value = -(lifemax*(((life>=0)*(0.001+(0.001*fvar(28))))+((life>=lifemax*0.02)*(0.002+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.005+(0.004*fvar(28))))+((life>=lifemax*0.2)*(0.01+(0.045*fvar(28))))))
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29)<=1&&var(30)!=0&&palno=12&&(fvar(28)=[1,2])&&enemy,life<enemy,lifemax*0.95
trigger1 = time = 0
value = -(lifemax*(((life>=0)*(0.002+(0.001*fvar(28))))+((life>=lifemax*0.02)*(0.003+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.004+(0.001*fvar(28))))))
absolute = 1

[State -1]
type = poweradd
trigger1 = time = 0
value = (50+((palno!=12)*30))+((life<=lifemax*0.2)*(50+((palno!=12)*30)))+((var(29)>=1)*200)+((var(30)!=0&&fvar(28)=0)*150)

[state -1]
type = varadd
trigger1 =palno=12&&time=0
fv = 26
value = 1

[State 10051, 1]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 10051, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 10051, 4]
type = ChangeState
trigger1 = Time >= 1
value = 0
ctrl = 1

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

[Statedef 18000]
type = S
movetype= A
physics = S
ctrl = 0
anim = 1888
velset = 0,0

[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2562,20

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1931
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[state a]
type = posset
trigger1 = animtime = 0
x = enemy,pos x

[state a]
type = changestate
trigger1 = animtime = 0
value = 18050

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

[Statedef 18050]
type = S
ctrl = 0
anim = 1889
velset = 0,0

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, AA,AT,AP
Time = 15

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2562,20

[State 1400] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1932
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22068
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = posadd
trigger1 = time = 0
x = 25

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

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

[Statedef 38853]
type    = A
movetype= I
physics = N

[State 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 30+((palno=12)*30)

[State -1]
type = lifeadd
trigger1 = var(29) <= 1 && (var(30)=0||var(30)!=0&&palno!=12)
trigger1 = time = 0
value = -(lifemax*(((life>=0)*0.002)+((life>=lifemax*0.02)*0.004)+((life>=lifemax*0.1)*0.01)+((life>=lifemax*0.2)*0.065)))
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29)<=1&&var(30)!=0&&palno=12&&(fvar(28)=[0,2])
trigger1 = time = 0
value = -(lifemax*(((life>=0)*(0.001+(0.001*fvar(28))))+((life>=lifemax*0.02)*(0.002+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.005+(0.004*fvar(28))))+((life>=lifemax*0.2)*(0.01+(0.045*fvar(28))))))
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29)<=1&&var(30)!=0&&palno=12&&(fvar(28)=[1,2])&&enemy,life<enemy,lifemax*0.95
trigger1 = time = 0
value = -(lifemax*(((life>=0)*(0.002+(0.001*fvar(28))))+((life>=lifemax*0.02)*(0.003+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.004+(0.001*fvar(28))))))
absolute = 1

[State -1]
type = poweradd
trigger1 = time = 0
value = (50+((palno!=12)*30))+((life<=lifemax*0.2)*(50+((palno!=12)*30)))+((var(29)>=1)*200)+((var(30)!=0&&fvar(28)=0)*150)

[state -1]
type = varadd
trigger1 =palno=12&&time=0
fv = 26
value = 1

[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040, 3]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMPLAND

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

[Statedef 38852]
type    = A
movetype= I
physics = A

[State 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 30+((palno=12)*30)

[State -1]
type = lifeadd
trigger1 = var(29) <= 1 && (var(30)=0||var(30)!=0&&palno!=12)
trigger1 = time = 0
value = -(lifemax*(((life>=0)*0.002)+((life>=lifemax*0.02)*0.004)+((life>=lifemax*0.1)*0.01)+((life>=lifemax*0.2)*0.065)))
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29)<=1&&var(30)!=0&&palno=12&&(fvar(28)=[0,2])
trigger1 = time = 0
value = -(lifemax*(((life>=0)*(0.001+(0.001*fvar(28))))+((life>=lifemax*0.02)*(0.002+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.005+(0.004*fvar(28))))+((life>=lifemax*0.2)*(0.01+(0.045*fvar(28))))))
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29)<=1&&var(30)!=0&&palno=12&&(fvar(28)=[1,2])&&enemy,life<enemy,lifemax*0.95
trigger1 = time = 0
value = -(lifemax*(((life>=0)*(0.002+(0.001*fvar(28))))+((life>=lifemax*0.02)*(0.003+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.004+(0.001*fvar(28))))))
absolute = 1

[State -1]
type = poweradd
trigger1 = time = 0
value = (50+((palno!=12)*30))+((life<=lifemax*0.2)*(50+((palno!=12)*30)))+((var(29)>=1)*200)+((var(30)!=0&&fvar(28)=0)*150)

[state -1]
type = varadd
trigger1 =palno=12&&time=0
fv = 26
value = 1

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;バリア
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 288888]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22132
ownpal = 1

[State 1]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = s22133
hitsound = s2562,31
p1stateno = 288889-(power>=powermax*0.5&&(root,var(30)!=1||root,var(30)!=0&&root,fvar(28)=0))
p2stateno = IfElse((root,var(29)>=1),103999,13121)
;p1getp2state = (root,var(30)!=1||root,var(30)!=0&&root,fvar(28)=0)
getpower = (Const(data.power))/8

[state 1]
type = targetdrop
trigger1 = root,alive=0||roundstate>=3&&enemy,alive=0
;excludeid = 288888

[state 1]
type = null;targetstate
triggerall = root,var(29) >= 1
trigger1 = target,stateno != [103999,104007]
value = 103999

[State 1]
type = targetLifeAdd
trigger1 = (gametime%10)=1
value = -(enemy,lifemax*(0.004+((enemy,movetype=A)*0.02)))
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = targetLifeAdd
trigger1 = enemy,life<=enemy,lifemax*0.3
value = -9999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = nothitby
trigger1 = 1
value = SCA

[State 1]
type = ChangeState
trigger1 = (root,stateno=2999||root,stateno=2205)
value = 288890+(root,stateno=2205)

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

[Statedef 288889]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22132
ownpal = 1

[State 1]
type = BindToroot
trigger1 = 1
pos = 0,0

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA

[state -2]
type = parentvarset
trigger1 = RoundState <= 2 && root,anim = 0 && root,ctrl = 0 && root,var(54) <= 40
fv = 25
value = 1
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 2]
type = destroyself
trigger1 = time>=(root,var(54)<=40)

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

[Statedef 288890]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22177
ownpal = 1

[State 1]
type = BindToroot
trigger1 = 1
pos = 0,0

[state 1]
type = varset
trigger1 = numtarget&&target,ishelper=0||root,fvar(20)!=0
v = 10
value = (RoundState<=2)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = varset
trigger1 = root,fvar(38)=2
trigger1 = root,time<150&&enemy,movereversed
trigger2 = root,time>=150
v = 11
value = (root,time<150)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = s22133
hitsound = s2562,31
p2stateno = 169995

[State 1]
type = AttackDist
trigger1 = 1
value = 0

[State 1]
type = targetpowerAdd
trigger1 = 1
value = -(enemy,Const(data.power))
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = targetLifeAdd
trigger1 = (gametime%(1+((root,time<150)*3)))=1
value = -9999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = targetstate
trigger1 = root,stateno=22050&&root,time>=150
value = 169995
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = targetstate
trigger1 = var(11)!=0&&root,fvar(38)=2
trigger1 = enemy,alive&&root,time<150
value = 169995
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Projectile
trigger1 = root,palno=12&&root,stateno=22050&&(root,time=[30,170])&&var(10)!=0
trigger1 = (GameTime%6)=1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
numhits = 0
damage    = 21474836
getpower = 0,0
givepower = -(enemy,Const(data.power))
hitflag = MAFD
guardflag = 
pausetime = 2,1
guard.pausetime = 2,1
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -0.2,-0.5
air.velocity = -0.2,-0.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000
ignorehitpause = 1

[state 1]
type = nothitby
trigger1 = 1
value = SCA

[State 1]
type = ChangeState
trigger1 = !(root,stateno=22050||root,stateno=2999)
value = 288888

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

[Statedef 288891]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22177
ownpal = 1

[State 1]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = s22133
hitsound = s2562,31
p2stateno = 2636

[State 1]
type = AttackDist
trigger1 = 1
value = 0

[State 1]
type = targetpowerAdd
trigger1 = 1
value = -(enemy,Const(data.power))
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = targetLifeAdd
trigger1 = root,stateno=2205&&(root,time=[20,220])
value = -9999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = targetstate
trigger1 = root,stateno=2205&&(root,time=[20,220])&&(GameTime%3) = 1
value = 2636
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = nothitby
trigger1 = 1
value = SCA

