;AI用に-3ステートを削除(記述はそのまま)
[Data]

life = 1200
attack = 90
defence = 100
power = 8000
fall.defence_up = 70
liedown.time = 11
airjuggle = 20;15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 255
IntPersistIndex = 0
FloatPersistIndex = 40

[Size]
xscale = 1           ;水平方向の縮尺（通常１）
yscale = 1           ;垂直方向の縮尺（通常１）
ground.back = 15     ;キャラの幅(後方,地上)
ground.front = 16    ;キャラの幅(前方,地上)
air.back = 12        ;キャラの幅(後方,空中)
air.front = 12       ;キャラの幅(前方,空中)
height = 125
attack.dist = 320
proj.attack.dist = 320
proj.doscale = 0   
head.pos = 0, -118
mid.pos = -4, -86
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 3.4
walk.back = -3.4
run.fwd  = 6.2130434, 0
run.back = -6.5,-1.8
jump.neu = 0,-9.8
jump.back = -4.05,2
jump.fwd = 4.0,2
runjump.back = -2.55,-8.1
runjump.fwd = 4,-8.1
airjump.neu = 0,-8.1
airjump.back = -2.55
airjump.fwd = 2.5

[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 = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0

[State 0, 4]
type = ChangeState
triggerall = palno = [11,12]
trigger1 = var(38) >= 1850
value = 8940000

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

[State 0]
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[state 0]
type = destroyself
triggerall = ishelper
trigger1 = !ishelper(32100000)&&fvar(2)=1
trigger2 = ishelper(32100000)&&fvar(2)!=1

[State 0, 4]
type = ChangeState
trigger1 = !alive
value = 5050


;-------------------------------------------------
;立ち  発狂
[Statedef 8940000]
type = S
physics = S
anim = 8940000
sprpriority = 0

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

[State 0]
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[state 0]
type = destroyself
trigger1 = ishelper

[State 0, 4]
type = ChangeState
trigger1 = !alive
value = 5050



;---------------------------------------------------------------------------
[statedef 0000002]
movetype = I
ctrl = 1

[State 0000002]
type = AssertSpecial
triggerall = enemy,alive&&p2life > 0
trigger1 = 1
flag = noko
ignorehitpause = 1

[State 0000002]
type = lifeadd
triggerall = life < lifemax/4
trigger1 = 1
value = lifemax/4
kill = 0

[state 0]
type = destroyself
trigger1 = ishelper

[State 0000002];逃げてきた若干ペナルティ
type = varadd
triggerall = var(36) >= 4000
trigger1 = time = 0
var(36) = -4000
ignorehitpause = 1

[State 0000002];逃げてきた若干ペナルティ
type = powerset
trigger1 = 1
value = 0;powermax

[state 0000002]
type = varset
trigger1 = 1
var(31) = gametime

[State 100500]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 120

[state 0000002]
type = selfstate
trigger1 = time >= 0
trigger1 = pos Y >= 0
value = 0
ctrl = 1

[state 0000002]
type = selfstate
trigger1 = time >= 0
trigger1 = alive
trigger1 = pos Y < 0
value = 50
ctrl = 1


;---------------------------------------------------------------------------
; フロントステップ
[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1

[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -500

[State -2, a];点滅
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 191, 3]
type = PlaySnd
trigger1 = animelem = 3
value = 700, 1

[State 100, 1]
type = VelSet
trigger1 = animelem = 3;1
x = 8;const(velocity.run.fwd.x)

[State 100, 1]
type = VelSet
trigger1 = animelem = 5
x = 0

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command = "holdfwd"
trigger1 = animelem = 5,>=0
value = 101

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; commonより ダッシュ
[Statedef 101]
type    = S
physics = S
anim = 101
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0




;---------------------------------------------------------------------------
; commonより ダッシュ
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1

[State 191, 3]
type = null;PlaySnd
trigger1 = Time= 0
value = 100, 0
loop = 1
channel = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
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 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 102

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

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = 7.5
y = -3.8

[State 105, 2]
type = null;CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 3]
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 106, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; commonより バックステップ
[Statedef 105]
type    = S
physics = S
ctrl = 0
anim = 104
velset = 0,0

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 106

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

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = -7.5
y = -3.8

[State 105, 2]
type = null;CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 3]
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 106, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; タイムオーバーで負けた時
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

[state 0]
type = null;destroyself
trigger1 = ishelper

[state 0]
type = selfstate
trigger1 = ishelper
value = 0

[State 191, 3]
type = PlaySnd
trigger1 = Time = 40
value = 11,0
freqmul = 1.5+((random%2)*0.2)


[state a]
type = changeanim
trigger1 = time = 0
;trigger1 = var(1) = 1
value = 170

;---------------------------------------------------------------------------
; 勝った動作１
[Statedef 180]
type = S

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
;trigger1 = roundstate = 3
;trigger1 = var(1) = 0
v = 2
range = 0,1

[State 180, 1]
type = ChangeState
trigger1 = Var(2) = 0
;trigger1 = var(1) = 0
value = 181

[State 180, 1]
type = ChangeState
trigger1 = Var(2) = 1
;trigger1 = var(1) = 0
value = 183

[State 180, 1]
type = null;ChangeState
trigger1 = var(2) = 2
;trigger1 = var(1) = 0
value = 186

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
trigger1 = var(1) = 1
v = 2
range = 0,2

[State 180, 1]
type = null;ChangeState
trigger1 = var(2) = 0
trigger1 = var(1) = 1
value = 184

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

[State 180, 1]
type = null;ChangeState
trigger1 = var(2) = 2
trigger1 = var(1) = 1
value = 187


;---------------------------------------------------------------------------
; 勝った動作[天上天下]
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[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
SuperMoveTime = 9999999
PauseMoveTime = 9999999
;supermove = 1
removetime = -1
under = 0

[State 1000, 5]
type = RemoveExplod
trigger1 = time = 140
ID = 182

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State -2]
type = AssertSpecial
trigger1 = time > 120
trigger1 = (GameTime%2) = 1
flag = invisible

[State -2]
type = AssertSpecial
trigger1 = time > 120
flag = invisible

[State -2]
type = PlaySnd
trigger1 = time = 140
value = 211, 0

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,170]
flag = roundnotover
;flag2 = nomusic

;---------------------------------------------------------------------------
; 勝った動作[下の下だな]
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 7
value = 190,1

[State 191, 3]
type = PlaySnd
trigger1 = animelemtime(57) = 12
value = 182,0

[State -2]
type = AssertSpecial
trigger1 = time > 160
trigger1 = (GameTime%2) = 1
flag = invisible

[State -2]
type = AssertSpecial
trigger1 = time > 180
flag = invisible

[State -2]
type = PlaySnd
trigger1 = time = 180
value = 211, 0


[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,220]
flag = roundnotover
;flag2 = nomusic

;---------------------------------------------------------------------------
; 勝った動作[我より、優れる者は無し]
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 191, 3];我より、優れる者は無し
type = PlaySnd
trigger1 = animelem = 9
value = 184,0

[State 1000, 5];足元
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 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover



;---------------------------------------------------------------------------
; 勝った動作[血]
[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0

[State 191, 3];斬る
type = PlaySnd
trigger1 = animelem = 5
value = 240,0

[State 191, 3];下の下だな
type = PlaySnd
trigger1 = animelem = 16
value = 182,0

[State 1000, 5];出血
type = Explod
trigger1 = animelem = 3
anim = 187
id = 185
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[state a]
type = null;lifeadd
trigger1 = animelem = 5
value = lifemax/2;-200
kill = 0

[state a]
type = poweradd
trigger1 = animelem = 5
value = 4000

[State 1000, 5];足元
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 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,240];[0,180]
flag = roundnotover


;---------------------------------------------------------------------------
; 勝った動作[我、ガイアと共にあり]
[Statedef 187]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 191, 3];効果音
type = PlaySnd
trigger1 = animelem = 6
value = 190,1

[State 191, 3];我
type = PlaySnd
trigger1 = animelem = 6
value = 187,0

[State 191, 3];ガイアと共にあり
type = PlaySnd
trigger1 = animelem = 23
value = 187,1

[State 1000, 5];足元
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 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover

;---------------------------------------------------------------------------
; 通常登場(イントロ分岐)
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0
range = 0,2





[State 190,]
type = ChangeState
trigger1 = Time = 1
value = 171000



;---------------------------------------------------------------------------
;通常登場
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0
range = 0,2

[State 192]
type = Helper
trigger1 = animelem = 21
helpertype = player
name = "clone"
stateno = 9000
ID = 9000
pos = 30,0
keyctrl = 1

[State 192]
type = Helper
trigger1 = animelem = 21
helpertype = player
name = "clone"
stateno = 9000
ID = 9000
pos = -30,0
keyctrl = 1



[State 192]
type = Helper
trigger1 = !Time
trigger1 = var(58)  = 1
helpertype = normal
name = "Omni-Psych Helper"
stateno = 9100
ID = 9100
ownpal = 1
supermovetime = 9999
ignorehitpause = 1

[State 191, 3];倒してみせよ
type = PlaySnd
trigger1 = animelem = 11
value = 190,0

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 13
value = 190,1

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 14
value = 190,2


[State 1000, 5]
type = Explod
trigger1 = animelemtime(11) = 1
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999
;supermove = 1
under = 0



[State 191, 2] 
type = AssertSpecial
trigger1 = Time = [0,1750]
trigger1 = 1
flag = Intro


[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------
;登場 憑依？
[Statedef 171000]
type = S
ctrl = 0
anim = 171000
velset = 0,0
range = 0,2

[State 192]
type = Helper
trigger1 = animelem = 21
helpertype = player
name = "clone"
stateno = 9000
ID = 9000
pos = 30,0
keyctrl = 1

[State 192]
type = Helper
trigger1 = animelem = 21
helpertype = player
name = "clone"
stateno = 9000
ID = 9000
pos = -30,0
keyctrl = 1



[State 192]
type = Helper
trigger1 = !Time
trigger1 = var(58)  = 1
helpertype = normal
name = "Omni-Psych Helper"
stateno = 9100
ID = 9100
ownpal = 1
supermovetime = 9999
ignorehitpause = 1

[State 11052, !]
type = PlaySnd
trigger1 = animelemtime(44) = 1
value = 3500, 3

[State 11052, !]
type = Explod
trigger1 = animelemtime(44) = 1
Anim = 11150
pos = 14, -110
postype = p1
ownpal = 1
removetime = 15
sprpriority = 4
SuperMoveTime = 9999999
PauseMoveTime = 9999999


[state 190]
type = helper
trigger1 = time = 0
ID = 171001
stateno = 171001
postype = p1
pos = -150,-100
name = "phantom"
ontop = 1
bindtime = -1
size.xscale = 0.7
size.yscale = 0.7
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999


[State 191, 2] 
type = AssertSpecial
trigger1 = Time = [0,1750]
trigger1 = 1
flag = Intro

[State 181, 2]
type = PlaySnd
trigger1 = animelemtime(33) = 1
value = 191,1
;freqmul = 1.3+((random%8)*0.1)

[State 181, 2]
type = PlaySnd
trigger1 = animelemtime(10) = 1
value = 2000,0

[State 181, 2]
type = null;PlaySnd
trigger1 = time = 0
value = 2300,0
;freqmul = 1.3+((random%8)*0.1)

[State 210, 1]
type = PlaySnd
trigger1 = Time = 60
value = 211, 0


[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------
;ヘルパ
[Statedef 171001]
type = S
physics = N
ctrl = 0
anim = 171001
velset = 0,0
sprpriority = 2

[State 1100, Velocity]
type = VelSet
trigger1 = Time = 50
x = 1.8

[state 190]
type = helper
trigger1 = time = 144
ID = 171002
stateno = 171002
postype = p1
pos = 10,100
name = "tama"
ontop = 1
bindtime = -1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999


[State 11051]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 181, 2]
type = PlaySnd
trigger1 = Time = 144
value = 2000,2
freqmul = 1.3+((random%8)*0.1)

[state 0]
type = destroyself
trigger1 = time = 145


;---------------------
;ヘルパが出すヘルパ
[Statedef 171002]
type = S
physics = N
ctrl = 0
anim = 171002
velset = 0,0
sprpriority = 2

[State 1100, Velocity]
type = VelSet
trigger1 = time = 0
y = 3

[State 1100, Velocity]
type = null;VelAdd
trigger1 = Time >= 0
y = .1


[State 11051]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 181, 2]
type = PlaySnd
trigger1 = Time = 144
value = 2000,2
freqmul = 1.3+((random%8)*0.1)

[state 0]
type = destroyself
trigger1 = time = 25

;------------------------------------
;登場 誰かの魂を握りつぶす
[Statedef 171010]
type = S
ctrl = 0
anim = 171010
velset = 0,0
range = 0,2

[State 192]
type = Helper
trigger1 = animelem = 21
helpertype = player
name = "clone"
stateno = 9000
ID = 9000
pos = 30,0
keyctrl = 1

[State 192]
type = Helper
trigger1 = animelem = 21
helpertype = player
name = "clone"
stateno = 9000
ID = 9000
pos = -30,0
keyctrl = 1



[State 192]
type = Helper
trigger1 = !Time
trigger1 = var(58)  = 1
helpertype = normal
name = "Omni-Psych Helper"
stateno = 9100
ID = 9100
ownpal = 1
supermovetime = 9999
ignorehitpause = 1

[State 1020, 4];画面シェイク
type = EnvShake
;trigger1 = animelem = 7
trigger1 = animelem = 4
time = 15
ampl = -12
freq = 95
phase = 95

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 171011
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999
;PauseMoveTime = 14

[State 191, 2] 
type = AssertSpecial
trigger1 = Time = [0,1750]
trigger1 = 1
flag = Intro

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 4
value = 2300,3

[State -2]
type = ChangeState
triggerall = name != "Phantom Mizuchi"
trigger1 = animelem = 4
value = 104010

[State 2000, 6]
type = PlaySnd
trigger1 = time = 155;animelemtime(4) = 1
value = 11,0
freqmul = 1.5+((random%3)*0.1)

[State 2000, 6]
type = PlaySnd
trigger1 = time = 60
value = 191,0

[State 2000, 6]
type = PlaySnd
trigger1 = time = 140
value = 191,1

[State 191, 4] 
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 191, 3];
type = null;changeanim
trigger1 = time = 0
trigger1 = var(1) = 1
value = 196

[State 191, 3];我のみを尊ぶ
type = PlaySnd
trigger1 = animelem = 3
;trigger1 = var(1) = 0
value = 195,0

[State 195, 1]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;恐怖の片鱗
[Statedef 11050]
type = S
movetype = I
physics = S
anim = 11050
ctrl = 0
velset = 0,0

[State 11050, Reversal]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
pausetime = 0,45
sparkno = -1
guard.sparkno = -1
p1stateno = 11051
;attr = S, NP
time = 2
priority = 7, hit

[State 11050]
type = HitOverride
trigger1 = palno != [11,12]
trigger1 = time = [0,70]
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 11051
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 11050]
type = null;HitOverride
triggerall = palno = [11,12]
trigger1 = helper(100500),gethitvar(damage)
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 11051
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 11050]
type = ChangeState
triggerall = palno = [11,12]
trigger1 = helper(100500),gethitvar(damage)
value = 11051

[State 11050]
type = null;ChangeState
triggerall = root,palno = [11,12]
trigger1 = helper(100500),gethitvar(damage)
value = 11051

[State 10050]
type = null;HitBy
triggerall = palno = [11,12]
trigger1 = 1
value = SCA,AA,AT,AP

[State 11050]
type = poweradd
triggerall = palno = [11,12]
trigger1 = Time = 0
value = 100

[State 11050]
type = poweradd
triggerall = root,palno = [11,12]
trigger1 = Time = 0
value = 100

[State 11050]
type = PlaySnd
trigger1 = AnimElem = 1
value = 195,0

[State 11050]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;----------------------------
;成功
[Statedef 11051]
type     = S
movetype = I
physics  = S
ctrl     = 0

;時止め
[State 11051]
type = Pause
trigger1 = time = 0
time = 40;15
movetime = 40;15
ignorehitpause = 1
persistent = 1

[State 11052, !]
type = PlaySnd
trigger1 = time = 0
value = 1100, 0

;消える
[State 11051]
type = ChangeAnim
trigger1 = Time = 0
value = 11151

[State 11051]
type = AssertSpecial
trigger1 = 1
;flag  = NoMusic
flag = GlobalNoShadow
flag2  = NoKOSnd
flag3 = TimerFreeze
ignorehitpause = 1


[State 11051]
type = BGPalFx
trigger1 = time = 0
trigger1 = 1
mul = 256,256,256
invertall = 1
color = 0
time = 15
ignorehitpause = 1

[State 11051]
type = null;PosAdd 
trigger1 = Time = 3 && Facing = -1
x = Ceil(P2BodyDist X * 1.5) ;* -1

[State 11051];背後をとる
type = PosAdd
trigger1 = time = 9
x = ceil(P2Dist X) + 80

[State 11051]
type = PosSet 
trigger1 = Time = 3 && Facing = 1
x = (enemy,Pos X+(80*(facing*-1)))*(enemy, Facing);* (facing = -1)

[State 11051]
type = PlayerPush
trigger1 = 1
value = 0
time = -1

[State 11051]
type = null;NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 100]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 11051]
type = ChangeState
trigger1 = Time = 16
Value = 11052

;成功
[Statedef 11052]
type     = S
movetype = I
physics  = S
juggle   = 2
anim     = 0

[State 11052, !]
type = PlaySnd
trigger1 = time = 1
value = 3500, 3

[State 11052, !]
type = PlaySnd
trigger1 = time = 1
value = 1400, 0

;！マーク
[State 11052, !]
type = Explod
trigger1 = time = 1
Anim = 11150
pos = 14, -110
postype = p2
ownpal = 1
removetime = 15
sprpriority = 4
pausemovetime = 15

[State 11052]
type = PlayerPush
trigger1 = 1
value = 0

[State 11052]
type = Turn
trigger1 = Time = 0 && P2Dist X < 0 && Facing = 1
persistent = 0

[State 11052]
type = NotHitBy
;trigger1 = palno != 12
trigger1 = Time = 0
value = SCA,AA,AT,AP
time = 40;10

[State 11052]
type = ChangeState
trigger1 = Time = 1
value = 0
ctrl = 1

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

;------------------------
;血の代償
[Statedef 10080]
type = S
movetype = I
physics = S
ctrl = 0
anim = 186
velset = 0,0

[State 191, 3];斬る
type = PlaySnd
trigger1 = animelem = 5
value = 240,0

[State 191, 3];下の下だな
type = PlaySnd
trigger1 = animelem = 5
value = 1500,0

[State 1000, 5];出血
type = Explod
trigger1 = animelem = 3
anim = 187
id = 185
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
;supermove = 1
under = 0

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[state a]
type = lifeadd
trigger1 = animelem = 5
value = -var(1)/4
kill = 0

[state a]
type = poweradd
trigger1 = animelem = 5
value = 4000

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 195, 2]
type = ChangeState
trigger1 = Time = 160
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;鏡
[Statedef 11300]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 11300
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1100, 0
ignorehitpause = 1
Persistent = 0

[State 3040, 7]
type = EnvColor
trigger1 = movehit
ignorehitpause = 1
Persistent = 0
time = 2
value = 255,255,255
under = 2

[State 240, 2]
type = Projectile
trigger1 = AnimElemTime(4) = 1
attr = S, SA
animtype  = hard
damage    = 35,10
priority = 7
getpower = 121,121
guardflag = MA
projanim = 11301
ProjID = 11301
Projhitanim = 11302;-1
Projremanim = 11302;-1
Projcancelanim = -1
offset = 0, 0
projpriority = 1
projsprpriority = 4
velocity = 3,0
pausetime = 0,0
guard.pausetime = 2,1;8
sparkno = -1;s7003
sparkxy = -15,-124
hitsound   = s1150
guard.sparkno = -1;s7011
guardsound = s1150
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 5,-5;0,50;ifelse(enemy,BackEdgeBodyDist <= 10,0,-13),-7
air.velocity = 5,-5;0,-50
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150
kill = 1;0

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

;---------------------------------------------------------------------------
;映し身
[Statedef 11310]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 11300
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1100, 0
ignorehitpause = 1
Persistent = 0

[State 11310]
type = helper
trigger1 = AnimElem = 4
id = 11311
persistent = 0
name = "utusi kagami"
pos = 0,0
postype = p1
stateno = 11311
helpertype = normal;player
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1

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

;-------------------------------
;鏡ヘルパー
[Statedef 11311]
type    = S
movetype= I;A
physics = N
anim = 11311
velset = 0,0
ctrl = 0

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

[State 240, 2]
type = null;Projectile
trigger1 = helper(11311),GetHitVar(damage)
attr = S, SA
animtype  = hard
damage    = 35,10
priority = 7
getpower = 121,121
guardflag = MA
projanim = 11301
ProjID = 11301
Projhitanim = 11302;-1
Projremanim = 11302;-1
Projcancelanim = -1
offset = 0, 0
projpriority = 1
projsprpriority = 4
velocity = 3,0
pausetime = 29,30
guard.pausetime = 7,8
sparkno = -1;s7003
sparkxy = -15,-124
hitsound   = s1150
guard.sparkno = s7011
guardsound = s1150
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-13),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150
kill = 0

[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 11320

[state 1]
type = targetstate
trigger1 = 1
value = 11320

[State 210, 1]
type = PlaySnd
trigger1 = p2stateno = 11320
value = 3500,1

[State 11051]
type = Pause
trigger1 = p2stateno = 11320
time = 50
movetime = 50
ignorehitpause = 1
persistent = 1

[State 11051]
type = null;BGPalFx
trigger1 = p2stateno = 11320
trigger1 = 1
mul = 200,0,0;256,256,256
invertall = 1
color = 0
time = 50
ignorehitpause = 1

[State 11051]
type = allpalfx
trigger1 = p2stateno = 11320
add = 0,0,0
mul = 256,256,256
;Color = 15,15,15
invertall = 1
time = 50
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[state 11311]
type = destroyself
trigger1 = p2stateno = 11320
trigger2 = time = 360

;-------------------------------
;相手
[Statedef 11320]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 26350]
type = destroyself
trigger1 = ishelper

[State 100]
type = lifeadd
trigger1 = 1
trigger1 = GameTime%2
value = -1

[State 100]
type = poweradd
trigger1 = 1
trigger1 = GameTime%2
value = -5

[State 26350]
type = null;defencemulset
trigger1 = time <= 0
time = 999999
value = 3.5
ignorehitpause = 1


[State 26350]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 26350]
type = ChangeAnim
Trigger1 = Time = 0
value = 5002

[state 1]
type = changestate
trigger1 = time > 180
value = 11321




[Statedef 11321]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 2636]
type = AssertSpecial
trigger1 = ishelper
flag = invisible

[State 2636]
type = PlayerPush
trigger1 = 1
value = -1

[State 2636]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2636]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2636]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 2636]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[state 2636]
type = destroyself
trigger1 = ishelper&&time>=1

[State 2636] 
type = changestate
trigger1 = !ishelper&&time >= 8
value = 11322




[Statedef 11322]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 2637]
type = destroyself
trigger1 = ishelper

[State 2637]
type = PlayerPush
trigger1 = 1
value = -1

[State 2637]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2637]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2637]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 2637]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 2637]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 2637]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100




;--------------------------
;映し身 脆き鏡
[Statedef 11330]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= -3000
ctrl = 0
velset = 0,0
anim = 11330
sprpriority = 2

[state 210, 1]
type = varadd
trigger1 = time = 0
var(36) = -3000
ignorehitpause = 1

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

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 1
value = 3500,10

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 210, 1]
type = null;PlaySnd
trigger1 = animelem = 4
value = 1100, 0
ignorehitpause = 1
Persistent = 0

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2000,0

[State 11310]
type = helper
trigger1 = AnimElem = 4
id = 11331
persistent = 0
name = "utusi kagami"
pos = 0,0
postype = p1
stateno = 11331
helpertype = normal;player
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1

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




[Statedef 11331]
type    = S
movetype= I;A
physics = N
anim = 11311
velset = 0,0
ctrl = 0

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


[State reversal]
type = ReversalDef 
trigger1 = 1 
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,0 
supermovetime = 999000 
pausemovetime = 999000 
p1stateno = 11332
p2stateno = 11333


[state 11311]
type = destroyself
trigger1 = time = 600

;---------------------------------------------------------------------------
;当身成功
[statedef 11332] 
type = S 
movetype = H 
physics = N 
anim = 11311
velset = 0,0 
sprpriority = 0 
ctrl = 0

[state 11332];本体じゃない
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper

[state 11332]
type = posset
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
y = 1000

[State 11332]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State reversal]
type = ReversalDef 
trigger1 = 1 
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,0 
supermovetime = 999000 
pausemovetime = 999000 
p2stateno = 11333

[state 11332] 
type = targetlifeadd 
triggerall = numtarget > 0
triggerall = target,ishelper != 1
trigger1 = time < 300
trigger2 = roundstate != 2
value = -2147483648
pausemovetime = 9990000 
supermovetime = 9990000
absolute = 1

[State 11332] ;本体じゃない
type = changestate
trigger1 = numtarget > 0
trigger1 = target,ishelper
trigger2 = numtarget = 0
value = 11331

[state 11332]
type = targetpoweradd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
value = -2147483648
pausemovetime = 9990000 
supermovetime = 9990000

[state 11332]
type = targetstate
triggerall = numtarget > 0
triggerall = target,ishelper != 1
triggerall = target,alive
trigger1 = time < 300
trigger1 = timemod = 30,0
trigger2 = roundstate != 2
value = 11333
pausemovetime = 9990000 
supermovetime = 9990000 



[State 210, 1]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
value = 3500,1
volume = 255
;persistent = 0

[State 11051]
type = superpause
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
anim = -1
time = 50
movetime = 50
ignorehitpause = 1
;persistent = 0;1

[State 11332]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
value = 1150, 0
volume = 255
;persistent = 0

[State 11332]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
value = 2000,2
;persistent = 0

[State 11332]
type = Explod
trigger1 = Time = 0
anim = 11302
id = 113020
sprpriority = 999999999
postype = p2
pos = 0,0
bindtime = -1
;supermove = 0
supermovetime = 50
;removetime = 200
under = 0
ownpal = 1
ontop = 1
trans = add

[State 11332]
type = RemoveExplod
trigger1 = time = 50
ID = 113020

[State 11051]
type = null;BGPalFx
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
mul = 256,0,0;256,256,256
invertall = 1
color = 0
time = 50
ignorehitpause = 1

[State 11051]
type = allpalfx
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
add = 0,0,0
mul = 256,256,256
;Color = 15,15,15
invertall = 1
time = 50
ignorehitpause = 1
supermovetime = 3600
pausemovetime = 3600


[state 11332];一度だけ
type = varset
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
var(2) = 100 


[State change] ;抹殺完了
type = destroyself
trigger1 = enemy,alive != 1
;---------------------------------------------------------------------------
;相手
[Statedef 11333]
type    = S
movetype= H
physics = N
ctrl = 0
value = SCA

[State 11333]
type = poweradd
triggerall = name != "Phantom Mizuchi"
trigger1 = 1
value = -999999999999999

[State 11333]
type = Lifeset
triggerall = name != "Phantom Mizuchi"
trigger1 = 1
value = 0

[State 11333]
type = Lifeadd
triggerall = name != "Phantom Mizuchi"
trigger1 = 1
value = -9999999999999999
absolute = 1

[State 11333]
type = AssertSpecial
trigger1=1
flag=nostandguard
flag2=nocrouchguard
flag3=noairguard

[State 11333]
type = ChangeAnim
Trigger1 = Time = 0
value = 5002

[state 11333]
type = destroyself 
trigger1 = ishelper

[State 11333]
type = SelfState
trigger1 = Time >= 10
value = 5100


;-----------------------------
;生霊鏡
[Statedef 11340]
type    = S
movetype= I;A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 11300
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1000, 0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0
ignorehitpause = 1
Persistent = 0

[State 11310]
type = helper
trigger1 = AnimElem = 4
id = 11341
persistent = 0
name = "utusi kagami"
pos = 0,50
postype = p1
stateno = 11341
helpertype = normal;player
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1

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

;-------------------------------
;鏡ヘルパー
[Statedef 11341]
type    = S
movetype= I;A
physics = N
anim = 11311
velset = 0,0
ctrl = 0

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

[State 240, 2]
type = Projectile
trigger1 = Time = 60 || Time = 120 || Time = 180 || Time = 240
attr = S, SA
animtype  = hard
damage    = 50,10
priority = 7
getpower = 121,121
guardflag = MA
projanim = 11340
ProjID = 11340
Projhitanim = 1015
Projremanim = 1015
Projcancelanim = -1
offset = 50, -100
projpriority = 1
projsprpriority = 4
velocity = 3,0
pausetime = 0,5
guard.pausetime = 7,8
sparkno = -1;s7003
sparkxy = -15,-124
hitsound   = s11,1
guard.sparkno = -1;s7011
guardsound = s11,1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-13),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150

[State 210, 1]
type = PlaySnd
trigger1 = Time = 60 || Time = 120 || Time = 180 || Time = 240
value = 211, 0

[State 180, 1]
type = VarRandom
trigger1 = Time = 60 || Time = 120 || Time = 180 || Time = 240
v = 2
range = 0,5

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 0
trigger1 = Time = 60 || Time = 120 || Time = 180 || Time = 240
value = 11,0
freqmul = 1.5+((random%2)*0.6)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 1
trigger1 = Time = 60 || Time = 120 || Time = 180 || Time = 240
value = 182,0
freqmul = 1.3+((random%8)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 2
trigger1 = Time = 60 || Time = 120 || Time = 180 || Time = 240
value = 192,1
freqmul = 1.3+((random%8)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 3
trigger1 = Time = 60 || Time = 120 || Time = 180 || Time = 240
value = 290,0
freqmul = 1.3+((random%8)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 4
trigger1 = Time = 60 || Time = 120 || Time = 180 || Time = 240
value = 2100,1
freqmul = 1.3+((random%8)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 5
trigger1 = Time = 60 || Time = 120 || Time = 180 || Time = 240
value = 2000,2
freqmul = 1.3+((random%8)*0.1)

[State 100500]
type = null;Turn
trigger1 = Facing != parent,Facing
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 11311]
type = destroyself
trigger1 = time = 260


;--------------------
;分身召還
[Statedef 11350]
type    = S
movetype= I;A
physics = S
juggle  = 7
poweradd= -4000
ctrl = 0
velset = 0,0
anim = 11350
sprpriority = 2

[state 210, 1]
type = varadd
trigger1 = time = 0
var(36) = -4000
ignorehitpause = 1

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 24
movetime = 24
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6010
sprpriority = -1
postype = p1
pos = 10,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6011
sprpriority = 1
postype = p1
pos = 10,-80
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 3000,2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3500,10

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 2000, 1

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 1200, 0
ignorehitpause = 1
Persistent = 0

[State 11310]
type = helper
triggerall = !ishelper
trigger1 = AnimElem = 6
id = 11355
persistent = 0
name = "Phantom"
pos = 40,0
postype = p1
stateno = 11355
helpertype = player
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1

[State 11310]
type = helper
triggerall = !ishelper
triggerall = palno = [11,12]
trigger1 = AnimElem = 6
id = 11355
persistent = 0
name = "Phantom"
pos = 150,0
postype = p1
stateno = 11355
helpertype = player
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1

[State 11310]
type = helper
triggerall = !ishelper
triggerall = root,palno = [11,12]
trigger1 = AnimElem = 6
id = 11355
persistent = 0
name = "Phantom"
pos = 150,0
postype = p1
stateno = 11355
helpertype = player
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1

[State -2]
type = AssertSpecial
trigger1 = time > 25
trigger1 = (GameTime%2) = 1
flag = invisible

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

;-------------------------------
;分身
[Statedef 11355]
type    = S
movetype= I
physics = N
anim = 11355
velset = 0,0
ctrl = 0

[State 1]
type = NotHitBy 
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 100

[State 191, 3]
type = PlaySnd
triggerall = ishelper(11355)
trigger1 = time = 80
value = 190,0
;freqmul = 1.3+((random%3)*0.1)

[State 200, 1]
type = PlaySnd
trigger1 = ishelper(113550)&&time=1
value = 290, 0
;freqmul = 1.3+((random%3)*0.1)

[State -2]
type = AssertSpecial
trigger1 = time = [0,40]
trigger1 = (GameTime%2) = 1
flag = invisible

[State 11355]
type = HitOverride
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 11356
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 230,256

[State -2]
type = PalFx
triggerall = roundstate >= 0
trigger1 = GameTime%80 = 0
add = 0,0,0
sinadd = 100,100,100,80
time = 80
ignorehitpause = 1

[State -2]
type = PlaySnd
trigger1 = time = 0
value = 211, 0


[State -2]
type = varset
trigger1 = time = 0
v = 14
value = 2

[State -2]
type = varset
trigger1 = time = 0
v = 20
value = 3

[State -2]
type = varset
trigger1 = time = 0
v = 21
value = 4

[State -2]
type = varset
trigger1 = time = 0
v = 22
value = 5

[State -2]
type = varset
trigger1 = time = 0
v = 23
value = 6

[State -2]
type = varset
trigger1 = time = 0
v = 24
value = 7

[State -2]
type = varset
trigger1 = time = 0
v = 25
value = 8

[State -2]
type = varset
trigger1 = time = 0
v = 26
value = 9

[State -2]
type = varset
trigger1 = time = 0
v = 27
value = 0

[State -2]
type = varset
trigger1 = time = 0
v = 28
value = 1

[State -2]
type = varset
trigger1 = time = 0
v = 29
value = 2

[State -2]
type = varset
trigger1 = time = 0
v = 30
value = 3

[State -2]
type = varset
trigger1 = time = 0
v = 39
value = 4

[State -2]
type = varset
trigger1 = time = 0
v = 40
value = 5

[State -2]
type = varset
trigger1 = time = 0
v = 41
value = 6

[State -2]
type = varset
trigger1 = time = 0
v = 42
value = 7

[State -2]
type = varset
trigger1 = time = 0
v = 43
value = 8

[State -2]
type = varset
trigger1 = time = 0
v = 44
value = 9

[State -2]
type = varset
trigger1 = time = 0
v = 45
value = 0

[State -2]
type = varset
trigger1 = time = 0
v = 46
value = 1

[State -2]
type = varset
trigger1 = time = 0
v = 47
value = 2

[State -2]
type = varset
trigger1 = time = 0
v = 48
value = 3

[State -2]
type = varset
trigger1 = time = 0
v = 49
value = 4

[State -2]
type = varset
trigger1 = time = 0
v = 50
value = 5

[State -2]
type = varset
trigger1 = time = 0
v = 51
value = 6

[State -2]
type = varset
trigger1 = time = 0
v = 52
value = 7

[State -2]
type = varset
trigger1 = time = 0
v = 53
value = 8

[State -2]
type = varset
trigger1 = time = 0
v = 54
value = 9

[State -2]
type = varset
trigger1 = time = 0
v = 55
value = 0

[State -2]
type = varset
trigger1 = time = 0
v = 56
value = 1

[State -2]
type = varset
trigger1 = time = 0
v = 57
value = 2

[State -2]
type = varset
trigger1 = time = 0
v = 58
value = 3

[State -2]
type = varset
trigger1 = time = 0
fv = 4
value = 1

[State -2]
type = varset
trigger1 = time = 0
fv = 5
value = 2

[State -2]
type = varset
trigger1 = time = 0
fv = 6
value = 3

[State -2]
type = varset
trigger1 = time = 0
fv = 7
value = 4

[State -2]
type = varset
trigger1 = time = 0
fv = 8
value = 5

[State -2]
type = varset
trigger1 = time = 0
fv = 9
value = 6

[State -2]
type = varset
trigger1 = time = 0
fv = 10
value = 7

[State -2]
type = varset
trigger1 = time = 0
fv = 11
value = 8

[State -2]
type = varset
trigger1 = time = 0
fv = 12
value = 9

[State -2]
type = varset
trigger1 = time = 0
fv = 13
value = 0

[State -2]
type = varset
trigger1 = time = 0
fv = 14
value = 1

[State -2]
type = varset
trigger1 = time = 0
fv = 15
value = 2

[State -2]
type = varset
trigger1 = time = 0
fv = 16
value = 3

[State -2]
type = varset
trigger1 = time = 0
fv = 17
value = 4

[State -2]
type = varset
trigger1 = time = 0
fv = 18
value = 5

[State -2]
type = varset
trigger1 = time = 0
fv = 19
value = 6

[State -2]
type = varset
trigger1 = time = 0
fv = 20
value = 7

[State -2]
type = varset
trigger1 = time = 0
fv = 21
value = 8

[State -2]
type = varset
trigger1 = time = 0
fv = 22
value = 9

[State -2]
type = varset
trigger1 = time = 0
fv = 23
value = 0

[State -2]
type = varset
trigger1 = time = 0
fv = 24
value = 1

[State -2]
type = varset
trigger1 = time = 0
fv = 25
value = 2

[State -2]
type = varset
trigger1 = time = 0
fv = 26
value = 3

[State -2]
type = varset
trigger1 = time = 0
fv = 27
value = 4

[State -2]
type = varset
trigger1 = time = 0
fv = 28
value = 5

[State -2]
type = varset
trigger1 = time = 0
fv = 29
value = 6

[State -2]
type = varset
trigger1 = time = 0
fv = 30
value = 7

[State -2]
type = varset
trigger1 = time = 0
fv = 31
value = 8

[State -2]
type = varset
trigger1 = time = 0
fv = 32
value = 9

[State -2]
type = varset
trigger1 = time = 0
fv = 33
value = 0

[State -2]
type = varset
trigger1 = time = 0
fv = 34
value = 1

[State -2]
type = varset
trigger1 = time = 0
fv = 35
value = 2

[State -2]
type = varset
trigger1 = time = 0
fv = 36
value = 3

[State -2]
type = varset
trigger1 = time = 0
fv = 37
value = 4

[State -2]
type = varset
trigger1 = time = 0
fv = 38
value = 5

[State -2]
type = varset
trigger1 = time = 0
fv = 39
value = 6


[state 1]
type = changestate
trigger1 = lose || drawgame
value = 11359

[state a]
type = destroyself
trigger1 = win&&roundstate = 4

;--------------------
[Statedef 11356]
type    = S
movetype= I
physics = N
anim = 11355
velset = 0,0
ctrl = 0