[State 1]
type = ChangeState
trigger1 = root,stateno!=2205
value = 288888


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;相手状態
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 103999]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = -2,-6

[State 1]
type = lifeadd
triggerall = prevstateno != [19000,19035]
trigger1 = time = 0
ignorehitpause = 1
value = -(Ceil(0.1 * Const(data.life)))
absolute = 1

[state a]
type = destroyself
trigger1 = ishelper

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 5050, 1]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

[State -2]
type = SelfState
trigger1 = time >= 200
value = 0
ctrl = 1

[State 821, 4]
type = changeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 104000

;---------------------------------------------------------------------------
;相手制御
;相手地面
;---------------------------------------------------------------------------

[Statedef 104000]
type    = L
movetype= I
physics = N

[state a]
type = destroyself
trigger1 = ishelper

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10382]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 10382]
type = FallEnvShake
trigger1 = Time = 0

[State 10382]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 10382]
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 10382]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 10382]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 10382]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 104002

[State 10382]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10382]
type = HitFallDamage
trigger1 = Time = 3

[State 10382]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10382]
type = PosFreeze
trigger1 = 1

[State -2]
type = SelfState
trigger1 = time >= 300
value = 0
ctrl = 1

[State 10382]
type = ChangeState
trigger1 = AnimTime = 0
value = 104001

;---------------------------------------------------------------------------
;相手地面
;---------------------------------------------------------------------------

[Statedef 104001]
type    = L
movetype= I
physics = N

[state a]
type = destroyself
trigger1 = ishelper

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10383]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 10383]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 10383]
type = HitFallVel
trigger1 = Time = 0

[State 10383]
type = PosSet
trigger1 = Time = 0
y = 20

[State 10383]
type = VelAdd
trigger1 = 1
y = .4

[State 10383]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 104002

;---------------------------------------------------------------------------
;相手地面
;---------------------------------------------------------------------------

[Statedef 104002]
type    = L
movetype= I
physics = N

[state a]
type = destroyself
trigger1 = ishelper

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 10384]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10384]
type = FallEnvShake
trigger1 = Time = 0

[State 10384]
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 10384]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 10384]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 10384]
type = HitFallDamage
trigger1 = Time = 0

[State 10384]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10384]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 10384]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10384]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10384]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10384]
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110 + (anim % 10)

[State 10384]
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110

[State 10384]
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 5150

[State 10384]
type = ChangeState
triggerall = alive
trigger1 = Time >= 30
value = 104004

[State -2]
type = SelfState
trigger1 = time >= 300
value = 0
ctrl = 1

[State 10384]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 10384]
type = VelMul
trigger1 = 1
x = 0.85

;---------------------------------------------------------------------------
;相手起き上がり
;---------------------------------------------------------------------------

[Statedef 104004]
type    = L
movetype= I
physics = N

[state a]
type = destroyself
trigger1 = ishelper

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 10385]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10385] 
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 10385]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 10385]
type = VelSet
trigger1 = Time = 0
x = 0

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10385]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 10385]
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 10385]
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State -2]
type = SelfState
trigger1 = time >= 300
value = 0
ctrl = 1

[State 10385]
type = ChangeState
trigger1 = AnimTime = 0
value = 104005
ctrl = 0

;---------------------------------------------------------------------------
; 立ち
;---------------------------------------------------------------------------

[Statedef 104005]
type = S
physics = S
sprpriority = 0
movetype = I
ctrl = 0

[State a] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state a]
type = destroyself
trigger1 = ishelper

[State 1] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

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

[State a]
type = PalFX
trigger1 = (GameTime%2) = 1
time = 1
add = 100,100,180
ignorehitpause = 1

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(4) = 0
IgnoreHitPause = 1

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 1]
type = lifeset
trigger1 = command = "holdup" || command = "holddown" && Random <= 25
ignorehitpause = 1
value = life - (Ceil((IfElse((command = "holdup"),0.004,1.0)) * Const(data.life)))

[State 1]
type = lifeset
trigger1 = alive
ignorehitpause = 1
value = life - (Ceil(0.002 * Const(data.life)))

[State 1]
type = lifeset
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 1]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
value = 0

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] 
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

[State 0, 4]
type = ChangeState
triggerall = alive
trigger1 = command = "holdfwd" || command = "holdback"
value = 104006
ctrl = 0

[State 0, 4]
type = selfState
triggerall = alive
trigger1 = time >= 500
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 歩き
;---------------------------------------------------------------------------

[Statedef 104006]
type    = S
physics = N
sprpriority = 0
movetype = I
ctrl = 0

[State a] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state a]
type = destroyself
trigger1 = ishelper

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

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(4) = 0
IgnoreHitPause = 1

[State a]
type = PalFX
trigger1 = (GameTime%2) = 1
time = 1
add = 100,100,180
ignorehitpause = 1

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 1]
type = lifeset
trigger1 = command = "holdup" || command = "holddown" && Random <= 25
ignorehitpause = 1
value = life - (Ceil((IfElse((command = "holdup"),0.004,1.0)) * Const(data.life)))

[State 1]
type = lifeset
trigger1 = (GameTime%4) = 1
ignorehitpause = 1
value = life - (Ceil(0.001 * Const(data.life)))

[State 1]
type = lifeset
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 1]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21
value = 21

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

[State 0, 4]
type = ChangeState
triggerall = alive
trigger1 = !(command = "holdfwd" || command = "holdback")
value = 104005
ctrl = 0

[State 0, 4]
type = selfState
triggerall = alive
trigger1 = time >= 500
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;投げられている相手
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 14200]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(4) = 0
IgnoreHitPause = 1

[State 1]
type = AssertSpecial
trigger1 = time <= 25
flag = invisible

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

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

[state a]
type = velset
trigger1 = time = 0
x = 0
y = -60

[state a]
type = veladd
trigger1 = 1
y = 1.4

[State 821, 3] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -(Ceil(0.06 * Const(data.life)))
absolute = 1

[State 13121]
type = lifeset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 1020, 4]
type = EnvShake
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
time = 10
ampl = -5
freq = 95
phase = 95

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;Varのラウンド持ち越し
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
farst = 2
last = 59
value = 0

[State 5900, 2] ;Clear all float variables
type = null;VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

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

[Statedef 969696]
type = A
physics = N
anim = 1087
sprpriority = 100
ctrl = 0

[State 969696]
type = bindtoroot
trigger1 = 1
pos = 0,0
facing = 1

[state 969696]
type = null;varset
trigger1 = time = 0
fvar(10) = 0

[state 969696]
type = null;varadd
trigger1 = 1
fvar(10) = 0.01

[state 969696]
type = null;bindtoroot
trigger1 = 1
pos = 4 * cos(fvar(10)),0

[State 969696]
type = changeanim
trigger1 = selfanimexist(root,anim)
value = (root,anim)
elem = (root,animelemno(0))

[State 969696]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 969696]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 969696]
type = angledraw
trigger1= 1
scale= 1 + 0.04*(gametime%6), 1 + 0.04*(gametime%6)

[State 969696]
type = trans
trigger1 = 1
trans = addalpha
alpha= 250 - 46*(gametime%6), 46*(gametime%6)
ignorehitpause = 1

[State 969696]
type = destroyself
trigger1 = roundstate != 2 || root,var(46) = 0 && root,var(44) <= 0


;***************************************************************************
;===========================================================================
;---------------------------------------------------------------------------
[Statedef -2]; 常時監視ステート
;---------------------------------------------------------------------------
;===========================================================================
;***************************************************************************

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Config
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -2]
type = helper
trigger1 = roundstate = 2 && numhelper(969696) = 0
trigger1 = (palno = 12 && (var(59) >= 3200||var(42) >= 4000||var(32) >= 800)) || var(44) >= 1
name ="back"
helpertype = normal
ID = 969696
stateno = 969696
postype = p1
SuperMoveTime = 9999999
PauseMoveTime = 9999999
keyctrl = 0
ownpal = 1

;12P 変数リセットスイッチ。
;ONにすると不具合が出る可能性があります
;ONにしても強さ的にはさほどかわりません
[State 1]
type = varset
trigger1 = palno = 12
fv = 37
value = 1        ;1on 0off

;12P 「光を降らす」にヘルパー当身改(トムスイッチ)付加
;ほぼすべてのヘルパーに対応していますが完璧ではありません。バグが出る場合はOFFにしてください
[State 1]
type = varset
trigger1 = palno = 12
fv = 38
value = 1        ;1〜2on 0off

;value = 1       タイプA  バグは少なめだが殺傷力は比較的低い
;value = 2       タイプB  タイプAよりバグは多いが殺傷力は高め
;