[State 1]
type = NotHitBy 
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 100

[State -2]
type = AssertSpecial
trigger1 = time = [0,40]
trigger1 = (GameTime%2) = 1
flag = invisible

[State 11355]
type = HitOverride
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 11357
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 150,256

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 191,1

[State -2]
type = PlaySnd
trigger1 = time = 0
value = 211, 0

[state 1]
type = changestate
trigger1 = lose || drawgame
value = 11359

[state a]
type = destroyself
trigger1 = win&&roundstate = 4

;---------------------------------------
[Statedef 11357]
type    = S
movetype= I
physics = N
anim = 11355
velset = 0,0
ctrl = 0

[State 1]
type = NotHitBy 
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 100

[State -2]
type = AssertSpecial
trigger1 = time = [0,40]
trigger1 = (GameTime%2) = 1
flag = invisible

[State 11355]
type = HitOverride
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 11359
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 70,256

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 2000,0

[State -2]
type = PlaySnd
trigger1 = time = 0
value = 211, 0

[state 1]
type = changestate
trigger1 = lose || drawgame
value = 11359

[state a]
type = destroyself
trigger1 = win&&roundstate = 4

;-------------------------------
[Statedef 11358]
type    = S
movetype= I
physics = N
anim = 11355
velset = 0,0
ctrl = 0

[State 1]
type = NotHitBy 
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 100

[State -2]
type = AssertSpecial
trigger1 = time = [0,40]
trigger1 = (GameTime%2) = 1
flag = invisible

[State 11355]
type = null;HitOverride
trigger1 = 1
time = -1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 11359;11358
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 191, 3]
type = null;PlaySnd
trigger1 = time = 0
value = 2000,2

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 11,0
freqmul = 1.5+((random%2)*0.6)

[State -2]
type = PlaySnd
trigger1 = time = 0
value = 211, 0

[State -2]
type = null;SelfState
triggerall = ishelper(11355)
trigger1 = gethitvar(damage)
value = 910010
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 26350]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State -2]
type = null;SelfState
trigger1 = time >= 0
trigger2 = var(31) != gametime
value = 11359
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 1]
type = null;changestate
trigger1 = time > 0
value = 11359


[state a]
type = destroyself
trigger1 = roundstate = 4;gethitvar(damage)

;------------------------------------------
[Statedef 11359]
type    = S
movetype= I
physics = N
velset = 0,0
facep2 = 1

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 11,0
freqmul = 1.5+((random%2)*0.6)

[State -2]
type = PlaySnd
trigger1 = time = 0
value = s11,1;211, 0

[State -2]
type = PlaySnd
trigger1 = time = 0
value = s3500,12
freqmul = 1.0+((random%3)*0.1)

[State 30201]
type = PlayerPush
trigger1 = 1
value = -1

[State 30201]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP

[State 30201]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 230,256

[State 30201] 
type = changestate
trigger1 = time >= 8
value = 11360

[state a]
type = destroyself
trigger1 = roundstate = 4

;---------------------------------------------------------------------------
[Statedef 11360]
type    = S
movetype= I
physics = N
sprpriority = 4

[State 30202]
type = PlayerPush
trigger1 = 1
value = -1

[State 30202]
type = NotHitBy
trigger1 = 1
value = SCA

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 230,256

[State 30202]
type = null;ChangeAnim
trigger1 = time = 0
value = 5050

[state 30202]
type = velset
trigger1 = time = 0
x = -5;IfElse((p2dist x< 0 ),3.32,-3.32)
y = -5.8;-2.8

[State 30202]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 30202]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 910010

[state a]
type = destroyself
trigger1 = roundstate = 4
trigger2 = time >= 60
;--------------------------------

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

;---------------------------------------------
;反射鏡
[Statedef 14000]
type    = S
movetype= I;A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 11300
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1300, 0;2000, 3
ignorehitpause = 1
Persistent = 0

[State 11310]
type = helper
triggerall = palno != [10,12]
trigger1 = AnimElem = 4
id = 14001
persistent = 0
name = "utusi kagami"
pos = 0,50
postype = p1
stateno = 14001
helpertype = normal
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1

[State 11310]
type = helper
triggerall = palno = [10,12]
trigger1 = AnimElem = 4
id = 1400100
persistent = 0
name = "utusi kagami"
pos = 0,50
postype = p1
stateno = 1400100
helpertype = normal
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1


[State 11310]
type = helper
triggerall = root,palno != [10,12]
trigger1 = AnimElem = 4
id = 14001
persistent = 0
name = "utusi kagami"
pos = 0,50
postype = p1
stateno = 14001
helpertype = normal
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1

[State 11310]
type = helper
triggerall = root,palno = [10,12]
trigger1 = AnimElem = 4
id = 1400100
persistent = 0
name = "utusi kagami"
pos = 0,50
postype = p1
stateno = 1400100
helpertype = normal
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1

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

;-------------------------------
;鏡ヘルパー
[Statedef 14001]
type    = S
movetype= I;A
physics = N
anim = 14000
velset = 0,0
ctrl = 0


[State 14001]
type = HitOverride
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 14002
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999


[state a]
type = destroyself
trigger1 = time = 360

;--------------------------------------
;攻撃を受ける
[Statedef 14002]
type    = S
movetype= A
physics = N
anim = 11311
velset = 0,0
ctrl = 0

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

[State 240, 2]
type = Projectile
trigger1 = time = 0
attr = S, SA
animtype  = hard
damage    = 30,10
priority = 7
getpower = 121,121
guardflag = MA
projanim = 14002
ProjID = 14002
Projhitanim = -1
Projremanim = -1
Projcancelanim = -1
offset = 0,0
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
velocity = 0,0
pausetime = 0;0,5
guard.pausetime = 7,8
sparkno = -1;s7003
sparkxy = -15,-124
hitsound   = s11,1
guard.sparkno = -1;s7011
guardsound = s11,1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -20,-1
air.velocity = -10,-1
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150


[State 240, 2]
type = Projectile
trigger1 = time = [0,3]
attr = S, SA
animtype  = hard
damage    = 20;30,10
priority = 7
getpower = 121,121
guardflag = MA
projanim = 14001
ProjID = 14001
Projhitanim = -1
Projremanim = -1
Projcancelanim = -1
offset = 230,10
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projhits = 1
projmisstime = 99999
projremovetime = 5
velocity = 0,0
pausetime = 0;0,5
guard.pausetime = 7,8
sparkno = -1;s7003
sparkxy = -15,-124
hitsound   = s2000, 5
guard.sparkno = -1;s7011
guardsound = s2000, 5
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,20;-20,-1
air.velocity = 20,-20
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150


[State 240, 2]
type = Projectile
trigger1 = time = [0,12]
attr = S, SA
animtype  = hard
damage    = 20;30,10
priority = 7
getpower = 121,121
guardflag = MA
projanim = 14001
ProjID = 14001
Projhitanim = -1
Projremanim = -1
Projcancelanim = -1
offset = -10,-150
projpriority = 999999999
projsprpriority = 999999999
projmisstime = 99999
projremove = 1
projremovetime = 5
velocity = 0,0
pausetime = 0;0,5
guard.pausetime = 7,8
sparkno = -1;s7003
sparkxy = -15,-124
hitsound   = s2000, 5
guard.sparkno = -1;s7011
guardsound = s2000, 5
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5,-1
air.velocity = 5,20
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150

[State 210, 1]
type = PlaySnd
trigger1 = time = 30
value = 2000, 0

[State 210, 1]
type = PlaySnd
trigger1 = time = 0
value = 2000, 5

[state 11311]
type = destroyself
trigger1 = time = 60


;-------------------------------------
;鏡ヘルパー
[Statedef 1400100]
type    = S
movetype= I;A
physics = N
anim = 14000
velset = 0,0
ctrl = 0


[State 14001]
type = HitOverride
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 1400101
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999


[state a]
type = destroyself
trigger1 = time = 360

;--------------------------------------
;攻撃を受ける
[Statedef 1400101]
type    = S
movetype= A
physics = N
anim = 11311
velset = 0,0
ctrl = 0

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

[State 240, 2]
type = Projectile
trigger1 = time = 0
attr = S, SA
animtype  = hard
damage    = 70,20
priority = 7
getpower = 121,121
guardflag = MA
projanim = 14002
ProjID = 14002
Projhitanim = -1
Projremanim = -1
Projcancelanim = -1
offset = 0,0
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
velocity = 0,0
pausetime = 0;0,5
guard.pausetime = 7,8
sparkno = -1;s7003
sparkxy = -15,-124
hitsound   = s11,1
guard.sparkno = -1;s7011
guardsound = s11,1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -20,-1
air.velocity = -10,-1
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150

[State 210, 1]
type = PlaySnd
trigger1 = time = 5
value = 2000, 0

[State 210, 1]
type = PlaySnd
trigger1 = time = 0
value = 2000, 5

[state 11311]
type = destroyself
trigger1 = time = 60



;------------------------------------------
;執念鏡
[Statedef 14010]
type    = S
movetype= I;A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1050
sprpriority = 2

[state a];はらえ
type = playsnd
trigger1 = animelem = 6
value = 290,0

[state a]
type = playsnd
trigger1 = animelem = 7
value = 211,0

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

[State 2900, 1]
type = helper
trigger1 = palno = [10,12]
trigger1 = Animelem = 8
trigger2 = root,palno = [10,12]
trigger2 = Animelem = 8
id = 1401100
persistent = 0
name = "tuibi"
pos = 0,0
postype = P1
stateno = 1401100
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1]
type = helper
trigger1 = palno != [10,12]
trigger1 = Animelem = 8
trigger2 = root,palno != [10,12]
trigger2 = Animelem = 8
id = 14011
persistent = 0
name = "tuibi"
pos = 0,0
postype = P1
stateno = 14011
helpertype = normal
keyctrl = 0
ownpal = 1

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


;---------------------------------
[Statedef 14011]
type    = S
movetype= I;A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 14010
sprpriority = 2
;hitcountpersist = 1

[State 14011]
type = null;AssertSpecial
trigger1 = 1
flag = noshadow

[state 14011]
type = velset
trigger1 = time>=10&&(p2bodydist X<0||p2bodydist X>0)
x = ifelse(p2bodydist X<0,-4,4)

[state 14011]
type = velset
trigger1 = time>=10&&(p2bodydist Y<0||p2bodydist Y>0);50
y = ifelse(p2bodydist Y<0,-1.0,1.0)

[State 240, 2]
type = Projectile
trigger1 = (gametime%5)=0
attr = S, SA
animtype  = hard
damage    = 2,1
priority = 7
getpower = 10,10;121,121
guardflag = MA
projanim = 14011
ProjID = 14011
Projhitanim = -1
Projremanim = -1
Projcancelanim = -1
offset = 0,0
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
velocity = 0,0
pausetime = 0,2
guard.pausetime = 7,8
sparkno = -1;s7003
sparkxy = -15,-124
hitsound   = s11,1
guard.sparkno = -1;s7011
guardsound = s11,1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,0;-20,-1
air.velocity = -2,-1;-10,-1
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150

[state 14011]
type = destroyself
trigger1 = time = 180


;----------------------
[Statedef 1401100]
type    = S
movetype= I;A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 14010
sprpriority = 2
;hitcountpersist = 1

[State 14011]
type = null;AssertSpecial
trigger1 = 1
flag = noshadow

[state 14011]
type = velset
trigger1 = time>=10&&(p2bodydist X<0||p2bodydist X>0)
x = ifelse(p2bodydist X<0,-4,4)

[state 14011]
type = velset
trigger1 = time>=10&&(p2bodydist Y<0||p2bodydist Y>0);50
y = ifelse(p2bodydist Y<0,-1.0,1.0)

[State 240, 2]
type = Projectile
trigger1 = (gametime%5)=0
attr = S, SA
animtype  = hard
damage    = 80,2
priority = 7
getpower = 10,10;121,121
guardflag = MA
projanim = 14011
ProjID = 14011
Projhitanim = -1
Projremanim = -1
Projcancelanim = -1
offset = 0,0
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
velocity = 0,0
pausetime = 0,0
guard.pausetime = 7,8
sparkno = -1;s7003
sparkxy = -15,-124
hitsound   = s11,1
guard.sparkno = -1;s7011
guardsound = s11,1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,15;-20,-1
air.velocity = -2,15;-10,-1
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150

[state 11332] 
type = null;targetlifeadd 
trigger1 = 1;time > 5
value = -2
pausemovetime = 9990000 
supermovetime = 9990000
absolute = 1

[state 14011]
type = destroyself
trigger1 = time = 140


;-----------------------------------
;霊力収束魔法陣
[Statedef 14020]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -2000
anim = 2300
ctrl = 0

[state 210, 1]
type = varadd
trigger1 = time = 0
var(36) = -2000
ignorehitpause = 1

[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6000
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6001
sprpriority = 1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 23000]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 3500,8

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3500,10

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 192,0
volume = 255

[state a]
type = changestate
trigger1 = animtime = 0
value = 14021


;-----------------------------------------------------
;霊力収束魔法陣 ビーム攻撃
[Statedef 14021]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2301
ctrl = 0

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0 || Time = 40
value = 2300,0

[State 2000, 6]
type = null;PlaySnd
trigger1 = Time = 20
value = 3500,9

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 3500,4
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 192,1

[State 22076]
type = Projectile
trigger1 = palno = [10,12]
trigger1 = (GameTime%6) = 1
trigger1 = time > 0
trigger2 = root,palno = [10,12]
trigger2 = (GameTime%6) = 1
trigger2 = time > 0
attr = S, HA
projanim = 14021
projhitanim = -1
projid = 14021
projpriority = 999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p1
offset = 22,-40;15,-85
projscale = 2,1
velocity = 0
animtype  = diagup
damage  = 90,2
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
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
fall = 1
fall.recover = 0
juggle = 50;15
;p2stateno = 

[State 22076]
type = Projectile
triggerall = palno != [10,12]
trigger1 = (GameTime%4) = 1
trigger1 = time > 0
attr = S, HA
projanim = 14021
projhitanim = -1
projid = 14021
projpriority = 999999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p1
offset = 22,-40;15,-85
projscale = 2,1
velocity = 0
animtype  = diagup
damage  = 2,1
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
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
fall = 1
fall.recover = 0
juggle = 50;15
;p2stateno =

[State 22076]
type = Projectile
triggerall = root,palno != [10,12]
trigger1 = (GameTime%4) = 1
trigger1 = time > 0
attr = S, HA
projanim = 14021
projhitanim = -1
projid = 14021
projpriority = 999999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p1
offset = 22,-40;15,-85
projscale = 2,1
velocity = 0
animtype  = diagup
damage  = 2,1
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
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
fall = 1
fall.recover = 0
juggle = 50;15
;p2stateno = 


[state 11332] 
type = targetlifeadd 
triggerall = palno = [11,12]
trigger1 = time > 5
value = -2
pausemovetime = 9990000 
supermovetime = 9990000
absolute = 1

[state 11332] 
type = targetlifeadd 
triggerall = root,palno = [11,12]
trigger1 = time > 5
value = -2
pausemovetime = 9990000 
supermovetime = 9990000
absolute = 1

[State 4000]
type = Explod
;trigger1 = animelem = 3
trigger1 = time = 0
anim = 14020
id = 14020
postype = p1
pos = -30,100
sprpriority = 999999999
supermove = 0
removetime = 200
ownpal = 1
removeongethit = 0
bindtime = -1
;scale = 1.5;,0.8

[State 23000]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[state a]
type = changestate
trigger1 = time = 200
value = 14022


;------------------------------------------------
; 終了
[Statedef 14022]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2302
ctrl = 0

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

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

;--------------------------------------------
;無に還ろう 試作
[Statedef 30050]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -4000
anim = 30050
ctrl = 0

[state 210, 1]
type = varadd
trigger1 = time = 0
var(36) = -4000
ignorehitpause = 1

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

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6010
sprpriority = -1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6011
sprpriority = 1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 23000]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,0

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3500,10

;---------------------[効果音]
[State 2000, 6];さあ
type = PlaySnd
trigger1 = Time = 0
value = 2100,0

[state a]
type = changestate
trigger1 = animtime = 0
value = 30051



[Statedef 30051]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 30051
ctrl = 0

[State 1]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

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

[State 1]
type = Projectile
triggerall = palno = [11,12]
triggerall =var(14)=2&&var(20)=3&&var(21)=4&&var(22)=5&&var(23)=6&&var(24)=7&&var(25)=8&&var(26)=9&&var(27)=0&&var(28)=1&&var(29)=2&&var(30)=3&&var(39)=4&&var(40)=5&&var(41)=6&&var(42)=7&&var(43)=8&&var(44)=9&&var(45)=0&&var(46)=1
triggerall =var(47)=2&&var(48)=3&&var(49)=4&&var(50)=5&&var(51)=6&&var(52)=7&&var(53)=8&&var(54)=9&&var(55)=0&&var(56)=1&&var(57)=2&&var(58)=3&&fvar(4)=1&&fvar(5)=2&&fvar(6)=3&&fvar(7)=4&&fvar(8)=5&&fvar(9)=6&&fvar(10)=7&&fvar(11)=8
triggerall =fvar(12)=9&&fvar(13)=0&&fvar(14)=1&&fvar(15)=2&&fvar(16)=3&&fvar(17)=4&&fvar(18)=5&&fvar(19)=6&&fvar(20)=7&&fvar(21)=8&&fvar(22)=9&&fvar(23)=0&&fvar(24)=1&&fvar(25)=2&&fvar(26)=3&&fvar(27)=4&&fvar(28)=5&&fvar(29)=6&&fvar(30)=7&&fvar(31)=8
triggerall =fvar(32)=9&&fvar(33)=0&&fvar(34)=1&&fvar(35)=2&&fvar(36)=3&&fvar(37)=4&&fvar(38)=5&&fvar(39)=6
trigger1 = time = [20,240]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 100010
projhitanim = -1
projid = 100010
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 21474836
getpower = 0,0
givepower = -99999999999
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 910013;154000

[State 1]
type = Projectile
triggerall = palno = [11,12]
triggerall = time = [20,240]
triggerall = (GameTime%3) = 1
triggerall = numprojid(110101002) = 0
trigger1 = var(32) >= 1201
trigger2 = var(38) >= 1851
trigger3 = var(38) <= -1
trigger4 = var(6) >= 3 || var(6) < 0
trigger5 = var(8) >= 1000
trigger6 = var(10) >= 3 || var(10) < 0
trigger7 = var(12) >= 2 || var(12) < 0
trigger8 = var(14) != 2
trigger9 = var(20) != 3 || var(21) != 4 || var(22) != 5 || var(23) != 6 || var(24) != 7 || var(25) != 8
trigger10 = var(26) != 9 || var(27) != 0 || var(28) != 1 || var(29) != 2 || var(30) != 3 || var(39) != 4
trigger11 = var(37) < 0
trigger12 = var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger13 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger14 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger15 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger16 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger17 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger18 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger19 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger20 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger21 = fvar(39) != 6
attr = S, NA
projanim = 1101010
projhitanim = -1
projid = 110101002
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p2
offset = 0,-50
velocity = 0
animtype  = hard
damage    = 21474836
getpower = 0,0
givepower = -99999999999
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 910013;154000

[State 1]
type = null;Projectile
triggerall = root,palno = [11,12]
trigger1 = time = [20,240]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 100010
projhitanim = -1
projid = 100010
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 21474836
getpower = 0,0
givepower = -99999999999
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 910013;154000

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0;30
value = 2100,1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0;30
value = 2200,2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 70;30
value = 2200,2

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
value = 0,0,0;255,255,255
time = 1;10
under = 2

[State 23000];攻撃エフェクト
type = Explod
trigger1 = Time = 0
anim = 30053
id = 30053
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
removetime = 200
under = 0
ownpal = 1
ontop = 1
trans = add

[State 1];試作
type = ReversalDef
trigger1 = (GameTime%2) = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
p2facing = 1
p2stateno = 910013

[state -1]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper

[State -1]
type = null;helper
triggerall = !ishelper
trigger1 = numhelper(910010) = 0
id = 910010
persistent = 0
name = "kill"
pos = 0,0
postype = P1
stateno = 910010
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = AttackDist
trigger1 = palno = [11,12]
value = 0

[state 1]
type = targetstate
triggerall = palno = [11,12]
triggerall = target,ishelper != 1
trigger1 = time = [20,200]
trigger1 = (GameTime%3) = 1
value = 910013

[state 1]
type = targetstate
triggerall = root,palno = [11,12]
triggerall = target,ishelper != 1
trigger1 = time = [20,200]
trigger1 = (GameTime%3) = 1
value = 910013

[state a]
type = targetstate
trigger1 = win
value = 104010

[State 1]
type = targetLifeAdd
trigger1 = palno = [11,12]
;trigger1 = (GameTime%3) = 1
value = -9999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1]
type = targetLifeAdd
trigger1 = root,palno = [11,12]
;trigger1 = (GameTime%3) = 1
value = -9999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1]
type = null;HitAdd
triggerall = palno = [11,12]
trigger1 = target,stateno = 154001 && enemyNear,time = 0
value = 1

[State 1]
type = turn
;triggerall = p2name = "Psycho Shredder[S]" || p4name = "Psycho Shredder[S]"
trigger1 = P2dist X < 0

[state 23000]
type = changestate
trigger1 = time >= 250
value = 30052

;-------------------------
;終了
;-------------------------
[Statedef 30052]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 30052
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
pausemovetime = 999
supermovetime = 999

[state 23001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

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

[Statedef 910010]
type    = S
;movetype= A
physics = S
anim = 900030;900020;全画面くらい判定

[State 910010]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 910010]
type = BindToroot
trigger1 = 1

[State 910010]
type = PlayerPush
trigger1 = 1
value = 0

[State 910010]
type = PosSet
trigger1 = 1 
X = root, Pos X

[state 910010]
type = nothitby
trigger1 = ishelper(910010)
value = SCA

[State 910010]
type = helper
trigger1 = numhelper(9100100) = 0 && roundstate <= 2
id = 9100100
persistent = 1
name = "kill"
pos = 0,0
postype = P1
stateno = 910010
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 230, 2]
type = HitDef
triggerall = p2name = "Psycho Shredder[S]" || p4name = "Psycho Shredder[S]"
trigger1 = ishelper(9100100)
attr = S, NA
animtype  = hard
damage    = 9999999,9999999
priority = 7
getpower = 0,0
givepower = -9999999,-9999999
guardflag = M
pausetime = 2,5
sparkno = s7000
sparkxy = -10,-20
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2
air.velocity = -4,-4
ignorehitpause = 1

[State 1]
type = null;ReversalDef
trigger1 = ishelper(9100100)
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
p2facing = 1
p2stateno = 910013

[State 910010]
type = destroyself
trigger1 = root,stateno != 30051 || roundstate >= 3
trigger2 = win
;ignorehitpause = 1

[State -2]
type = varset
trigger1 = time = 0
v = 9
value = 1

[State -2]
type = varset
trigger1 = time = 0
v = 14
value = 2

[State -2]
type = varset
trigger1 = time = 0
v = 20
value = 3

[State -2]
type = varset
trigger1 = time = 0
v = 21
value = 4

[State -2]
type = varset
trigger1 = time = 0
v = 22
value = 5

[State -2]
type = varset
trigger1 = time = 0
v = 23
value = 6

[State -2]
type = varset
trigger1 = time = 0
v = 24
value = 7

[State -2]
type = varset
trigger1 = time = 0
v = 25
value = 8

[State -2]
type = varset
trigger1 = time = 0
v = 26
value = 9

[State -2]
type = varset
trigger1 = time = 0
v = 27
value = 0

[State -2]
type = varset
trigger1 = time = 0
v = 28
value = 1

[State -2]
type = varset
trigger1 = time = 0
v = 29
value = 2

[State -2]
type = varset
trigger1 = time = 0
v = 30
value = 3

[State -2]
type = varset
trigger1 = time = 0
v = 39
value = 4

[State -2]
type = varset
trigger1 = time = 0
v = 40
value = 5

[State -2]
type = varset
trigger1 = time = 0
v = 41
value = 6

[State -2]
type = varset
trigger1 = time = 0
v = 42
value = 7

[State -2]
type = varset
trigger1 = time = 0
v = 43
value = 8

[State -2]
type = varset
trigger1 = time = 0
v = 44
value = 9

[State -2]
type = varset
trigger1 = time = 0
v = 45
value = 0

[State -2]
type = varset
trigger1 = time = 0
v = 46
value = 1

[State -2]
type = varset
trigger1 = time = 0
v = 47
value = 2

[State -2]
type = varset
trigger1 = time = 0
v = 48
value = 3

[State -2]
type = varset
trigger1 = time = 0
v = 49
value = 4

[State -2]
type = varset
trigger1 = time = 0
v = 50
value = 5

[State -2]
type = varset
trigger1 = time = 0
v = 51
value = 6

[State -2]
type = varset
trigger1 = time = 0
v = 52
value = 7

[State -2]
type = varset
trigger1 = time = 0
v = 53
value = 8

[State -2]
type = varset
trigger1 = time = 0
v = 54
value = 9

[State -2]
type = varset
trigger1 = time = 0
v = 55
value = 0

[State -2]
type = varset
trigger1 = time = 0
v = 56
value = 1

[State -2]
type = varset
trigger1 = time = 0
v = 57
value = 2

[State -2]
type = varset
trigger1 = time = 0
v = 58
value = 3

[State -2]
type = varset
trigger1 = time = 0
fv = 4
value = 1

[State -2]
type = varset
trigger1 = time = 0
fv = 5
value = 2

[State -2]
type = varset
trigger1 = time = 0
fv = 6
value = 3

[State -2]
type = varset
trigger1 = time = 0
fv = 7
value = 4

[State -2]
type = varset
trigger1 = time = 0
fv = 8
value = 5

[State -2]
type = varset
trigger1 = time = 0
fv = 9
value = 6

[State -2]
type = varset
trigger1 = time = 0
fv = 10
value = 7

[State -2]
type = varset
trigger1 = time = 0
fv = 11
value = 8

[State -2]
type = varset
trigger1 = time = 0
fv = 12
value = 9

[State -2]
type = varset
trigger1 = time = 0
fv = 13
value = 0

[State -2]
type = varset
trigger1 = time = 0
fv = 14
value = 1

[State -2]
type = varset
trigger1 = time = 0
fv = 15
value = 2

[State -2]
type = varset
trigger1 = time = 0
fv = 16
value = 3

[State -2]
type = varset
trigger1 = time = 0
fv = 17
value = 4

[State -2]
type = varset
trigger1 = time = 0
fv = 18
value = 5

[State -2]
type = varset
trigger1 = time = 0
fv = 19
value = 6

[State -2]
type = varset
trigger1 = time = 0
fv = 20
value = 7

[State -2]
type = varset
trigger1 = time = 0
fv = 21
value = 8

[State -2]
type = varset
trigger1 = time = 0
fv = 22
value = 9

[State -2]
type = varset
trigger1 = time = 0
fv = 23
value = 0

[State -2]
type = varset
trigger1 = time = 0
fv = 24
value = 1

[State -2]
type = varset
trigger1 = time = 0
fv = 25
value = 2

[State -2]
type = varset
trigger1 = time = 0
fv = 26
value = 3

[State -2]
type = varset
trigger1 = time = 0
fv = 27
value = 4

[State -2]
type = varset
trigger1 = time = 0
fv = 28
value = 5

[State -2]
type = varset
trigger1 = time = 0
fv = 29
value = 6

[State -2]
type = varset
trigger1 = time = 0
fv = 30
value = 7

[State -2]
type = varset
trigger1 = time = 0
fv = 31
value = 8

[State -2]
type = varset
trigger1 = time = 0
fv = 32
value = 9

[State -2]
type = varset
trigger1 = time = 0
fv = 33
value = 0

[State -2]
type = varset
trigger1 = time = 0
fv = 34
value = 1

[State -2]
type = varset
trigger1 = time = 0
fv = 35
value = 2

[State -2]
type = varset
trigger1 = time = 0
fv = 36
value = 3

[State -2]
type = varset
trigger1 = time = 0
fv = 37
value = 4

[State -2]
type = varset
trigger1 = time = 0
fv = 38
value = 5

[State -2]
type = varset
trigger1 = time = 0
fv = 39
value = 6

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

[Statedef 910011]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 900010;攻撃判定
ownpal = 1

[State 910011]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 910011]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 910011]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 910013
getpower = 0

[state 910011]
type = nothitby
trigger1 = 1
value = SCA

[state 910011]
type = destroyself
trigger1 = time >= 1

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

[Statedef 910013]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 910013]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 910013]
type = NotHitBy
trigger1 = 1
value = SCA

[State 910013]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 910013]
type = lifeset
triggerall = name != "Phantom Mizuchi" || root,name != "Phantom Mizuchi"
trigger1 = 1
ignorehitpause = 1
value = 0

[State 910013]
type = powerset
triggerall = name != "Phantom Mizuchi" || root,name != "Phantom Mizuchi"
trigger1 = 1
ignorehitpause = 1
value = 0

[State 910013]
type = SelfState
triggerall = name = "Phantom Mizuchi" || root,name = "Phantom Mizuchi"
trigger1 = time >= 0
trigger2 = var(31) != gametime
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 910013]
type = varset
trigger1 = ishelper && time = 0
v = 33
value = prevstateno

[state 910013]
type = varset
trigger1 = ishelper && time = 0
v = 34
value = anim

[State 910013]
type = ChangeAnim
trigger1 = time = 0 && !ishelper
value = 5070

[state a]
type = Changestate
triggerall = name != "Phantom Mizuchi" || root,name != "Phantom Mizuchi"
trigger1 = !alive
value = 104010

[state 910013]
type = changestate
triggerall = name != "Phantom Mizuchi"
trigger1 = IfElse((ishelper),(time>=1),(time>=2))
value = IfElse((ishelper),910012,0)

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

[Statedef 910012]
type    = U
movetype= I
physics = N
sprpriority = 4

[State 910013]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 910013]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 910012]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 910012]
type = Projectile
trigger1 = time<=1&&enemynear,name="Phantom Mizuchi"&&ishelper
attr = S, NA
projanim = var(34)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 910012
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(33)
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 910012]
type = Projectile
trigger1 = time>=30&&enemynear,name="Phantom Mizuchi"&&ishelper&&root,alive
trigger1 =!(root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)
attr = S, NA
projanim = var(34)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 910012
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 910012]
type = NotHitBy
trigger1 = 1
value = SCA

[State 910012]
type = PosSet
trigger1 = ishelper
Y = 2400

[State 910012]
type = ChangeState
trigger1 = !ishelper
value = 0

[State 910012]
type = destroyself
trigger1 = roundstate!=2||root,alive=0||enemynear,name="Phantom Mizuchi"&&enemynear,stateno!=30051
trigger2 = enemynear,name="Phantom Mizuchi"&&time>=30


;----------------------------------------
;世界最後の日
[Statedef 30060]
type    = S
movetype= I;A
physics = N
velset = 0,0
juggle = 0
poweradd= -8000
anim = 30050
ctrl = 0

[state 210, 1]
type = varadd
trigger1 = time = 0
var(36) = -8000
ignorehitpause = 1

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

[State 2000, 2]
type = null;SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6010
sprpriority = -1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6011
sprpriority = 1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 23000]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State -2]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2]
type = varset
trigger1 = palno = [11,12]
v = 35
value = 10

[State -2]
type = varset
trigger1 = root,palno = [11,12]
v = 35
value = 10

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,2

[State 2000, 6]
type = PlaySnd
triggerall = var(38) <= 1849
trigger1 = Time = 0
value = 2100,0

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 3500,10

[State 200, 1]
type = PlaySnd
triggerall = var(38) = 1850
trigger1 = Time = 0
value = 290, 0
volume = 250

[state a]
type = changestate
trigger1 = animtime = 0
value = 30061

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

[Statedef 30061]
type    = S
movetype= I;A
physics = N
velset = 0,0
juggle = 15
anim = 30060
ctrl = 0

[State 1]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State -2]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

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

[State 2000, 6]
type = PlaySnd
triggerall = var(38) <= 1849
trigger1 = Time = 0;30
value = 2100,1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0; || Time = 70
value = 2200,2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 3500,9

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
value = 200,0,0;255,255,255
time = 1;10
under = 2

[State 23000];攻撃エフェクト
type = Explod
trigger1 = Time = 0
anim = 300530
id = 300530
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
removetime = 200
under = 0
ownpal = 1
scale = 0.5,0.5
ontop = 1
trans = add

[State -2]
type = varset
trigger1 = palno = [11,12]
v = 35
value = 10

[state 23000]
type = changestate
trigger1 = time >= 250
value = 30062

;-------------------------
;終了
;-------------------------
[Statedef 30062]
type    = S
movetype= I;A
physics = N
velset = 0,0
juggle = 15
anim = 30052
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
pausemovetime = 999
supermovetime = 999

[State -2]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 23001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1




;-----------------------------------------------
;変数リセット防止ヘルパー(不完全な面がある)
[Statedef 30075]
type    = S
movetype= I
physics = S
anim = 30075

[State 30075]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State -2]
type = varset
trigger1 = 1
v = 35
value = 10

[State 30075]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 30075
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 30075]
type = BindToroot
trigger1 = 1
pos=0,-25
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 30075]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 30075]
type = destroyself
trigger1 = roundstate != 2
trigger2 = roundstate = 3

;---------------------------------------------
;怨念収束(β)
[Statedef 30070]
type    = S
movetype= I
physics = N
velset = 0,0
juggle = 8
poweradd= -7000
sprpriority = 1
anim = 30070
ctrl = 0

[state 210, 1]
type = varadd
triggerall = palno != [11,12]
trigger1 = time = 0
var(36) = -7000
ignorehitpause = 1

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State 30070]
type = SuperPause
trigger1 = time = 0
time = 25
movetime = 25
anim = -1

[State 30070]
type = PlaySnd
trigger1 = Time = 0
value = 3000,3
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 30070]
type = PlaySnd
trigger1 = animelem = 55
value = 191,1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 30070]
type = PlaySnd
trigger1 = Time = 0
value = 2300,0
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 30070]
type = PlaySnd
trigger1 = Time = 1
value = 190,1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 30070]
type = PlaySnd
trigger1 = Time = 0
value = 2000,0
volume = 255
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 30070]
type = helper
triggerall = palno = [11,12]
trigger1 = AnimElem = 56
id = 11355
persistent = 0
name = "Phantom"
pos = 200,0
postype = p1
stateno = 11355
helpertype = player
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1

[State 11310]
type = helper
triggerall = palno = [11,12]
trigger1 = AnimElem = 56
id = 11355
persistent = 0
name = "Phantom"
pos = 40,0
postype = p1
stateno = 11355
helpertype = player
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1

[State 11310]
type = helper
triggerall = palno != [11,12]
trigger1 = AnimElem = 56
id = 11355
persistent = 0
name = "Phantom"
pos = 140,-60
postype = p1
stateno = 11355
helpertype = player
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1

[state -2]
type = null;lifeset
triggerall = palno = [11,12]
trigger1 = AnimElem = 55
value = 1200;lifemax
ignorehitpause = 1
supermovetime = 99990000000
pausemovetime = 99990000000

[state -2]
type = lifeadd
triggerall = palno = [7,10]
trigger1 = time = 0
value = lifemax/2
ignorehitpause = 1
supermovetime = 99990000000
pausemovetime = 99990000000

[state -2]
type = lifeadd
triggerall = palno = [1,6]
trigger1 = time = 0
value = var(1)/2
ignorehitpause = 1
supermovetime = 99990000000
pausemovetime = 99990000000

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

;-------------------------------------------------------------
;引き抜き
[Statedef 30080]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 30080
poweradd= -4000
ctrl     = 0
sprpriority = 2

[state 210, 1]
type = varadd
trigger1 = time = 0
var(36) = -4000
ignorehitpause = 1

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 24
movetime = 24
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6010
sprpriority = -1
postype = p1
pos = 10,-80
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6011
sprpriority = 1
postype = p1
pos = 10,-90
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 3000,2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 3500,10

[State 30070]
type = PlaySnd
trigger1 = Time = 80
value = 191,1

[State 30080]
type = Turn
trigger1 = P2dist X < 0

[State 30080]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
p2stateno = 30082
pausetime = 0,2
ignorehitpause = 1

[State 30080]
type = targetlifeadd
trigger1 = time > 1
value = -99999999999
absolute = 1
;kill = 0

[State 30080]
type = targetdrop
trigger1 = target,ishelper
trigger2 = time <= 1

[State 30080]
type = ChangeState
trigger1 = numtarget > 0
trigger1 = target,ishelper = 0
value = 30081

[State 30080]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;----------------------------------------
;当身成功・失敗
[Statedef 30081]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 30081
ctrl     = 0
sprpriority = 10;-100

[State 30081]
type = PosAdd
trigger1 = time = 1
x = P2dist X-30

[State 30081];画面シェイク
type = EnvShake
triggerall = win
trigger1 = animelem = 7
trigger2 = animelem = 18
time = 15
ampl = -12
freq = 95
phase = 95

[State 30081]
type = EnvColor
triggerall = win
trigger1 = animelem = 7
trigger2 = animelem = 18
;persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 30081]
type = Explod
triggerall = win
trigger1 = animelem = 7
anim = 7002
sprpriority = 9
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 30081]
type = Explod
triggerall = win
trigger1 = animelem = 18
anim = 7003
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 30081]
type = Explod
triggerall = win
trigger1 = animelem = 8
anim = 2311
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 1

[State 11051]
type = superpause
trigger1 = time <=0
trigger2 = win
trigger3 = p2life = 0
time = 1
movetime = 1
ignorehitpause = 1
anim = -1
persistent = 0

[State 11051]
type = pause
trigger1 = time <=0
trigger2 = win
trigger3 = p2life = 0
time = 1
movetime = 1
ignorehitpause = 1
persistent = 0

[State 30081];刺す
type = PlaySnd
triggerall = win
trigger1 = animelem = 7
value = 2300,2

[State 2000, 6]
type = PlaySnd
triggerall = win
trigger1 = time = 1
value = 3500,9

[State 30081]
type = null;PlaySnd
trigger1 = animelem = 1
value = 2000,0
volume = 255

[state 30081]
type = playsnd
trigger1 = animelem = 5
value = 1400,3

[State 30081]
type = PlaySnd
triggerall = win
trigger1 = animelem = 17
value = 2000,3
volume = 255

[State 30081];潰す
type = PlaySnd
triggerall = win
trigger1 = animelem = 18
value = 2300,3


[State 11052, !]
type = PlaySnd
triggerall = !win
trigger1 = Time = 110
value = 3500, 3

[State 11052, !]
type = Explod
triggerall = !win
trigger1 = Time = 110
Anim = 11150
pos = 14, -110
postype = p1
ownpal = 1
removetime = 15
sprpriority = 4
pausemovetime = 15

[State 191, 3]
type = PlaySnd
triggerall = !win
trigger1 = Time = 110
value = 11,0
freqmul = 1.5+((random%2)*0.2)

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




[Statedef 30082]
type    = A
movetype= H
physics = N
velset = 0,0

[State 30082]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 30082]
type = NotHitBy
trigger1 = 1
value2 = SCA
ignorehitpause = 1

[State 30082]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 30082]
type = ChangeState
triggerall = name = "Phantom Mizuchi"
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[State 30082]
type = PlaySnd
triggerall = ishelper = 0
trigger1 = enemy,time > 140
persistent = 0
value = s11,0
volume = 255
freqmul = 1.3+((random%8)*0.1)

[State 30082]
type = PlaySnd
triggerall = ishelper = 0
trigger1 = enemy,time > 33
persistent = 0
value = s11,0
volume = 255

[State 30082]
type = ChangeAnim2
triggerall = name != "Phantom Mizuchi"||name = "Phantom Mizuchi"
triggerall = ishelper = 0
trigger1 = 1
value = 2011
ignorehitpause = 1

[State 30082]
type = Turn
triggerall = name != "Phantom Mizuchi"||name = "Phantom Mizuchi"
triggerall = ishelper = 0
trigger1 = P2dist X < 0
persistent = 0
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "Phantom Mizuchi"||name = "Phantom Mizuchi"
triggerall = ishelper = 0
trigger1 = 1
persistent = 0
x = 0
y = 0
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "Phantom Mizuchi"||name = "Phantom Mizuchi"
triggerall = ishelper = 0
trigger1 = enemy,name = "Phantom Mizuchi"
trigger1 = enemy,stateno = 30081
trigger1 = enemy,time > 165
x = -3
y = -5;1
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "Phantom Mizuchi"||name = "Phantom Mizuchi"
triggerall = ishelper = 0
trigger1 = enemy,name != "Phantom Mizuchi"
x = -3
y = -5
ignorehitpause = 1

[State 30082]
type = PosSet
triggerall = name != "Phantom Mizuchi"||name = "Phantom Mizuchi"
triggerall = ishelper = 0
trigger1 = 1
y = -5
ignorehitpause = 1

[State 30082]
type = LifeSet
triggerall = name != "Phantom Mizuchi"||name = "Phantom Mizuchi"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 30082]
type = PowerSet
triggerall = name != "Phantom Mizuchi"||name = "Phantom Mizuchi"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 30082]
type = SelfState
triggerall = name != "Phantom Mizuchi"||name = "Phantom Mizuchi"
triggerall = ishelper = 0
trigger1 = enemy,name = "Phantom Mizuchi"
trigger1 = enemy,stateno = 30081
trigger1 = enemy,time > 165
trigger2 = enemy,name != "Phantom Mizuchi"
value = 5050
ignorehitpause = 1

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 120,256

[State 3040, 7]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 1
mul = var(19),var(19),var(19)
under = 2

[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1

;--------------------------------
;星
[Statedef 18100]
type    = S
movetype= I
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 18100
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 2100, 3

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 1100, 1

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 2000, 1

[State 11310]
type = helper
trigger1 = AnimElem = 6
id = 18101
persistent = 0
name = "?"
pos = 70,-150
postype = p1
stateno = 18101
helpertype = normal;player
keyctrl = 0
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
ignorehitpause = 1

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

;-------------------------------
;ヘルパー
[Statedef 18101]
type    = S
movetype= A
physics = N
anim = 18101
velset = 0,0
ctrl = 0

[State 30075]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = AngleDraw
trigger1 = animelemtime(12)
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = animelemtime(12)
value = -7

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = targetstate
trigger1 = movehit = 1
value = 1420

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1411


[State 180, 1]
type = VarRandom
trigger1 = time = 35 || time = 51 || time = 71 || time = 91 || time = 111 || time = 131
v = 2
range = 0,5

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 0
trigger1 = time = 35 || time = 51 || time = 71 || time = 91 || time = 111 || time = 131;time = 36;animelem = 12;
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 0,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 0
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 36;animelem = 12;
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 120,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 0
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 36
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -120,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)


[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 1
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 52
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 60,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 1
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 52
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -60,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 1
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 52
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -160,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)



[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 2
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 72
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 140,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 2
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 72
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -100,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 2
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 72
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 40,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)



[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 3
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 92
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 100,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 3
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 92
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -80,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 3
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 92
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 10,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)


[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 4
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 112
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 20,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 4
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 112
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -80,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 4
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 112
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 160,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)


[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 5
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 132
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -10,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 5
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 132
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 100,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 5
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 132
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 60,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)


[state a]
type = playsnd
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;|| time = 72 || time = 108
value = 1450,0

[state a];
type = playsnd
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132
value = 190,2

[state 11311]
type = destroyself
trigger1 = time = 178

;---------------------------------------------------------------------------
;OFF波動
[Statedef 19150]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -6000
anim = 11000
ctrl = 0

[state 210, 1]
type = varadd
trigger1 = time = 0
var(36) = -6000
ignorehitpause = 1

[state 210, 1]
type = varadd
trigger1 = ishelper(32100000)&&time = 0
var(36) = -6000
ignorehitpause = 1

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

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6010
sprpriority = -1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6011
sprpriority = 1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 23000]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3500,10

[state a]
type = changestate
trigger1 = animtime = 0
value = 19151

;------------------------------------
[Statedef 19151]
;type = S
;movetype= I
;physics = S
type    = S
movetype= I;A
physics = N
velset = 0,0
juggle = 15
anim = 11001
ctrl = 0

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 23000]
type = NotHitBy 
trigger1 = 1
value = SCA


[State 1]
type = null;ReversalDef
trigger1 = time = [0,180]
trigger1 = (GameTime%2) = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
p2facing = 1
p2stateno = 910010202

[State 2000]
type = ReversalDef
triggerall = !ishelper&&palno = [11,12]
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
pausetime = 0,2
p2stateno = 191510020
ignorehitpause = 1

[State 2000]
type = null;ReversalDef
triggerall = root,palno = [11,12]
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
pausetime = 0,2
p2stateno = 191510020
ignorehitpause = 1

[State 2616]
type = Projectile
triggerall = !ishelper&&fvar(2)=1
triggerall = palno = [11,12]
triggerall =var(14)=2&&var(20)=3&&var(21)=4&&var(22)=5&&var(23)=6&&var(24)=7&&var(25)=8&&var(26)=9&&var(27)=0&&var(28)=1&&var(29)=2&&var(30)=3&&var(39)=4&&var(40)=5&&var(41)=6&&var(42)=7&&var(43)=8&&var(44)=9&&var(45)=0&&var(46)=1
triggerall =var(47)=2&&var(48)=3&&var(49)=4&&var(50)=5&&var(51)=6&&var(52)=7&&var(53)=8&&var(54)=9&&var(55)=0&&var(56)=1&&var(57)=2&&var(58)=3&&fvar(4)=1&&fvar(5)=2&&fvar(6)=3&&fvar(7)=4&&fvar(8)=5&&fvar(9)=6&&fvar(10)=7&&fvar(11)=8
triggerall =fvar(12)=9&&fvar(13)=0&&fvar(14)=1&&fvar(15)=2&&fvar(16)=3&&fvar(17)=4&&fvar(18)=5&&fvar(19)=6&&fvar(20)=7&&fvar(21)=8&&fvar(22)=9&&fvar(23)=0&&fvar(24)=1&&fvar(25)=2&&fvar(26)=3&&fvar(27)=4&&fvar(28)=5&&fvar(29)=6&&fvar(30)=7&&fvar(31)=8
triggerall =fvar(32)=9&&fvar(33)=0&&fvar(34)=1&&fvar(35)=2&&fvar(36)=3&&fvar(37)=4&&fvar(38)=5&&fvar(39)=6
trigger1 = (GameTime%7) = 1
trigger1 = time <= 199
trigger1 = p2movetype != A
;trigger2 = (GameTime%7) = 1
;trigger2 = p2movetype = A&&time >= 180
attr = A, NA
projanim = 1000000
projhitanim = -1
projid = 1000000
projpriority = 999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p2
offset = 0,-50
velocity = 0
animtype  = hard
damage    = 25,7;35,7
getpower = 0,0
givepower = 0,0
guardflag = ;M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = s2,15
guard.sparkno = -1
guardsound = s1,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0;-2
fall = 0;1
air.fall = 1
fall.recover = 1;0
p2stateno = 191520

[State 2616]
type = Projectile
triggerall = !ishelper&&fvar(2)!=1
triggerall = palno = [11,12]
triggerall =var(14)=2&&var(20)=3&&var(21)=4&&var(22)=5&&var(23)=6&&var(24)=7&&var(25)=8&&var(26)=9&&var(27)=0&&var(28)=1&&var(29)=2&&var(30)=3&&var(39)=4&&var(40)=5&&var(41)=6&&var(42)=7&&var(43)=8&&var(44)=9&&var(45)=0&&var(46)=1
triggerall =var(47)=2&&var(48)=3&&var(49)=4&&var(50)=5&&var(51)=6&&var(52)=7&&var(53)=8&&var(54)=9&&var(55)=0&&var(56)=1&&var(57)=2&&var(58)=3&&fvar(4)=1&&fvar(5)=2&&fvar(6)=3&&fvar(7)=4&&fvar(8)=5&&fvar(9)=6&&fvar(10)=7&&fvar(11)=8
triggerall =fvar(12)=9&&fvar(13)=0&&fvar(14)=1&&fvar(15)=2&&fvar(16)=3&&fvar(17)=4&&fvar(18)=5&&fvar(19)=6&&fvar(20)=7&&fvar(21)=8&&fvar(22)=9&&fvar(23)=0&&fvar(24)=1&&fvar(25)=2&&fvar(26)=3&&fvar(27)=4&&fvar(28)=5&&fvar(29)=6&&fvar(30)=7&&fvar(31)=8
triggerall =fvar(32)=9&&fvar(33)=0&&fvar(34)=1&&fvar(35)=2&&fvar(36)=3&&fvar(37)=4&&fvar(38)=5&&fvar(39)=6
trigger1 = (GameTime%7) = 1
trigger1 = time <= 199
trigger1 = p2movetype != A
trigger2 = (GameTime%7) = 1
trigger2 = p2movetype = A&&time >= 300
attr = A, NA
projanim = 1000000
projhitanim = -1
projid = 1000000
projpriority = 999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p2
offset = 0,-50
velocity = 0
animtype  = hard
damage    = 25,7;35,7
getpower = 0,0
givepower = 0,0
guardflag = ;M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = s2,15
guard.sparkno = -1
guardsound = s1,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0;-2
fall = 0;1
air.fall = 1
fall.recover = 1;0
p2stateno = 19152000

[State 2616]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
triggerall = (GameTime%7) = 1
triggerall = numprojid(110101001) = 0
trigger1 = var(32) >= 1201
trigger2 = var(38) >= 1851
trigger3 = var(38) <= -1
trigger4 = var(6) >= 3 || var(6) < 0
trigger5 = var(8) >= 1000
trigger6 = var(10) >= 3 || var(10) < 0
trigger7 = var(12) >= 2 || var(12) < 0
trigger8 = var(14) != 2
trigger9 = var(20) != 3 || var(21) != 4 || var(22) != 5 || var(23) != 6 || var(24) != 7 || var(25) != 8
trigger10 = var(26) != 9 || var(27) != 0 || var(28) != 1 || var(29) != 2 || var(30) != 3 || var(39) != 4
trigger11 = var(37) < 0
trigger12 = var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger13 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger14 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger15 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger16 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger17 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger18 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger19 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger20 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger21 = fvar(39) != 6
attr = A, NA
projanim = 1101010
projhitanim = -1
projid = 110101001
projpriority = 999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p2
offset = 0,-50
velocity = 0
animtype  = hard
damage    = 25,7;35,7
getpower = 0,0
givepower = 0,0
guardflag = ;M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = s2,15
guard.sparkno = -1
guardsound = s1,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0;-2
fall = 0;1
air.fall = 1
fall.recover = 1;0
p2stateno = 191520


[State 2616]
type = Projectile
triggerall = !ishelper&&fvar(2)=1
triggerall = palno = [11,12]
trigger1 = (GameTime%7) = 1
trigger1 = time >= 200
trigger1 = p2movetype != A
trigger2 = (GameTime%7) = 1
trigger2 = p2movetype = A&&time >= 250
attr = A, NA
projanim = 11010100
projhitanim = -1
projid = 10000001
projpriority = 999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = back
offset = 160,-90
velocity = 0
animtype  = hard
damage    = 15,7;35,7
getpower = 0,0
givepower = 0,0
guardflag = ;M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = s2,15
guard.sparkno = -1
guardsound = s1,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0;-2
fall = 0;1
air.fall = 1
fall.recover = 1;0
p2stateno = 191520

[State 2616]
type = Projectile
triggerall = !ishelper&&fvar(2)!=1
triggerall = palno = [11,12]
trigger1 = (GameTime%7) = 1
trigger1 = time >= 200
trigger1 = p2movetype != A
trigger2 = (GameTime%7) = 1
trigger2 = p2movetype = A&&time >= 250
attr = A, NA
projanim = 11010100
projhitanim = -1
projid = 10000001
projpriority = 999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = back
offset = 160,-90
velocity = 0
animtype  = hard
damage    = 15,7;35,7
getpower = 0,0
givepower = 0,0
guardflag = ;M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = s2,15
guard.sparkno = -1
guardsound = s1,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0;-2
fall = 0;1
air.fall = 1
fall.recover = 1;0
p2stateno = 19152000




[State 2616]
type = Projectile
triggerall = !ishelper
trigger1 = palno != [11,12]
trigger1 = (GameTime%7) = 1
trigger2 = root,palno != [11,12]
trigger2 = (GameTime%7) = 1
attr = A, NA
projanim = 1000000
projhitanim = -1
projid = 1000000
projpriority = 999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p2
offset = 0,-50
velocity = 0
animtype  = hard
damage    = 35,1
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 0
guard.pausetime = 0,5
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = s2,15
guard.sparkno = -1
guardsound = s1,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0;-2
fall = 0;1
air.fall = 1
fall.recover = 1;0
p2stateno = 191520

[State 11051]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
anim = -1
persistent = 0

[State 11051]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
persistent = 0


[state 11332] 
type = targetlifeadd
triggerall = palno = [11,12]
trigger1 = p2stateno != 910010202
trigger1 = p2stateno != 191510020
trigger1 = (GameTime%2) = 1
value = -2
pausemovetime = 9990000 
supermovetime = 9990000
absolute = 1

[state 11332] 
type = targetlifeadd
trigger1 = palno != [11,12]
trigger1 = p2stateno = 191520
trigger1 = (GameTime%2) = 1
value = -2
pausemovetime = 9990000 
supermovetime = 9990000
absolute = 1

[state 1]
type = null;targetstate
triggerall = target,ishelper != 1
trigger1 = ProjHit(1000000) = 1
trigger1 = time = [0,400]
trigger1 = (GameTime%3) = 1
value = 191520


[state -1]
type = null;targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper

[State -1]
type = null;helper
triggerall = !ishelper
trigger1 = numhelper(910010200) = 0
id = 910010200
persistent = 0
name = "kill"
pos = 0,0
postype = P1
stateno = 910010200
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999


[State 23000]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 3500,5

[State 23000]
type = PlaySnd
trigger1 = time = 105
value = 3500,7
volume = 250

[State 23000]
type = PlaySnd
trigger1 = time = 105
value = 3500,6
volume = 250

[State 11310]
type = helper
triggerall = !ishelper
triggerall =var(14)=2&&var(20)=3&&var(21)=4&&var(22)=5&&var(23)=6&&var(24)=7&&var(25)=8&&var(26)=9&&var(27)=0&&var(28)=1&&var(29)=2&&var(30)=3&&var(39)=4&&var(40)=5&&var(41)=6&&var(42)=7&&var(43)=8&&var(44)=9&&var(45)=0&&var(46)=1
triggerall =var(47)=2&&var(48)=3&&var(49)=4&&var(50)=5&&var(51)=6&&var(52)=7&&var(53)=8&&var(54)=9&&var(55)=0&&var(56)=1&&var(57)=2&&var(58)=3&&fvar(4)=1&&fvar(5)=2&&fvar(6)=3&&fvar(7)=4&&fvar(8)=5&&fvar(9)=6&&fvar(10)=7&&fvar(11)=8
triggerall =fvar(12)=9&&fvar(13)=0&&fvar(14)=1&&fvar(15)=2&&fvar(16)=3&&fvar(17)=4&&fvar(18)=5&&fvar(19)=6&&fvar(20)=7&&fvar(21)=8&&fvar(22)=9&&fvar(23)=0&&fvar(24)=1&&fvar(25)=2&&fvar(26)=3&&fvar(27)=4&&fvar(28)=5&&fvar(29)=6&&fvar(30)=7&&fvar(31)=8
triggerall =fvar(32)=9&&fvar(33)=0&&fvar(34)=1&&fvar(35)=2&&fvar(36)=3&&fvar(37)=4&&fvar(38)=5&&fvar(39)=6
trigger1 = numhelper(191510000) = 0
;trigger1 = time = 0
id = 191510000
persistent = 0
name = "???"
pos = 150,-100
postype = back
stateno = 191510000
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1.2;0.7
size.yscale = 1.2;0.7
ignorehitpause = 1

[State 11310]
type = helper
triggerall = !ishelper
triggerall =var(14)=2&&var(20)=3&&var(21)=4&&var(22)=5&&var(23)=6&&var(24)=7&&var(25)=8&&var(26)=9&&var(27)=0&&var(28)=1&&var(29)=2&&var(30)=3&&var(39)=4&&var(40)=5&&var(41)=6&&var(42)=7&&var(43)=8&&var(44)=9&&var(45)=0&&var(46)=1
triggerall =var(47)=2&&var(48)=3&&var(49)=4&&var(50)=5&&var(51)=6&&var(52)=7&&var(53)=8&&var(54)=9&&var(55)=0&&var(56)=1&&var(57)=2&&var(58)=3&&fvar(4)=1&&fvar(5)=2&&fvar(6)=3&&fvar(7)=4&&fvar(8)=5&&fvar(9)=6&&fvar(10)=7&&fvar(11)=8
triggerall =fvar(12)=9&&fvar(13)=0&&fvar(14)=1&&fvar(15)=2&&fvar(16)=3&&fvar(17)=4&&fvar(18)=5&&fvar(19)=6&&fvar(20)=7&&fvar(21)=8&&fvar(22)=9&&fvar(23)=0&&fvar(24)=1&&fvar(25)=2&&fvar(26)=3&&fvar(27)=4&&fvar(28)=5&&fvar(29)=6&&fvar(30)=7&&fvar(31)=8
triggerall =fvar(32)=9&&fvar(33)=0&&fvar(34)=1&&fvar(35)=2&&fvar(36)=3&&fvar(37)=4&&fvar(38)=5&&fvar(39)=6
trigger1 = numhelper(191510010) = 0
;trigger1 = time = 0
id = 191510010
persistent = 0
name = "???"
pos = 150,-100
postype = back
stateno = 191510010
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1.2;0.7
size.yscale = 1.2;0.7
ignorehitpause = 1

[State 11310]
type = helper
triggerall = !ishelper
triggerall =var(14)=2&&var(20)=3&&var(21)=4&&var(22)=5&&var(23)=6&&var(24)=7&&var(25)=8&&var(26)=9&&var(27)=0&&var(28)=1&&var(29)=2&&var(30)=3&&var(39)=4&&var(40)=5&&var(41)=6&&var(42)=7&&var(43)=8&&var(44)=9&&var(45)=0&&var(46)=1
triggerall =var(47)=2&&var(48)=3&&var(49)=4&&var(50)=5&&var(51)=6&&var(52)=7&&var(53)=8&&var(54)=9&&var(55)=0&&var(56)=1&&var(57)=2&&var(58)=3&&fvar(4)=1&&fvar(5)=2&&fvar(6)=3&&fvar(7)=4&&fvar(8)=5&&fvar(9)=6&&fvar(10)=7&&fvar(11)=8
triggerall =fvar(12)=9&&fvar(13)=0&&fvar(14)=1&&fvar(15)=2&&fvar(16)=3&&fvar(17)=4&&fvar(18)=5&&fvar(19)=6&&fvar(20)=7&&fvar(21)=8&&fvar(22)=9&&fvar(23)=0&&fvar(24)=1&&fvar(25)=2&&fvar(26)=3&&fvar(27)=4&&fvar(28)=5&&fvar(29)=6&&fvar(30)=7&&fvar(31)=8
triggerall =fvar(32)=9&&fvar(33)=0&&fvar(34)=1&&fvar(35)=2&&fvar(36)=3&&fvar(37)=4&&fvar(38)=5&&fvar(39)=6
triggerall = numhelper(191510014) = 0
trigger1 = time = 30
id = 191510014
persistent = 0
name = "hadou"
pos = 150,-100
postype = back
stateno = 191510014
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 11310]
type = helper
triggerall = !ishelper
triggerall =var(14)=2&&var(20)=3&&var(21)=4&&var(22)=5&&var(23)=6&&var(24)=7&&var(25)=8&&var(26)=9&&var(27)=0&&var(28)=1&&var(29)=2&&var(30)=3&&var(39)=4&&var(40)=5&&var(41)=6&&var(42)=7&&var(43)=8&&var(44)=9&&var(45)=0&&var(46)=1
triggerall =var(47)=2&&var(48)=3&&var(49)=4&&var(50)=5&&var(51)=6&&var(52)=7&&var(53)=8&&var(54)=9&&var(55)=0&&var(56)=1&&var(57)=2&&var(58)=3&&fvar(4)=1&&fvar(5)=2&&fvar(6)=3&&fvar(7)=4&&fvar(8)=5&&fvar(9)=6&&fvar(10)=7&&fvar(11)=8
triggerall =fvar(12)=9&&fvar(13)=0&&fvar(14)=1&&fvar(15)=2&&fvar(16)=3&&fvar(17)=4&&fvar(18)=5&&fvar(19)=6&&fvar(20)=7&&fvar(21)=8&&fvar(22)=9&&fvar(23)=0&&fvar(24)=1&&fvar(25)=2&&fvar(26)=3&&fvar(27)=4&&fvar(28)=5&&fvar(29)=6&&fvar(30)=7&&fvar(31)=8
triggerall =fvar(32)=9&&fvar(33)=0&&fvar(34)=1&&fvar(35)=2&&fvar(36)=3&&fvar(37)=4&&fvar(38)=5&&fvar(39)=6
triggerall = numhelper(191510015) = 0
trigger1 = time = 110
id = 191510015
persistent = 0
name = "hadou"
pos = 150,-100
postype = back
stateno = 191510015
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 11310]
type = helper
triggerall = !ishelper
triggerall =var(14)=2&&var(20)=3&&var(21)=4&&var(22)=5&&var(23)=6&&var(24)=7&&var(25)=8&&var(26)=9&&var(27)=0&&var(28)=1&&var(29)=2&&var(30)=3&&var(39)=4&&var(40)=5&&var(41)=6&&var(42)=7&&var(43)=8&&var(44)=9&&var(45)=0&&var(46)=1
triggerall =var(47)=2&&var(48)=3&&var(49)=4&&var(50)=5&&var(51)=6&&var(52)=7&&var(53)=8&&var(54)=9&&var(55)=0&&var(56)=1&&var(57)=2&&var(58)=3&&fvar(4)=1&&fvar(5)=2&&fvar(6)=3&&fvar(7)=4&&fvar(8)=5&&fvar(9)=6&&fvar(10)=7&&fvar(11)=8
triggerall =fvar(12)=9&&fvar(13)=0&&fvar(14)=1&&fvar(15)=2&&fvar(16)=3&&fvar(17)=4&&fvar(18)=5&&fvar(19)=6&&fvar(20)=7&&fvar(21)=8&&fvar(22)=9&&fvar(23)=0&&fvar(24)=1&&fvar(25)=2&&fvar(26)=3&&fvar(27)=4&&fvar(28)=5&&fvar(29)=6&&fvar(30)=7&&fvar(31)=8
triggerall =fvar(32)=9&&fvar(33)=0&&fvar(34)=1&&fvar(35)=2&&fvar(36)=3&&fvar(37)=4&&fvar(38)=5&&fvar(39)=6
triggerall = numhelper(1915100150) = 0
trigger1 = time = 120
id = 1915100150
persistent = 0
name = "hadou"
pos = 150,-100
postype = back
stateno = 191510015
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 11310]
type = helper
triggerall = !ishelper
triggerall =var(14)=2&&var(20)=3&&var(21)=4&&var(22)=5&&var(23)=6&&var(24)=7&&var(25)=8&&var(26)=9&&var(27)=0&&var(28)=1&&var(29)=2&&var(30)=3&&var(39)=4&&var(40)=5&&var(41)=6&&var(42)=7&&var(43)=8&&var(44)=9&&var(45)=0&&var(46)=1
triggerall =var(47)=2&&var(48)=3&&var(49)=4&&var(50)=5&&var(51)=6&&var(52)=7&&var(53)=8&&var(54)=9&&var(55)=0&&var(56)=1&&var(57)=2&&var(58)=3&&fvar(4)=1&&fvar(5)=2&&fvar(6)=3&&fvar(7)=4&&fvar(8)=5&&fvar(9)=6&&fvar(10)=7&&fvar(11)=8
triggerall =fvar(12)=9&&fvar(13)=0&&fvar(14)=1&&fvar(15)=2&&fvar(16)=3&&fvar(17)=4&&fvar(18)=5&&fvar(19)=6&&fvar(20)=7&&fvar(21)=8&&fvar(22)=9&&fvar(23)=0&&fvar(24)=1&&fvar(25)=2&&fvar(26)=3&&fvar(27)=4&&fvar(28)=5&&fvar(29)=6&&fvar(30)=7&&fvar(31)=8
triggerall =fvar(32)=9&&fvar(33)=0&&fvar(34)=1&&fvar(35)=2&&fvar(36)=3&&fvar(37)=4&&fvar(38)=5&&fvar(39)=6
triggerall = numhelper(1915100151) = 0
trigger1 = time = 130
id = 1915100151
persistent = 0
name = "hadou"
pos = 150,-100
postype = back
stateno = 191510015
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 23000]
type = Explod
triggerall = numexplod(19151000012)=0&&time=0
trigger1 = var(32) >= 1201
trigger2 = var(38) >= 1851
trigger3 = var(38) <= -1
trigger4 = var(6) >= 3 || var(6) < 0
trigger5 = var(8) >= 1000
trigger6 = var(10) >= 3 || var(10) < 0
trigger7 = var(12) >= 2 || var(12) < 0
trigger8 = var(14) != 2
trigger9 = var(20) != 3 || var(21) != 4 || var(22) != 5 || var(23) != 6 || var(24) != 7 || var(25) != 8
trigger10 = var(26) != 9 || var(27) != 0 || var(28) != 1 || var(29) != 2 || var(30) != 3 || var(39) != 4
trigger11 = var(37) < 0
trigger12 = var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger13 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger14 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger15 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger16 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger17 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger18 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger19 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger20 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger21 = fvar(39) != 6
anim = 191510000
id = 19151000012
sprpriority = -9999999999999999
postype = back
pos = 160,100
bindtime = -1
supermove = 0
;removetime = 80
;under = 1
ownpal = 1
ontop = 0;1
scale = 1.5,1.5
trans = add

[State 23000]
type = removeexplod
trigger1 = time >= 410
id = 19151000012


[State 23000]
type = Explod
triggerall = numexplod(0028100)=0&&time=30
trigger1 = var(32) >= 1201
trigger2 = var(38) >= 1851
trigger3 = var(38) <= -1
trigger4 = var(6) >= 3 || var(6) < 0
trigger5 = var(8) >= 1000
trigger6 = var(10) >= 3 || var(10) < 0
trigger7 = var(12) >= 2 || var(12) < 0
trigger8 = var(14) != 2
trigger9 = var(20) != 3 || var(21) != 4 || var(22) != 5 || var(23) != 6 || var(24) != 7 || var(25) != 8
trigger10 = var(26) != 9 || var(27) != 0 || var(28) != 1 || var(29) != 2 || var(30) != 3 || var(39) != 4
trigger11 = var(37) < 0
trigger12 = var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger13 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger14 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger15 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger16 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger17 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger18 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger19 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger20 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger21 = fvar(39) != 6
anim = 0028100
id = 0028100
sprpriority = 999999999
postype = back
pos = 160,100
bindtime = -1
supermove = 0
removetime = 80
under = 1
ownpal = 1
ontop = 1
trans = add

[State 23000]
type = Explod
triggerall = numexplod(0028101)=0&&time=110
trigger1 = var(32) >= 1201
trigger2 = var(38) >= 1851
trigger3 = var(38) <= -1
trigger4 = var(6) >= 3 || var(6) < 0
trigger5 = var(8) >= 1000
trigger6 = var(10) >= 3 || var(10) < 0
trigger7 = var(12) >= 2 || var(12) < 0
trigger8 = var(14) != 2
trigger9 = var(20) != 3 || var(21) != 4 || var(22) != 5 || var(23) != 6 || var(24) != 7 || var(25) != 8
trigger10 = var(26) != 9 || var(27) != 0 || var(28) != 1 || var(29) != 2 || var(30) != 3 || var(39) != 4
trigger11 = var(37) < 0
trigger12 = var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger13 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger14 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger15 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger16 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger17 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger18 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger19 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger20 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger21 = fvar(39) != 6
anim = 0028100
id = 0028101
sprpriority = 999999999
postype = back
pos = 160,100
bindtime = -1
supermove = 0
removetime = 300
under = 1
ownpal = 1
ontop = 1
trans = add

[State 23000]
type = Explod
triggerall = numexplod(0028102)=0&&time=120
trigger1 = var(32) >= 1201
trigger2 = var(38) >= 1851
trigger3 = var(38) <= -1
trigger4 = var(6) >= 3 || var(6) < 0
trigger5 = var(8) >= 1000
trigger6 = var(10) >= 3 || var(10) < 0
trigger7 = var(12) >= 2 || var(12) < 0
trigger8 = var(14) != 2
trigger9 = var(20) != 3 || var(21) != 4 || var(22) != 5 || var(23) != 6 || var(24) != 7 || var(25) != 8
trigger10 = var(26) != 9 || var(27) != 0 || var(28) != 1 || var(29) != 2 || var(30) != 3 || var(39) != 4
trigger11 = var(37) < 0
trigger12 = var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger13 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger14 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger15 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger16 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger17 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger18 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger19 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger20 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger21 = fvar(39) != 6
anim = 0028100
id = 0028102
sprpriority = 999999999
postype = back
pos = 160,100
bindtime = -1
supermove = 0
removetime = 280
under = 1
ownpal = 1
ontop = 1
trans = add