[State -2]
type = NotHitBy
triggerall = palno = 12
trigger1 = RoundState != 2
trigger2 = Roundstate = 2 && (var(59) >= 3200 || var(32) >= 800)
value = SCA
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = NotHitBy
triggerall = palno = 12 || var(46) >= 1
triggerall = (stateno = [40,52]) && (var(59) < 3200 && var(32) < 800)
trigger1 = time = 0
value = SCA,AA,AT,AP
Time = 25
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 0, PowerSet]
type = PowerSet
trigger1 = Alive
value = 10000


[State -2]
type = Projectile
triggerall = palno = 12 && alive
trigger1 = var(42) >= 5000
trigger1 = stateno != [2400,2415]
trigger1 = roundstate = 2
trigger1 = IfElse((var(42) <= 5800),(GameTime%30) = 1,1)
trigger2 = RoundState = 3 && enemy,alive && var(42) <= 4599
;trigger2 = numhelper(2302) = 0
attr = S, NA
projanim = 1086
projhitanim = -1
projid = 1086
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = IfElse((var(42) <= 5800),30,1)
postype = p2
offset = 0,0
velocity = 0
animtype  = hard
damage    = 19999999
numhits = 0
getpower = 0,0
givepower = Ceil(-99.0 * enemy,Const(data.power))
hitflag = MAFLPD
guardflag =
pausetime = 0,40
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 20007
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = Projectile
triggerall = palno = 12 && alive && numenemy >= 2
trigger1 = var(42) >= 5000
trigger1 = stateno != [2400,2415]
trigger1 = roundstate = 2
trigger1 = IfElse((var(42) <= 5800),(GameTime%30) = 1,1)
trigger2 = RoundState = 3 && enemy,alive && var(42) <= 4599
;trigger2 = numhelper(2302) = 0
attr = S, NA
projanim = 1086
projhitanim = -1
projid = 1086
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = IfElse((var(42) <= 5800),30,1)
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 19999999
numhits = 0
getpower = 0,0
givepower = Ceil(-99.0 * enemy,Const(data.power))
hitflag = MAFLPD
guardflag =
pausetime = 0,40
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 20007
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

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

[state -2, a];右向き設定
type = varset
trigger1 = var(10) = 0
trigger1 = facing = 1
v = 10
value = 1

[state -2, a];左向き設定
type = varset
trigger1 = var(10) = 0
trigger1 = facing = -1
v = 10
value = 2

[State -2, 1]
type = stopSnd
trigger1 = stateno != 100
channel = 1

[state a]
type = removeexplod
trigger1 = movetype = H
id = 2200


[state a]
type = stopsnd
trigger1 = movetype = H
channel = 3

[state a]
type = stopsnd
trigger1 = stateno != 1055
channel = 5

[State -2, 3]
type = stopSnd
trigger1 = MoveType = H
channel = 2

[State -2, 4]
type = varadd
trigger1 = 1
v = 15
value = -1

[state a]
type = varset
trigger1 = movetype = H
v = 13
value = 0

[State 180, 1]
type = VarRandom
trigger1 = 1
v = 6
range = 0,2

[state -2, a]
type = varset
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
v = 1
value = 0

[state -2, a]
type = varset
trigger1 = palno = 7
trigger2 = palno = 8
trigger3 = palno = 9
trigger4 = palno = 10
trigger5 = palno = 11
trigger6 = palno = 12
v = 1
value = 1

[state -2, a]
type = varadd
trigger1 = 1
persistent = 0
ignorehitpause = 1
v = 4
value = -1

[state -2, a]
type = pause
trigger1 = var(4) >= 1
trigger1 = gametime % 2
persistent = 0
ignorehitpause = 1
time = 1

[state a];
type = removeexplod
trigger1 = MoveType = H
id = 185

[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 1470

[State -2 ,a]
type = removeexplod
trigger1 = MoveType = H
ID = 4000

[state -2 ,a]
type = removeexplod
trigger1 = MoveType = H
id = 4200

[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1655

[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1860

[state a]
type = stopsnd
trigger1 = MoveType = H
channel = 1

;***************************************************************************
;===========================================================================
;特殊
;===========================================================================
;***************************************************************************

[State a]
type = Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%8) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = var(50),var(51)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 0,-3
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1]
type = Explod
triggerall = anim = 0
trigger1 = time = 15
;trigger1 = (GameTime%15) = 1
anim = 22138
id = 22138
sprpriority = 0
postype = p1
pos = -38,-32
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
removetime = -1

[State -1]
type = Explod
triggerall = anim = 0
trigger1 = time = 15
;trigger1 = (GameTime%15) = 1
anim = 22139
id = 22138
sprpriority = -1
postype = p1
pos = -38,-32
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
removetime = -1

[State 3020, 1]
type = RemoveExplod
trigger1 = anim != 0 || stateno = 10051
ID = 22138

[State -1]
type = Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%5) = 1
anim = 3038
sprpriority = 0
postype = p1
pos = -5,-40
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1]
type = Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%5) = 1
;trigger1 = time = 0
anim = 22125;22063
sprpriority = 0
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1]
type = Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%20) = 1
anim = 22123
id = 22123
sprpriority = 99
postype = p1
pos = 0,-85
bindtime = -1 
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1]
type = Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%35) = 1
anim = 22123
id = 22123
sprpriority = 99
postype = p1
pos = 20,-60
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1]
type = Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%30) = 1
anim = 22123
id = 22123
sprpriority = 99
postype = p1
pos = -20,-40
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1]
type = Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%40) = 1
anim = 22122
id = 22123
sprpriority = 99
postype = p1
pos = -10,-10
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1]
type = Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%46) = 1
anim = 22122
id = 22123
sprpriority = 99
postype = p1
pos = -10,-10
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1]
type = Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%49) = 1
anim = 22122
id = 22123
sprpriority = 99
postype = p1
pos = 0,-30
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1]
type = Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%46) = 1
anim = 22124
id = 22123
sprpriority = 99
postype = p1
pos = 10,-10
bindtime = -1 
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1]
type = Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%38) = 1
anim = 22124
id = 22123
sprpriority = 99
postype = p1
pos = 10,-10
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1]
type = Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%42) = 1
anim = 22124
id = 22123
sprpriority = 99
postype = p1
pos = 0,-30
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999


[State -1]
type = Explod
triggerall = palno = 12
triggerall = anim = 0
triggerall = time >= 0
trigger1 = (GameTime%45) = 1
anim = 22888
sprpriority = 999999999
facing = 1
postype = p1
pos = 0,0
ID = 4326
vel = 0,0
bindtime = 1
supermove = -1
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
under = 0
ownpal = 1

[State -1]
type = Explod
triggerall = palno = 12
triggerall = anim = 0
triggerall = time >= 0
trigger1 = (GameTime%45) = 1
anim = 22888
sprpriority = 999999999
facing = -1
postype = p1
pos = 0,0
ID = 4326
vel = 0,0
bindtime = 1
supermove = -1
ignorehitpause = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
under = 0
ownpal = 1

[State -2];12P専用翼
type = Explod
triggerall = palno = 12
triggerall = anim = 0
triggerall = time >= 0
trigger1 = (GameTime%25) = 1
anim = 32400
sprpriority = -1
postype = p1
pos = 0,-85
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
trans = add
scale = 1.2,1.2
SuperMoveTime = 9999
PauseMoveTime = 9999

;魔方陣背後(時計)
[State explod];Air
type = Explod
trigger1 = !ishelper
trigger1 = anim = 0
trigger1 = numexplod(96000)=0
ID = 96000
anim = 5672
removetime = -1
sprpriority = 99999
postype = p1
pos = -216,-295
scale = 0.75,0.75
ownpal = 1
bindtime = 1
under = 99
trans = add
[State 1000, 0]
type = RemoveExplod
trigger1 = !ishelper
trigger1 = anim != 0
trigger1 = numexplod(96000)>=0
id = 96000
ignorehitpause = 1


;---------------------
[State -1]
type = Projectile
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%2) = 1
attr = S, SA
projanim = 3459
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 1
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

;---------------------------------------------------------------------------
;エフェクトランダム変数
;---------------------------------------------------------------------------

[State 1]
type = varrandom
trigger1 = 1
range = -55,55
v = 50

[State 1]
type = varrandom
trigger1 = 1
range = 0,-60
v = 51

[State 1]
type = varrandom
trigger1 = 1
range = -40,-130
v = 53

[State 1]
type = varrandom
trigger1 = 1
range = -75,75
v = 52

[State -2]
type = Varset
trigger1 = stateno != 22077
var(40) = 0

[State -2]
Type = VarSet
trigger1 = 1
var(35) = 0
IgnoreHitPause = 1

[State -2]
Type = VarSet
trigger1 = Random <= 300
var(35) = 1
IgnoreHitPause = 1

[State -2]
Type = VarSet
trigger1 = Random <= 300
var(35) = 2
IgnoreHitPause = 1

[State -2]
Type = VarSet
trigger1 = Random <= 300
var(35) = 3
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;時間カウント
;---------------------------------------------------------------------------