[State 23000]
type = Explod
triggerall = numexplod(0028103)=0&&time=130
trigger1 = var(32) >= 1201
trigger2 = var(38) >= 1851
trigger3 = var(38) <= -1
trigger4 = var(6) >= 3 || var(6) < 0
trigger5 = var(8) >= 1000
trigger6 = var(10) >= 3 || var(10) < 0
trigger7 = var(12) >= 2 || var(12) < 0
trigger8 = var(14) != 2
trigger9 = var(20) != 3 || var(21) != 4 || var(22) != 5 || var(23) != 6 || var(24) != 7 || var(25) != 8
trigger10 = var(26) != 9 || var(27) != 0 || var(28) != 1 || var(29) != 2 || var(30) != 3 || var(39) != 4
trigger11 = var(37) < 0
trigger12 = var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger13 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger14 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger15 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger16 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger17 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger18 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger19 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger20 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger21 = fvar(39) != 6
anim = 0028100
id = 0028103
sprpriority = 999999999
postype = back
pos = 160,100
bindtime = -1
supermove = 0
removetime = 270
under = 1
ownpal = 1
ontop = 1
trans = add

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

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 2632]
type = EnvShake
trigger1 = time >= 110
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[state 23000]
type = changestate
trigger1 = time >= 420
value = 19152



;---------------------------------
[Statedef 19152]
type    = S
movetype= I
physics = S
;type    = S
;movetype= A
;physics = N
velset = 0,0
juggle = 15
;anim = 11002
ctrl = 0

[State 23001]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state 23001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


[Statedef 191520];19152000
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 910013]
type = NotHitBy
trigger1 = 1
value = SCA

[State 30082]
type = PlaySnd
trigger1 = Time = 110 || Time = 170 || Time = 230
value = s11,0
volume = 255
freqmul = 1.5+((random%2)*0.2)

[State 30082]
type = PlaySnd
trigger1 = Time = 290 || Time = 350 || Time = 410
value = s11,0
volume = 255
freqmul = 0.5+((random%2)*0.2)

[State 910013]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 11051]
type = PosAdd
trigger1 = time = [0,420]
x = ceil(P2Dist X) + 0
y = ceil(P2Dist Y) - 80

[State 11051]
type = PosAdd
trigger1 = time = 429
trigger2 = p2stateno != 19151
x = ceil(P2Dist X) + 0
y = ceil(P2Dist Y) - 500

[State 11051]
type = null;PosSet 
trigger1 = time >= 110&&Facing = 1
x = (enemy,Pos X+(0*(facing*-1)))*(enemy, Facing)

[State 1]
type = AngleDraw
trigger1 = time >= 110
scale = 0.1+time*0.01,0.1+time*0.01

[State 1]
type = AngleAdd
trigger1 = time >= 1
value = 50

[state 11332] 
type = null;lifeadd
;trigger1 = time >= 450
trigger1 = (GameTime%2) = 1
value = -2
pausemovetime = 9990000 
supermovetime = 9990000
absolute = 1

[State 910013]
type = ChangeAnim
trigger1 = time = 0 && !ishelper
value = 5070

[state a]
type = Changestate
trigger1 = time >= 430
trigger2 = p2stateno != 19151
value = 5050

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[state 0]
type = destroyself
trigger1 = ishelper

[State 2636]
type = VarRangeSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&time=[400,430]
value = 0

[State 2636]
type = VarRangeSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvalue = 0

[State 2636]
type = VarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
sysvar(1) = 0

[State 2636]
type = VarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
sysvar(2) = 0

[State 2636]
type = VarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
sysvar(3) = 0

[State 2636]
type = VarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
sysvar(4) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(0) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(1) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(2) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(3) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(4) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(5) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(6) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(7) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(8) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(9) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(10) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(11) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(12) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(13) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(14) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(15) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(16) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(17) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(18) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(19) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(20) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(21) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(22) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(23) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(24) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(25) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(26) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(27) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(28) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(29) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(30) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(31) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(32) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(33) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(34) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(35) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(36) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(37) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(38) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(39) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(40) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(41) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(42) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(43) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(44) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(45) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(46) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(47) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(48) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(49) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(50) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(51) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(52) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(53) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(54) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(55) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(56) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(57) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(58) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
var(59) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(0) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(1) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(2) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(3) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(4) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(5) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(6) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(7) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(8) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(9) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(10) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(11) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(12) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(13) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(14) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(15) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(16) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(17) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(18) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(19) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(20) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(21) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(22) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(23) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(24) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(25) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(26) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(27) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(28) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(29) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(30) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(31) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(32) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(33) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(34) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(35) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(36) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(37) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(38) = 0

[State 2636]
type = parentVarSet
trigger1 = !ishelper&&name!="Phantom Mizuchi"&&ishelper&&time=[400,430]
fvar(39) = 0





[Statedef 19152000]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 910013]
type = NotHitBy
trigger1 = 1
value = SCA

[State 30082]
type = PlaySnd
trigger1 = Time = 110 || Time = 170 || Time = 230
value = s11,0
volume = 255
freqmul = 1.5+((random%2)*0.2)

[State 30082]
type = PlaySnd
trigger1 = Time = 290 || Time = 350 || Time = 410
value = s11,0
volume = 255
freqmul = 0.5+((random%2)*0.2)

[State 910013]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 11051]
type = PosAdd
trigger1 = time = [0,420]
x = ceil(P2Dist X) + 0
y = ceil(P2Dist Y) - 80

[State 11051]
type = PosAdd
trigger1 = time = 429
trigger2 = p2stateno != 19151
x = ceil(P2Dist X) + 0
y = ceil(P2Dist Y) - 500

[State 11051]
type = null;PosSet 
trigger1 = time >= 110&&Facing = 1
x = (enemy,Pos X+(0*(facing*-1)))*(enemy, Facing)

[State 1]
type = AngleDraw
trigger1 = time >= 110
scale = 0.1+time*0.01,0.1+time*0.01

[State 1]
type = AngleAdd
trigger1 = time >= 1
value = 50

[state 11332] 
type = null;lifeadd
;trigger1 = time >= 450
trigger1 = (GameTime%2) = 1
value = -2
pausemovetime = 9990000 
supermovetime = 9990000
absolute = 1

[State 910013]
type = ChangeAnim
trigger1 = time = 0 && !ishelper
value = 5070

[state a]
type = Changestate
trigger1 = time >= 430
trigger2 = p2stateno != 19151
value = 5050

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[state 0]
type = destroyself
trigger1 = ishelper

;---------------------------
;ヘルパー
[Statedef 191510000]
type    = S
movetype= I
physics = S
;type    = S
;movetype= A
;physics = N
anim = 191510000
velset = 0,0
ctrl = 0

[State 30075]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = AngleDraw
trigger1 = animelemtime(12)
trigger1 = time >= 120
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = animelemtime(12)
value = 15

[State 1]
type = BindToRoot
trigger1 = 1
pos = 0,-100;50, -100
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1995, 3]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 0,256,256

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 191510000]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 191510000
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 11311]
type = destroyself
trigger1 = AnimTime = 0;time = 178
trigger2 = root,stateno != 19151


;----------------------------------
;ヘルパー
[Statedef 191510010]
type    = S
movetype= I
physics = S
;type    = S
;movetype= A
;physics = N
anim = 191510000
velset = 0,0
ctrl = 0

[State 191510000]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 191510010
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 30075]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = AngleDraw
trigger1 = animelemtime(12)
trigger1 = time >= 120
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = animelemtime(12)
value = -15

[State 1]
type = BindToRoot
trigger1 = 1
pos = 0,-100;50, -100
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1995, 3]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 0,185,185

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 11311]
type = destroyself
trigger1 = AnimTime = 0
trigger2 = root,stateno != 19151

;-----------------------------
;ヘルパ
[Statedef 191510014]
type    = S
movetype= I
physics = S
;type    = S
;movetype= A
;physics = N
anim = 0028100
sprpriority = 999999999
velset = 0,0
ctrl = 0

[State 191510000]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 191510014
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 30075]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = BindToRoot
trigger1 = 1
pos = 0, -100
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 11311]
type = destroyself
trigger1 = time = 80
trigger2 = root,stateno != 19151

;-----------------------------------
;ヘルパ
[Statedef 191510015]
type    = S
movetype= I
physics = S
;type    = S
;movetype= A
;physics = N
anim = 0028100
sprpriority = 999999999
velset = 0,0
ctrl = 0

[State 191510000]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 191510015
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 30075]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = BindToRoot
trigger1 = 1
pos = 0, -100
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 11311]
type = destroyself
trigger1 = time = 280
trigger2 = root,stateno != 19151



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

[Statedef 910010200]
type    = S
physics = S
anim = 900020

[State 910010]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 910010]
type = BindToroot
trigger1 = 1

[State 910010]
type = PlayerPush
trigger1 = 1
value = 0

[state 910010]
type = null;nothitby
trigger1 = ishelper(910010200)
value = SCA

[State 910010]
type = PosSet
trigger1 = 1 
X = root, Pos X

[State 910010]
type = null;helper
trigger1 = numhelper(9100102000) = 0 && roundstate <= 2
id = 9100102000
persistent = 1
name = "kill"
pos = 0,-200
postype = P1
stateno = 910010200
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 910010]
type = destroyself
trigger1 = root,stateno != 19151 || roundstate >= 3
trigger2 = time >= 180
;ignorehitpause = 1

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

[Statedef 910010201]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 900010
ownpal = 1

[State 910011]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 910011]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 910011]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 910010202
getpower = 0

[state 910011]
type = nothitby
trigger1 = 1
value = SCA

[state 910011]
type = destroyself
trigger1 = time >= 1

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

[Statedef 910010202]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 910013]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 910013]
type = NotHitBy
trigger1 = 1
value = SCA

[State 910013]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 910013]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 910013]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[state 910013]
type = varset
trigger1 = ishelper && time = 0
v = 33
value = prevstateno

[state 910013]
type = varset
trigger1 = ishelper && time = 0
v = 34
value = anim

[State 910013]
type = ChangeAnim
trigger1 = time = 0 && !ishelper
value = 5070

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[state 910013]
type = changestate
trigger1 = IfElse((ishelper),(time>=1),(time>=2))
value = IfElse((ishelper),910010203,0)

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

[Statedef 910010203]
type    = U
movetype= I
physics = N
sprpriority = 4

[State 910013]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 910013]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 910012]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 910012]
type = Projectile
trigger1 = time<=1&&enemynear,name="Phantom Mizuchi"&&ishelper
attr = S, NA
projanim = var(34)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 910012
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(33)
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 910012]
type = Projectile
trigger1 = time>=30&&enemynear,name="Phantom Mizuchi"&&ishelper&&root,alive
trigger1 =!(root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)
attr = S, NA
projanim = var(34)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 910012
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 910012]
type = NotHitBy
trigger1 = 1
value = SCA

[State 910012]
type = PosSet
trigger1 = ishelper
Y = 2400

[State 910012]
type = ChangeState
trigger1 = !ishelper
value = 0

[State 910012]
type = destroyself
trigger1 = roundstate!=2||root,alive=0||enemynear,name="Phantom Mizuchi"&&enemynear,stateno!=19151
trigger2 = enemynear,name="Phantom Mizuchi"&&time>=30


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


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

[Statedef 191510020]
type    = S
movetype= H
physics = S
velset = 0,0

[State 30082]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 30082]
type = NotHitBy
trigger1 = 1
value2 = SCA
ignorehitpause = 1

[State 30082]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 30082]
type = ChangeState
triggerall = name = "Phantom Mizuchi"
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[State 30082]
type = LifeSet
triggerall = name != "Phantom Mizuchi"||name = "Phantom Mizuchi"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 30082]
type = PowerSet
triggerall = name != "Phantom Mizuchi"||name = "Phantom Mizuchi"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 9997, 1]
type = SelfState
triggerall = !ishelper
trigger1 = lose;Time > 0
trigger2 = name ="Phantom Mizuchi"
value = 5050
ignorehitpause = 1

[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1




;------------------------------------
[Statedef 020140010]
type    = S
movetype= A
physics = N
anim = 020140000

[State 1003]
type = HitOverride
trigger1 = 1
time = 1
attr = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP,AA,AT,AP
stateno = 020140010
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state -2]
type = playerpush
trigger1 = 1
value = 0

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1003]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 11332]
type = posset
trigger1 = 1
y = 2000

[State 1003]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[state 1003]
type = targetdrop
trigger1 = roundstate= 2
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1003]
type = Projectile
trigger1 = helper(020140015),var(0)&&helper(020140015),var(41);=2999
attr = S, NA
projanim = 020140011
projhitanim = -1
projid = 169994
projpriority = 2
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 50
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 450000
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4500]
type = destroyself
trigger1 = root,stateno != 19201
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

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

[Statedef 020140015];020140001
type    = S
movetype= I
physics = S
anim = 020140001



[State 1009]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1009]
type = varset
trigger1 =ishelper(020140015)
v = 0
value = stateno
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1009]
type = varset
trigger1 =ishelper(020140015)&&var(0)
v = 41
value =(enemy,ishelper=0)*(enemy,stateno)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999



[Statedef 1013010]
type    = A
movetype= I
physics = N
anim=1013000;1013

[State 1010]
type = null;NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1010]
type = HitBy
trigger1 = 1
value = C,NP;SCA,AA,AT,AP
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1010]
type = posset
trigger1 = 1
y = 20000
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1010]
type = null;destroyself
trigger1 = time >=10
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999


[State 4500];roundstate!=2||root,alive=0||time>=20
type = null;destroyself
;trigger1 = root,stateno != 19201
;trigger2 = root,alive = 0
trigger1 = roundstate != 2
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4500]
type = destroyself
trigger1 = roundstate!=2||root,alive=0||time>=20;root,stateno != 19201
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999



[Statedef 450000]
type    = A
movetype= H
physics = N
velset = 0,0

[State 4500]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4500]
type = Projectile
trigger1 = 1
attr = C,NP
projanim = 22177
projhitanim = -1
projpriority = 9
projsprpriority = 5
projremove = 1
projid = 4500120
projremovetime = 40
postype = left
offset = 0,20000
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 = 450000;104010
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999


[State 4500]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4500]
type = posset
trigger1 = ishelper
y = 20000
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4500]
type = null;changestate
trigger1 = !ishelper&&alive
value = 0
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 60]
type = changestate
trigger1 = !ishelper
trigger1 = name !="Phantom Mizuchi"
trigger1 = !alive
trigger2 = roundstate > 2
value = 5150
ignorehitpause = 1

[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi"
trigger2 = ishelper
trigger2 = root,name !="Phantom Mizuchi"
value = 0
ignorehitpause = 1
[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi"
trigger2 = ishelper
trigger2 = root,name !="Phantom Mizuchi"
fvalue = 0
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Phantom Mizuchi"
sysvar(1) = 0
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Phantom Mizuchi"
sysvar(2) = 0
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Phantom Mizuchi"
sysvar(3) = 0
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Phantom Mizuchi"
sysvar(4) = 0
IgnoreHitPause = 1

[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(0) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(1) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(2) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(3) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(4) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(5) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(6) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(7) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(8) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(9) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(10) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(11) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(12) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(13) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(14) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(15) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(16) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(17) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(18) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(19) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(20) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(21) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(22) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(23) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(24) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(25) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(26) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(27) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(28) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(29) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(30) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(31) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(32) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(33) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(34) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(35) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(36) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(37) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(38) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(39) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(40) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(41) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(42) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(43) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(44) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(45) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(46) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(47) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(48) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(49) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(50) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(51) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(52) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(53) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(54) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(55) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(56) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(57) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(58) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
var(59) = gametime+1
ignorehitpause = 1

[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(0) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(1) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(2) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(3) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(4) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(5) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(6) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(7) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(8) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(9) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(10) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(11) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(12) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(13) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(14) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(15) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(16) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(17) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(18) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(19) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(20) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(21) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(22) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(23) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(24) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(25) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(26) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(27) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(28) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(29) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(30) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(31) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(32) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(33) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(34) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(35) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(36) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(37) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(38) = gametime+1
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Phantom Mizuchi"
fvar(39) = gametime+1
ignorehitpause = 1



[State 4500]
type = lifeadd
triggerall = !ishelper
trigger1 = name !="Phantom Mizuchi"
value = -99999999999999999999
absolute = 1
ignorehitpause = 1

[State 4500]
type = lifeset
triggerall = !ishelper
trigger1 = name !="Phantom Mizuchi"
value = 0
ignorehitpause = 1

[State 4500]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 4500];roundstate!=2||root,alive=0||time>=20
type = destroyself
trigger1 = roundstate!=2||root,alive=0||time>=20;root,stateno != 19201
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;--------------------------------------
;OFF波動2
[Statedef 19200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -6000
anim = 11000
ctrl = 0

[state 210, 1]
type = varadd
triggerall = palno = [11,12]
trigger1 = time = 0
var(36) = -6000
ignorehitpause = 1

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

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6010
sprpriority = -1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6011
sprpriority = 1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 23000]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3500,8
volume = 250

[state a]
type = changestate
trigger1 = animtime = 0
value = 19201

;------------------------------------
[Statedef 19201]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 11001
ctrl = 0

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 23000]
type = NotHitBy 
trigger1 = 1
value = SCA


[State 23000]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 3500,5

[State 23000]
type = PlaySnd
trigger1 = time = 105
value = 3500,7
volume = 250

[State 23000]
type = PlaySnd
trigger1 = time = 105
value = 3500,6
volume = 250

[State 11310]
type = helper
trigger1 = time = 0
id = 192000000
persistent = 0
name = "???"
pos = 150,-100
postype = back
stateno = 192000000;191510000
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1.2;0.7
size.yscale = 1.2;0.7
ignorehitpause = 1

[State 11310]
type = helper
trigger1 = time = 0
id = 192000010
persistent = 0
name = "???"
pos = 150,-100
postype = back
stateno = 192000010;191510010
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1.2;0.7
size.yscale = 1.2;0.7
ignorehitpause = 1

[State 11310]
type = helper
trigger1 = time = 30
id = 192000014
persistent = 0
name = "hadou"
pos = 150,-100
postype = back
stateno = 192000014
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 11310]
type = helper
trigger1 = time = 110
id = 192000015
persistent = 0
name = "hadou"
pos = 150,-100
postype = back
stateno = 192000015
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 11310]
type = helper
trigger1 = time = 120
id = 192000015
persistent = 0
name = "hadou"
pos = 150,-100
postype = back
stateno = 192000015
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 11310]
type = helper
trigger1 = time = 130
id = 192000015
persistent = 0
name = "hadou"
pos = 150,-100
postype = back
stateno = 192000015
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

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

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 2632]
type = EnvShake
trigger1 = time >= 110
trigger1 = (GameTime%4) = 1
time = 5
ampl = -8;-5
freq = 95
phase = 95

[state 23000]
type = changestate
trigger1 = time >= 420
value = 19202

;---------------------------------
[Statedef 19202]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
;anim = 11002
ctrl = 0

[State 23001]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state 23001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1




;---------------------------
;ヘルパー
[Statedef 192000000]
type    = S
movetype= A
physics = N
anim = 191510000
velset = 0,0
ctrl = 0

[State 30075]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = AngleDraw
trigger1 = animelemtime(12)
trigger1 = time >= 120
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = animelemtime(12)
value = 15;-7

[State 1]
type = BindToRoot
trigger1 = 1
pos = 0,-100;50, -100
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1995, 3]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 255,0,0

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 11311]
type = destroyself
trigger1 = AnimTime = 0;time = 178


;----------------------------------
;ヘルパー
[Statedef 192000010]
type    = S
movetype= A
physics = N
anim = 191510000
velset = 0,0
ctrl = 0

[State 30075]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = AngleDraw
trigger1 = animelemtime(12)
trigger1 = time >= 120
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = animelemtime(12)
value = -15

[State 1]
type = BindToRoot
trigger1 = 1
pos = 0,-100;50, -100
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1995, 3]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 155,0,0

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 11311]
type = destroyself
trigger1 = AnimTime = 0

;-----------------------------
;ヘルパ
[Statedef 192000014]
type    = S
movetype= A
physics = N
anim = 0028100
sprpriority = 999999999
velset = 0,0
ctrl = 0

[State 30075]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = BindToRoot
trigger1 = 1
pos = 0, -100
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1995, 3]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 256,0,0

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 11311]
type = destroyself
trigger1 = time = 80

;-----------------------------------
;ヘルパ
[Statedef 192000015]
type    = S
movetype= A
physics = N
anim = 0028100
sprpriority = 999999999
velset = 0,0
ctrl = 0

[State 30075]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = BindToRoot
trigger1 = 1
pos = 0, -100
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1995, 3]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 256,0,0

[state 11311]
type = destroyself
trigger1 = time = 280



;-------------------------------------------------
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; 遠距離立ち・弱・パンチ・の動作
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 200                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)

[State 200, 1]
type = HitDef
triggerall = palno != [11,12]
trigger1 = time = 0
attr = S, NA                     ;立ち状態で、通常の攻撃(ｓは立ち、ｎは通常、aは攻撃を表す)
damage = 38, 0                   ;ダメージ量（左が当たった時、右はガードした時）
getpower = 61,61
animtype = Light                 ;当てた時の相手のポーズ（light/midium/hard/back）から選択
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
hitflag = MAF                    ;当てる事のできる条件
priority = 3, Hit                ;攻撃の優先権（0弱い　4通常　7強い
pausetime = 7, 8                 ;攻撃が当たった時の硬直時間（左が自分、右が相手）
sparkno = s7000                      ;ヒットエフェクトのスプライトステート（無ければ0）
sparkxy = -5, -89               ;ヒットエフェクトを表示する場所（相手の座標で）
hitsound = s300, var(6)                 ;ヒットした時の音（ｓ*,*にすると自分の音を使う）
guard.sparkno = s7010
guardsound = s120, 0                ;ガードした時の音（同上）
ground.type = high               ;相手のくらった場所（High：頭、体, Low：足, Trip：足払い）
ground.slidetime = 9             ;相手が後にすべる時間
ground.hittime  = 9             ;コンボが繋がる時間（高くしすぎない事）
ground.velocity = -6             ;地上で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
airguard.velocity = -1.9,-2     ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.type = Low                  ;空中で相手がくらった場所（上と同じ）
air.velocity = -1.4,-3           ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.hittime = 12                 ;空中でコンボが繋がる時間
nochainID = 1200

[State 200, 1]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 3
attr = S, NA                     ;立ち状態で、通常の攻撃(ｓは立ち、ｎは通常、aは攻撃を表す)
damage = 38, 0                   ;ダメージ量（左が当たった時、右はガードした時）
getpower = 61,61
animtype = Light                 ;当てた時の相手のポーズ（light/midium/hard/back）から選択
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
hitflag = MAF   
projanim = 99000;---
projhitanim = -1
projid = 99000
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
priority = 3, Hit                ;攻撃の優先権（0弱い　4通常　7強い
pausetime = 7, 8                 ;攻撃が当たった時の硬直時間（左が自分、右が相手）
sparkno = s7000                      ;ヒットエフェクトのスプライトステート（無ければ0）
sparkxy = 50, -89               ;ヒットエフェクトを表示する場所（相手の座標で）
hitsound = s300, var(6)                 ;ヒットした時の音（ｓ*,*にすると自分の音を使う）
guard.sparkno = s7010
guardsound = s120, 0                ;ガードした時の音（同上）
ground.type = high               ;相手のくらった場所（High：頭、体, Low：足, Trip：足払い）
ground.slidetime = 9             ;相手が後にすべる時間
ground.hittime  = 9             ;コンボが繋がる時間（高くしすぎない事）
ground.velocity = -6             ;地上で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
airguard.velocity = -1.9,-2     ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.type = Low                  ;空中で相手がくらった場所（上と同じ）
air.velocity = -1.4,-3           ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.hittime = 12                 ;空中でコンボが繋がる時間
nochainID = 1200

[State 240]
type = Veladd
triggerall = palno = 12
trigger1 = projhit99000 >= 1 && FrontEdgeDist <= 80 || projguarded99000 >= 1 && FrontEdgeDist <= 80
x = -2.4

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
;trigger1 = var(1) = 0
value = 200,var(6)

[state a]
type = ctrlset
trigger1 = animelem = 3
value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 近距離立ち・弱・パンチ・の動作
[Statedef 205]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 205                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 200, 1]
type = HitDef
triggerall = palno != [11,12]
trigger1 = time = 0
attr = S, NA                     ;立ち状態で、通常の攻撃(ｓは立ち、ｎは通常、aは攻撃を表す)
damage = 29, 0                   ;ダメージ量（左が当たった時、右はガードした時）
getpower = 61,61
animtype = Light                 ;当てた時の相手のポーズ（light/midium/hard/back）から選択
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
hitflag = MAF                    ;当てる事のできる条件
priority = 3, Hit                ;攻撃の優先権（0弱い　4通常　7強い
pausetime = 7, 8                 ;攻撃が当たった時の硬直時間（左が自分、右が相手）
sparkno = s7000                      ;ヒットエフェクトのスプライトステート（無ければ0）
sparkxy = -20, -69               ;ヒットエフェクトを表示する場所（相手の座標で）
hitsound = s300, var(6)                 ;ヒットした時の音（ｓ*,*にすると自分の音を使う）
guard.sparkno = s7010
guardsound = s120, 0                ;ガードした時の音（同上）
ground.type = high              ;相手のくらった場所（High：頭、体, Low：足, Trip：足払い）
ground.slidetime = 9             ;相手が後にすべる時間
ground.hittime  = 9             ;コンボが繋がる時間（高くしすぎない事）
ground.velocity = -6             ;地上で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
airguard.velocity = -1.9,-2     ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.type = Low                  ;空中で相手がくらった場所（上と同じ）
air.velocity = -1.4,-3           ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.hittime = 12                 ;空中でコンボが繋がる時間
nochainID = 1200

[State 200, 1]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 3
attr = S, NA                     ;立ち状態で、通常の攻撃(ｓは立ち、ｎは通常、aは攻撃を表す)
damage = 29, 0                   ;ダメージ量（左が当たった時、右はガードした時）
getpower = 61,61
animtype = Light                 ;当てた時の相手のポーズ（light/midium/hard/back）から選択
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
hitflag = MAF
projanim = 99001;---
projhitanim = -1
projid = 99001
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
priority = 3, Hit                ;攻撃の優先権（0弱い　4通常　7強い
pausetime = 7, 8                 ;攻撃が当たった時の硬直時間（左が自分、右が相手）
sparkno = s7000                      ;ヒットエフェクトのスプライトステート（無ければ0）
sparkxy = 50, -69               ;ヒットエフェクトを表示する場所（相手の座標で）
hitsound = s300, var(6)                 ;ヒットした時の音（ｓ*,*にすると自分の音を使う）
guard.sparkno = s7010
guardsound = s120, 0                ;ガードした時の音（同上）
ground.type = high              ;相手のくらった場所（High：頭、体, Low：足, Trip：足払い）
ground.slidetime = 9             ;相手が後にすべる時間
ground.hittime  = 9             ;コンボが繋がる時間（高くしすぎない事）
ground.velocity = -6             ;地上で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
airguard.velocity = -1.9,-2     ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.type = Low                  ;空中で相手がくらった場所（上と同じ）
air.velocity = -1.4,-3           ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.hittime = 12                 ;空中でコンボが繋がる時間
nochainID = 1200

[State 240]
type = Veladd
triggerall = palno = 12
trigger1 = projhit99001 >= 1 && FrontEdgeDist <= 80 || projguarded99001 >= 1 && FrontEdgeDist <= 80
x = -3.4


[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
;trigger1 = var(1) = 0
value = 200,var(6)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[state a]
type = ctrlset
trigger1 = animelem = 3
value = 1

[State 200, 7]
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= 30
ctrl = 0
velset = 0,0
anim = 210

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
;trigger1 = var(1) = 0
value = 210, var(6)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 211, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -10,0
bindtime = 1
supermove = 0
under = 0


[State 210, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 106
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = s7001
sparkxy = -10,-77
hitsound   = s310,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
nochainID = 1200


[State 210, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = animelem = 9
attr = S, NA
animtype  = hard
damage    = 70
getpower = 30,30
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -10,-75
hitsound   = s300,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
nochainID = 1200



[State 200, 1]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 8
attr = S, NA
animtype  = hard
damage    = 106
getpower = 30,30
projanim = 99002;---
projhitanim = -1
projid = 99002
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
guardflag = MA
pausetime = 8,10
sparkno = s7001
sparkxy = 50,-77
hitsound   = s310,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
nochainID = 1200

[State 210, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 9
attr = S, NA
animtype  = hard
damage    = 70
getpower = 30,30
projanim = 99002;---
projhitanim = -1
projid = 990022
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = 50,-75
hitsound   = s300,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
nochainID = 1200

[State 240]
type = Pause
triggerall = palno = 12
trigger1 = projhit99002 = 1 || projguarded99002 = 1
time = 8

[State 240]
type = Pause
triggerall = palno = 12
trigger1 = projhit990022 = 1 || projguarded990022 = 1
time = 11

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 近距離立ち・強・パンチ・の動作
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
;trigger1 = var(1) = 0
value = 210, var(6)

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 211, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 5
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -20,0
bindtime = 1
supermove = 0
under = 0

[State 210, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = time = 1
attr = S, NA
animtype  = hard
damage    = 135
getpower = 61,61
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -30,-75
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-3
nochainID = 1200


[State 210, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 5;time = 6
attr = S, NA
animtype  = hard
damage    = 135
getpower = 61,61
projanim = 99003;---
projhitanim = -1
projid = 99003
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = 55,-75
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-3
nochainID = 1200

[State 240]
type = Pause
triggerall = palno = 12
trigger1 = projhit99003 = 1 || projguarded99003 = 1
time = 11

[State 215, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;遠距離 立ち・弱・キック
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
;trigger1 = var(1) = 0
value = 200,var(6)

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 1000, 5];攻撃エフェクト1
type = Explod
trigger1 = animelem = 3
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 77,-91
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト2
type = Explod
trigger1 = animelem = 4
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 35,-21
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1


[State 230, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = Time = 0
attr = S, NA
animtype  = light
damage    = 38
getpower = 61,61
guardflag = MA
pausetime = 7,8
sparkno = s7000
sparkxy = -15,-57
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200


[State 230, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 3
attr = S, NA
animtype  = light
damage    = 38
getpower = 61,61
projanim = 99004;---
projhitanim = -1
projid = 99004
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
guardflag = MA
pausetime = 7,8
sparkno = s7000
sparkxy = 50,-57
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;近距離 立ち・弱・キック
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 235
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
;trigger1 = var(1) = 0
value = 200,var(6)

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 1000, 5];攻撃エフェクト1
type = Explod
trigger1 = animelem = 3
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 33,-20
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト2
type = Explod
trigger1 = animelem = 4
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 62,-54
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1


[State 230, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = Time = 0
attr = S, NA
animtype  = light
damage    = 29
getpower = 30,30
guardflag = MA
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-20
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200

[State 230, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = animelem = 4
attr = S, NA
animtype  = light
damage    = 29
getpower = 30,30
guardflag = MA
pausetime = 9,10
sparkno = s7000
sparkxy = -30,-54
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200



[State 230, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 3
attr = S, NA
animtype  = light
damage    = 29
getpower = 30,30
projanim = 99005;---
projhitanim = -1
projid = 99005
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
guardflag = MA
pausetime = 7,8
sparkno = s7000
sparkxy = 50,-20
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200

[State 230, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 4
attr = S, NA
animtype  = light
damage    = 29
getpower = 30,30
projanim = 99005;---
projhitanim = -1
projid = 99005
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
guardflag = MA
pausetime = 9,10
sparkno = s7000
sparkxy = 55,-54
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200

[State 240]
type = Veladd
triggerall = palno = 12
trigger1 = projhit99005 >= 1 && FrontEdgeDist <= 80 || projguarded99005 >= 1 && FrontEdgeDist <= 80
x = -2.4

[State 240]
type = Pause
triggerall = palno = 12
trigger1 = projhit99005 = 1 || projguarded99005 = 1
time = 4

[State 230, 3]
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= 30
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
;trigger1 = var(1) = 0
value = 210, var(6)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 240, 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 = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 96
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = s7001
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-5.2
nochainID = 1200

[State 240, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = 58
getpower = 30,30
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-106
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.velocity = -2,-5.0
nochainID = 1200



[State 240, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 3
attr = S, NA
animtype  = hard
damage    = 96
getpower = 30,30
projanim = 99006;---
projhitanim = -1
projid = 99006
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
guardflag = MA
pausetime = 8,10
sparkno = s7001
sparkxy = 55,-85
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-5.2
nochainID = 1200

[State 240, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = 58
getpower = 30,30
projanim = 99006;---
projhitanim = -1
projid = 99006
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = 60,-106
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.velocity = -2,-5.0
nochainID = 1200

[State 240]
type = Veladd
triggerall = palno = 12
trigger1 = projhit99006 >= 1 && FrontEdgeDist <= 80 || projguarded99006 >= 1 && FrontEdgeDist <= 80
x = -5.4

[State 240]
type = Pause
triggerall = palno = 12
trigger1 = projhit99006 = 1 || projguarded99006 = 1
time = 8


[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(廃止)
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 245
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
;trigger1 = var(1) = 0
value = 210, var(6)

[State 240, 2]
type = null;HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 96
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = s7001
sparkxy = -25,-55
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = 0
air.velocity = -3,-5.2
nochainID = 1200

[State 240, 2]
type = null;HitDef
trigger1 = animelem = 10
attr = S, NA
animtype  = hard
damage    = 58
getpower = 30,30
guardflag = HA
pausetime = 11,12
sparkno = s7001
sparkxy = -25,-96
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10
air.velocity = -2,-5.0
nochainID = 1200


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


;---------------------------------------------------------------------------
; ふっ飛ばし攻撃
[Statedef 290]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 290
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 211, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1
;trigger1 = var(1) = 0
value = 290, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -36,-18
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = Time = 0
attr = S, NA
animtype  = high
damage    = 98
getpower = 136,136
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
nochainID = 1200


[State 240, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 4
attr = S, NA
animtype  = high
damage    = 98
getpower = 136,136
projanim = 99007;---
projhitanim = -1
projid = 99007
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = 50,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
nochainID = 1200


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

;---------------------------------------------------------------------------
; ガードキャンセルふっ飛ばし攻撃
[Statedef 291]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -500
ctrl = 0
velset = 0,0
anim = 291
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = Time = 0
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1
;trigger1 = var(1) = 0
value = 290, 0

[State 700, 2];無敵の状態を作る
type = NotHitBy
triggerall = 1
trigger1 = 1
value = SCA

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 240, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = Time = 0
attr = S, NA
animtype  = diagup
damage    = 39
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
nochainID = 1200

[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 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
;trigger1 = var(1) = 0
value = 200,var(6)

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

[State 400, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = Time = 0
attr = C, NA
damage    = 19
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 60,60
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-37
hitsound   = s300,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3
nochainID = 1200


[State 400, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 2
attr = C, NA
damage    = 19
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
projanim = 99008;---
projhitanim = -1
projid = 99008
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
getpower = 60,60
pausetime = 7,8
sparkno = s7000
sparkxy = 50,-37
hitsound   = s300,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3
nochainID = 1200

[State 240]
type = Veladd
triggerall = palno = 12
trigger1 = projhit99008 >= 1 && FrontEdgeDist <= 80 || projguarded99008 >= 1 && FrontEdgeDist <= 80
x = -3.4

[State 400, 3]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 400, 4]
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= 30
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
;trigger1 = var(1) = 0
value = 210, var(6)

[State 410, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = time = 0
attr = C, NA
damage    = 96
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s7001
sparkxy = -10,-73
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3,-6
nochainID = 1200

[State 410, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = animelem = 7
attr = C, NA
damage    = 70
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s7001
sparkxy = -12,-78
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-5
air.velocity = -3,-6
nochainID = 1200


[State 410, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 6
attr = C, NA
damage    = 96
animtype  = hard
hitflag = MAF
guardflag = M
projanim = 99009;---
projhitanim = -1
projid = 99009
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
pausetime = 11,12
getpower = 30,30
sparkno = s7001
sparkxy = 50,-73
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3,-6
nochainID = 1200

[State 410, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 7
attr = C, NA
damage    = 70
animtype  = hard
hitflag = MAF
guardflag = M
projanim = 99009;---
projhitanim = -1
projid = 99009
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
pausetime = 11,12
getpower = 30,30
sparkno = s7001
sparkxy = 58,-78
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-5
air.velocity = -3,-6
nochainID = 1200

[State 240]
type = Veladd
triggerall = palno = 12
trigger1 = projhit99009 >= 1 && FrontEdgeDist <= 80 || projguarded99009 >= 1 && FrontEdgeDist <= 80
x = -5.4

[State 240]
type = Pause
triggerall = palno = 12
trigger1 = projhit99009 = 1 || projguarded99009 = 1
time = 11;6

[State 410, 4]
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 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
;trigger1 = var(1) = 0
value = 200,var(6)

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

[State 430, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = Time = 0
attr = C, NA
damage    = 19
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 6,8
sparkno = s7000
sparkxy = -10,-12
hitsound   = s330,var(6)
getpower = 30,30
guard.sparkno = s7010
guardsound = s120,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
nochainID = 1200

[State 430, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 2
attr = C, NA
damage    = 19
animtype  = Light
hitflag = MAF
guardflag = L
projanim = 99010;---
projhitanim = -1
projid = 99010
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
pausetime = 6,8
sparkno = s7000
sparkxy = 50,-12
hitsound   = s330,var(6)
getpower = 30,30
guard.sparkno = s7010
guardsound = s120,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
nochainID = 1200

[State 240]
type = Pause
triggerall = palno = 12
trigger1 = projhit99010 = 1 || projguarded99010 = 1
time = 4

[State 240]
type = Veladd
triggerall = palno = 12
trigger1 = projhit99010 >= 1 && FrontEdgeDist <= 80 || projguarded99010 >= 1 && FrontEdgeDist <= 80
x = -2.5

[State 400, 3]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 430, 3]
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= 30
ctrl = 0
anim = 440
sprpriority = 2

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

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
;trigger1 = var(1) = 0
value = 210, var(6)

[State 440, 3]
type = HitDef
triggerall = palno != [11,12]
trigger1 = Time = 0
attr = C, NA
damage    = 154
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkno = s7001
getpower = 61,61
sparkxy = -15,-18
hitsound   = s340,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1
nochainID = 1200


[State 440, 3]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 8
attr = C, NA
damage    = 154
hitflag = MAF
guardflag = L
projanim = 99011;---
projhitanim = -1
projid = 99011
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
pausetime = 11,12
sparkno = s7001
getpower = 61,61
sparkxy = 50,-18
hitsound   = s340,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1
nochainID = 1200

[State 240]
type = Pause
triggerall = palno = 12
trigger1 = projhit99011 = 1 || projguarded99011 = 1
time = 11

[State 440, 4]
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 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
;trigger1 = var(1) = 0
value = 200,var(6);,var(1)

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

[State 600, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = Time = 0
attr = A, NA
damage    = 38
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-79
hitsound   = s300,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
nochainID = 1200


[State 600, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 2
attr = A, NA
damage    = 38
getpower = 61,61
guardflag = HA
projanim = 99012;---
projhitanim = -1
projid = 99012
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
priority = 3
pausetime = 7,8
sparkno = s7000
sparkxy = 50,-79
hitsound   = s300,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
nochainID = 1200

;---------------------------------------------------------------------------
;空中・強・パンチ
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 610
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 220, 1

[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
;trigger1 = var(1) = 0
value = 210, var(6)

[State 610, 3]
type = HitDef
triggerall = palno != [11,12]
trigger1 = Time = 0
attr = A, NA
damage = 125
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s7001
sparkxy = -10,-76
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
nochainID = 1200

[State 610, 3]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 2
attr = A, NA
damage = 125
guardflag = HA
projanim = 99013;---
projhitanim = -1
projid = 99013
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s7001
sparkxy = 50,-76
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
nochainID = 1200

[State 240]
type = Pause
triggerall = palno = 12
trigger1 = projhit99013 = 1 || projguarded99013 = 1
time = 12
;---------------------------------------------------------------------------
;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 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
;trigger1 = var(1) = 0
value = 200,var(6)

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

[State 630, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = Time = 0
attr = A, NA
damage = 36
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s7000
sparkxy = -5,-51
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
nochainID = 1200

[State 630, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 2
attr = A, NA
damage = 36
getpower = 61,61
guardflag = HA
projanim = 99014;---
projhitanim = -1
projid = 99014
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
priority = 3
pausetime = 8,8
sparkno = s7000
sparkxy = 50,-51
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
nochainID = 1200

;---------------------------------------------------------------------------
;空中・強・キック
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
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
triggerall = palno != [11,12]
trigger1 = Time = 0
attr = A, NA
damage    = 135
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s7001
sparkxy = -10,-61
hitsound   = s340,var(6)
guard.sparkno = s7011
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, 3]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 2
attr = A, NA
damage    = 135
guardflag = HA
projanim = 99015;---
projhitanim = -1
projid = 99015
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0,0;---
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s7001
sparkxy = 50,-61
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
nochainID = 1200

[State 240]
type = Pause
triggerall = palno = 12
trigger1 = projhit99015 = 1 || projguarded99015 = 1
time = 12

;---------------------------------------------------------------------------
;空中ふっ飛ばし攻撃
[Statedef 690]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 690
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
;trigger1 = var(1) = 0
value = 210,var(6)

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 211, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -29,-13
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = Time = 0
attr = A, NA
animtype  = hard
damage    = 98
getpower = 120,120
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-75
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
nochainID = 1200

[State 240, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 2
attr = A, NA
animtype  = hard
damage    = 98
getpower = 120,120
guardflag = MA
projanim = 99016;---
projhitanim = -1
projid = 99016
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
pausetime = 11,12
sparkno = s7001
sparkxy = 50,-75
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
nochainID = 1200

;---------------------------------------------------------------------------
;タクティカルステップ
[Statedef 700]
; type = S      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = I    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = N   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
;poweradd= -500
ctrl = 0
anim = 700
velset = 0,0
sprpriority = 2

[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
trigger3 = prevstateno = [200,499]
value = -500

[State -2, a];点滅
type = null;palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
trigger3 = prevstateno = [200,499]
time = 5
add = 0,0,176
mul = 0,0,176
color = 1
ignorehitpause = 1

[state -2]
type = playerpush
trigger1 = 1
value = 0

[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 600, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 700, 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = 0

[State 600, 1]
type = velset
trigger1 = animelem = 2
x = 8

[State 600, 1]
type = velset
trigger1 = animelem = 4
x = 0

[State 50, 4];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = 15
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1






[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;緊急回避後ろ
[Statedef 701]
; type = S      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = I    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = S   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
poweradd= 0
ctrl = 0
anim = 701
sprpriority = 2
velset = 0,0

[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -1000

[state -2]
type = playerpush
trigger1 = 1
value = 0

[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 700, 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = -5

[State 600, 1]
type = null;velset
trigger1 = animelem = 4
x = -6

[State 600, 1]
type = null;velset
trigger1 = animelem = 8
x = 0


[State 50, 4];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = 33
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 0,0,0
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1




[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ダウン回避
[Statedef 702]
; type = S      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = I    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = S   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
poweradd= 0
ctrl = 0
anim = 702
sprpriority = 2
velset = 0,0

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[state a]
type = playerpush
trigger1 = animelem = 5,<=0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 702, 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = -4

[State 600, 1]
type = veladd
trigger1 = vel x <= 0
trigger1 = gametime % 2
x = 0.4

[state a]
type = velset
trigger1 = vel x >= 0
x = 0


[State 50, 4];←成功したときの残像
type = null;AfterImage
trigger1 = time = 0
time = 33
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 0,0,0
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1




[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1








;---------------------------------------------------------------------------
;門客人(あらはばき)
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
triggerall = palno != [11,12]
Trigger1 = Time = 0
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NA;S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = M-          ;コンボの途中から投げが入らないよう設定してある
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
p1facing = ifelse (command = "holdback", -1, 1) ;前を押したらターンする設定
p2facing = 1          ;？
p1stateno = 801       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 805       ;投げが成功した場合の移動する２Ｐのステート
;hitsound = S800,0
fall = 1              ;落ちる力を２Ｐにかけるか

[State 800, 1]
type = Projectile
triggerall = palno = [11,12]
trigger1 = animelem = 3
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NA;S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = M-
projanim = 99017;---
projhitanim = -1
projid = 99017
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
p1facing = ifelse (command = "holdback", -1, 1) ;前を押したらターンする設定
p2facing = 1          ;？
p1stateno = 801       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 805       ;投げが成功した場合の移動する２Ｐのステート
;hitsound = S800,0
fall = 1              ;落ちる力を２Ｐにかけるか

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げている自分
[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 8
sprpriority = 2

;---------------------[サウンド]
[State 810, Grab Sound];掴み
type = PlaySnd
trigger1 = time = 3
value = 800, 0

[State 810, Grab Sound];浮き
type = PlaySnd
trigger1 = AnimElem = 2
value = 801, 0

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 5
value = 190, 2

[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelemtime(6) = 6
value = 240, 0


[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = animelemtime(6) = 6
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1


[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 7080
sprpriority = 3
postype = p1
velset = 0,0
pos = 47,-89
bindtime = 1
supermove = 0
under = 0
ownpal = 1


[State 1000, 5];ヒットエフェクト
type = Explod
trigger1 = animelemtime(6) = 6
anim = 7002
sprpriority = 5
postype = p1
velset = 0,0
pos = 60,-129
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 2
anim = 810
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,0
bindtime = 1
removetime = 40
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];足元消滅
type = Explod
trigger1 = animelem = 5
anim = 811
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];火柱
type = Explod
trigger1 = animelem = 6
anim = 812
sprpriority = 3
postype = p1
velset = 0,0
pos = 60,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1


;:::相手

[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 32,0


[state a]
type = targetstate
trigger1 = animelemtime(6) = 6
value = 806


[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelemtime(6) = 6
value = -173

;:::

[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1;animelem = 1
edge = 60,0

[state a] 
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 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

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

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

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

[state b]
type = null;velset
trigger1 = time = 26
x = 0
y = 0


[State 1];カメラ固定
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 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

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

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

[State 821, 1] ;これは重力これは毎フレーム事に0.4の力が加わります
type = VelAdd
Trigger1 = 1;animelem = 3,>= 0
y = .4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;---------------------------------------------------------------------------
;レッグスルー
[Statedef 850]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
triggerall = palno != [11,12]
Trigger1 = Time = 0
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = M-          ;コンボの途中から投げが入らないよう設定してある
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
;p1facing = ifelse (command = "holdfwd", -1, 1) ;前を押したらターンする設定
p2facing = 1          ;？
p1stateno = 851       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 855       ;投げが成功した場合の移動する２Ｐのステート
;hitsound = S800,0
fall = 1              ;落ちる力を２Ｐにかけるか

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;投げている自分
[Statedef 851]
type    = S
movetype= A
physics = N
anim = 850
sprpriority = 5

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

;---------------------[サウンド]
[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800, 0

[State 810, Grab Sound];叩きつけ
type = PlaySnd
trigger1 = AnimElem = 6
value = 850, 2


;---------------------[エフェクト]
[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 7080
sprpriority = 3
postype = p1
velset = 0,0
pos = 47,-89
bindtime = 1
supermove = 0
under = 0
ownpal = 1

;---------------------[位置設定]
[state a]
type = posadd
trigger1 = animelem = 2
x = 8
y = -12

[state a]
type = posadd
trigger1 = animelem = 3
y = 12

[state a]
type = posadd
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
x = -16

[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = animelem = 5
edge = 60,121

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 6
time = 9
ampl = -5
freq = 95
phase = 95

;---------------------[相手の制御]
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0

[State 801, 2]
type = TargetBind
trigger1 = animelem = 3
pos = 54,-72

[State 801, 2]
type = TargetBind
trigger1 = animelem = 4
pos = 35,-84

[State 801, 2]
type = TargetBind
trigger1 = animelem = 5
pos = -25,-85

[State 801, 2]
type = TargetBind
trigger1 = animelem = 6
pos = -45,0


[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelem = 6
value = -167

;:::相手

[State 821, 3] 
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;投げられている相手
[Statedef 855]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

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

[state a]
type = velset
trigger1 = animelem = 9
x = 5
y = -4

[State 821, 1] ;これは重力これは毎フレーム事に0.4の力が加わります
type = VelAdd
Trigger1 = animelem = 9,>= 0
y = .4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 弱解除
[Statedef 1000]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 45
velset = 0,0
anim = 1000
ctrl = 0

;---------------------[効果音]
[state a];はらえ
type = playsnd
trigger1 = animelem = 6
value = 1000,0

[state a];発射
type = playsnd
trigger1 = animelem = 7
value = 1000,1

;---------------------[位置設定]
[state a]
type = null;posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[state a]
type = velset
trigger1 = animelem = 7
x = -5

[state a]
type = veladd
trigger1 = vel x <= 0
x = 0.3

[state a]
type = velset
trigger1 = vel x >= 0
x = 0

;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1000
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1010
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = power >= 500
;trigger1 = command = "誓約"
trigger1 = animelem >= 8
value = 1100

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


; 鏡(?)ヘルパー
[Statedef 1010]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 4,0
ctrl = 0
anim = 1010

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

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

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
triggerall = enemy,stateno != 1205
trigger1 = time = 0
trigger2 = movecontact = 10
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,12
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,-4.5
fall = 0
air.fall = 1
fall.recover = 0
p1stateno = 1011


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 200


; 鏡(?)ヘルパー2
[Statedef 1012]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 8,0
ctrl = 0
anim = 1010

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

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

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
triggerall = enemy,stateno != 1205
trigger1 = time = 0
trigger2 = movecontact = 3
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,12
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,-4.5
fall = 0
air.fall = 1
fall.recover = 0
p1stateno = 1013


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 200



; 鏡(?)ヘルパーヒット
[Statedef 1011]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0.5,0
ctrl = 0
anim = 1011

;---------------------[効果音]
[state a];
type = playsnd
trigger1 = time = 5
value = 801,1

[state a];
type = playsnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 190,2

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[移動]
[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 16

;---------------------[エフェクト]
[State 1000, 5];
type = Explod
trigger1 = time = 0
anim = 1012
id = 1012
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
removetime = 45
under = 0

[State 1000, 5];
type = Explod
trigger1 = time = 45
anim = 1013
id = 1013
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 7
attr = A, SP
animtype  = hard
damage    = 24,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,0
air.velocity = -4,-4.5
fall = 0
air.fall = 1
fall.recover = 0


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 45



; 鏡(?)ヘルパーヒット2
[Statedef 1013]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 1,0
ctrl = 0
anim = 1011

;---------------------[効果音]
[state a];
type = playsnd
trigger1 = time = 5
value = 801,1

[state a];
type = playsnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 190,2

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[移動]
[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 18

;---------------------[エフェクト]
[State 1000, 5];
type = Explod
trigger1 = time = 0
anim = 1012
id = 1012
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
removetime = 45
under = 0

[State 1000, 5];
type = Explod
trigger1 = time = 45
anim = 1013
id = 1013
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
triggerall = hitcount <= 6
trigger1 = time = 0
trigger2 = movecontact = 4
attr = A, SP
animtype  = hard
damage    = 24,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,0
air.velocity = -4,-4.5
fall = 0
air.fall = 1
fall.recover = 0


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 45


; 鏡(?)ヘルパー消滅
[Statedef 1015]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1015

;---------------------[効果音]
[state a];
type = playsnd
trigger1 = time = 0
value = 190,2

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 強解除
[Statedef 1001]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 45
velset = 0,0
anim = 1001
ctrl = 0

;---------------------[効果音]
[state a];はらえ
type = playsnd
trigger1 = animelem = 6
value = 1000,0

[state a];発射
type = playsnd
trigger1 = animelem = 7
value = 1000,1

;---------------------[位置設定]
[state a]
type = null;posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[state a]
type = velset
trigger1 = animelem = 7
x = -5

[state a]
type = veladd
trigger1 = vel x <= 0
x = 0.3

[state a]
type = velset
trigger1 = vel x >= 0
x = 0

;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1000
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1012
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = power >= 500
;trigger1 = command = "誓約"
trigger1 = animelem >= 8
value = 1100

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



;---------------------------------------------------------------------------
;誓約
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= -500
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 1100, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1100, 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
vel = 1,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = hard
damage    = 135,10
priority = 7
getpower = 0,0
guardflag = MA
pausetime = 14,15
sparkno = s7001
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0

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

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



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;弱顕斎
[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2


;---------------------[効果音]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

;---------------------[エフェクト]

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit
anim = 1210
id = 1210
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0


;---------------------[攻撃判定]
[State 240, 2]
type = HitDef
trigger1 = movecontact = 0
trigger1 = enemy,stateno != 1420
attr = S, SA
animtype  = hard
damage    = 58,10
priority = 7
getpower = 121,121
guardflag = MA
pausetime = 29,30
guard.pausetime = 7,8
sparkno = s7003
sparkxy = -15,-95
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-10),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
id = 1200
nochainID = 1200
kill = 0

;---------------------[相手制御]
[state a]
type = targetstate
trigger1 = movehit
value = 1205

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = movehit
value = 1202


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



;弱顕斎終了
[Statedef 1202]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1202
sprpriority = 2

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
;投げられている相手
[Statedef 1205]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
trigger1 = animexist(5051) = 1
value = 5051

[state a]
type = velset
trigger1 = time = 0
x = 0
y = -13

[state a]
type = veladd
trigger1 = 1
y = 0.49

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

[State 821, 3] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -98


[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;強顕斎
[Statedef 1201]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1201
sprpriority = 2


;---------------------[効果音]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

;---------------------[エフェクト]

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit
anim = 1211
id = 1210
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0


;---------------------[攻撃判定]
[State 240, 2]
type = HitDef
trigger1 = movecontact = 0
trigger1 = enemy,stateno != 1420
attr = S, SA
animtype  = hard
damage    = 77,10
priority = 7
getpower = 121,121
guardflag = MA
pausetime = 29,30
guard.pausetime = 7,8
sparkno = s7003
sparkxy = -15,-95
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-10),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
id = 1200
nochainID = 1200
kill = 0

;---------------------[相手制御]
[state a]
type = targetstate
trigger1 = movehit
value = 1205

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = movehit
value = 1203


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



;強顕斎終了
[Statedef 1203]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1203
sprpriority = 2

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 弱糺
[Statedef 1300]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -500
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 211, 0

[State 200, 1];糺
type = PlaySnd
trigger1 = animelem = 4
value = 1300, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -36,-18
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 1700, 0];カウンター判定
type = ReversalDef
trigger1 = time = 0
attr = S, SA
reversal.attr = SCA, NA, SA
hitflag = M-
priority = 4, Miss
pausetime = 7,8
sparkno = S7012
hitsound = S121,0
p2facing = 1
p1stateno = 1310

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = diagup
damage    = 115,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0


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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 強糺
[Statedef 1301]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -500
ctrl = 0
velset = 0,0
anim = 1301
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 211, 0

[State 200, 1];糺
type = PlaySnd
trigger1 = animelem = 4
value = 1300, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -36,-18
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 1700, 0];カウンター判定
type = ReversalDef
trigger1 = time = 0
attr = S, SA
reversal.attr = SCA, NA, SA
hitflag = M-
priority = 4, Miss
pausetime = 7,8
sparkno = S7012
hitsound = S121,0
p2facing = 1
p1stateno = 1310

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = diagup
damage    = 96,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0


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



; 糺カウンター
[Statedef 1310]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1310
sprpriority = 2

;---------------------[無敵の状態を作る]
[State 1];
type = NotHitBy
trigger1 = animelem = 5,<=0
value = SCA

;---------------------[]
[State 200, 1];糺
type = PlaySnd
trigger1 = animelem = 1
value = 1300, 0

[State 240, 1];発射
type = PlaySnd
trigger1 = animelem = 2
value = 1300, 1


;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 1
anim = 1305
id = 211
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0



[State 240, 2]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
animtype  = hard
damage    = 48,10
getpower = 0,0
guardflag = MA
pausetime = 0,17
sparkno = s7001
sparkxy = -15,-77
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

;---------------------[飛び道具]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP
projanim = 1306
projhitanim = 1015
projid = 1000
projpriority = 1
projsprpriority = 4
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 28,-73
velocity = 7
damage = 144,10
animtype = Hard
guardflag = MA
pausetime = 0,12
sparkno = S7002
guard.sparkno = S7012
sparkxy = 20,0
hitsound = 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

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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 火闌降
[Statedef 1400]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1400
sprpriority = 2



;---------------------[コマンド判定]
[state a]
type = varset
triggerall = time = 0
trigger1 = command = "b"
trigger1 = prevstateno != 1400
trigger1 = !var(59);AI用
trigger2 = prevstateno = 1400
trigger2 = var(5) = 2
trigger3 = var(59) && prevstateno != 1400 && p2bodydist X > 240;AI用
v = 5
value = 3

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "y"
trigger1 = prevstateno != 1400
trigger1 = !var(59);AI用
trigger2 = prevstateno = 1400
trigger2 = var(5) = 1
trigger3 = var(59) && prevstateno != 1400 && p2bodydist X > 180;AI用
trigger3 = random = [500,999];
v = 5
value = 2

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "a"
trigger1 = prevstateno != 1400
trigger1 = !var(59);AI用
trigger2 = prevstateno = 1400
trigger2 = var(5) = 0
trigger3 = var(59) && prevstateno != 1400 && p2bodydist X = [90,240];AI用
trigger3 = random = [0,500];
v = 5
value = 1

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "x"
;trigger1 = prevstateno != 1400
trigger1 = !var(59);AI用
trigger2 = var(59) && prevstateno != 1400 && p2bodydist X < 180 && random = [500,999];AI用
v = 5
value = 0

;---------------------[ゲージ増加]
[state a]
type = poweradd
trigger1 = time = 0
value = var(5)*30

;---------------------[ゲージ増加]
[state a]
type = varset
trigger1 = prevstateno != 1400
v = 13
value = 0

[state a]
type = varset
trigger1 = prevstateno = 1400
v = 13
value = 1

;---------------------[変数指定]
[state a];コマンド受付判定初期化
type = varset
trigger1 = time = 0
v = 7
value = 0


[state a];コマンド受付判定
type = varset
trigger1 = command = "火闌降1"
trigger1 = var(5) = 0
trigger1 = !var(59);AI用
trigger2 = command = "火闌降2"
trigger2 = var(5) = 1
trigger2 = !var(59);AI用
trigger3 = command = "火闌降3"
trigger3 = var(5) = 2
trigger3 = !var(59);AI用
trigger4 = var(59) && helper(1400),movehit;
trigger4 = prevstateno != 1400 || target,backedgebodydist != 0
v = 7
value = 1

;---------------------[効果音]
[state a];ここだ/そこか/ここか/そこだ
type = playsnd
trigger1 = animelem = 2
value = 1400,var(5)

[state a];
type = playsnd
trigger1 = animelem = 1
value = 801,1

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "hasira"
pos = 70*var(5)+40,0
postype = P1
stateno = 1410
helpertype = normal
keyctrl = 0
ownpal = 1



;---------------------[連続]
[state a]
type = changestate
trigger1 = (var(7) = 1)&&(var(5) = 2)&&(animtime = 0)
trigger2 = (var(7) = 1)&&(var(5) = 1)&&(animtime = 0)
trigger3 = (var(7) = 1)&&(var(5) = 0)&&(time != 0)
value = 1400


;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



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

;---------------------[無敵処理]
[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,NP,SP,HP
stateno = 1411

;---------------------[]
[state a];
type = playsnd
trigger1 = animelem = 12
value = 190,2

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 12
anim = 1415
id = 1415
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = movecontact = 0
attr = S, SP
animtype  = hard
damage    = 58-root,var(13)*30,10
getpower = 61,61
guardflag = M
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s240,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

;---------------------[相手]
[state a]
type = targetstate
trigger1 = movehit = 1
value = 1420


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0

; 火柱消滅
[Statedef 1411]
type    = A
movetype= I;A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1411

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;投げられている相手
[Statedef 1420]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 1];
type = null;NotHitBy
trigger1 = enemy,stateno != 2101
value = SCA

[state a]
type = velset
trigger1 = time = 0
x = -4
y = -7

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

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; ？？？？？・火柱
[Statedef 1450]
type    = S
movetype= I;A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1450
sprpriority = 2



;---------------------[コマンド判定]
[state a]
type = varset
triggerall = time = 0
triggerall = prevstateno != 1450
trigger1 = command = "x"
trigger1 = !var(59);AI用
trigger2 = var(59) && p2bodydist X < 180;
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
triggerall = prevstateno != 1450
trigger1 = command = "a"
trigger1 = !var(59);AI用
trigger2 = var(59) && p2bodydist X = [90,240];
trigger2 = random = [500,999];
v = 5
value = 1

[state a]
type = varset
triggerall = time = 0
triggerall = prevstateno != 1450
trigger1 = command = "y"
trigger1 = !var(59);AI用
trigger2 = var(59) && p2bodydist X > 180;
trigger2 = random = [0,500];
v = 5
value = 2

[state a]
type = varset
triggerall = time = 0
triggerall = prevstateno != 1450
trigger1 = command = "b"
trigger1 = !var(59);AI用
trigger2 = var(59) && p2bodydist X > 240 && random = [500,999];
v = 5
value = 3

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "z"
trigger1 = prevstateno != 1450
v = 5
value = 4


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

[state a]
type = varset
triggerall = time != 0
trigger1 = command = "a"
trigger1 = !var(59) || var(59) && p2bodydist X > 60;AI用
trigger2 = var(59) && var(5) = 0 && target,backedgebodydist != 0 && helper(1400),movehit;
v = 5
value = 1

[state a]
type = varset
triggerall = time != 0
trigger1 = command = "y"
trigger1 = !var(59) || var(59) && p2bodydist X > 120;AI用
trigger2 = var(59) && var(5) = 1 && target,backedgebodydist != 0 && helper(1400),movehit;
v = 5
value = 2

[state a]
type = varset
triggerall = time != 0
trigger1 = command = "b"
trigger1 = !var(59) || var(59) && p2bodydist X > 180;AI用
trigger2 = var(59) && var(5) = 2 && target,backedgebodydist != 0 && helper(1400),movehit;
v = 5
value = 3

[state a]
type = varset
triggerall = time != 0
trigger1 = command = "z"
trigger2 = var(59) && target,backedgebodydist = 0 && helper(1400),movehit;
v = 5
value = 4

;---------------------[回数制限]
[state a]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 8;3

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


;---------------------[ゲージ増加]
[state a]
type = poweradd
trigger1 = time = 0
value = var(5)*20

;---------------------[ゲージ増加]
[state a]
type = varset
trigger1 = prevstateno != 1450
v = 13
value = 0

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

;---------------------[変数指定]
[state a];コマンド受付判定初期化
type = varset
trigger1 = time = 0
v = 7
value = 0


[state a];コマンド受付判定
type = varset
triggerall = time != 0
trigger1 = (command = "x")||(command = "a")||(command = "y")||(command = "b")||(command = "z")
trigger2 = var(59) && helper(1400),movehit;AI用
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

;---------------------[効果音]
[state a];
type = playsnd
trigger1 = animelem = 1
value = 801,1

;---------------------[ヘルパー呼び出し]
[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

;---------------------[連続]
[state a]
type = changestate
triggerall = palno = [11,12]
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 0);10
value = 1450

[state a]
type = changestate
triggerall = palno != [11,12]
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 10);10
value = 1450


;---------------------[]
[State 1000, 5];攻撃エフェクト
type = null;Explod
trigger1 = Animelem = 1
trigger1 = command != "z"
anim = 255000
id = 255000
sprpriority = 999999999
persistent = 0
postype = p1;back
pos = 70*var(5)+40,10
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = add

[State 1000, 5];攻撃エフェクト
type = null;Explod
trigger1 = Animelem = 1
trigger1 = command = "z"
anim = 255000
id = 255000
sprpriority = 999999999
persistent = 0
postype = p1;back
pos = p2dist x,10
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = add

[state a];
type = null;playsnd
trigger1 = projcontacttime(9901000)=0;---numexplod(255000)&&time = 28
value = 1450,0
persistent = 0

[state a];
type = null;playsnd
trigger1 = projcontacttime(9901000)=0
value = 190,2
persistent = 0

[State 2];攻撃の指定
type = null;Projectile
trigger1 = Animelem = 1
trigger1 = command != "z"
attr = S, SP
animtype  = hard
damage    = 58-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 9901000;99019;---
projhitanim = -1
projid = 9901000;99019
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 45
postype = p1
offset = 70*var(5)+40,0
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = null;Projectile
trigger1 = Animelem = 1
trigger1 = command = "z"
attr = S, SP
animtype  = hard
damage    = 58-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 9901000;99019;---
projhitanim = -1
projid = 9901000;99019
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 45
postype = p1
offset = p2dist x;enemy,pos x
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)





;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



; 火柱
[Statedef 1412]
type    = A
movetype= I;A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 25500;1410


;---------------------[位置設定]
[state a]
type = posset
trigger1 = time = 0
trigger1 = root,var(5) = 4
x = enemy,pos x 
;---------------------[無敵処理]
[state 2901,1]
type = null;nothitby
trigger1 = 1
value = SCA
time = -1

[State 30075]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

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

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1411

;---------------------[]
[state a];
type = playsnd
trigger1 = animelem = 12
value = 1450,0

[state a];
type = playsnd
trigger1 = animelem = 12
value = 190,2

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 12
anim = 2550;1415
id = 2550;1415
sprpriority = 99999
postype = p1
pos = 0,10
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 11332]
type = null;RemoveExplod
trigger1 = animtime = 35
ID = 2550
;---------------------[]
;[State 1020, 4]
;type = EnvShake
;trigger1 = animelem = 12
;time = 20
;ampl = -8
;freq = 95
;phase = 95


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = null;HitDef
trigger1 = movecontact = 0
attr = S, SP
animtype  = hard
damage    = 58-root,var(13)*20,10
getpower = 61,61
guardflag = M
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)


[State 2];攻撃の指定
type = Projectile
;trigger1 = movecontact = 0
trigger1 = AnimElem = 14
attr = S, SP
animtype  = hard
damage    = 58-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 990100;99019;---
projhitanim = -1
projid = 990100;99019
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 18;5
postype = p1
offset = 0,0
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

;---------------------[相手]
[state a]
type = targetstate
trigger1 = movehit = 1
value = 1420


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0









;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 弱御大
[Statedef 1500]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 61
ctrl = 0
velset = 2,0
anim = 1500
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 211, 0

[State 200, 1];糺
type = PlaySnd
trigger1 = animelem = 2
value = 1500, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -29,-13
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[state a];完全打撃防御
type = reversaldef
trigger1 = time = 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
pausetime = 11,12
sparkno = s7012
sparkxy = 15,0
hitsound = s121,0
numhits = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
trigger1 = p2movetype = H
attr = A, SA
animtype  = hard
damage    = 74,10
getpower = 121,121
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-3.5
air.velocity = -4,-3.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
trigger1 = p2movetype != H
attr = A, SA
animtype  = hard
damage    = 154,10
getpower = 121,121
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-3.5
air.velocity = -4,-3.8
fall = 1
fall.recover = 0


[state a]
type = velset
trigger1 = animelem = 4
x = -2
y = -4

[state a]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.4

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


;---------------------[着地ステートに移行]
[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1510

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 強御大
[Statedef 1501]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 61
ctrl = 0
velset = 2,0
anim = 1501
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 211, 0

[State 200, 1];糺
type = PlaySnd
trigger1 = animelem = 2
value = 1500, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -29,-13
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
trigger1 = p2movetype = H
attr = A, SA
animtype  = hard
damage    = 74,10
getpower = 121,121
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-3.5
air.velocity = -4,-3.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
trigger1 = p2movetype != H
attr = A, SA
animtype  = hard
damage    = 154,10
getpower = 121,121
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-3.5
air.velocity = -4,-3.8
fall = 1
fall.recover = 0


[state a]
type = velset
trigger1 = animelem = 4
x = -2
y = -4

[state a]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.4

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


;---------------------[着地ステートに移行]
[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1510



; 御大着地
[Statedef 1510]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = -1.5,0
anim = 1510
sprpriority = 2

[State 200, 1];着地音
type = PlaySnd
trigger1 = animelem = 1
value = 40, 0

[state a]
type = posset
trigger1 = time = 0
y = 0

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

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



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; ？・飛び道具
[Statedef 1050]
type    = S
movetype= I;A
physics = N
juggle  = 8
poweradd= 45
velset = 0,0
anim = 1050
ctrl = 0

;---------------------[効果音]

[state a];はらえ
type = playsnd
trigger1 = animelem = 6
value = 1000,0

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

;---------------------[位置設定]
[state a]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1065
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[立ちステートに戻る]

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


; 飛び道具ヘルパー
[Statedef 1065]
type    = A
movetype= I;A
physics = N
juggle  = 0
poweradd= 0
velset = 6,0
ctrl = 0
anim = 1065

;---------------------[無敵処理]
;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 1061
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animtime = 0
anim = 1063
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
;---------------------[攻撃の指定]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SP
projanim = 1062
;projhitanim = 2011
projremovetime = 16
projid = 1050
projpriority = 99999999999;16
projsprpriority = 999999999999;16
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 2
postype = p1
getpower = 0,0
offset = 0,0
velocity = 0
damage = 45,10
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = s7002
guard.sparkno = S7012
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
;---------------------[消滅]
[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;？？・弱鏡・前
[Statedef 1150]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2


;---------------------[効果音]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 210, 1]
type = PlaySnd
triggerall = palno != [11,12]
trigger1 = movehit
value = 1150, 0
ignorehitpause = 1
Persistent = 0

[State 210, 1]
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = animelem = 4
value = 1150, 0

[State 3040, 7]
type = EnvColor
trigger1 = movehit
ignorehitpause = 1
Persistent = 0
time = 2
value = 255,255,255
under = 2

;---------------------[エフェクト]

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = palno = [11,12]
trigger1 = animelem = 4
anim = 1210
id = 1210
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = palno != [11,12]
trigger1 = movehit
anim = 1210
id = 1210
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0


;---------------------[攻撃判定]
[State 240, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = movecontact = 0
trigger1 = enemy,stateno != 1420
attr = S, SA
animtype  = hard
damage    = 78,10
priority = 7
getpower = 121,121
guardflag = MA
pausetime = 29,30
guard.pausetime = 7,8
sparkno = s7003
sparkxy = -15,-95
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-13),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150
kill = 0


[State 240, 2]
type = Projectile
triggerall = palno = [11,12]
trigger1 = AnimElem = 5
trigger1 = enemy,stateno != 1420
attr = S, SA
animtype  = hard
damage    = 78,10
priority = 7
getpower = 121,121
projanim = 99020;---
projhitanim = -1
projid = 99020
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
guardflag = MA
pausetime = 0,100;29,30
guard.pausetime = 7,8
sparkno = s7003
sparkxy = 50,-95
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-13),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150
kill = 0

;---------------------[相手制御]
[state a]
type = targetstate
trigger1 = movehit
value = 1205