[state a]
type = varadd
triggerall = palno = 12
trigger1 = roundstate = 2
v = 54
value = 1
IgnoreHitPause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State a]
type = varset
triggerall = palno = 12
trigger1 = roundstate != 2
trigger2 = roundstate = 2 && fvar(32) != 1
trigger3 = roundstate = 2 && fvar(32)!= 0 && var(54)>=6700
v = 54
value = ((roundstate=2&&fvar(32)!=1)*5800)
IgnoreHitPause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 1]
type = varset
trigger1 = palno=12&&fvar(38)=2&&stateno!=22050
fv = 18
value = 0
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = varset
trigger1 = palno=12&&(stateno=22100||enemy,numprojid(96968484321)>=1||RoundState!=2)
fv = 19
value = (stateno!=22100)*RoundState=2
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = varset
trigger1 = palno=12&&numtarget&&target,ishelper=0
fv = 20
value = (RoundState<=2)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1] 
type = varset
triggerall = palno = 12
trigger1 = RoundState = 2 && (GameTime%50) = 1
trigger2 = RoundState != 2
fv = 22
value = 0+((RoundState = 2)*enemy,life)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1] 
type = varset
triggerall = palno = 12 && var(54) < 5700
trigger1 = RoundState = 2 && (GameTime%55) = 1
trigger1 = fvar(22) != 0 && enemy,life >= fvar(22)
trigger2 = fvar(22) != 0 && enemy,life < fvar(22)
trigger3 = RoundState != 2
fv = 23
value = IfElse((RoundState = 2),IfElse((fvar(22) != 0 && enemy,life < fvar(22)),0,1),0)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 1]
type = varadd
trigger1 = palno = 12 && roundstate = 2 && fvar(23) = 1 && var(54) < 5700
fv = 24
value = 1+((enemy,life>=enemy,lifemax&&enemy,power>=enemy,powermax)*80)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1]
type = varset
triggerall = palno = 12
trigger1 = roundstate != 2 || fvar(23) = 0 || numtarget || var(54) >= 5700
fv = 24
value = 0
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state -2]
type = varset
trigger1 = palno = 12 && RoundState <= 2 && anim = 0 && ctrl = 0 && var(54) <= 40
trigger1 =  enemynear,movetype=A&&(enemynear,numproj>=1||enemynear,numhelper>=1)||enemynear,anim!=0&&p2bodydist X <= 60||enemynear,vel x != 0
trigger2 = palno = 12 && RoundState>=3
fv = 25
value = (RoundState<=2)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state -1]
type = varset
triggerall =palno=12
trigger1 = var(29) >= 1
trigger2 = roundstate != 2
trigger3 = life>=lifemax
fv = 26
value = 0
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[state -1]
type = varset
trigger1 =palno=12&&fvar(28)!=0&&(fvar(24)>=2150&&var(54)>=2150||fvar(25)=1||fvar(29)!=0&&RoundState<=2&&var(54)<=40&&random<=100)
fv = 28
value = 0
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[state -1]
type = varset
trigger1 =palno=12&&roundstate>=3&&(drawgame||lose||win)
fv = 29
value = (!win)
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 1]
type = varset
triggerall = !ishelper && palno = 12
trigger1 = roundno = 1 && roundstate < 2
trigger2 = roundstate >= 2 && var(3) != gametime
fv = 32
value = 1-(roundstate>=2&& var(3)!=gametime)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1]
type = varset
triggerall = !ishelper
trigger1 = palno = 12 && (GameTime%20) = 1
fv = 35
value = power
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1]
type = varset
triggerall = !ishelper
trigger1 = palno=12&&(helper(288888),stateno=288889)&&enemy,numhelper>=2&&enemy,movetype=A
fv = 36
value = enemy,stateno
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

;---------------------------------------------------------------------------
;技ダメージ倍率
;---------------------------------------------------------------------------

[State -2] ;パワーアップ中
type = varset 
trigger1 = var(29) >= 1
var(39) = 3-(palno=12)

[State -2] ;通常
type = varset 
trigger1 = var(29) <= 1
var(39) = 1

[state a]
type = varadd
trigger1 = 1
v = 29
value = -1

[state a]
type = varset
trigger1 = palno != 12 && roundstate != 2
v = 29
value = 0

;---------------------------------------------------------------------------
;体点滅
;---------------------------------------------------------------------------

[State -1]
type = varset
trigger1 = roundstate = 0
var(21) = 1

[State -1]
type = varset
trigger1 = roundstate = 0
var(22) = 1

[State -1]
type = varset
trigger1 = var(21) <= 1
var(22) = 3

[State -1]
type = varset
trigger1 = var(21) >= 150
var(22) = 2

[State -1]
type = varadd
trigger1 = 1
trigger1 = var(22) = 3
var(21) = 5

[State -1]
type = varadd
trigger1 = 1
trigger1 = var(22) = 2
var(21) = -5

[State a]
type = PalFX
trigger1 = !ishelper
trigger1 = stateno != [190,192]
trigger1 = roundstate != 0
time = 2
add = var(21),var(21),var(21)
ignorehitpause = 1

[State a]
type = PalFX
trigger1 = !ishelper
trigger1 = stateno != [190,192]
trigger1 = roundstate != 0
trigger1 = var(21) <= 40
time = 2
add = var(21)-40,var(21)-40,var(21)-40
ignorehitpause = 1
color = 0

[State 1]
type = AllPalfx
trigger1 = stateno = 2205 && time = 210
sinadd = 255, 255, 255, 100
time = 40
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

;---------------------------------------------------------------------------
;キー判別
;---------------------------------------------------------------------------

[state a]
type = varset
trigger1 = command = "holdup"
v = 56
value = 2

[state a]
type = varset
trigger1 = command = "holddown"
v = 56
value = 3

[state a]
type = varset
trigger1 = command != "holddown"
trigger1 = command != "holdup"
v = 56
value = 0

[state -2]
type = varset
trigger1 = 1
fv = 33
value = (projhit22183=1)

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

[State -1]
type = Explod
triggerall = alive = 1 && !ishelper
triggerall = statetype != C
triggerall = MoveType != H
triggerall = stateno != [190,192]
triggerall = stateno != 22050
triggerall = stateno != [170,171]
trigger1 = (GameTime%30) = 1
anim = 8200
id = 8200
sprpriority = 1
postype = p1
pos = 0,-50
bindtime = -1
supermove = 1
under = 1
ownpal = 1

[State a] 
type = Afterimage
triggerall = stateno != [190,192]
trigger1 = roundstate != 0 && !ishelper
trigger1 = TIME = 0
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  -1
length  = 13
TimeGap = 1
FrameGap = 1

[State a]
type = EnvColor
trigger1 = projhit1050 = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 1

[State 1000, 9]
type = Envcolor
trigger1 = projHit22079 = 1 
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 5
supermove = 1

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

[State 1000, 5]
type = Explod
trigger1 = Projhit3459 = 1 || Projhit35904 = 1 || Projhit22519 = 1
anim = 22109 + var(35)
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = ProjHit20000 = 1 || projhit22182 = 1 || projhit22183 = 1
anim = 22109 + var(35)
sprpriority = 100
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = ProjHit22079 = 1
anim = 22109 + var(35)
sprpriority = 100
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = ProjGuarded22079 = 1
anim = 22113
sprpriority = 100
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
PauseMoveTime = 9999999

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

[State -1]
type = palfx
trigger1 = var(29) >= 1
time = 1
add = 60,60,60
color = 1
ignorehitpause = 1

[State -2]
type = EnvColor
trigger1 = projhit35900 = 1
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1
invertall = 1

[State -2]
type = PlaySnd
trigger1 = projhit22182 = 1 || projhit22183 = 1
value = 2300,2

[State -2]
type = PosSet
triggerall = RoundState = 2
trigger1 = stateno = [0,12]
trigger1 = floor(Pos Y) < -20
y = 0

[State -2]
type = SelfState
triggerall = ishelper
trigger1 = var(3) != gametime
trigger2 = stateno != 169992
trigger3 = movetype = H
trigger4 = anim = [5000,5150]
trigger5 = stateno = [5000,5150]
value = 0
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1]
type = CtrlSet
trigger1 = !ishelper && stateno = (104005 || 104006 || 103999 || 104000 || 104001 || 104004) && ctrl = 1
value = 0