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = movehit
value = 1202


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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;？？？・弱鏡・斜め
[Statedef 1250]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1201
sprpriority = 2


;---------------------[効果音]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 210, 1]
type = PlaySnd
trigger1 = movehit
value = 1150, 0
ignorehitpause = 1
Persistent = 0


[State 3040, 7]
type = EnvColor
trigger1 = movehit
ignorehitpause = 1
Persistent = 0
time = 2
value = 255,255,255
under = 2

;---------------------[エフェクト]

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit
anim = 1211
id = 1211
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0


;---------------------[攻撃判定]
[State 240, 2]
type = HitDef
trigger1 = movecontact = 0
trigger1 = enemy,stateno != 1420
attr = S, SA
animtype  = hard
damage    = 78,10
priority = 7
getpower = 121,121
guardflag = MA
pausetime = 29,30
guard.pausetime = 7,8
sparkno = s7003
sparkxy = -15,-124
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-13),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150
kill = 0

;---------------------[相手制御]
[state a]
type = targetstate
trigger1 = movehit
value = 1205

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = movehit
value = 1203


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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;？？・強鏡・前
[Statedef 1151]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1151
sprpriority = 2

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = animelem = 5,<=0
value = SCA
time = 1

;---------------------[効果音]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

;---------------------[エフェクト]

[State 1000, 5];攻撃エフェクト
type = null;Explod
trigger1 = animelem = 5
anim = 1160
id = 1210
sprpriority = 5
postype = p1
pos = 10,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0


;---------------------[攻撃判定]
;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 5
id = 1050
persistent = 0
name = "kagami"
pos = 0,0
postype = P1
stateno = 1160
helpertype = normal
keyctrl = 0
ownpal = 1
;---------------------[立ちステートに戻る]

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



; 鏡(?)ヘルパー待機
[Statedef 1160]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
sprpriority = 5
ctrl = 0
anim = 1160

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

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

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1161

;---------------------[]
[state a]
type = changestate
trigger1 = p2BodyDist X < 60
trigger1 = enemy,movetype != H
value = 1161


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0


; 鏡(?)ヘルパー攻撃
[Statedef 1161]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0.05,0
ctrl = 0
anim = 1163

[state a]
type = posadd
trigger1 = time = 0
x = 49
y = -95

[state a]
type = veladd
trigger1 = 1
x = 0.07

;---------------------[効果音]
[state a];
type = playsnd
trigger1 = time = 5
value = 801,1

[state a];
type = playsnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 190,2

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[移動]
[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 16

;---------------------[エフェクト]
[State 1000, 5];
type = Explod
trigger1 = time = 0
anim = 1161
id = 1012
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
removetime = 45
under = 0

[State 1000, 5];
type = Explod
trigger1 = time = 45
anim = 1162
id = 1013
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 7
attr = A, SP
animtype  = up
damage    = 34,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-4
air.velocity = -4,-4.5
fall = 1
air.fall = 1
fall.recover = 0


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 45



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;？？・強鏡・斜め
[Statedef 1251]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1251
sprpriority = 2

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = animelem = 5,<=0
value = SCA
time = 1

;---------------------[効果音]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

;---------------------[エフェクト]
;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 5
id = 1050
persistent = 0
name = "kagami"
pos = 0,0
postype = P1
stateno = 1260
helpertype = normal
keyctrl = 0
ownpal = 1
;---------------------[立ちステートに戻る]

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


; 鏡(?)ヘルパー待機
[Statedef 1260]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
sprpriority = 5
ctrl = 0
anim = 1260

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

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

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1261

;---------------------[]
[state a]
type = changestate
trigger1 = p2BodyDist X < 55
trigger1 = enemy,movetype != H
value = 1261


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0


; 鏡(?)ヘルパー攻撃
[Statedef 1261]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0.025,-0.025
ctrl = 0
anim = 1263

[state a]
type = posadd
trigger1 = time = 0
x = 20
y = -142

[state a]
type = veladd
trigger1 = 1
x = 0.035
y = -0.035

;---------------------[効果音]
[state a];
type = playsnd
trigger1 = time = 5
value = 801,1

[state a];
type = playsnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 190,2

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[移動]
[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 16

;---------------------[エフェクト]
[State 1000, 5];
type = Explod
trigger1 = time = 0
anim = 1261
id = 1012
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
removetime = 45
under = 0

[State 1000, 5];
type = Explod
trigger1 = time = 45
anim = 1262
id = 1013
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 7
attr = A, SP
animtype  = up
damage    = 34,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-4.5
air.velocity = -4,-4.5
fall = 1
air.fall = 1
fall.recover = 0


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 45


;---------------------------------------------------------------------------
; ！？・死祟
[Statedef 1999]
type = S
ctrl = 0
anim = 1999
velset = 0,0

[State 191, 3];斬る
type = PlaySnd
trigger1 = animelem = 5
value = 240,0

[State 1000, 5];出血
type = Explod
trigger1 = animelem = 3
anim = 1998
id = 185
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[state a]
type = lifeadd
trigger1 = animelem = 5
value = -200
kill = 0

[state a]
type = poweradd
trigger1 = animelem = 5
value = 1000


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


;---------------------------------------------------------------------------
; ・・・　瞬間移動
[Statedef 1800]
type = A
ctrl = 0
anim = 1800
velset = 0,0

;---------------------[強弱判定]
[state a]
type = varset
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
trigger1 = command = "a"
trigger1 = time = 0
v = 5
value = 1

[state a]
type = varset
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 2

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

[state a]
type = varset
trigger1 = command = "z"
trigger1 = time = 0
v = 5
value = 4

[state a]
type = varset
trigger1 = command = "c"
trigger1 = time = 0
v = 5
value = 5

[State 180, 1];エフェクトランダム
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,1

;---------------------[効果音]
[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 3
value = 211,0

[state a];ここだ/そこか/ここか/そこだ
type = playsnd
trigger1 = animelem = 2
value = 1400,var(5)

;---------------------[エフェクト]
[State 1000, 5]
type = Explod
trigger1 = animelem = 3
trigger1 = var(2) = 0
anim = 1801
id = 2201
sprpriority = 0
postype = p1
pos = 0,0
vel = 9,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
trigger1 = var(2) = 1
anim = 1802
id = 2201
sprpriority = 0
postype = p1
pos = 0,0
vel = -9,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

;---------------------[位置設定]
[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 200 , 2]
type = projectile
triggerall = palno = [11,12]
trigger1 = time = 0
projanim = 12000
projID = 12000
ProjHitAnim = -1
Projremove = 0
projremovetime = 123;-1
offset = 0,0
velocity = 0, 0
projhits = 1;10
projmisstime = 0
projpriority = 10
;Projheightbound = 
attr = S, NP
animtype = Heavy
damage = 35,5
getpower = 50,0
givepower = -500;35,35
hitflag = MAF
guardflag = HML;A
;affectteam = E
priority = 1, Hit
pausetime = 7,8
sparkno = -1;S8211
sparkky = -10,-70
hitsound = s2,11
guardsound = s1,0
ground.type = high;Low
air.type = high;Low
ground.slidetime = 5
ground.hittime = 11
ground.velocity = -0.5,-17;-4,0
air.velocity = -0.5,-17;-1.3,-3
air.juggle = -1
fall = 1
fall.recover = 0

[State 2000, 6];
type = PlaySnd
triggerall = palno = [11,12]
trigger1 = time = 0
value = 190,1

;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 1805



; ・・・　瞬間移動終わり
[Statedef 1805]
type = S
ctrl = 0
anim = 1805
velset = 0,0

[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

;---------------------[変数指定]
[State 180, 1];エフェクトランダム
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,1

;---------------------[エフェクト]
[State 1000, 5]
type = Explod
trigger1 = time = 0
trigger1 = var(2) = 0
anim = 1806
id = 2201
sprpriority = 0
postype = p1
pos = -72,0
vel = 9,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
trigger1 = var(2) = 1
anim = 1807
id = 2201
sprpriority = 0
postype = p1
pos = 72,0
vel = -9,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1


;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1




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


;------------------------------------------
;アーマー
[Statedef 10070]
type    = S
movetype= I
physics = S
anim = 1

[State 10070]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 40

[State 10070]
type = lifeadd
trigger1 = time = 0
value = -40
absolute = 1

[State 10070]
type = poweradd
triggerall = palno = 10
trigger1 = time = 0
value = 200

[State 10070]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 10070]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 10070]
type = ChangeState
trigger1 = Time >= 1
value = 0
ctrl = 1





[Statedef 10071]
type    = A
movetype= I
physics = N

[State 10071]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 40

[State 10071]
type = lifeadd
trigger1 = time = 0
value = -40
absolute = 1

[State 10071]
type = poweradd
triggerall = palno = 10
trigger1 = time = 0
value = 200

[State 10071]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 10071]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 10071]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 10071]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMPLAND





[Statedef 10072]
type    = A
movetype= I
physics = A

[State 10072]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 40

[State 10072]
type = lifeadd
trigger1 = time = 0
value = -40
absolute = 1

[State 10072]
type = poweradd
trigger1 = time = 0
value = 200

[State 10072]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 10072]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

;-----------------------------------
;アーマ
[Statedef 100500]
type    = S
movetype= I
physics = S

[State 100500]
type = AssertSpecial
trigger1 = 1
flag = Invisible
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 191, 3]
type = PlaySnd
triggerall = root,stateno = 30080
trigger1 = time = 0
trigger1 = helper(100500),gethitvar(damage)
value = 11,0
freqmul = 1.5+((random%4)*0.2)

[State 100500];ばらさないと意図しないところで無敵になる(?) あるいは何故か効果がでない
type = NotHitBy
triggerall = ishelper(100500)
trigger1 = root,stateno = 1450
trigger2 = root,stateno = 2200
trigger3 = root,stateno = 2205
trigger4 = root,stateno = 2210
trigger5 = root,stateno = 2300
trigger6 = root,stateno = 2301
trigger7 = root,stateno = 2400
trigger8 = root,stateno = 10001
trigger9 = root,stateno = 11001
trigger10 = root,stateno = 11050
trigger11 = root,stateno = 11051
trigger12 = root,stateno = 14020
trigger13 = root,stateno = 14021
trigger14 = root,stateno = 14022
trigger15 = root,stateno = 30051
trigger16 = root,stateno = 700
trigger17 = root,stateno = 701
trigger18 = root,stateno = 18100
trigger19 = root,stateno = 19150
trigger20 = root,stateno = 19151
trigger21 = root,stateno = 19152
trigger22 = root,stateno = 19200
trigger23 = root,stateno = 19201
trigger24 = root,stateno = 19202
value = SCA,AA,AT,AP

[State 100500]
type = NotHitBy
triggerall = ishelper(100500)
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 60

[State 100500]
type = NotHitBy
triggerall = ishelper(100500)
trigger1 = root,stateno = 11052
value = SCA,AA,AT,AP
time = 40

[State 100500]
type = NotHitBy
trigger1 = numhelper(11355) != 0
trigger1 = 1
value = SCA,AA,AT,AP

[State 100500]
type = null;NotHitBy
trigger1 = numhelper(113550) != 0
trigger1 = 1
value = SCA,AA,AT,AP

[State 100500]
type = poweradd
triggerall = roundstate = 2
trigger1 = time = 0
value = 200

[State 100500]
type = BindToRoot
trigger1 = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 100500
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 10050]
type = HitBy
triggerall = ishelper(100500)
trigger1 = root,stateno = 11050
value = SCA,AA,AT,AP

[State 100500]
type = ChangeAnim
trigger1 = 1
value = parent,Anim
elem = parent,AnimElemNo(0)
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 100500]
type = Turn
trigger1 = Facing != parent,Facing
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 100500]
type = DestroySelf
trigger1 = roundstate != 2
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999


;----------------------------------
;アーマー保険
[Statedef 10070000]
type    = S
movetype= I
physics = S
anim = 1

[State 10070]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 60

[State 10070]
type = lifeadd
trigger1 = time = 0
value = -10
absolute = 1

[State 10070]
type = poweradd
triggerall = palno = 10
trigger1 = time = 0
value = 200

[State 10070]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 10070]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 10070]
type = ChangeState
trigger1 = Time >= 1
value = 0
ctrl = 1





[Statedef 10071000]
type    = A
movetype= I
physics = N

[State 10071]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 60

[State 10071]
type = lifeadd
trigger1 = time = 0
value = -10
absolute = 1

[State 10071]
type = poweradd
triggerall = palno = 10
trigger1 = time = 0
value = 200

[State 10071]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 10071]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 10071]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 10071]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMPLAND





[Statedef 10072000]
type    = A
movetype= I
physics = A

[State 10072]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 60

[State 10072]
type = lifeadd
trigger1 = time = 0
value = -10
absolute = 1

[State 10072]
type = poweradd
trigger1 = time = 0
value = 200

[State 10072]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 10072]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

;---------------------------------------------------------------------------
; ここから下に新しいステートを書くと分かりやすくていいと思います
;---------------------------------------------------------------------------
;分身 10P
[Statedef 1135500]
type    = S
movetype= I
physics = N
anim = 11355
velset = 0,0
ctrl = 0

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
;trigger1 = roundstate = 3
;trigger1 = var(1) = 0
v = 2
range = 0,1

[State 1]
type = NotHitBy 
trigger1 = time = 0
value = SCA
time = 100

[State 191, 3]
type = PlaySnd
triggerall = Var(2) = 0
trigger1 = time = 80
value = 190,0

[State 191, 3]
type = PlaySnd
triggerall = Var(2) = 1
trigger1 = time = 80
value = 290,0

[State -2]
type = AssertSpecial
trigger1 = time = [0,40]
trigger1 = (GameTime%2) = 1
flag = invisible

[State 11355]
type = null;HitOverride
trigger1 = 1
time = -1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 1135500
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 230,256

[State -2]
type = PlaySnd
trigger1 = time = 0
value = 211, 0

[state a]
type = destroyself
trigger1 = gethitvar(damage)
trigger2 = roundstate = 4

;--------------------------------
[Statedef 1135501]
type    = S
movetype= I
physics = N
anim = 11355
velset = 0,0
ctrl = 0

[State 1]
type = NotHitBy 
trigger1 = time = 0
value = SCA
time = 100

[State -2]
type = AssertSpecial
trigger1 = time = [0,40]
trigger1 = (GameTime%2) = 1
flag = invisible

[State 11355]
type = null;HitOverride
trigger1 = 1
time = -1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 1135501
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 150,256

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 191,1

[State -2]
type = null;PlaySnd
trigger1 = time = 0
value = 211, 0

[state a]
type = destroyself
trigger1 = gethitvar(damage)
trigger2 = var(32) >= 800
trigger3 = roundstate = 4

;---------------------------------------
[Statedef 1135502]
type    = S
movetype= I
physics = N
anim = 11355
velset = 0,0
ctrl = 0

[State 1]
type = NotHitBy 
trigger1 = time = 0
value = SCA
time = 100

[State -2]
type = AssertSpecial
trigger1 = time = [0,40]
trigger1 = (GameTime%2) = 1
flag = invisible

[State 11355]
type = null;HitOverride
trigger1 = 1
time = -1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 1135503
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 70,256

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 2000,0

[State -2]
type = null;PlaySnd
trigger1 = time = 0
value = 211, 0

[state a]
type = destroyself
trigger1 = gethitvar(damage)
trigger2 = var(32) >= 800
trigger3 = roundstate = 4

;-------------------------------
[Statedef 1135503]
type    = S
movetype= I
physics = N
anim = 11355
velset = 0,0
ctrl = 0

[State 1]
type = NotHitBy 
trigger1 = time = 0
value = SCA
time = 100

[State -2]
type = AssertSpecial
trigger1 = time = [0,40]
trigger1 = (GameTime%2) = 1
flag = invisible

[State 11355]
type = null;HitOverride
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 11358
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 2000,2

[State -2]
type = null;PlaySnd
trigger1 = time = 0
value = 211, 0

[state a]
type = destroyself
trigger1 = gethitvar(damage)
trigger2 = var(32) >= 1000
trigger2 = var(32) <= 1
trigger3 = roundstate = 4





;-------------------------------
;AI維持
;-------------------------------
[Statedef 0235501]
type    = S
movetype= I
physics = S
anim = 0235501

[State 30075]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 30075]
type = null;HitOverride
trigger1 = 1
time = -1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 30075
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 30075]
type = BindToroot
trigger1 = 1
pos=0,-150
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 30075]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 30075]
type = null;destroyself
trigger1 = roundstate = 4



;-------------------------------
;変数維持 自分の頭じゃできない
;-------------------------------
[Statedef 02355014]
type    = S
movetype= I
physics = S
anim = 02355014

[State 30075]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 30075]
type = BindToroot
trigger1 = 1
pos=0,-120
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 30075]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 30075]
type = null;destroyself
trigger1 = roundstate = 4




[Statedef 9999]
type = S
physics = S
sprpriority = -2
;type = A
;movetype = I
;physics = A;N
;velset = 0,0;4.5
;anim = 41
;sprpriority = -2

[State 1000, 0]
type = null;veladd
trigger1 = pos y>=1
y = 0.5

[State 6000, 4]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AT, AP
stateno = 9999;105000
time = 1
;forceair = 1

;[State 1000, 0]
;type = PalFX
;trigger1 = 1
;time = -1
;color = 100

[State -2]
type = VarSet
trigger1 = ishelper(32100000)
v = 59
value = 1

[State 3051, 2]
type = null;ChangeState
triggerall = movetype != A
trigger1 = time >= 0;pos y>=0
value = 0



[Statedef 9999090909]
type    = S
movetype= I
physics = S

[state 0]
type = destroyself
trigger1 = ishelper

[state -2]
type = lifeset
triggerall = ishelper
trigger1 = 1
value = lifemax
ignorehitpause = 1
supermovetime = 99990000000
pausemovetime = 99990000000

;---------------------------------------------------------------------------
; ここは-2のステートを書いてください、ヘルパー関係です
;---------------------------------------------------------------------------
[Statedef -2]

[State -2]
Type = DisplayToClipboard
Trigger1 = 1
Text = "AI:%d, Pos X:%f, Pos Y:%f, Endlife:%d,p2life:%d";----Madness;var(38) ,World:%d"
Params = var(59), P2BodyDist X, P2BodyDist Y, var(32),var(3); var(35)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2]
type = helper
triggerall = !ishelper
trigger1 = !numhelper(910010)&&stateno=30051
id = 910010
persistent = 0
name = "kill"
pos = 0,0
postype = P1
stateno = 910010
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = helper
triggerall = !ishelper
trigger1 = numhelper(310020)=0&&palno=11&&roundstate=2
id = 310020
name = "attack"
pos = 0,0
postype = P1
stateno = 310020
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State -2]
type = null;helper
triggerall = !ishelper&&roundstate=2&&fvar(2)=1
trigger1 = numhelper(32100000) < 2
trigger1 = alive
helpertype = player
name = "phantom"
id = 32100000
stateno = 9999
pos = 0,0
postype = p1
facing = 1
keyctrl = 1
ownpal = 1

[State -2]
type = NotHitBy
trigger1 = ishelper(32100000)
value = SCA,AA,AT,AP
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999

[State -2]
type = lifeset
trigger1 = ishelper(32100000)&&!root,alive
value = 0

[State -2]
type = selfstate
triggerall = ishelper(32100000)
trigger1 = !root,alive
trigger1 = stateno != [5000,5150]
value = 5050

[State -2];もう使えないよ
type = null;varset
trigger1 = 1
fv = 2
value = 0
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999

[State -2]
type = helper
triggerall = !ishelper&&var(35)>=10&&roundstate=2
trigger1 = !numhelper(30075)
trigger1 = stateno = 30060
trigger2 = !numhelper(30075)
trigger2 = var(35) >= 10
id = 30075
persistent = 1
name = "world end"
pos = 0,0
postype = p1
stateno = 30075
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999

[State -2]
type = varset
triggerall = var(59)
trigger1 = numhelper(100500) != 0
v = 59
value = 1

[State -2]
type = null;varset
triggerall = var(38) >= 1850
trigger1 = numhelper(100500) != 0
v = 38
value = 1850

[State -2]
type = null;helper
triggerall = !ishelper&&var(59) = 1
triggerall = stateno != 30051
trigger1 = numhelper(0235501) = 0
id = 0235501
persistent = 1
name = "AI Lv1"
pos = 0,0
postype = p1
stateno = 0235501
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999

[State -2]
type = null;varset
trigger1 = numhelper(0235501) != 0
v = 59
value = 1

;----------------------------------------
;最後の日フラグ

[State -2]
type = varset
trigger1 = palno = [11,12]
trigger1 = roundstate = 0
v = 32
value = 0

[State -2]
type = varset
trigger1 = palno = [11,12]
trigger1 = roundstate = 0
v = 35
value = 0

[State -2]
type = varset
trigger1 = numhelper(30075)
v = 35
value = 10

[State -2]
type = lifeset
triggerall = palno = [11,12]
triggerall = var(35) = 10
triggerall =var(14)=2&&var(20)=3&&var(21)=4&&var(22)=5&&var(23)=6&&var(24)=7&&var(25)=8&&var(26)=9&&var(27)=0&&var(28)=1&&var(29)=2&&var(30)=3&&var(39)=4&&var(40)=5&&var(41)=6&&var(42)=7&&var(43)=8&&var(44)=9&&var(45)=0&&var(46)=1
triggerall =var(47)=2&&var(48)=3&&var(49)=4&&var(50)=5&&var(51)=6&&var(52)=7&&var(53)=8&&var(54)=9&&var(55)=0&&var(56)=1&&var(57)=2&&var(58)=3&&fvar(4)=1&&fvar(5)=2&&fvar(6)=3&&fvar(7)=4&&fvar(8)=5&&fvar(9)=6&&fvar(10)=7&&fvar(11)=8
triggerall =fvar(12)=9&&fvar(13)=0&&fvar(14)=1&&fvar(15)=2&&fvar(16)=3&&fvar(17)=4&&fvar(18)=5&&fvar(19)=6&&fvar(20)=7&&fvar(21)=8&&fvar(22)=9&&fvar(23)=0&&fvar(24)=1&&fvar(25)=2&&fvar(26)=3&&fvar(27)=4&&fvar(28)=5&&fvar(29)=6&&fvar(30)=7&&fvar(31)=8
triggerall =fvar(32)=9&&fvar(33)=0&&fvar(34)=1&&fvar(35)=2&&fvar(36)=3&&fvar(37)=4&&fvar(38)=5&&fvar(39)=6
trigger1 = roundstate != 3
trigger1 = roundstate = 2
trigger1 = var(32) = 1200
;trigger1 = time >= 30
value = 0

[State -2]
type = varadd
triggerall = palno = [11,12]
triggerall = roundstate = 2
triggerall = var(35) = 10
triggerall = var(38) <= 1849
triggerall = stateno != 11050
triggerall =var(14)=2&&var(20)=3&&var(21)=4&&var(22)=5&&var(23)=6&&var(24)=7&&var(25)=8&&var(26)=9&&var(27)=0&&var(28)=1&&var(29)=2&&var(30)=3&&var(39)=4&&var(40)=5&&var(41)=6&&var(42)=7&&var(43)=8&&var(44)=9&&var(45)=0&&var(46)=1
triggerall =var(47)=2&&var(48)=3&&var(49)=4&&var(50)=5&&var(51)=6&&var(52)=7&&var(53)=8&&var(54)=9&&var(55)=0&&var(56)=1&&var(57)=2&&var(58)=3&&fvar(4)=1&&fvar(5)=2&&fvar(6)=3&&fvar(7)=4&&fvar(8)=5&&fvar(9)=6&&fvar(10)=7&&fvar(11)=8
triggerall =fvar(12)=9&&fvar(13)=0&&fvar(14)=1&&fvar(15)=2&&fvar(16)=3&&fvar(17)=4&&fvar(18)=5&&fvar(19)=6&&fvar(20)=7&&fvar(21)=8&&fvar(22)=9&&fvar(23)=0&&fvar(24)=1&&fvar(25)=2&&fvar(26)=3&&fvar(27)=4&&fvar(28)=5&&fvar(29)=6&&fvar(30)=7&&fvar(31)=8
triggerall =fvar(32)=9&&fvar(33)=0&&fvar(34)=1&&fvar(35)=2&&fvar(36)=3&&fvar(37)=4&&fvar(38)=5&&fvar(39)=6
trigger1 = helper(100500),GetHitVar(damage) <= 499
trigger1 = helper(100500),GetHitVar(damage) >= 1
trigger1 = p2life < lifemax/2
trigger1 = p2life != 0
v = 32
value = 120

[State -2]
type = varadd
triggerall = palno = [11,12]
triggerall = roundstate = 2
triggerall = stateno != 11050
triggerall =var(14)=2&&var(20)=3&&var(21)=4&&var(22)=5&&var(23)=6&&var(24)=7&&var(25)=8&&var(26)=9&&var(27)=0&&var(28)=1&&var(29)=2&&var(30)=3&&var(39)=4&&var(40)=5&&var(41)=6&&var(42)=7&&var(43)=8&&var(44)=9&&var(45)=0&&var(46)=1
triggerall =var(47)=2&&var(48)=3&&var(49)=4&&var(50)=5&&var(51)=6&&var(52)=7&&var(53)=8&&var(54)=9&&var(55)=0&&var(56)=1&&var(57)=2&&var(58)=3&&fvar(4)=1&&fvar(5)=2&&fvar(6)=3&&fvar(7)=4&&fvar(8)=5&&fvar(9)=6&&fvar(10)=7&&fvar(11)=8
triggerall =fvar(12)=9&&fvar(13)=0&&fvar(14)=1&&fvar(15)=2&&fvar(16)=3&&fvar(17)=4&&fvar(18)=5&&fvar(19)=6&&fvar(20)=7&&fvar(21)=8&&fvar(22)=9&&fvar(23)=0&&fvar(24)=1&&fvar(25)=2&&fvar(26)=3&&fvar(27)=4&&fvar(28)=5&&fvar(29)=6&&fvar(30)=7&&fvar(31)=8
triggerall =fvar(32)=9&&fvar(33)=0&&fvar(34)=1&&fvar(35)=2&&fvar(36)=3&&fvar(37)=4&&fvar(38)=5&&fvar(39)=6
trigger1 = helper(100500),GetHitVar(damage) >= 500
v = 32
value = -360

[state -2] 
type = lifeadd 
triggerall = !ishelper 
triggerall = palno = [11,12]
triggerall = var(35) = 10
triggerall =var(14)=2&&var(20)=3&&var(21)=4&&var(22)=5&&var(23)=6&&var(24)=7&&var(25)=8&&var(26)=9&&var(27)=0&&var(28)=1&&var(29)=2&&var(30)=3&&var(39)=4&&var(40)=5&&var(41)=6&&var(42)=7&&var(43)=8&&var(44)=9&&var(45)=0&&var(46)=1
triggerall =var(47)=2&&var(48)=3&&var(49)=4&&var(50)=5&&var(51)=6&&var(52)=7&&var(53)=8&&var(54)=9&&var(55)=0&&var(56)=1&&var(57)=2&&var(58)=3&&fvar(4)=1&&fvar(5)=2&&fvar(6)=3&&fvar(7)=4&&fvar(8)=5&&fvar(9)=6&&fvar(10)=7&&fvar(11)=8
triggerall =fvar(12)=9&&fvar(13)=0&&fvar(14)=1&&fvar(15)=2&&fvar(16)=3&&fvar(17)=4&&fvar(18)=5&&fvar(19)=6&&fvar(20)=7&&fvar(21)=8&&fvar(22)=9&&fvar(23)=0&&fvar(24)=1&&fvar(25)=2&&fvar(26)=3&&fvar(27)=4&&fvar(28)=5&&fvar(29)=6&&fvar(30)=7&&fvar(31)=8
triggerall =fvar(32)=9&&fvar(33)=0&&fvar(34)=1&&fvar(35)=2&&fvar(36)=3&&fvar(37)=4&&fvar(38)=5&&fvar(39)=6
trigger1 = roundstate != 3
trigger1 = roundstate = 2
trigger1 = (GameTime%6) = 1
value = -10
pausemovetime = 9990000 
supermovetime = 9990000
kill = 0
absolute = 1

[state -2] 
type = lifeadd
triggerall = palno = [11,12]
triggerall = !ishelper
triggerall = life >= 100
triggerall = var(35) = 10
triggerall = roundstate = 2
triggerall = movetype = A
triggerall = (GameTime%60) = 1
trigger1 = var(32) >= 1201
trigger2 = var(38) >= 1851
trigger3 = var(38) <= -1
trigger4 = var(6) >= 3 || var(6) < 0
trigger5 = var(8) >= 1000
trigger6 = var(10) >= 3 || var(10) < 0
trigger7 = var(12) >= 2 || var(12) < 0
trigger8 = var(14) != 2
trigger9 = var(20) != 3 || var(21) != 4 || var(22) != 5 || var(23) != 6 || var(24) != 7 || var(25) != 8
trigger10 = var(26) != 9 || var(27) != 0 || var(28) != 1 || var(29) != 2 || var(30) != 3 || var(39) != 4
trigger11 = var(37) < 0
trigger12 = var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger13 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger14 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger15 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger16 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger17 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger18 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger19 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger20 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger21 = fvar(39) != 6
value = -30
pausemovetime = 9990000 
supermovetime = 9990000
kill = 0
absolute = 1

[State 22076]
type = null;Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
triggerall = var(35) >= 10 || var(35) < 0
triggerall =var(14)=2&&var(20)=3&&var(21)=4&&var(22)=5&&var(23)=6&&var(24)=7&&var(25)=8&&var(26)=9&&var(27)=0&&var(28)=1&&var(29)=2&&var(30)=3&&var(39)=4&&var(40)=5&&var(41)=6&&var(42)=7&&var(43)=8&&var(44)=9&&var(45)=0&&var(46)=1
triggerall =var(47)=2&&var(48)=3&&var(49)=4&&var(50)=5&&var(51)=6&&var(52)=7&&var(53)=8&&var(54)=9&&var(55)=0&&var(56)=1&&var(57)=2&&var(58)=3&&fvar(4)=1&&fvar(5)=2&&fvar(6)=3&&fvar(7)=4&&fvar(8)=5&&fvar(9)=6&&fvar(10)=7&&fvar(11)=8
triggerall =fvar(12)=9&&fvar(13)=0&&fvar(14)=1&&fvar(15)=2&&fvar(16)=3&&fvar(17)=4&&fvar(18)=5&&fvar(19)=6&&fvar(20)=7&&fvar(21)=8&&fvar(22)=9&&fvar(23)=0&&fvar(24)=1&&fvar(25)=2&&fvar(26)=3&&fvar(27)=4&&fvar(28)=5&&fvar(29)=6&&fvar(30)=7&&fvar(31)=8
triggerall =fvar(32)=9&&fvar(33)=0&&fvar(34)=1&&fvar(35)=2&&fvar(36)=3&&fvar(37)=4&&fvar(38)=5&&fvar(39)=6
trigger1 = (GameTime%6) = 1
trigger1 = movetype != A
trigger1 = p2movetype != H
attr = S, HA
projanim = 300600;14021
projhitanim = -1
projid = 300600;14021
projpriority = 99999999999999999999999999999999999999999
projsprpriority = 999999999999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p2
offset = 0,-50;15,-85
projscale = 2,1
velocity = 0
animtype  = diagup
damage  = 70,2
getpower = 0,0
givepower = -9999999,-9999999
;guardflag = M
hitflag = MAF;D
pausetime = 0,0;2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,10;0,-5
air.velocity = 0,10;0,-5
fall = 1
fall.recover = 0
juggle = 50;15
;p2stateno =


[State 240, 2]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
triggerall = var(35) >= 10 || var(35) < 0
triggerall =var(14)=2&&var(20)=3&&var(21)=4&&var(22)=5&&var(23)=6&&var(24)=7&&var(25)=8&&var(26)=9&&var(27)=0&&var(28)=1&&var(29)=2&&var(30)=3&&var(39)=4&&var(40)=5&&var(41)=6&&var(42)=7&&var(43)=8&&var(44)=9&&var(45)=0&&var(46)=1
triggerall =var(47)=2&&var(48)=3&&var(49)=4&&var(50)=5&&var(51)=6&&var(52)=7&&var(53)=8&&var(54)=9&&var(55)=0&&var(56)=1&&var(57)=2&&var(58)=3&&fvar(4)=1&&fvar(5)=2&&fvar(6)=3&&fvar(7)=4&&fvar(8)=5&&fvar(9)=6&&fvar(10)=7&&fvar(11)=8
triggerall =fvar(12)=9&&fvar(13)=0&&fvar(14)=1&&fvar(15)=2&&fvar(16)=3&&fvar(17)=4&&fvar(18)=5&&fvar(19)=6&&fvar(20)=7&&fvar(21)=8&&fvar(22)=9&&fvar(23)=0&&fvar(24)=1&&fvar(25)=2&&fvar(26)=3&&fvar(27)=4&&fvar(28)=5&&fvar(29)=6&&fvar(30)=7&&fvar(31)=8
triggerall =fvar(32)=9&&fvar(33)=0&&fvar(34)=1&&fvar(35)=2&&fvar(36)=3&&fvar(37)=4&&fvar(38)=5&&fvar(39)=6
trigger1 = (GameTime%30) = 1
trigger1 = movetype != A
trigger1 = p2movetype != H
trigger1 = stateno != 30080
trigger2 = (GameTime%6) = 1
trigger2 = movetype != A || movetype=A&&time>=80&&p2movetype!=H
trigger2 = p2movetype != H
trigger2 = stateno = 30080&&time>=120&&p2movetype!=A
attr = S, SA
animtype  = hard
damage    = 5,2
projremovetime = 5
postype = p2
priority = 99999999999999999999999999999999999999999
projremove = 0
getpower = 121,121
hitflag = MAF;D
guardflag = 
projanim = 30060000;300600
ProjID = 30060000;300600
Projhitanim = -1
Projremanim = -1
Projcancelanim = -1
offset = 0,-50
projpriority = 99999999999999999999999999999999999999999
projsprpriority = 99999999999999999999999999999999999999999
velocity = 0,0
pausetime = 0,0
guard.pausetime = 2,1;8
sparkno = -1;s7003
sparkxy = -1,-124
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,10;5,-5
air.velocity = 0,10;5,-5
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150
kill = 1


[State 240, 2]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
triggerall = var(35) >= 10 || var(35) < 0
triggerall =var(14)=2&&var(20)=3&&var(21)=4&&var(22)=5&&var(23)=6&&var(24)=7&&var(25)=8&&var(26)=9&&var(27)=0&&var(28)=1&&var(29)=2&&var(30)=3&&var(39)=4&&var(40)=5&&var(41)=6&&var(42)=7&&var(43)=8&&var(44)=9&&var(45)=0&&var(46)=1
triggerall =var(47)=2&&var(48)=3&&var(49)=4&&var(50)=5&&var(51)=6&&var(52)=7&&var(53)=8&&var(54)=9&&var(55)=0&&var(56)=1&&var(57)=2&&var(58)=3&&fvar(4)=1&&fvar(5)=2&&fvar(6)=3&&fvar(7)=4&&fvar(8)=5&&fvar(9)=6&&fvar(10)=7&&fvar(11)=8
triggerall =fvar(12)=9&&fvar(13)=0&&fvar(14)=1&&fvar(15)=2&&fvar(16)=3&&fvar(17)=4&&fvar(18)=5&&fvar(19)=6&&fvar(20)=7&&fvar(21)=8&&fvar(22)=9&&fvar(23)=0&&fvar(24)=1&&fvar(25)=2&&fvar(26)=3&&fvar(27)=4&&fvar(28)=5&&fvar(29)=6&&fvar(30)=7&&fvar(31)=8
triggerall =fvar(32)=9&&fvar(33)=0&&fvar(34)=1&&fvar(35)=2&&fvar(36)=3&&fvar(37)=4&&fvar(38)=5&&fvar(39)=6
triggerall = stateno != [19150,19152]
trigger1 = (GameTime%6) = 1
trigger1 = movetype != A || movetype=A&&time>=80&&p2movetype!=H
trigger1 = p2movetype != H
trigger1 = stateno != 30080
trigger2 = (GameTime%6) = 1
trigger2 = movetype != A || movetype=A&&time>=80&&p2movetype!=H
trigger2 = p2movetype != H
trigger2 = stateno = 30080&&time>=120&&p2movetype!=A
attr = S, SA
animtype  = hard
damage    = 70,2
projremovetime = 5
postype = back
priority = 99999999999999999999999999999999999999999
projremove = 0
getpower = 121,121
hitflag = MAF;D
guardflag = 
projanim = 11010100;1101010
ProjID = 1101010
Projhitanim = -1
Projremanim = -1
Projcancelanim = -1
offset = 160,-90
projpriority = 99999999999999999999999999999999999999999
projsprpriority = 99999999999999999999999999999999999999999
velocity = 0,0
pausetime = 0,0
guard.pausetime = 2,1;8
sparkno = -1;s7003
sparkxy = -1,-124
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,10
air.velocity = 0,10
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150
kill = 1



[State 240, 2]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
triggerall = numprojid(1101010) = 0
triggerall = var(35) >= 10 || var(35) < 0
triggerall = (GameTime%6) = 1
triggerall = movetype != A || movetype=A&&time>=80
;triggerall = p2movetype != H
trigger1 = var(32) >= 1201
trigger2 = var(38) >= 1851
trigger3 = var(38) <= -1
trigger4 = var(6) >= 3 || var(6) < 0
trigger5 = var(8) >= 1000
trigger6 = var(10) >= 3 || var(10) < 0
trigger7 = var(12) >= 2 || var(12) < 0
trigger8 = var(14) != 2
trigger9 = var(20) != 3 || var(21) != 4 || var(22) != 5 || var(23) != 6 || var(24) != 7 || var(25) != 8
trigger10 = var(26) != 9 || var(27) != 0 || var(28) != 1 || var(29) != 2 || var(30) != 3 || var(39) != 4
trigger11 = var(37) < 0
trigger12 = var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger13 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger14 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger15 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger16 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger17 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger18 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger19 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger20 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger21 = fvar(39) != 6
attr = S, SA
animtype  = hard
damage    = 70,2
projremovetime = 5
postype = p2
priority = 99999999999999999999999999999999999999999
projremove = 0
getpower = 121,121
hitflag = MAF;D
guardflag = 
projanim = 1101010
ProjID = 1101010
Projhitanim = -1
Projremanim = -1
Projcancelanim = -1
offset = 0,-50
projpriority = 99999999999999999999999999999999999999999
projsprpriority = 99999999999999999999999999999999999999999
velocity = 0,0
pausetime = 0,0
guard.pausetime = 2,1;8
sparkno = -1;s7003
sparkxy = -1,-124
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 5,-5
air.velocity = 5,-5
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150
kill = 1


[State 240, 2]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
triggerall = numprojid(11010100) = 0
triggerall = var(35) >= 10 || var(35) < 0
triggerall = (GameTime%6) = 1
trigger1 = var(32) >= 1201
trigger2 = var(38) >= 1851
trigger3 = var(38) <= -1
trigger4 = var(6) >= 3 || var(6) < 0
trigger5 = var(8) >= 1000
trigger6 = var(10) >= 3 || var(10) < 0
trigger7 = var(12) >= 2 || var(12) < 0
trigger8 = var(14) != 2
trigger9 = var(20) != 3 || var(21) != 4 || var(22) != 5 || var(23) != 6 || var(24) != 7 || var(25) != 8
trigger10 = var(26) != 9 || var(27) != 0 || var(28) != 1 || var(29) != 2 || var(30) != 3 || var(39) != 4
trigger11 = var(37) < 0
trigger12 = var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger13 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger14 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger15 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger16 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger17 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger18 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger19 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger20 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger21 = fvar(39) != 6
attr = S, SA
animtype  = hard
damage    = 70,2
projremovetime = 5
postype = back
priority = 99999999999999999999999999999999999999999
projremove = 0
getpower = 121,121
hitflag = MAF;D
guardflag = 
projanim = 11010100;1101010
ProjID = 11010100
Projhitanim = -1
Projremanim = -1
Projcancelanim = -1
offset = 160,-90
projpriority = 99999999999999999999999999999999999999999
projsprpriority = 99999999999999999999999999999999999999999
velocity = 0,0
pausetime = 0,0
guard.pausetime = 2,1;8
sparkno = -1;s7003
sparkxy = -1,-124
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 5,-5
air.velocity = 5,-5
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150
kill = 1


[State 22076]
type = null;Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
triggerall = var(35) >= 10 || var(35) < 0
triggerall = (GameTime%6) = 1
trigger1 = var(32) >= 1201
trigger2 = var(38) >= 1851
trigger3 = var(38) <= -1
trigger4 = var(6) >= 3 || var(6) < 0
trigger5 = var(8) >= 1000
trigger6 = var(10) >= 3 || var(10) < 0
trigger7 = var(12) >= 2 || var(12) < 0
trigger8 = var(14) != 2
trigger9 = var(20) != 3 || var(21) != 4 || var(22) != 5 || var(23) != 6 || var(24) != 7 || var(25) != 8
trigger10 = var(26) != 9 || var(27) != 0 || var(28) != 1 || var(29) != 2 || var(30) != 3 || var(39) != 4
trigger11 = var(37) < 0
trigger12 = var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger13 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger14 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger15 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger16 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger17 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger18 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger19 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger20 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger21 = fvar(39) != 6
attr = S, SA;S, HA
projanim = 11010100
projhitanim = -1
projid = 110101003
projpriority = 99999999999999999999999999999999999999999
projsprpriority = 999999999999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = 160,-90
offset = 0,-50;15,-85
;projscale = 2,1
velocity = 0
animtype  = hard
damage  = 35,2;25,2
getpower = 0,0
givepower = -9999999
;guardflag = M
hitflag = MAF;D
pausetime = 0,0;2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-5;0,-5
air.velocity = 0,-5;0,-5
fall = 0
fall.recover = 0
;p2stateno = 

[State 22076]
type = null;Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
triggerall = var(35) >= 10 || var(35) < 0
triggerall = (GameTime%6) = 1
triggerall = movetype != A || movetype=A&&time>=80
;triggerall = p2movetype != H
trigger1 = var(32) >= 1201
trigger2 = var(38) >= 1851
trigger3 = var(38) <= -1
trigger4 = var(6) >= 3 || var(6) < 0
trigger5 = var(8) >= 1000
trigger6 = var(10) >= 3 || var(10) < 0
trigger7 = var(12) >= 2 || var(12) < 0
trigger8 = var(14) != 2
trigger9 = var(20) != 3 || var(21) != 4 || var(22) != 5 || var(23) != 6 || var(24) != 7 || var(25) != 8
trigger10 = var(26) != 9 || var(27) != 0 || var(28) != 1 || var(29) != 2 || var(30) != 3 || var(39) != 4
trigger11 = var(37) < 0
trigger12 = var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger13 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger14 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger15 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger16 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger17 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger18 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger19 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger20 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger21 = fvar(39) != 6
attr = S, SA;S, HA
projanim = 11010100
projhitanim = -1
projid = 110101003
projpriority = 99999999999999999999999999999999999999999
projsprpriority = 999999999999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = back
offset = 160,-90;15,-85
;projscale = 2,1
velocity = 0
animtype  = hard
damage  = 35,2;25,2
getpower = 0,0
givepower = -9999999
;guardflag = M
hitflag = MAF;D
pausetime = 0,0;2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-5;0,-5
air.velocity = 0,-5;0,-5
fall = 0
fall.recover = 0
;p2stateno = 

[state 11332] 
type = null;targetlifeadd
triggerall = palno = [11,12]
triggerall = var(35) = 10
trigger1 = (GameTime%60) = 1
value = -2
pausemovetime = 9990000 
supermovetime = 9990000
absolute = 1

[State 10050]
type = poweradd
triggerall = palno = [11,12]
triggerall = var(35) = 10
trigger1 = (GameTime%2) = 1
value = 5

[State 10050]
type = poweradd
triggerall = palno = [11,12]
triggerall = var(35) = 10
triggerall = p2life >= lifemax/2
trigger1 = (GameTime%2) = 1
value = 5

[State 11051]
type = BGPalFx
triggerall = palno = [11,12]
trigger1 = var(35) = 10
trigger1 = 1
mul = 256,0,0;256,256,256
invertall = 1
color = 0
time = -1
ignorehitpause = 1

[State -2]
type = null;assertspecial
triggerall = palno = [11,12]
triggerall = var(35) = 10
trigger1 = var(32) >= 1201
trigger1 = p2life != 0
flag = noko

;------------------------------------------
;ポーズ
[State -2]
type = pause
triggerall = numhelper(11331) >= 1
trigger1 = roundstate=3&&alive
time = 60
movetime = 60
ignorehitpause = 1
persistent = 0

[State -2]
type = superpause
triggerall = numhelper(11331) >= 1
trigger1 = roundstate=3&&alive
anim = -1
time = 60
movetime = 60
ignorehitpause = 1
persistent = 0

[State -2]
type = null;pause
trigger1 = palno = [11,12]
trigger1 = roundstate = 0
trigger1 = roundno = 1
time = 10
movetime = 10
ignorehitpause = 1
persistent = 0

[State -2]
type = null;superpause
trigger1 = palno = [11,12]
trigger1 = roundstate = 0
trigger1 = roundno = 1
anim = -1
time = 10
movetime = 10
ignorehitpause = 1
persistent = 0

[State -2]
type = null;pause
trigger1 = palno = [11,12]
trigger1 = roundstate=3&&alive
time = 60
movetime = 60
ignorehitpause = 1

[State -2]
type = null;superpause
trigger1 = palno = [11,12]
trigger1 = roundstate=3&&alive
anim = -1
time = 60
movetime = 60
ignorehitpause = 1

[state -2]
type = lifeset
triggerall = ishelper
trigger1 = 1
value = lifemax/2;lifemax*0.2
kill = 0
ignorehitpause = 1
supermovetime = 99990000000
pausemovetime = 99990000000

[state -2]
type = poweradd
triggerall = !ishelper
trigger1 = power < var(36)
value = var(36) - power
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999

[state -2]
type = varset
triggerall = !ishelper
trigger1 = power > var(36)
var(36) = power
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999

[State -2]
type = VarAdd
trigger1 = roundstate = 2
var(37) = 1
persistent = 1

[State -2]
type = VarSet
trigger1 = roundstate = 0
var(37) = 0

[state -2];実験用
type = null;poweradd
triggerall = palno = [11,12]
triggerall = roundstate = 2
trigger1 = var(37) = 600
trigger2 = var(37) = 1200
trigger3 = var(37) = 1800
trigger4 = var(37) = 2400
value = powermax


[State -2]
type = selfstate
triggerall = palno = [7,10]
triggerall = movereversed
trigger1 = !ishelper
value = 150 + (statetype = C)*2 + (statetype = A)*4
ignorehitpause = 1

[State -2]
type = destroyself
triggerall = palno = [7,10]
triggerall = movereversed
trigger1 = ishelper
ignorehitpause = 1





[State -2]
type = helper
triggerall =!ishelper&&numhelper(020140010)=0;!numhelper(020140010)
trigger1 = stateno = 19201
id = 020140010
persistent = 1
name = "off"
pos = 0,0
postype = P1
stateno = 020140010
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999

[State -2]
type = helper
triggerall = !ishelper&&numhelper(020140015)=0;!numhelper(020140015)
trigger1 = stateno = 19201
id = 020140015
persistent = 1
name = "reversal"
pos = 0,0
postype = P1
stateno = 020140015
facing=1
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999

[State -2]
type = helper
triggerall =!ishelper&&numhelper(1013010)=0&&roundstate=2&&helper(020140015),var(0)
trigger1 = stateno = 19201&&helper(020140015),var(41)&&enemy,numprojid(4500120)>=1
id = 1013010
persistent = 1
name = "reversal2"
pos = 0,0
postype = p1;left
stateno = 1013010
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999

[State -2]
type = Projectile
triggerall = !ishelper&&helper(020140015),var(0)
trigger1 = stateno = 19201&&helper(020140015),var(41);=22050
attr = S, NA
projanim = 020140011
projhitanim = -1
projid = 169994
projpriority = 2
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 50
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 450000
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state -2]
type = targetstate
triggerall = ishelper&&helper(020140015),var(0);stateno=19201&&
trigger1 = helper(020140015),var(41);=22050
value = 450000
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = ReversalDef
triggerall = !ishelper&&helper(020140015),var(0)
trigger1 = helper(020140015),var(41);=22050
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2];セルフ
type = SelfState
trigger1 = ishelper&&!ishelper(32100000)&&!ishelper(9100100)&&!ishelper(11355)&&!ishelper(910010)&&!ishelper(310020)&&!ishelper(113550)&&roundstate=2
;triggerall = stateno != [11355,13556]
;triggerall = stateno != [11357,11358]
;triggerall = stateno != [1135500,1135501]
;triggerall = stateno != [1135502,1135503]
;triggerall = stateno != 100500
trigger1 = var(31) != gametime || stateno = [5000,5150]
;trigger2 = stateno != 910010
;trigger2 = movetype = H&&stateno!=[11355,11360]
value = 0;910010
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = null;SelfState
triggerall = ishelper(9100100)&&roundstate>=3
trigger1 = var(31) != gametime
trigger2 = stateno != 910010
trigger2 = movetype = H
value = 0
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
trigger1 = ishelper(310020)
trigger1 = var(31) != gametime || stateno=[5000,5150]
value = 310020
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
trigger1 = ishelper(9100100)
value = 910010
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = ishelper(11355)
trigger1 = stateno!=11355&&stateno!=11356&&stateno!=11357&&stateno!=11358&&stateno!=11359&&stateno!=11360
trigger2 = var(31) != gametime
value = 910010
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = ishelper(113550)
trigger1 = stateno!=11355&&stateno!=11356&&stateno!=11357&&stateno!=11358&&stateno!=11359&&stateno!=11360
trigger2 = var(31) != gametime
value = 910010
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = null;SelfState
triggerall = ishelper(32100000)&&roundstate = 2
triggerall = stateno != [11355,13556]
triggerall = stateno != [11357,11358]
triggerall = stateno != [1135500,1135501]
triggerall = stateno != [1135502,1135503]
triggerall = stateno != 100500
trigger1 = var(31) != gametime
trigger2 = stateno != 910010
trigger2 = movetype = H
value = 9999090909
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2];セルフ
type = SelfState
triggerall = name="Phantom Mizuchi"&&!ishelper&&palno=[11,12] 
trigger1 = var(31) != gametime
trigger2 = movetype = A&&time>=450
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = CtrlSet
triggerall = name="Phantom Mizuchi"&&roundstate=2&&!ishelper&&palno=[11,12]
trigger1 = var(31) != gametime
trigger2 = movetype=I&&time>=450
trigger3 = movetype=A&&time>=500
value = 1

[state -2]
type = destroyself
trigger1 = var(31) != gametime
ignorehitpause = 1

[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]
type = varset 
trigger1 = 1
v = 1
value = life

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

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

;----------------------------------------
;発狂フラグ

[State -2]
type = VarAdd
triggerall = !var(59)
triggerall = name = "Phantom Mizuchi"
triggerall = palno = [11,12]
triggerall = roundstate = 2
triggerall = var(38) != 1850
trigger1 = numhelper <= 1
var(38) = 1
persistent = 1

[State -2];AI用
type = VarAdd
triggerall = var(59)
triggerall = name = "Phantom Mizuchi"
triggerall = palno = [11,12]
triggerall = roundstate = 2
triggerall = var(38) != 1850
trigger1 = numhelper <= 2
var(38) = 1
persistent = 1

[State -2]
type = VarSet
triggerall = name = "Phantom Mizuchi"
;triggerall = palno = [11,12]
trigger1 = roundstate = 0
var(38) = 0

[State -2]
type = VarSet
triggerall = !var(59)
triggerall = name = "Phantom Mizuchi"
triggerall = palno = [11,12]
triggerall = roundstate = 2
triggerall = var(38) <= 1849
trigger1 = numhelper > 1
var(38) = 0

[State -2];AI用
type = VarSet
triggerall = var(59)
triggerall = name = "Phantom Mizuchi"
triggerall = palno = [11,12]
triggerall = roundstate = 2
triggerall = var(38) <= 1849
trigger1 = numhelper > 2
var(38) = 0

[state -2]
type = poweradd
triggerall = name = "Phantom Mizuchi"
triggerall = palno = [11,12]
triggerall = roundstate = 2
trigger1 = var(38) >= 1850
value = powermax

[State -2];チェック
type = null;assertspecial
triggerall = name = "Phantom Mizuchi"
triggerall = palno = [11,12]
trigger1 = var(38) = 1850
ignoreHitPause = 1
flag = nomusic

[State -2]
type = null;PlaySnd
triggerall = name = "Phantom Mizuchi"
triggerall = palno = [11,12]
trigger1 = var(38) = 1849
value = 3550,0
volume = 250
loop = 1
persistent = 0

[State -2]
type = varadd
triggerall = palno = [11,12]
triggerall = roundstate = 2
triggerall = var(35) = 10
triggerall = var(38) = 1850
triggerall = stateno != 11050
trigger1 = helper(100500),GetHitVar(damage) <= 499
trigger1 = helper(100500),GetHitVar(damage) >= 1
trigger1 = p2life < lifemax/2
trigger1 = p2life != 0
v = 32
value = 30

[State -2]
type = PalFx
triggerall = roundstate >= 0
triggerall = var(38) = 1850
triggerall = stateno != 191;190
triggerall = stateno != 171000
triggerall = stateno != 171010
trigger1 = GameTime%40 = 0
add = 0,0,0
sinadd = 100,100,100,40
time = 40
ignorehitpause = 1

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

[State -2]
type = assertspecial
triggerall = roundno = 1
trigger1 = roundstate < 2
flag = nomusic

[state -2]
type = playerpush
trigger1 = 1
value = 0

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State -2]
type = AssertSpecial
triggerall = loseko
trigger1 = time > 80
trigger1 = (GameTime%2) = 1
flag = invisible

[State -2]
type = AssertSpecial
triggerall = loseko
trigger1 = time > 100
flag = invisible

[State -2]
type = PlaySnd
triggerall = loseko
trigger1 = time = 100
value = 211, 0

[State 191, 3]
type = PlaySnd
triggerall = loseko
trigger1 = Time = 80
value = 11,0
freqmul = 0.7+((random%2)*0.1)

[State -2]
type = assertspecial
triggerall = win
triggerall = stateno != 181
triggerall = stateno != 183
trigger1 = 1
flag = roundnotover
ignorehitpause = 1
pausemovetime = 99999999999999999999999
supermovetime = 99999999999999999999999

;-------------------------
[State -2];透明処理
type = Trans
triggerall = !ishelper&&palno = [11,12]
trigger1 = numhelper(171001) = 0
trigger1 = numhelper(171002) = 0
trigger1 = var(35) != 10
trigger1 = 1
trigger2 = var(35) = 10
trigger2 = var(32) <= 1000
trigger2 = 1
trans = addalpha
alpha = 200,200;60,256

[State -2]
type = Trans
triggeall = !ishelper&&palno = [11,12]
trigger1 = var(35) = 10
trigger1 = var(32) >= 1001
trigger1 = 1
trans = addalpha
alpha = 250,256

[State -2]
type = Trans
triggerall = !ishelper&&palno != [10,12]
trigger1 = numhelper(171001) = 0
trigger1 = numhelper(171002) = 0
trigger1 = 1
trigger1 = p2life >= lifemax/2
trans = addalpha
alpha = 100,256

[State -2]
type = Trans
triggerall = !ishelper&&palno != [10,12]
trigger1 = numhelper(171001) = 0
trigger1 = numhelper(171002) = 0
trigger1 = 1
trigger1 = p2life <= lifemax/2
trigger1 = p2life >= 200
trans = addalpha
alpha = 160,256

[State -2]
type = Trans
triggerall = !ishelper&&palno != [10,12]
trigger1 = numhelper(171001) = 0
trigger1 = numhelper(171002) = 0
trigger1 = 1
trigger1 = p2life <= lifemax/2
trigger1 = p2life < 200
;trigger1 = p2life != 0 
trans = addalpha
alpha = 220,256

[State -2]
type = Trans
triggerall = !ishelper
trigger1 = numhelper(11355) != 0
trigger1 = 1
trans = addalpha
alpha = 10,256

[State -2]
type = null;Trans
trigger1 = numhelper(113550) != 0
trigger1 = 1
trans = addalpha
alpha = 10,256

[State -2]
type = null;AssertSpecial
trigger1 = numhelper(11355) != 0
trigger1 = 1
flag = noko

[State -2]
type = null;PalFx
trigger1 = GameTime%40 = 0
add = -84,-84,-84;-64,-64,-64
sinadd = 84,84,84,80
time = 40
ignorehitpause = 1

[State -2];色
type = PalFx
;triggerall = roundstate >= 2
triggerall = !ishelper
triggerall = roundstate >= 0
triggerall = var(38) <= 1849
triggerall = stateno != 191;190
triggerall = stateno != 171000
triggerall = stateno != 171010
triggerall =var(14)=2&&var(20)=3&&var(21)=4&&var(22)=5&&var(23)=6&&var(24)=7&&var(25)=8&&var(26)=9&&var(27)=0&&var(28)=1&&var(29)=2&&var(30)=3&&var(39)=4&&var(40)=5&&var(41)=6&&var(42)=7&&var(43)=8&&var(44)=9&&var(45)=0&&var(46)=1
triggerall =var(47)=2&&var(48)=3&&var(49)=4&&var(50)=5&&var(51)=6&&var(52)=7&&var(53)=8&&var(54)=9&&var(55)=0&&var(56)=1&&var(57)=2&&var(58)=3&&fvar(4)=1&&fvar(5)=2&&fvar(6)=3&&fvar(7)=4&&fvar(8)=5&&fvar(9)=6&&fvar(10)=7&&fvar(11)=8
triggerall =fvar(12)=9&&fvar(13)=0&&fvar(14)=1&&fvar(15)=2&&fvar(16)=3&&fvar(17)=4&&fvar(18)=5&&fvar(19)=6&&fvar(20)=7&&fvar(21)=8&&fvar(22)=9&&fvar(23)=0&&fvar(24)=1&&fvar(25)=2&&fvar(26)=3&&fvar(27)=4&&fvar(28)=5&&fvar(29)=6&&fvar(30)=7&&fvar(31)=8
triggerall =fvar(32)=9&&fvar(33)=0&&fvar(34)=1&&fvar(35)=2&&fvar(36)=3&&fvar(37)=4&&fvar(38)=5&&fvar(39)=6
trigger1 = GameTime%80 = 0
add = 0,0,0
sinadd = 100,100,100,80
time = 80
ignorehitpause = 1
;-------------------------

[State -2]
type = DefenceMulSet
triggerall = palno != [7,12]
trigger1 = p2life >= lifemax/2
value = .6

[State -2]
type = DefenceMulSet
triggerall = palno != [7,12]
trigger1 = p2life <= lifemax/2
trigger1 = p2life >= 200
value = 1.4

[State -2]
type = DefenceMulSet
triggerall = palno != [7,12]
trigger1 = p2life <= lifemax/2
trigger1 = p2life <= 200
value = 1.8

[State -2]
type = DefenceMulSet
trigger1 = numhelper(11355) != 0
value = .3

[State -2]
type = NotHitBy
triggerall = palno = [7,10]
trigger1 = numhelper(11355) != 0
trigger1 = p2life >= lifemax/2
trigger1 = 1
value = SCA,AA,AT,AP


[State -2]
type = AttackMulSet
triggerall = palno = [7,10]
trigger1 = p2life <= lifemax/2
value = .5

[State -2]
type = assertspecial
triggerall = palno = [7,10]
trigger1 = p2life >= lifemax/2
trigger1 = 1 
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard

[State -2]
type = HitOverride
triggerall = palno = [7,10]
triggerall = prevstateno != [40,50]
triggerall = alive = 1
triggerall = statetype != A
triggerall = p2life >= lifemax/2
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 10070
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = HitOverride
triggerall = palno = [7,10]
triggerall = statetype = A
triggerall = p2life >= lifemax/2
triggerall = alive = 1
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 10071
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = HitOverride
triggerall = palno = [7,10]
triggerall = stateno = 40 || stateno = 52
triggerall = p2life >= lifemax/2
triggerall = alive = 1
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 10072
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999



;保険
[State -2]
type = HitOverride
triggerall = palno = [11,12]
triggerall = prevstateno != [40,50]
triggerall = alive = 1
triggerall = statetype != A
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 10070000
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = HitOverride
triggerall = palno = [11,12]
triggerall = statetype = A
triggerall = alive = 1
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 10071000
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = HitOverride
triggerall = palno = [11,12]
triggerall = stateno = 40 || stateno = 52
triggerall = alive = 1
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 10072000
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999


[State 10050]
type = lifeadd
triggerall = palno != [7,12]
trigger1 = numhelper(11355) != 0
trigger1 = (GameTime%2) = 1
value = 1
absolute = 1

[State 10050]
type = poweradd
trigger1 = numhelper(11355) != 0
trigger1 = (GameTime%2) = 1
value = 5

[State 10050]
type = poweradd
trigger1 = numhelper(113550) != 0
trigger1 = (GameTime%2) = 1
value = 5

[State 10050]
type = poweradd
triggerall = palno = [11,12]
trigger1 = (GameTime%2) = 1
value = 5


[State -2];タイムアップ 無条件 廃止
type = null;LifeSet
triggerall = palno = [11,12]
triggerall = alive
trigger1 = roundstate != 2
trigger1 = enemy,alive = 1
value = lifemax

[State -2];タイムアップ
type = LifeSet
triggerall = palno = [11,12]
triggerall = var(38) <= 1849
triggerall = alive
triggerall = p2life>=enemy,lifemax*0.8
trigger1 = roundstate != 2
trigger1 = enemy,alive = 1
value = lifemax

[State -2];タイムアップ発狂後
type = LifeSet
triggerall = palno = [11,12]
triggerall = var(38) >= 1850
triggerall = alive
trigger1 = roundstate != 2
trigger1 = enemy,alive = 1
value = lifemax

[State -2];タイムアップ相手8割未満変換回復
type = lifeset
triggerall = palno = [11,12]
triggerall = var(38) <= 1849
triggerall = var(35) = 10
triggerall = alive
triggerall = p2life<enemy,lifemax*0.8
trigger1 = roundstate != 2
trigger1 = enemy,alive = 1
value = fvar(1)-var(32)

[State -2]
type = varset
triggerall = palno = [11,12]
trigger1 = roundstate != 3
fv = 1
value = 1200


[State -2]
type = NotHitBy
trigger1 = RoundState != 2
value = SCA,AA,AT,AP
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999

[State -2]
type = AssertSpecial
triggerall = name = "Phantom Mizuchi"&&palno = [11,12]
trigger1 = roundstate != 2
trigger1 = p2life != 0
flag = noko
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999

[State -2]
type = assertspecial
triggerall = palno = [11,12]
trigger1 = 1 
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard


[State -2]
type = NotHitBy
triggerall = palno = [11,12]
trigger1 = 1
value = SCA,AA,AT,AP

[state -2]
type = null;lifeset
triggerall = ishelper
;triggerall = palno != 10
trigger1 = 1
value = lifemax
ignorehitpause = 1
supermovetime = 99990000000
pausemovetime = 99990000000

[State -2];アーマーヘルパ
type = Helper
triggerall = !ishelper
triggerall = palno = [11,12]
triggerall = NumHelper(100500) = 0
trigger1 = roundstate = 2
stateno = 100500
name = "Helper"
ID = 100500
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

;----------------------------------
[State 10050];アーマ12
type = lifeadd
triggerall = roundstate = 2
triggerall = var(35) != 10
triggerall = var(3) != 950
triggerall = numhelper(113550) = 0
triggerall = stateno != 11050
triggerall =var(14)=2&&var(20)=3&&var(21)=4&&var(22)=5&&var(23)=6&&var(24)=7&&var(25)=8&&var(26)=9&&var(27)=0&&var(28)=1&&var(29)=2&&var(30)=3&&var(39)=4&&var(40)=5&&var(41)=6&&var(42)=7&&var(43)=8&&var(44)=9&&var(45)=0&&var(46)=1
triggerall =var(47)=2&&var(48)=3&&var(49)=4&&var(50)=5&&var(51)=6&&var(52)=7&&var(53)=8&&var(54)=9&&var(55)=0&&var(56)=1&&var(57)=2&&var(58)=3&&fvar(4)=1&&fvar(5)=2&&fvar(6)=3&&fvar(7)=4&&fvar(8)=5&&fvar(9)=6&&fvar(10)=7&&fvar(11)=8
triggerall =fvar(12)=9&&fvar(13)=0&&fvar(14)=1&&fvar(15)=2&&fvar(16)=3&&fvar(17)=4&&fvar(18)=5&&fvar(19)=6&&fvar(20)=7&&fvar(21)=8&&fvar(22)=9&&fvar(23)=0&&fvar(24)=1&&fvar(25)=2&&fvar(26)=3&&fvar(27)=4&&fvar(28)=5&&fvar(29)=6&&fvar(30)=7&&fvar(31)=8
triggerall =fvar(32)=9&&fvar(33)=0&&fvar(34)=1&&fvar(35)=2&&fvar(36)=3&&fvar(37)=4&&fvar(38)=5&&fvar(39)=6
trigger1 = helper(100500),GetHitVar(damage) <= 499
trigger1 = helper(100500),GetHitVar(damage) >= 1
trigger1 = life > 101
;trigger1 = p2life != 0
value = -70
absolute = 1

[State 10050]
type = lifeadd
triggerall = roundstate = 2
triggerall = var(35) != 10
triggerall = var(3) != 950
triggerall = numhelper(113550) = 0
triggerall = stateno != 11050
triggerall =var(14)=2&&var(20)=3&&var(21)=4&&var(22)=5&&var(23)=6&&var(24)=7&&var(25)=8&&var(26)=9&&var(27)=0&&var(28)=1&&var(29)=2&&var(30)=3&&var(39)=4&&var(40)=5&&var(41)=6&&var(42)=7&&var(43)=8&&var(44)=9&&var(45)=0&&var(46)=1
triggerall =var(47)=2&&var(48)=3&&var(49)=4&&var(50)=5&&var(51)=6&&var(52)=7&&var(53)=8&&var(54)=9&&var(55)=0&&var(56)=1&&var(57)=2&&var(58)=3&&fvar(4)=1&&fvar(5)=2&&fvar(6)=3&&fvar(7)=4&&fvar(8)=5&&fvar(9)=6&&fvar(10)=7&&fvar(11)=8
triggerall =fvar(12)=9&&fvar(13)=0&&fvar(14)=1&&fvar(15)=2&&fvar(16)=3&&fvar(17)=4&&fvar(18)=5&&fvar(19)=6&&fvar(20)=7&&fvar(21)=8&&fvar(22)=9&&fvar(23)=0&&fvar(24)=1&&fvar(25)=2&&fvar(26)=3&&fvar(27)=4&&fvar(28)=5&&fvar(29)=6&&fvar(30)=7&&fvar(31)=8
triggerall =fvar(32)=9&&fvar(33)=0&&fvar(34)=1&&fvar(35)=2&&fvar(36)=3&&fvar(37)=4&&fvar(38)=5&&fvar(39)=6
trigger1 = helper(100500),GetHitVar(damage) <= 499
trigger1 = helper(100500),GetHitVar(damage) >= 1
trigger1 = p2life < lifemax/2
trigger1 = life < 100
trigger1 = life > 31
trigger1 = p2life != 0
value = -10
absolute = 1

[State 10050]
type = lifeadd
triggerall = roundstate = 2
triggerall = var(35) != 10
triggerall = var(3) != 950
triggerall = numhelper(113550) = 0
triggerall = stateno != 11050
triggerall =var(14)=2&&var(20)=3&&var(21)=4&&var(22)=5&&var(23)=6&&var(24)=7&&var(25)=8&&var(26)=9&&var(27)=0&&var(28)=1&&var(29)=2&&var(30)=3&&var(39)=4&&var(40)=5&&var(41)=6&&var(42)=7&&var(43)=8&&var(44)=9&&var(45)=0&&var(46)=1
triggerall =var(47)=2&&var(48)=3&&var(49)=4&&var(50)=5&&var(51)=6&&var(52)=7&&var(53)=8&&var(54)=9&&var(55)=0&&var(56)=1&&var(57)=2&&var(58)=3&&fvar(4)=1&&fvar(5)=2&&fvar(6)=3&&fvar(7)=4&&fvar(8)=5&&fvar(9)=6&&fvar(10)=7&&fvar(11)=8
triggerall =fvar(12)=9&&fvar(13)=0&&fvar(14)=1&&fvar(15)=2&&fvar(16)=3&&fvar(17)=4&&fvar(18)=5&&fvar(19)=6&&fvar(20)=7&&fvar(21)=8&&fvar(22)=9&&fvar(23)=0&&fvar(24)=1&&fvar(25)=2&&fvar(26)=3&&fvar(27)=4&&fvar(28)=5&&fvar(29)=6&&fvar(30)=7&&fvar(31)=8
triggerall =fvar(32)=9&&fvar(33)=0&&fvar(34)=1&&fvar(35)=2&&fvar(36)=3&&fvar(37)=4&&fvar(38)=5&&fvar(39)=6
trigger1 = helper(100500),GetHitVar(damage) <= 499
trigger1 = helper(100500),GetHitVar(damage) >= 1
trigger1 = p2life < lifemax/2
trigger1 = life <= 30
trigger1 = life >= 1
trigger1 = p2life != 0
value = -1
absolute = 1

[State 10050]
type = lifeadd
triggerall = roundstate = 2
triggerall = var(35) != 10
triggerall = var(3) != 950
triggerall = numhelper(113550) = 0
triggerall = stateno != 11050
triggerall =var(14)=2&&var(20)=3&&var(21)=4&&var(22)=5&&var(23)=6&&var(24)=7&&var(25)=8&&var(26)=9&&var(27)=0&&var(28)=1&&var(29)=2&&var(30)=3&&var(39)=4&&var(40)=5&&var(41)=6&&var(42)=7&&var(43)=8&&var(44)=9&&var(45)=0&&var(46)=1
triggerall =var(47)=2&&var(48)=3&&var(49)=4&&var(50)=5&&var(51)=6&&var(52)=7&&var(53)=8&&var(54)=9&&var(55)=0&&var(56)=1&&var(57)=2&&var(58)=3&&fvar(4)=1&&fvar(5)=2&&fvar(6)=3&&fvar(7)=4&&fvar(8)=5&&fvar(9)=6&&fvar(10)=7&&fvar(11)=8
triggerall =fvar(12)=9&&fvar(13)=0&&fvar(14)=1&&fvar(15)=2&&fvar(16)=3&&fvar(17)=4&&fvar(18)=5&&fvar(19)=6&&fvar(20)=7&&fvar(21)=8&&fvar(22)=9&&fvar(23)=0&&fvar(24)=1&&fvar(25)=2&&fvar(26)=3&&fvar(27)=4&&fvar(28)=5&&fvar(29)=6&&fvar(30)=7&&fvar(31)=8
triggerall =fvar(32)=9&&fvar(33)=0&&fvar(34)=1&&fvar(35)=2&&fvar(36)=3&&fvar(37)=4&&fvar(38)=5&&fvar(39)=6
trigger1 = helper(100500),GetHitVar(damage) <= 499
trigger1 = helper(100500),GetHitVar(damage) >= 1
trigger1 = p2life < lifemax/2
trigger1 = life <= 30
trigger1 = life >= 1
trigger1 = p2life != 0
value = -var(1)/6
absolute = 1