[State 1]
type = poweradd
triggerall = roundstate = 2 && var(1)!=1
trigger1 = (GameTime%4) = 1
value =2+((life<lifemax/4)*(powermax/1000))
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[state a]
type = powerset
triggerall = palno = 12
trigger1 = var(54) >= 5700 || fvar(24)>=2150&&var(54)>=2150
value = (Const(data.power))
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state -1]
type = powerset
triggerall = !ishelper
trigger1 = palno=12&&!(stateno=2300||stateno =2400||stateno=22075||stateno=2999||stateno=3250||stateno=2200)&&fvar(35)-power>=1
value = fvar(35)-power
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State a]
type = PalFX
triggerall = palno = 12
triggerall = var(54) >= 5700 || fvar(24)>=2150&&var(54)>=2150
trigger1 = (GameTime%2) = 1
time = 1
add = 255-((fvar(24)>=2150)*100),100,100+((fvar(24)>=2150)*100)
ignorehitpause = 1

[State 1]
type = targetLifeAdd
triggerall = palno = 12
trigger1 = stateno = 22050 || stateno = 2205 && time >= 20
value = -99999999999
absolute = 1

[state a]
type = targetlifeadd
trigger1 = projhit22079 >= 1
value = Ceil(-0.003 * enemy,Const(data.life))
absolute = 1

[State 22121,1]
type = targetlifeadd
trigger1 = projhit35902 >= 1
value = (Ceil(-0.005 * enemy,Const(data.life))) * var(39)
ignorehitpause = 1
absolute = 1

[State -2]
type = targetLifeAdd
triggerall = palno = 12
trigger1 = enemy,life <= (Ceil(0.3 * enemy,Const(data.life)))
value = -99999999999
ignorehitpause = 1
absolute = 1

[State -2]
type = targetpowerAdd
triggerall = palno = 12
trigger1 = enemy,life <= (Ceil(0.3 * enemy,Const(data.life)))
value = -(Ceil(1 * enemy,Const(data.power)))
ignorehitpause = 1

[State 1]
type = Targetlifeadd
trigger1 = helper(2401),stateno=2410&&helper(2401),animtime = 0
value = Ceil(-0.35 * enemy,Const(data.life)) - 1
ignorehitpause = 1
absolute = 1

[State -2]
type = StateTypeSet
triggerall = var(1) = 1
trigger1 = stateno = [40,52]
MoveType = I

[State -2]
type = screenbound
trigger1 = ishelper
value = 0
movecamera = 0

[State -2]
type = NotHitBy
triggerall = var(1) = 1
triggerall = stateno = [40,52]
trigger1 = time = 0
value = SCA,AA,AT,AP
Time = 25

[State -2]
type = NotHitBy
triggerall = palno = 12
trigger1 = RoundState != 2 || RoundState=2&&var(54)<=100
trigger2 = fvar(32) != 1
value = SCA

[State -2]
type = Trans
trigger1 = palno = 12 && !ishelper && fvar(32) != 1
trans = sub
alpha = 50,230

[State -2]
Type = LifeSet
triggerall = palno = 12 && alive
trigger1 = var(29) >= 1
trigger2 = fvar(32) != 1
trigger3 = roundstate < 2
trigger4 = var(30)=0&&fvar(26)<=36&&life<=1
trigger5 = var(30)!=0&&fvar(26)<=88&&fvar(28)=0&&life<=1
trigger6 = var(30)!=0&&fvar(28)=0&&roundstate>=3
Value = lifemax
IgnoreHitPause = 1

[State -2]
Type = LifeSet
triggerall = var(1) = 1 && palno != 12 && alive
trigger1 = var(29) >= 1
Value = fvar(39)
IgnoreHitPause = 1

[State -2]
type = attackMulSet
trigger1 = 1
value = 1+((var(29)>=1)*(2-(palno=12)))
ignorehitpause = 1

[State -2]
type = defenceMulSet
trigger1 = var(1) != 1
value = 1.2
ignorehitpause = 1

[State -2]
type = AssertSpecial
trigger1 = var(1) = 1 || var(1) != 1 && var(29) >= 1
flag = NoStandGuard
flag2 = NoCrouchGuard
flag3 = NoairGuard

[State -2]
type = assertspecial
trigger1 = palno = 12 && !ishelper && fvar(32) != 1
flag = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2]
type = PlayerPush
triggerall = palno = 12
trigger1 = var(29) >= 1
value = 0

[State 1]
type = ChangeState
triggerall = var(1) = 1
trigger1 = !alive && stateno = [5000,5050]
value = 10380

[state a]
type = targetstate
trigger1 = enemy,alive = 0 && enemy,statetype = S
value = 10380

[state a]
type = targetstate
trigger1 = stateno = 22050 && enemy,alive = 0
value = 104010

[state 1]
type = targetstate
triggerall = palno = 12
trigger1 = (target,stateno != [49000,49100]) && stateno = 22050 && time >= 150
value = 49000

[State 1]
type = Targetstate
trigger1 = helper(2401),stateno=2410&&helper(2401),animtime = 0
value = 2416

[State 1]
type = HitOverride
triggerall = alive && var(1) = 1
triggerall = statetype != A
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 10051
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = HitOverride
triggerall = alive && var(1) = 1
triggerall = var(29) <= 1
triggerall = statetype = A
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 38853
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = HitOverride
triggerall = alive && var(1) = 1
triggerall = var(29) <= 1
triggerall = stateno = 40 || stateno = 52
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 38852
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = HitOverride
triggerall = alive && var(1) = 1
triggerall = var(29) >= 1
triggerall = stateno = 40 || stateno = 52
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 18000
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = HitOverride
triggerall = alive && var(1) = 1
triggerall = var(29) >= 1
triggerall = statetype = A
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 18000
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1]
type = helper
triggerall = palno=12&&(stateno=22050&&time<150)&&!ishelper&&fvar(32)!=0&&fvar(38)!=0
trigger1 = numhelper(169992)=0&&enemy,numprojid(169994)>=1
id = 169992
persistent = 0
name = "g orochi"
pos = 0,0
postype = P1
stateno = 169992
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

;常時ヘルパかき消し当身ヘルパ
[State -2]
type = helper
triggerall = palno = 12
trigger1 = numhelper(288888)=0
id = 288888
persistent = 0
name = "godfild"
pos = 0,0
postype = P1
stateno = 288888
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999


;***************************************************************************
;===========================================================================
;---------------------------------------------------------------------------
[Statedef -3]; 常時監視ステート
;---------------------------------------------------------------------------
;===========================================================================
;***************************************************************************


[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 107 
trigger3 = stateno = 103 
value = 40, 0


[State -3, 2];ジャンプ音
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) <= 0
value = 40, 1

[State -3, 2];ジャンプ音
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) > 1
value = 40, 2

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 105 
value = 105, 0

[State -3, 3];ダッシュの音止め
type = stopSnd
trigger1 = stateno != 100
channel = 1


;ダメージ時のエフェクトの消去
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 2405

;ダメージ時のエフェクトの消去
[State 1]
type = removeexplod
trigger1 = stateno != 0
ID = 22063


;ダメージ時のエフェクトの消去
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 1000

;ニュートラルポーズ以外のエフェクト消去
[State 1]
type = removeexplod
trigger1 = anim != 0
ID = 22123

;[state a];残像消去
;type = afterimagetime
;trigger1 = movetype = H
;time = 0

[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 5,0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ハイジャンプ処理
[State -3, 5];ハイジャンプ判定
type = varset
trigger1 = stateno = 10
trigger1 = time = 0
trigger2 = stateno = 100
v = 15
value = 20

[State -3, 5];ハイジャンプ消去
type = varset
trigger1 = stateno = 52
trigger1 = time = 0
v = 15
value = 0

; 小ジャンプ処理
[State -3, 5];小ジャンプ判定
type = varset
trigger1 = stateno = 40
trigger1 = command != "holdup"
v = 16
value = 1

[State -3, 5];小ジャンプ消去
type = varset
trigger1 = stateno = 40
trigger1 = command = "holdup"
v = 16
value = 0

[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 42
trigger1 = time = 1
trigger1 = var(15) >= 1
x = 5
;y = -9

[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 43
trigger1 = time = 1
trigger1 = var(15) >= 1
x = -5
;y = -9

[State -3, 5];小ジャンプ
type = veladd
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(16) = 1
y = 3

[State -3] 
type = varset 
trigger1 = 1 
var(3) = gametime 

;---------------------------------------------------------------------------
; HITG_SHAKE
;---------------------------------------------------------------------------

[Statedef 5000]
type    = S
movetype= H
physics = N
velset = 0,0

[state 5000]
type = destroyself
trigger1 = ishelper

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 5000]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001

[State 5000]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5000]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITG_SLIDE
;---------------------------------------------------------------------------

[Statedef 5001]
type    = S
movetype= H
physics = S

[state 5001]
type = destroyself
trigger1 = ishelper

[State 5001]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5001]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 5001]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5001]
type = VelSet
trigger1 = HitOver
x = 0