[State 10050]
type = lifeadd
triggerall = roundstate = 2
triggerall = var(35) != 10
triggerall = stateno != 11050
triggerall = var(3) = 950 || numhelper(113550)
triggerall =var(14)=2&&var(20)=3&&var(21)=4&&var(22)=5&&var(23)=6&&var(24)=7&&var(25)=8&&var(26)=9&&var(27)=0&&var(28)=1&&var(29)=2&&var(30)=3&&var(39)=4&&var(40)=5&&var(41)=6&&var(42)=7&&var(43)=8&&var(44)=9&&var(45)=0&&var(46)=1
triggerall =var(47)=2&&var(48)=3&&var(49)=4&&var(50)=5&&var(51)=6&&var(52)=7&&var(53)=8&&var(54)=9&&var(55)=0&&var(56)=1&&var(57)=2&&var(58)=3&&fvar(4)=1&&fvar(5)=2&&fvar(6)=3&&fvar(7)=4&&fvar(8)=5&&fvar(9)=6&&fvar(10)=7&&fvar(11)=8
triggerall =fvar(12)=9&&fvar(13)=0&&fvar(14)=1&&fvar(15)=2&&fvar(16)=3&&fvar(17)=4&&fvar(18)=5&&fvar(19)=6&&fvar(20)=7&&fvar(21)=8&&fvar(22)=9&&fvar(23)=0&&fvar(24)=1&&fvar(25)=2&&fvar(26)=3&&fvar(27)=4&&fvar(28)=5&&fvar(29)=6&&fvar(30)=7&&fvar(31)=8
triggerall =fvar(32)=9&&fvar(33)=0&&fvar(34)=1&&fvar(35)=2&&fvar(36)=3&&fvar(37)=4&&fvar(38)=5&&fvar(39)=6
trigger1 = helper(100500),GetHitVar(damage) <= 499
trigger1 = helper(100500),GetHitVar(damage) >= 1
trigger1 = life > 101
value = -10
absolute = 1

[State 10050]
type = lifeadd
triggerall = roundstate = 2
triggerall = var(35) != 10
triggerall = var(3) = 950 || numhelper(113550)
triggerall = stateno != 11050
triggerall =var(14)=2&&var(20)=3&&var(21)=4&&var(22)=5&&var(23)=6&&var(24)=7&&var(25)=8&&var(26)=9&&var(27)=0&&var(28)=1&&var(29)=2&&var(30)=3&&var(39)=4&&var(40)=5&&var(41)=6&&var(42)=7&&var(43)=8&&var(44)=9&&var(45)=0&&var(46)=1
triggerall =var(47)=2&&var(48)=3&&var(49)=4&&var(50)=5&&var(51)=6&&var(52)=7&&var(53)=8&&var(54)=9&&var(55)=0&&var(56)=1&&var(57)=2&&var(58)=3&&fvar(4)=1&&fvar(5)=2&&fvar(6)=3&&fvar(7)=4&&fvar(8)=5&&fvar(9)=6&&fvar(10)=7&&fvar(11)=8
triggerall =fvar(12)=9&&fvar(13)=0&&fvar(14)=1&&fvar(15)=2&&fvar(16)=3&&fvar(17)=4&&fvar(18)=5&&fvar(19)=6&&fvar(20)=7&&fvar(21)=8&&fvar(22)=9&&fvar(23)=0&&fvar(24)=1&&fvar(25)=2&&fvar(26)=3&&fvar(27)=4&&fvar(28)=5&&fvar(29)=6&&fvar(30)=7&&fvar(31)=8
triggerall =fvar(32)=9&&fvar(33)=0&&fvar(34)=1&&fvar(35)=2&&fvar(36)=3&&fvar(37)=4&&fvar(38)=5&&fvar(39)=6
trigger1 = helper(100500),GetHitVar(damage) <= 499
trigger1 = helper(100500),GetHitVar(damage) >= 1
trigger1 = p2life < lifemax/2
trigger1 = life <= 100
trigger1 = life >= 30
trigger1 = p2life != 0
value = -2
absolute = 1


[State 10050]
type = lifeadd
triggerall = roundstate = 2
triggerall = helper(100500),GetHitVar(damage) >= 1
triggerall = stateno != 11050
triggerall = var(3) != 950
triggerall = life >= 121
triggerall = p2life != 0
trigger1 = var(32) >= 1201
trigger2 = var(38) >= 1851
trigger3 = var(38) <= -1
trigger4 = var(6) >= 3 || var(6) < 0
trigger5 = var(8) >= 1000
trigger6 = var(10) >= 3 || var(10) < 0
trigger7 = var(12) >= 2 || var(12) < 0
trigger8 = var(14) != 2
trigger9 = var(20) != 3 || var(21) != 4 || var(22) != 5 || var(23) != 6 || var(24) != 7 || var(25) != 8
trigger10 = var(26) != 9 || var(27) != 0 || var(28) != 1 || var(29) != 2 || var(30) != 3 || var(39) != 4
trigger11 = var(37) < 0
trigger12 = var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger13 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger14 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger15 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger16 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger17 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger18 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger19 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger20 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger21 = fvar(39) != 6
value = -40
absolute = 1

[State 10050]
type = lifeadd
triggerall = roundstate = 2
triggerall = helper(100500),GetHitVar(damage) <= 499
triggerall = helper(100500),GetHitVar(damage) >= 1
triggerall = stateno != 11050
triggerall = var(3) != 950
triggerall = life <= 120
triggerall = p2life != 0
;triggerall = var(35) != 10
trigger1 = var(32) >= 1201
trigger2 = var(38) >= 1851
trigger3 = var(38) <= -1
trigger4 = var(6) >= 3 || var(6) < 0
trigger5 = var(8) >= 1000
trigger6 = var(10) >= 3 || var(10) < 0
trigger7 = var(12) >= 2 || var(12) < 0
trigger8 = var(14) != 2
trigger9 = var(20) != 3 || var(21) != 4 || var(22) != 5 || var(23) != 6 || var(24) != 7 || var(25) != 8
trigger10 = var(26) != 9 || var(27) != 0 || var(28) != 1 || var(29) != 2 || var(30) != 3 || var(39) != 4
trigger11 = var(37) < 0
trigger12 = var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger13 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger14 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger15 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger16 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger17 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger18 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger19 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger20 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger21 = fvar(39) != 6
value = -1
absolute = 1

[State 10050]
type = lifeadd
triggerall = roundstate = 2
triggerall = helper(100500),GetHitVar(damage) <= 499
triggerall = helper(100500),GetHitVar(damage) >= 1
triggerall = stateno != 11050
triggerall = var(3) != 950
triggerall = life <= 120
triggerall = p2life != 0
;triggerall = var(35) != 10
trigger1 = var(32) >= 1201
trigger2 = var(38) >= 1851
trigger3 = var(38) <= -1
trigger4 = var(6) >= 3 || var(6) < 0
trigger5 = var(8) >= 1000
trigger6 = var(10) >= 3 || var(10) < 0
trigger7 = var(12) >= 2 || var(12) < 0
trigger8 = var(14) != 2
trigger9 = var(20) != 3 || var(21) != 4 || var(22) != 5 || var(23) != 6 || var(24) != 7 || var(25) != 8
trigger10 = var(26) != 9 || var(27) != 0 || var(28) != 1 || var(29) != 2 || var(30) != 3 || var(39) != 4
trigger11 = var(37) < 0
trigger12 = var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger13 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger14 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger15 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger16 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger17 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger18 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger19 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger20 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger21 = fvar(39) != 6
value = -var(1)/8
absolute = 1
;----------------------------------------

[State -2]
type = poweradd
triggerall = roundstate = 2
trigger1 = helper(100500),GetHitVar(damage) >= 500
value = 2000

[state -2]
type = null;powerset
trigger1 = var(32) >= 1201
trigger2 = var(38) >= 1851
;trigger3 = var(38) <= -1
value = powermax

;------------------------------
;弄るな 危険↓↓↓ WARNING
;------------------------------
[State -2]
type = AssertSpecial
triggerall = enemy,alive&&p2life > 0
trigger1 = var(32) >= 1201
trigger2 = var(38) >= 1851
trigger3 = var(38) <= -1
trigger4 = var(6) >= 3 || var(6) < 0
trigger5 = var(8) >= 1000
trigger6 = var(10) >= 3 || var(10) < 0
trigger7 = var(12) >= 2 || var(12) < 0
trigger8 = var(14) != 2
trigger9 = var(20) != 3 || var(21) != 4 || var(22) != 5 || var(23) != 6 || var(24) != 7 || var(25) != 8
trigger10 = var(26) != 9 || var(27) != 0 || var(28) != 1 || var(29) != 2 || var(30) != 3 || var(39) != 4
trigger11 = var(37) < 0
trigger12 = var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger13 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger14 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger15 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger16 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger17 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger18 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger19 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger20 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger21 = fvar(39) != 6
flag = noko
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999

[State -2]
type = AssertSpecial
trigger1 = stateno = 0000002
flag = noko
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999

[State -2]
type = lifeadd
triggerall = life <= 30;life <= 50
trigger1 = var(32) >= 1201
trigger2 = var(38) >= 1851
trigger3 = var(38) <= -1
trigger4 = var(6) >= 3 || var(6) < 0
trigger5 = var(8) >= 1000
trigger6 = var(10) >= 3 || var(10) < 0
trigger7 = var(12) >= 2 || var(12) < 0
trigger8 = var(14) != 2
trigger9 = var(20) != 3 || var(21) != 4 || var(22) != 5 || var(23) != 6 || var(24) != 7 || var(25) != 8
trigger10 = var(26) != 9 || var(27) != 0 || var(28) != 1 || var(29) != 2 || var(30) != 3 || var(39) != 4
trigger11 = var(37) < 0
trigger12 = var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger13 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger14 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger15 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger16 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger17 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger18 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger19 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger20 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger21 = fvar(39) != 6
value = lifemax/4
kill = 0

[State -2]
type = SelfState
triggerall = var(31) != gametime || stateno = [5000,5150]
trigger1 = var(32) >= 1201
trigger2 = var(38) >= 1851
trigger3 = var(38) <= -1
trigger4 = var(6) >= 3 || var(6) < 0
trigger5 = var(8) >= 1000
trigger6 = var(10) >= 3 || var(10) < 0
trigger7 = var(12) >= 2 || var(12) < 0
trigger8 = var(14) != 2
trigger9 = var(20) != 3 || var(21) != 4 || var(22) != 5 || var(23) != 6 || var(24) != 7 || var(25) != 8
trigger10 = var(26) != 9 || var(27) != 0 || var(28) != 1 || var(29) != 2 || var(30) != 3 || var(39) != 4
trigger11 = var(37) < 0
trigger12 = var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger13 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger14 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger15 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger16 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger17 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger18 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger19 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger20 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger21 = fvar(39) != 6
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = lifeadd;lifeset
triggerall = roundstate != 2
trigger1 = var(32) >= 1201
trigger2 = var(38) >= 1851
trigger3 = var(38) <= -1
trigger4 = var(6) >= 3 || var(6) < 0
trigger5 = var(8) >= 1000
trigger6 = var(10) >= 3 || var(10) < 0
trigger7 = var(12) >= 2 || var(12) < 0
trigger8 = var(14) != 2
trigger9 = var(20) != 3 || var(21) != 4 || var(22) != 5 || var(23) != 6 || var(24) != 7 || var(25) != 8
trigger10 = var(26) != 9 || var(27) != 0 || var(28) != 1 || var(29) != 2 || var(30) != 3 || var(39) != 4
trigger11 = var(37) < 0
trigger12 = var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger13 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger14 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger15 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger16 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger17 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger18 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger19 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger20 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger21 = fvar(39) != 6
value = lifemax

[State -2]
type = poweradd
triggerall = (GameTime%2) = 1
triggerall = stateno != 10001&&stateno!=11001&&stateno!=19151&&stateno!=30051
trigger1 = var(32) >= 1201
trigger2 = var(38) >= 1851
trigger3 = var(38) <= -1
trigger4 = var(6) >= 3 || var(6) < 0
trigger5 = var(8) >= 1000
trigger6 = var(10) >= 3 || var(10) < 0
trigger7 = var(12) >= 2 || var(12) < 0
trigger8 = var(14) != 2
trigger9 = var(20) != 3 || var(21) != 4 || var(22) != 5 || var(23) != 6 || var(24) != 7 || var(25) != 8
trigger10 = var(26) != 9 || var(27) != 0 || var(28) != 1 || var(29) != 2 || var(30) != 3 || var(39) != 4
trigger11 = var(37) < 0
trigger12 = var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger13 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger14 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger15 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger16 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger17 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger18 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger19 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger20 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger21 = fvar(39) != 6
value = 20

[State -2]
type = PalFx
triggerall = !ishelper
triggerall = GameTime%30 = 0
trigger1 = var(32) >= 1201
trigger2 = var(38) >= 1851
trigger3 = var(38) <= -1
trigger4 = var(6) >= 3 || var(6) < 0
trigger5 = var(8) >= 1000
trigger6 = var(10) >= 3 || var(10) < 0
trigger7 = var(12) >= 2 || var(12) < 0
trigger8 = var(14) != 2
trigger9 = var(20) != 3 || var(21) != 4 || var(22) != 5 || var(23) != 6 || var(24) != 7 || var(25) != 8
trigger10 = var(26) != 9 || var(27) != 0 || var(28) != 1 || var(29) != 2 || var(30) != 3 || var(39) != 4
trigger11 = var(37) < 0
trigger12 = var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger13 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger14 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger15 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger16 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger17 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger18 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger19 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger20 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger21 = fvar(39) != 6
add = 0,0,0
sinadd = 150,150,150,30
time = 30
ignorehitpause = 1

[State -2]
type = lifeadd;lifeset
trigger1 = name = "Phantom Mizuchi"
trigger1 = p2life >=lifemax/2&&life<=0&&roundstate=2&&palno=[11,12]
trigger2 = var(31) != gametime&&palno=[11,12]
value = lifemax/2
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999

[State -2]
type = null;AssertSpecial
triggerall =var(14)=2&&var(20)=3&&var(21)=4&&var(22)=5&&var(23)=6&&var(24)=7&&var(25)=8&&var(26)=9&&var(27)=0&&var(28)=1&&var(29)=2&&var(30)=3&&var(39)=4&&var(40)=5&&var(41)=6&&var(42)=7&&var(43)=8&&var(44)=9&&var(45)=0&&var(46)=1
triggerall =var(47)=2&&var(48)=3&&var(49)=4&&var(50)=5&&var(51)=6&&var(52)=7&&var(53)=8&&var(54)=9&&var(55)=0&&var(56)=1&&var(57)=2&&var(58)=3&&fvar(4)=1&&fvar(5)=2&&fvar(6)=3&&fvar(7)=4&&fvar(8)=5&&fvar(9)=6&&fvar(10)=7&&fvar(11)=8
triggerall =fvar(12)=9&&fvar(13)=0&&fvar(14)=1&&fvar(15)=2&&fvar(16)=3&&fvar(17)=4&&fvar(18)=5&&fvar(19)=6&&fvar(20)=7&&fvar(21)=8&&fvar(22)=9&&fvar(23)=0&&fvar(24)=1&&fvar(25)=2&&fvar(26)=3&&fvar(27)=4&&fvar(28)=5&&fvar(29)=6&&fvar(30)=7&&fvar(31)=8
triggerall =fvar(32)=9&&fvar(33)=0&&fvar(34)=1&&fvar(35)=2&&fvar(36)=3&&fvar(37)=4&&fvar(38)=5&&fvar(39)=6
trigger1 = p2life >=lifemax/2&&palno=[11,12] 
flag = noko
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999

;------------------------------
;弄るな 危険↑↑↑ WARNING
;------------------------------
;------------------------------
;そのうち使える↓↓↓
;------------------------------
[State -2]
type = poweradd
triggerall = palno = [11,12]
triggerall = (GameTime%2) = 1
trigger1 = var(3) >= 950 || var(3) < 0
value = 20

[State -2]
type = varset
trigger1 = roundstate = 0
v = 3
value = 0
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999

[State -2]
type = varset
triggerall = roundstate != 0
trigger1 = var(3) >= 951 || var(3) < 0
v = 3
value = 950

[State -2];trigger1 = numprojid(****) = 1
type = varset
triggerall = !ishelper
trigger1 = var(9) - enemy,life>=1&&projhit=1,<2
v = 3
value = 0

[State -2]
type = varadd
triggerall = palno = [11,12]
triggerall = var(3) != 950
trigger1 = roundstate = 2
v = 3
value = 1


[State -2]
type = varadd
triggerall = palno = [11,12]
triggerall = roundstate = 2
triggerall = !numhelper(113550)
trigger1 = p2life > var(9)
v = 32
value = -260
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999

[state -2] 
type = null;changestate
triggerall = palno = [11,12]
triggerall = roundstate = 2
trigger1 = p2life > var(9)>=10
value = 30070
persistent = 0

[State -2]
type = null;lifeadd
triggerall = palno = [11,12]
triggerall = roundstate = 2
trigger1 = p2life > var(9)>=10
value = p2life
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999

[State -2]
type = null;poweradd
triggerall = palno = [11,12]
triggerall = roundstate = 2
trigger1 = p2life > var(9)>=10
value = 4000
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999

[State -2]
type = helper
triggerall = !ishelper
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = numhelper(113550) < 2
triggerall =var(14)=2&&var(20)=3&&var(21)=4&&var(22)=5&&var(23)=6&&var(24)=7&&var(25)=8&&var(26)=9&&var(27)=0&&var(28)=1&&var(29)=2&&var(30)=3&&var(39)=4&&var(40)=5&&var(41)=6&&var(42)=7&&var(43)=8&&var(44)=9&&var(45)=0&&var(46)=1
triggerall =var(47)=2&&var(48)=3&&var(49)=4&&var(50)=5&&var(51)=6&&var(52)=7&&var(53)=8&&var(54)=9&&var(55)=0&&var(56)=1&&var(57)=2&&var(58)=3&&fvar(4)=1&&fvar(5)=2&&fvar(6)=3&&fvar(7)=4&&fvar(8)=5&&fvar(9)=6&&fvar(10)=7&&fvar(11)=8
triggerall =fvar(12)=9&&fvar(13)=0&&fvar(14)=1&&fvar(15)=2&&fvar(16)=3&&fvar(17)=4&&fvar(18)=5&&fvar(19)=6&&fvar(20)=7&&fvar(21)=8&&fvar(22)=9&&fvar(23)=0&&fvar(24)=1&&fvar(25)=2&&fvar(26)=3&&fvar(27)=4&&fvar(28)=5&&fvar(29)=6&&fvar(30)=7&&fvar(31)=8
triggerall =fvar(32)=9&&fvar(33)=0&&fvar(34)=1&&fvar(35)=2&&fvar(36)=3&&fvar(37)=4&&fvar(38)=5&&fvar(39)=6
trigger1 = p2life > var(9)
id = 113550
persistent = 0
name = "Phantom"
pos = (Random%100)*ifelse(Random%100=0,-1,1),0
postype = p1
stateno = 11355
helpertype = player
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1

[State -2]
type = helper
triggerall = !ishelper
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = numhelper(113550) < 2
triggerall =var(14)=2&&var(20)=3&&var(21)=4&&var(22)=5&&var(23)=6&&var(24)=7&&var(25)=8&&var(26)=9&&var(27)=0&&var(28)=1&&var(29)=2&&var(30)=3&&var(39)=4&&var(40)=5&&var(41)=6&&var(42)=7&&var(43)=8&&var(44)=9&&var(45)=0&&var(46)=1
triggerall =var(47)=2&&var(48)=3&&var(49)=4&&var(50)=5&&var(51)=6&&var(52)=7&&var(53)=8&&var(54)=9&&var(55)=0&&var(56)=1&&var(57)=2&&var(58)=3&&fvar(4)=1&&fvar(5)=2&&fvar(6)=3&&fvar(7)=4&&fvar(8)=5&&fvar(9)=6&&fvar(10)=7&&fvar(11)=8
triggerall =fvar(12)=9&&fvar(13)=0&&fvar(14)=1&&fvar(15)=2&&fvar(16)=3&&fvar(17)=4&&fvar(18)=5&&fvar(19)=6&&fvar(20)=7&&fvar(21)=8&&fvar(22)=9&&fvar(23)=0&&fvar(24)=1&&fvar(25)=2&&fvar(26)=3&&fvar(27)=4&&fvar(28)=5&&fvar(29)=6&&fvar(30)=7&&fvar(31)=8
triggerall =fvar(32)=9&&fvar(33)=0&&fvar(34)=1&&fvar(35)=2&&fvar(36)=3&&fvar(37)=4&&fvar(38)=5&&fvar(39)=6
trigger1 = p2life > var(9)
id = 113550
persistent = 0
name = "Phantom"
pos = (Random%200)*ifelse(Random%2=0,-5,5),0
postype = p1
stateno = 11355
helpertype = player
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1

[State -2]
type = varadd
triggerall = palno = [11,12]
triggerall = roundstate = 2
triggerall = var(3) = 950
triggerall = stateno != 11050
triggerall =var(14)=2&&var(20)=3&&var(21)=4&&var(22)=5&&var(23)=6&&var(24)=7&&var(25)=8&&var(26)=9&&var(27)=0&&var(28)=1&&var(29)=2&&var(30)=3&&var(39)=4&&var(40)=5&&var(41)=6&&var(42)=7&&var(43)=8&&var(44)=9&&var(45)=0&&var(46)=1
triggerall =var(47)=2&&var(48)=3&&var(49)=4&&var(50)=5&&var(51)=6&&var(52)=7&&var(53)=8&&var(54)=9&&var(55)=0&&var(56)=1&&var(57)=2&&var(58)=3&&fvar(4)=1&&fvar(5)=2&&fvar(6)=3&&fvar(7)=4&&fvar(8)=5&&fvar(9)=6&&fvar(10)=7&&fvar(11)=8
triggerall =fvar(12)=9&&fvar(13)=0&&fvar(14)=1&&fvar(15)=2&&fvar(16)=3&&fvar(17)=4&&fvar(18)=5&&fvar(19)=6&&fvar(20)=7&&fvar(21)=8&&fvar(22)=9&&fvar(23)=0&&fvar(24)=1&&fvar(25)=2&&fvar(26)=3&&fvar(27)=4&&fvar(28)=5&&fvar(29)=6&&fvar(30)=7&&fvar(31)=8
triggerall =fvar(32)=9&&fvar(33)=0&&fvar(34)=1&&fvar(35)=2&&fvar(36)=3&&fvar(37)=4&&fvar(38)=5&&fvar(39)=6
trigger1 = helper(100500),GetHitVar(damage) >= 1
v = 32
value = -240
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = 1
v = 9
value = p2life

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 2
value = 0

[State -2];11,12Pカラー 変数リセット効果有無スイッチ
type = varset
trigger1 = roundstate=2&&palno=[11,12]
fv = 2
value = 1 ;1で有り 0でなし
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999

[State -2]
type = varset
trigger1 = roundstate = 0
v = 14
value = 2

[State -2]
type = varset
trigger1 = roundstate = 0
v = 20
value = 3

[State -2]
type = varset
trigger1 = roundstate = 0
v = 21
value = 4

[State -2]
type = varset
trigger1 = roundstate = 0
v = 22
value = 5

[State -2]
type = varset
trigger1 = roundstate = 0
v = 23
value = 6

[State -2]
type = varset
trigger1 = roundstate = 0
v = 24
value = 7

[State -2]
type = varset
trigger1 = roundstate = 0
v = 25
value = 8

[State -2]
type = varset
trigger1 = roundstate = 0
v = 26
value = 9

[State -2]
type = varset
trigger1 = roundstate = 0
v = 27
value = 0

[State -2]
type = varset
trigger1 = roundstate = 0
v = 28
value = 1

[State -2]
type = varset
trigger1 = roundstate = 0
v = 29
value = 2

[State -2]
type = varset
trigger1 = roundstate = 0
v = 30
value = 3

[State -2]
type = varset
trigger1 = roundstate = 0
v = 39
value = 4

[State -2]
type = varset
trigger1 = roundstate = 0
v = 40
value = 5

[State -2]
type = varset
trigger1 = roundstate = 0
v = 41
value = 6

[State -2]
type = varset
trigger1 = roundstate = 0
v = 42
value = 7

[State -2]
type = varset
trigger1 = roundstate = 0
v = 43
value = 8

[State -2]
type = varset
trigger1 = roundstate = 0
v = 44
value = 9

[State -2]
type = varset
trigger1 = roundstate = 0
v = 45
value = 0

[State -2]
type = varset
trigger1 = roundstate = 0
v = 46
value = 1

[State -2]
type = varset
trigger1 = roundstate = 0
v = 47
value = 2

[State -2]
type = varset
trigger1 = roundstate = 0
v = 48
value = 3

[State -2]
type = varset
trigger1 = roundstate = 0
v = 49
value = 4

[State -2]
type = varset
trigger1 = roundstate = 0
v = 50
value = 5

[State -2]
type = varset
trigger1 = roundstate = 0
v = 51
value = 6

[State -2]
type = varset
trigger1 = roundstate = 0
v = 52
value = 7

[State -2]
type = varset
trigger1 = roundstate = 0
v = 53
value = 8

[State -2]
type = varset
trigger1 = roundstate = 0
v = 54
value = 9

[State -2]
type = varset
trigger1 = roundstate = 0
v = 55
value = 0

[State -2]
type = varset
trigger1 = roundstate = 0
v = 56
value = 1

[State -2]
type = varset
trigger1 = roundstate = 0
v = 57
value = 2

[State -2]
type = varset
trigger1 = roundstate = 0
v = 58
value = 3

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 4
value = 1

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 5
value = 2

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 6
value = 3

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 7
value = 4

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 8
value = 5

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 9
value = 6

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 10
value = 7

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 11
value = 8

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 12
value = 9

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 13
value = 0

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 14
value = 1

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 15
value = 2

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 16
value = 3

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 17
value = 4

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 18
value = 5

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 19
value = 6

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 20
value = 7

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 21
value = 8

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 22
value = 9

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 23
value = 0

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 24
value = 1

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 25
value = 2

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 26
value = 3

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 27
value = 4

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 28
value = 5

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 29
value = 6

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 30
value = 7

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 31
value = 8

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 32
value = 9

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 33
value = 0

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 34
value = 1

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 35
value = 2

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 36
value = 3

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 37
value = 4

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 38
value = 5

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 39
value = 6

[State -2]
type = posset
triggerall = !ishelper
trigger1 = pos Y > 40
y = 0

[State -2]
type = varset
trigger1 = roundstate = 0
fv = 3
value = 0

[State -2]
type = varset
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = fvar(3) >= 9000 || fvar(3) <= -1
fv = 3
value = 0

[State -2]
type = varadd
triggerall = palno = [7,12]
triggerall = !ishelper
triggerall = roundstate = 2
trigger1 = 1
fv = 3
value = 1

[State -2]
type = lifeadd
triggerall = palno = [7,12]
triggerall = !ishelper
triggerall = roundstate = 2
triggerall = var(35) != 10
triggerall =var(14)=2&&var(20)=3&&var(21)=4&&var(22)=5&&var(23)=6&&var(24)=7&&var(25)=8&&var(26)=9&&var(27)=0&&var(28)=1&&var(29)=2&&var(30)=3&&var(39)=4&&var(40)=5&&var(41)=6&&var(42)=7&&var(43)=8&&var(44)=9&&var(45)=0&&var(46)=1
triggerall =var(47)=2&&var(48)=3&&var(49)=4&&var(50)=5&&var(51)=6&&var(52)=7&&var(53)=8&&var(54)=9&&var(55)=0&&var(56)=1&&var(57)=2&&var(58)=3&&fvar(4)=1&&fvar(5)=2&&fvar(6)=3&&fvar(7)=4&&fvar(8)=5&&fvar(9)=6&&fvar(10)=7&&fvar(11)=8
triggerall =fvar(12)=9&&fvar(13)=0&&fvar(14)=1&&fvar(15)=2&&fvar(16)=3&&fvar(17)=4&&fvar(18)=5&&fvar(19)=6&&fvar(20)=7&&fvar(21)=8&&fvar(22)=9&&fvar(23)=0&&fvar(24)=1&&fvar(25)=2&&fvar(26)=3&&fvar(27)=4&&fvar(28)=5&&fvar(29)=6&&fvar(30)=7&&fvar(31)=8
triggerall =fvar(32)=9&&fvar(33)=0&&fvar(34)=1&&fvar(35)=2&&fvar(36)=3&&fvar(37)=4&&fvar(38)=5&&fvar(39)=6
trigger1 = fvar(3) = 9000
value = lifemax/3
kill = 0


;-----------------------------------
;無理やり計画
;-----------------------------------
[State -2]
type = null;varset
triggerall = !ishelper
trigger1 = stateno != 1450
v = 18
value = -2

[state a]
type = null;playsnd
trigger1 = stateno=1450&&var(18)>=-1&&time=28
value = 1450,0

[state a]
type = null;playsnd
trigger1 = stateno=1450&&var(18)>=-1&&time=28
value = 190,2

[State 2];攻撃の指定
type = null;Projectile
trigger1 = stateno=1450;&&AnimElem = 1;numprojid(99100) >= 1
attr = S, SP
animtype  = hard
damage    = 0
getpower = 0
guardflag = M
projanim = 99100
projhitanim = -1
projid = 99100
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0
projremovetime = 70
postype = p1
offset = 0,200
velocity = 0

[State -2]
type = PlaySnd
triggerall = name != "Phantom Mizuchi"
trigger1 = roundstate >= 2&&time=30
value = 2000,2
freqmul = 1.3+((random%8)*0.1)


[State -2]
type = ChangeState
triggerall = name != "Phantom Mizuchi"&&stateno!=171010
trigger1 = roundstate >= 2&&time>=60
value = 104010
;------------------------------
;そのうち使える↑↑↑
;------------------------------

[State -2, 1];ダッシュの音止め
type = stopSnd
trigger1 = stateno != 100
channel = 1

[state a];断鋼刃エフェクト消去
type = removeexplod
trigger1 = movetype = H
id = 2200


[state a];超火炎音止め
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];ハイジャンプ判定
type = varadd
trigger1 = 1
value = -1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::変数設定(多分ダメージ関係が殆ど)
[state a]
type = varset
trigger1 = movetype = H
v = 13
value = 0

;::::::::ボイス変更の乱数
[State 180, 1]
type = VarRandom
trigger1 = 1
v = 6
range = 0,2

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::パレットによるモード判別(1でオロチ)
[state -2, a]
type = null;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 = null;varset
trigger1 = palno = 7
trigger2 = palno = 8
trigger3 = palno = 9
trigger4 = palno = 10
trigger5 = palno = 11
trigger6 = palno = 12
v = 1
value = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::スロー処理

[state -2, a];スロー処理をする時間のカウント
type = null;varadd
trigger1 = 1
persistent = 0
ignorehitpause = 1
v = 4
value = -1

[state -2, a];スロー処理
type = null;pause
trigger1 = var(4) >= 1
trigger1 = gametime % 2
persistent = 0
ignorehitpause = 1
time = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;ダメージ時のエフェクト、サウンドの消去
;//////////////////////////////////////////////////////////////////////////
;ダメージ時のエフェクトの消去;死祟
[state a];
type = removeexplod
trigger1 = MoveType = H
id = 185


;ダメージ時のエフェクトの消去;ハウリングブル
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 1470

;ダメージ時のエフェクトの消去
[State -2 ,a]
type = removeexplod
trigger1 = MoveType = H
ID = 4000

;ダメージ時のエフェクトの消去
[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

;ダメージ時のサウンドの消去
[state a]
type = stopsnd
trigger1 = MoveType = H
channel = 1

;ダメージ時の残像の消去
[state a];
type = afterimagetime
trigger1 = MoveType = H
time = 0

;///////////////////////////////////////////////////////////////////////
;コンボによるダメージ補正
;//////////////////////////////////////////////////////////////////////////
; 
[state a]
type = varset
trigger1 = 1
fvar(0) = 1.0

[state a]
type = varset
trigger1 = enemy,movetype = H
trigger1 = enemy,gethitvar(hitcount) > 0
;trigger1 = enemy,gethitvar(hitcount) < 100
fvar(0) = ((100.0-(30.0+(enemy,gethitvar(hitcount)/3.0)*10.0))/100.0)

[state a]
type = null;attackmulset
trigger1 = 1
value = fvar(0)



[state a]
type = null;DefenceMulSet
trigger1 = var(14) = 1
value = 1

;///////////////////////////////////////////////////////////////////////
;勝利時のサウンドストップ
;//////////////////////////////////////////////////////////////////////////
;
[State 1]
type = null;AssertSpecial
;triggerall = Win
trigger1 = RoundState != 2 && RoundsExisted = 0
trigger2 = RoundState >= 3 && RoundsExisted != 0
flag = nomusic

[State 1];要るのか？？
type = null;varset
;triggerall = Win
trigger1 = RoundState != 2
v = 26
value = 0

[state a]
type = stopsnd
trigger1 = RoundState = 2
channel = 2


[state a]
type = null;playsnd
trigger1 = WinKO
trigger1 = RoundState = 3
trigger1 = var(12) = 0
IgnoreHitPause = 1
persistent = 0
value = 11,1

[state a]
type = varset
trigger1 = RoundState = 3
IgnoreHitPause = 1
v = 12
value = 1

[state a]
type = varset
trigger1 = RoundState = 2
IgnoreHitPause = 1
v = 12
value = 0

;ゲーム中に常にいつでも開始したいステート、ここでは「着地音」に使用しています
;下の条件は「52か106のステートに移動して１フレーム目に」と言う事です。
;52と106はバックステップとジャンプの着地のステートです。
[State -3, Landing Sound]
type = null;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 = MoveType = H
ID = 1000

[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, 5]
type = AfterImage
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(15) >= 1
time = 10
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1



; 丈(ジョー)カー背景エフェクト
[Statedef 6050]
type = A
movetype = I
physics = N
anim = 9999
velset = 0, 0
ctrl = 0

[State 3020, 1]
type = Explod
trigger1 = !NumExplod(6022)
anim = 6050
id = 6022
postype = back
bindtime = -1
RemoveTime = -1
scale = 1.08,1.08
sprpriority = -99
persistent = 0

[State 3020, 1]
type = AssertSpecial
trigger1 =  NumExplod = 1
flag = NoBG
flag2 = NoFG
flag3 = NoBarDisplay
ignorehitpause = 1

[State 3020, 1]
type = RemoveExplod
triggerall = Time > 0
trigger1 = Parent,StateNo != [2700,2701]
ID = 6022

[State 3020, 1]
type = DestroySelf
triggerall = Time > 0
trigger1 = Parent,StateNo != [2700,2701]




; 木の葉背景エフェクト
[Statedef 6051]
type = A
movetype = I
physics = N
anim = 9999
velset = 0, 0
ctrl = 0

[State 3020, 1]
type = Explod
trigger1 = !NumExplod(6022)
anim = 6050
id = 6022
postype = back
bindtime = -1
RemoveTime = -1
scale = 1.08,1.08
sprpriority = -99
persistent = 0

[State 3020, 1]
type = AssertSpecial
trigger1 =  NumExplod = 1
flag = NoBG
flag2 = NoFG
flag3 = NoBarDisplay
ignorehitpause = 1

[State 3020, 1]
type = RemoveExplod
triggerall = Time > 0
trigger1 = Parent,StateNo != 2610
ID = 6022

[State 3020, 1]
type = DestroySelf
triggerall = Time > 0
trigger1 = Parent,StateNo != 2610