[State 5001]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5001]
type = ChangeState
trigger1 = HitOver
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HITC_SHAKE
;---------------------------------------------------------------------------

[Statedef 5010]
type    = C
movetype= H
physics = N
velset = 0,0

[state 5010]
type = destroyself
trigger1 = ishelper

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 5010]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5010]
type = StateTypeSet
triggerall = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5010]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5011

[State 5010]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5010]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 5010]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5010]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITC_SLIDE
;---------------------------------------------------------------------------

[Statedef 5011]
type    = C
movetype= H
physics = C

[state 5011]
type = destroyself
trigger1 = ishelper

[State 5011]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5011]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 5011]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5011]
type = VelSet
trigger1 = HitOver
x = 0

[State 5011]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5011]
type = ChangeState
trigger1 = HitOver
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; HITA_SHAKE
;---------------------------------------------------------------------------

[Statedef 5020]
type    = A
movetype= H
physics = N
velset = 0,0

[state 5020]
type = destroyself
trigger1 = ishelper

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5020]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5020]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5020]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5020]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITA_UP
;---------------------------------------------------------------------------

[Statedef 5030]
type    = A
movetype= H
physics = N
ctrl = 0

[state 5030]
type = destroyself
trigger1 = ishelper

[State 5030]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0 
trigger2 = Pos Y >= 10 
value = 5040

[State 5030]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0 
trigger2 = Pos Y >= 10
value = 5050 

[State 5030]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035 

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
;---------------------------------------------------------------------------

[Statedef 5035]
type    = A
movetype= H
physics = N

[state 5035]
type = destroyself
trigger1 = ishelper

[State 5035]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] 
trigger1 = Anim != 5090 
value = 5035

[State 5035]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver  
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0   
trigger3 = Pos Y >= 10  
trigger4 = Time = 0     
trigger4 = Anim != 5035
value = 5040 

[State 5035]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver  
trigger2 = AnimTime = 0 
trigger3 = Vel Y > 0   
trigger3 = Pos Y >= 10  
trigger4 = Time = 0    
trigger4 = Anim != 5035 
value = 5050

;---------------------------------------------------------------------------
; HITA_RECOV
;---------------------------------------------------------------------------

[Statedef 5040]
type    = A
movetype= H
physics = N

[state 5040]
type = destroyself
trigger1 = ishelper

[State 5040]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 5040]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 5040]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
; HITA_FALL
;---------------------------------------------------------------------------

[Statedef 5050]
type    = A
movetype= H
physics = N

[state 5050]
type = destroyself
trigger1 = ishelper

[State 5050]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

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

[State 5050]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 5050]
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 5050]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

;---------------------------------------------------------------------------
; HIT_TRIP (shaking)
;---------------------------------------------------------------------------

[Statedef 5070]
type    = A
movetype= H
physics = N
velset = 0,0

[state 5070]
type = destroyself
trigger1 = ishelper

[State 5070]
type = ChangeAnim 
trigger1 = 1
value = 5070

[State 5070]
type = ChangeState
trigger1 = HitShakeOver
value = 5071

[State 5070]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HIT_TRIP2
;---------------------------------------------------------------------------

[Statedef 5071]
type    = A
movetype= H
physics = N

[state 5071]
type = destroyself
trigger1 = ishelper

[State 5071]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5071]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5071]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HITL_SHAKE
;---------------------------------------------------------------------------

[Statedef 5080]
type    = L
movetype= H
physics = N
velset = 0,0

[state 5080]
type = destroyself
trigger1 = ishelper

[State 5080]
type = VarSet
trigger1 = time = 0
sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090)

[State 5080]
type = VarAdd
trigger1 = time = 0
trigger1 = (anim = [5081,5089]) || (anim = [5111,5119])
trigger1 = SelfAnimExist(sysvar(2) + (anim % 10))
sysvar(2) = anim % 10

[State 5080]
type = VarSet
trigger1 = time = 0
trigger1 = sysvar(2) = 5090
trigger1 = !SelfAnimExist(5090)
sysvar(2) = 5030

[State 5080]
type = ChangeAnim
trigger1 = 1
value = sysvar(2)

[State 5080, 4]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5081

[State 5080]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) != 0
value = 5030

;---------------------------------------------------------------------------
; HITL_SLIDE
;---------------------------------------------------------------------------

[Statedef 5081]
type    = L
movetype= H
physics = C

[state 5081]
type = destroyself
trigger1 = ishelper

[State 5081]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5081]
type = VelSet
trigger1 = HitOver
x = 0

[State 5081]
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1

[State 5081]
type = ChangeState
trigger1 = HitOver
value = 5110

;---------------------------------------------------------------------------
; HIT_BOUNCE
;---------------------------------------------------------------------------

[Statedef 5100]
type    = L
movetype= H
physics = N

[state 5100]
type = destroyself
trigger1 = ishelper

[State 5100]
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5100]
type = palfx
trigger1 = 1
time = 0

[State 5100]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100]
type = FallEnvShake
trigger1 = Time = 0

[State 5100]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100]
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110

[State 5100]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100]
type = HitFallDamage
trigger1 = Time = 3

[State 5100]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100]
type = PosFreeze
trigger1 = 1

[State 5100]
type = ChangeState
trigger1 = AnimTime = 0
value = 5101

[State 5100]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; HIT_BOUNCE
;---------------------------------------------------------------------------

[Statedef 5101]
type    = L
movetype= H
physics = N

[state 5101]
type = destroyself
trigger1 = ishelper

[State 5101]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101]
type = HitFallVel
trigger1 = Time = 0

[State 5101]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101]
type = VelAdd
trigger1 = 1
y = .4

[State 5101]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HIT_LIEDOWN
;---------------------------------------------------------------------------

[Statedef 5110]
type    = L
movetype= H
physics = N

[state 5110]
type = destroyself
trigger1 = ishelper

[State 5110]
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5110]
type = palfx
trigger1 = 1
time = 0

[State 5110]
type = FallEnvShake
trigger1 = Time = 0

[State 5110]
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110]
type = HitFallDamage
trigger1 = Time = 0

[State 5110]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

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

[State 5110]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110]
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110 + (anim % 10)

[State 5110]
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110

[State 5110]
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110]
type = VelMul
trigger1 = 1
x = 0.85

[State 5110]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

;---------------------------------------------------------------------------
; HIT_GETUP
;---------------------------------------------------------------------------

[Statedef 5120]
type    = L
movetype= I
physics = N

[state 5120]
type = destroyself
trigger1 = ishelper

[State 5120]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5120]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120]
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120]
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5120]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HIT_LIEDEAD

[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[State 1]
type = AssertSpecial
trigger1 = prevstateno = 104010 && !alive
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 13121]
type = lifeset
trigger1 = prevstateno = 104010 && !alive
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
trigger1 = prevstateno = 104010 && !alive
ignorehitpause = 1
value = 0

[state a]
type = destroyself
trigger1 = ishelper

[State 5150, 1]
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4]
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 6]
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7]
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

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

[Statedef 169992]
type    = S
physics = S
anim = 22181

[State 169992]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 169992]
type = BindToroot
trigger1 = 1

[State 169992]
type = PlayerPush
trigger1 = 1
value = 0

[State 169992]
type = PosSet
trigger1 = 1 
X = root, Pos X

[state 169992]
type = nothitby
trigger1 = ishelper(169992)
value = SCA

[State 169992]
type = helper
trigger1 = numhelper(1699920) = 0 && roundstate <= 2
id = 1699920
persistent = 1
name = "G OROCHI"
pos = 0,0
postype = P1
stateno = 169992
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 2]
type = destroyself
trigger1 = root,stateno != 22050 || roundstate >= 3; || enemy,numprojid(169994)=0

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

[Statedef 169993]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22060
ownpal = 1

[State 169993]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 169993]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 169993]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 169995
getpower = 0

[state 169993]
type = nothitby
trigger1 = 1
value = SCA

[state 169993]
type = destroyself
trigger1 = time >= 1

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

[Statedef 169995]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 169995]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 169995]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169995]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 169995]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 169995]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[state 169995]
type = varset
trigger1 = ishelper && time = 0
v = 2
value = prevstateno

[state 169995]
type = varset
trigger1 = ishelper && time = 0
v = 3
value = anim

[State 169995]
type = ChangeAnim
trigger1 = time = 0 && !ishelper
value = 5070

[state 169995]
type = changestate
trigger1 = IfElse((ishelper),(time>=1),(time>=2))
value = IfElse((ishelper),169994,0)

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

[Statedef 169994]
type    = U
movetype= I
physics = N
sprpriority = 4

[State 169994]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[state 169994]
type = null;varset
trigger1 = ishelper&&root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP
v = 4
value = root,stateno

[state 169994]
type = null;varset
triggerall = ishelper&&time<14
trigger1 =root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP
v = 5
value = 1

[State 169994]
type = Projectile
trigger1 = time<=1&&enemynear,name="G OROCHI"&&enemynear,fvar(38)!=0&&ishelper
attr = S, NA
projanim = var(3)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 169994
projremovetime = 100
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = var(2)
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 169994]
type = Projectile
trigger1 = time>=30&&enemynear,name="G OROCHI"&&enemynear,fvar(38)=1&&ishelper&&root,alive
trigger1 =!(root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)
attr = S, NA
projanim = var(3)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 169994
projremovetime = 100
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = 40
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 169994]
type = Projectile
trigger1 =enemynear,time>=146&&enemynear,name="G OROCHI"&&enemynear,fvar(38)=2&&ishelper&&root,alive
trigger1 =!(root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)&&(root,stateno!=[40,52])
trigger1 =numprojid(169994)=0
attr = S, NA
projanim = var(3)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 169994
projremovetime = 100
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = (enemynear,time>=148)*40
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 169994]
type = null;Projectile
trigger1 = ishelper&&roundstate<=2&&time<=10
projanim = 0
projremove = 1
projremovetime = 1
projpriority = 1
projsprpriority = 1
projid = var(4)
attr = S,NA
offset = 0,2500
hitflag = M
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 169994]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169994]
type = PosSet
trigger1 = ishelper
Y = 2400

[State 169994]
type = ChangeState
trigger1 = !ishelper
value = 0

[State 169994]
type = destroyself
trigger1 = roundstate!=2||root,alive=0||enemynear,name="G OROCHI"&&enemynear,stateno!=22050&&enemynear,fvar(38)=2
trigger2 = enemynear,name="G OROCHI"&&enemynear,fvar(38)=1&&time>=30

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

[Statedef 2229900]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 2229900]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 2229900]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2229900]
type = PosSet
trigger1 = ishelper
Y = 2400

[State 2229900]
type = AssertSpecial
trigger1 = ishelper
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 2229900]
type = ChangeAnim
trigger1 = time=0&&!ishelper
value = 5070

[State 2229900]
type = Projectile
trigger1 = ishelper&&roundstate<=2&&time<=2
projanim = 0
projremove = 1
projremovetime = 1
projpriority = 1
projsprpriority = 1
projid = 96968484321
attr = S,NA
offset = 0,2500
hitflag = M
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 2229900]
type = null;helper
trigger1 = numhelper(96968484321)=0&&roundstate<=2&&time=0
id = 96968484321
persistent = 1
name = "flag"
pos = 0,0
postype = P1
stateno = 2229901
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 2229900]
type = changestate
trigger1 = IfElse((ishelper),enemynear,name="G OROCHI"&&(enemynear,stateno=22050),(time>=1))
value = IfElse((ishelper),169994,13120)

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

[Statedef 2229901]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = 0,0

[State 2229901]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 2229901]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2229901]
type = PosSet
trigger1 = 1
Y = 2500

[State 2229901]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 2229901]
type = ChangeAnim
trigger1 = time=0
value = 0

[state 2229901]
type = destroyself
trigger1 =roundstate!=2||root,alive=0
trigger2 =enemynear,name="G OROCHI"&&enemynear,stateno=22100

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

[Statedef 2229902]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = 0,0

[State 2229902]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 2229902]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2229902]
type = PosSet
trigger1 = 1
Y = 2500

[State 2229902]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2229902]
type = parentVarset
triggerall = time = 0
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1
trigger1 = (ishelper(1120)||ishelper(2000)||ishelper(2222))
trigger1 = root,var(46)>=1&&root,palno=12
var(42) = 2000

[State 2229902]
type = parentVaradd
triggerall = time >= 1
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1
trigger1 = (ishelper(1120)||ishelper(2000)||ishelper(2222))
trigger1 = root,var(46)>=1&&root,palno=12
trigger1 = (GameTime%10) = 1
var(47) = 1

[State 2229902]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 2229902]
type = ChangeAnim
trigger1 = time=0
value = 0

[state 2229902]
type = destroyself
trigger1 =roundstate!=2||root,alive=0

;---------------------------------------------------------------------------
;ワイヤーダメージ
;---------------------------------------------------------------------------

[Statedef 10210];相手
type    = A
movetype= H
physics = N
velset = 0,0;-13,-.5

[State 13121]
type = lifeset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(4) = 0
IgnoreHitPause = 1

[State 1021,0]
type = turn
Trigger1 = frontedgedist <= 0
value = 1

[State 1021,0]
type = velset
trigger1 = time = 1
x = -13
y = -.6

[State 840, 2]
type = afterimage
trigger1 = time = 5
time = 13
length = 3
PalBright   =   0,  0,  0
PalContrast = 255,255,255
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 2
ignorehitpause = 1

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 821, 1]
type = VelAdd
Trigger1 = time > 4
y = .14

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5010

[state 190]
type = changestate
Trigger1 = backedgedist <= 0
Trigger2 = frontedgedist <= 0
value = 10220

[Statedef 10220];相手2
type    = A
movetype= H
physics = N
velset = 3.5,-8.2

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5030

[State 9000, 1]
type = null;ScreenBound
trigger1 = 1
movecamera = 1,0

[State 9000, 1]
type = turn
trigger1 = time = 0
value = 1

[State 821, 1]
type = VelAdd
Trigger1 = time > 3
y = .5
x = .05

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

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

[Statedef 13121]
type    = A
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H

[State 13121]
type = lifeadd
trigger1 = time = 0
ignorehitpause = 1
value = -(Ceil(0.1 * Const(data.life)))
absolute = 1

[State 13121]
type = lifeset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(4) = 0
IgnoreHitPause = 1

[State 1]
type = changestate
triggerall = time = 0
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1
trigger1 = (ishelper(1120)||ishelper(2000)||ishelper(2222))
trigger1 = root,var(46)>=1&&root,palno=12
value = 2229902

[State 1]
type = AssertSpecial
trigger1 = ishelper
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 1]
type = statetypeset
trigger1 = time = 0
trigger1 = pos y = 0
value = S

[State 812,4]
type = changeanim
trigger1 =!ishelper
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[state 1]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="G OROCHI"&&enemynear,fvar(38)=2
v = 2
value = prevstateno

[state 1]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="G OROCHI"&&enemynear,fvar(38)=2
v = 3
value = anim

[state 1]
type = destroyself
trigger1 = ishelper&&time>=1&&enemynear,name="G OROCHI"&&enemynear,fvar(19)!=0&&enemynear,fvar(38)=2
trigger2 = ishelper&&time>=1&&enemynear,name="G OROCHI"&&enemynear,fvar(38)=1
trigger3 = ishelper&&time>=5

[state 1]
type = changestate
trigger1 = ishelper&&time>=1&&enemynear,name="G OROCHI"&&enemynear,fvar(19)!=1&&enemynear,fvar(38)=2
value = 2229900

[State 1]
type = changestate
trigger1 = time >=1&&!ishelper
value = 10380

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

[Statedef 13120]
type    = A
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H

[state 1]
type = destroyself
trigger1 = ishelper

[State 1]
type = PalFX
trigger1 = time = 0
time = 3
color = 0
add = 0,0,0
ignorehitpause = 1

[State 1]
type = PalFX
trigger1 = time = 3
time = 3
color = 0
add = 40,40,40
ignorehitpause = 1

[State 1]
type = PalFX
trigger1 = time = 5
time = 3
color = 0
add = 60,60,60
ignorehitpause = 1

[State 1]
type = statetypeset
trigger1 = time = 0
trigger1 = pos y = 0
value = S

[State 1]
type = PalFX
trigger1 = time >= 7
trigger1 = Time < 100
time = 2
color = 0
add = 35,35,35
ignorehitpause = 1

[State 812,4]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 4000, PalFX]
type = PalFX
trigger1 = Time % 3 = 0
trigger1 = Time >= 100
time = 1
color = 0
add = 35,35,35
ignorehitpause = 1

[State 103]
type = changestate
trigger1 = time = 120
value = 10380

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

[Statedef 10380]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 5050, 1]
type = ChangeAnim
trigger1 = time=0
value = 5070

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

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

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

[Statedef 104010]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,80

[State a] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

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

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 1]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 5050, 1]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 821, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5150

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 痺れ
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

[Statedef 9000]
type    = S
movetype= H
physics = N
velset = 0,0

[State 13121]
type = lifeadd
trigger1 = time = 0
ignorehitpause = 1
value = -(Ceil(0.01 * Const(data.life)))
absolute = 1

[State 13121]
type = lifeset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = lifeadd
trigger1 = life <= (Ceil(0.05 * Const(data.life)))
value = -9999999
absolute = 1

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(4) = 0
IgnoreHitPause = 1

[state a]
type = destroyself
trigger1 = ishelper

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9000, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 9001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9001]
type    = S
movetype= H
physics = S

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9001, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 9010]
type    = C
movetype= H
physics = N
velset = 0,0

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9010, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 9011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9011]
type    = C
movetype= H
physics = C

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9011, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 9020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9020, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9030]
type    = A
movetype= H
physics = N
ctrl = 0

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0


[State 9030, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 9050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 9035

[Statedef 9035]
type    = A
movetype= H
physics = N

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9035, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 9050

[Statedef 9050]
type    = A
movetype= H
physics = N

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9050, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

;---------------------------------------------------------------------------
; 痺れ2
;---------------------------------------------------------------------------

[Statedef 19000]
type    = S
movetype= H
physics = N
velset = 0,0

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeadd
trigger1 = time = 0
trigger1 = enemynear,name="G OROCHI"&&enemynear,var(5)=1&&!ishelper&&enemynear,numhelper(22121)>=1&&enemynear,palno=12
ignorehitpause = 1
value = -(Ceil(0.0005 * Const(data.life)))
absolute = 1

[State 13121]
type = lifeadd
trigger1 = time = 0
trigger1 = !(enemynear,name="G OROCHI"&&enemynear,var(5)=1&&!ishelper&&enemynear,numhelper(22121)>=1&&enemynear,palno=12)
ignorehitpause = 1
value = -(Ceil(0.01 * Const(data.life)))
absolute = 1

[State 13121]
type = lifeset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = lifeadd
trigger1 = life <= (Ceil(0.05 * Const(data.life)))
value = -9999999
absolute = 1

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(4) = 0
IgnoreHitPause = 1

[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 19001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19001]
type    = S
movetype= H
physics = S

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 19010]
type    = C
movetype= H
physics = N
velset = 0,0


[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 19011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19011]
type    = C
movetype= H
physics = C

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 19020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19030]
type    = A
movetype= H
physics = N
ctrl = 0


[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 19050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 19035

[Statedef 19035]
type    = A
movetype= H
physics = N

[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 19050

[Statedef 19050]
type    = A
movetype= H
physics = N

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

;---------------------------------------------------------------------------
;相手地面
;---------------------------------------------------------------------------

[Statedef 10382]
type    = L
movetype= H
physics = N

[State 10382]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10382]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 10382]
type = FallEnvShake
trigger1 = Time = 0

[State 10382]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 10382]
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 10382]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 10382]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 10382]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 10384

[State 10382]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10382]
type = HitFallDamage
trigger1 = Time = 3

[State 10382]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10382]
type = PosFreeze
trigger1 = 1

[State 10382]
type = ChangeState
trigger1 = AnimTime = 0
value = 10383

;---------------------------------------------------------------------------
;相手地面
;---------------------------------------------------------------------------

[Statedef 10383]
type    = L
movetype= H
physics = N

[State 10383]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10383]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 10383]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 10383]
type = HitFallVel
trigger1 = Time = 0

[State 10383]
type = PosSet
trigger1 = Time = 0
y = 20

[State 10383]
type = VelAdd
trigger1 = 1
y = .4

[State 10383]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
value = 10384

;---------------------------------------------------------------------------
;相手地面
;---------------------------------------------------------------------------

[Statedef 10384]
type    = L
movetype= H
physics = N

[State 10384]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10384]
type = PlayerPush
trigger1 = 1
value = 0

[State 10384]
type = FallEnvShake
trigger1 = Time = 0

[State 10384]
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 10384]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 10384]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 10384]
type = HitFallDamage
trigger1 = Time = 0

[State 10384]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10384]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 10384]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10384]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10384]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10384]
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110 + (anim % 10)

[State 10384]
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110

[State 10384]
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 5150

[State 10384]
type = ChangeState
triggerall = alive
trigger1 = Time >= 30+((enemynear,name="G OROCHI"&&enemynear,var(59)=1)*100)
value = 10385

[State 10384]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 10384]
type = VelMul
trigger1 = 1
x = 0.85

;---------------------------------------------------------------------------
;相手起き上がり
;---------------------------------------------------------------------------

[Statedef 10385]
type    = L
movetype= I
physics = N

[State 10385]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10385]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 10385]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 10385]
type = VelSet
trigger1 = Time = 0
x = 0

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10385]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 10385]
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 10385]
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 10385]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 169997]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 169997]
type = destroyself
trigger1 = ishelper

[State 169997]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 169997]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 169997]
type = PlayerPush
trigger1 = 1
value = -1

[State 169997]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169997]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 169997]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 169997]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 169997]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 169997]
type = Changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 10382

;---------------------------------------------------------------------------
[Statedef 169998]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 169998]
type = destroyself
trigger1 = ishelper

[State 169998]
type = lifeset
trigger1 = IfElse((enemynear,name="G OROCHI"&&enemynear,var(48)>=3),(time >= 0),(time = 0))
ignorehitpause = 1
value = IfElse((enemynear,name="G OROCHI"&&enemynear,var(48)>=3),0,life-(Ceil(0.02*Const(data.life))))

[State 169998]
type = lifeset
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(25)=1
ignorehitpause = 1
value = 0

[State 169998]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 169998]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169998]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 169998]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3030

[State 169998]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 169998]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[state 169998]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),0.3,-0.3)
y = -0.25

[state 169998]
type = veladd
trigger1 = 1
y = 0.002

[State 169998]
type = changestate
trigger1 = time >= 11
value = 169997

;---------------------------------------------------------------------------
; 痺れ3
;---------------------------------------------------------------------------

[Statedef 49000]
type    = S
movetype= H
physics = N
velset = 0,0

[state a]
type = destroyself
trigger1 = ishelper

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="G OROCHI"&&enemynear,palno=12
flag = invisible

[State 1]
type = lifeadd
trigger1 = 1
value = -9999999999
absolute = 1

[State 1]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 1]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(4) = 0
IgnoreHitPause = 1

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

[State 9000, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 49001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 49030

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 807]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 807]
type = lifeset
trigger1 = animelem = 6
value = life - ((Ceil(0.15 * Const(data.life)))+20)

[State 807]
type = powerset
trigger1 = animelem = 6
ignorehitpause = 1
value = power - ((Ceil(0.15 * Const(data.power)))+20)

[State 807]
type = NotHitBy
trigger1 = 1
value = SCA

[State 807]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

[State 807]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state 807]
type = velset
trigger1 = animelem = 6
x = 4
y = -6

[State 807]
type = VelAdd
Trigger1 = animelem= 6,>=0
y = .32

[State 807]
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[Statedef 49001]
type    = S
movetype= H
physics = S

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="G OROCHI"&&enemynear,palno=12
flag = invisible

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

[State 9001, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 49010]
type    = C
movetype= H
physics = N
velset = 0,0

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="G OROCHI"&&enemynear,palno=12
flag = invisible

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

[State 9010, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 49011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 49030

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 49011]
type    = C
movetype= H
physics = C

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="G OROCHI"&&enemynear,palno=12
flag = invisible

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

[State 9011, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 49020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="G OROCHI"&&enemynear,palno=12
flag = invisible

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

[State 9020, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 49030

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 49030]
type    = A
movetype= H
physics = N
ctrl = 0

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="G OROCHI"&&enemynear,palno=12
flag = invisible

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

[State 9030, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 49050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 49035

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[Statedef 49035]
type    = A
movetype= H
physics = N

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="G OROCHI"&&enemynear,palno=12
flag = invisible

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

[State 9035, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 49050

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[Statedef 49050]
type    = A
movetype= H
physics = N

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="G OROCHI"&&enemynear,palno=12
flag = invisible

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

[State 9050, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[State 9050, 7]
type = ChangeState
triggerall = alive = 1
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 15100

[State 9050, 7]
type = ChangeState
triggerall = alive = 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

;---------------------------------------------------------------------------
; ダウン
;---------------------------------------------------------------------------
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0
supermove = 1

[State 191, 3];天上天下
type = PlaySnd
trigger1 = time = 50
value = 181,0

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 182
id = 182
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0


[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,170]
flag = roundnotover

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

[Statedef 15100]
type    = L
movetype= H
physics = N

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="G OROCHI"&&enemynear,palno=12&&(gametime%3)=1
flag = invisible

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

[State 1020, 4];画面シェイク
type = EnvShake
trigger1 = time = 0
time = 6
ampl = -6
freq = 95
phase = 95

[State 106, 3]
type = MakeDust
trigger1 = Time = 0
pos = -5,-2
spacing = 1

[State 106, 3]
type = MakeDust
trigger1 = Time = 5
pos = -5,-2
spacing = 1

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
trigger1 = time = 0
value = 5100

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
trigger1 = time = 5
value = 5110

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.002

[State 5100, 7]
type = SelfState
trigger1 = Time >= 110
value = 5120 


