;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
triggerall = Anim != 444
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0

[State 0, 4]
type = ChangeState
triggerall = palno = [11,12]
trigger1 = anim != 900010
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 = null;destroyself
triggerall = ishelper
trigger1 = !ishelper(32100000)&&fvar(2)=1
trigger2 = ishelper(32100000)&&fvar(2)!=1

[state 0]
type = destroyself
trigger1 = ishelper

[State 0, 4]
type = ChangeState
trigger1 = palno != 12
trigger1 = !alive
value = 5050

[State 0, 5]
type = ChangeAnim
triggerall = palno = 12
triggerall = !ishelper
trigger1 = drawgame
trigger1 = enemy,alive = 0
trigger1 = Anim != 444
value = 444
ignorehitpause = 1

;-------------------------------------------------
;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 = lifeadd
triggerall = name = "Phantom Mizuchi JP"
trigger1 = life < lifemax/4
value = lifemax/4
kill = 0
ignorehitpause = 1

[state 0000002]
type = destroyself
trigger1 = ishelper
ignorehitpause = 1

[State 0000002]
type = poweradd
triggerall = name = "Phantom Mizuchi JP"
trigger1 = 1
value = 1000
ignorehitpause = 1

[state 0000002]
type = varset
trigger1 = 1
var(31) = gametime+321119

[State 100500]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 200-((palno=[7,9])*100)
ignorehitpause = 1

[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

;---------------------------------------------
[Statedef 31442420]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = time = 20
value = 3500, 17

[State 210, 1]
type = PlaySnd
trigger1 = winko
value = 3500, 1
persistent = 0

[State 210, 1]
type = PlaySnd
trigger1 = winko
value = 2300, 3
persistent = 0

[state 30051]
type = targetstate
triggerall = numtarget
trigger1 = win
value = 50510
ignorehitpause = 1

[State 11052]
type = PlaySnd
trigger1 = var(29) = 1
trigger1 = time = 20
value = 3500, 3
ignorehitpause = 1

[State 11052]
type = Explod
trigger1 = var(29) = 1
trigger1 = time = 20
Anim = 11150
pos = 14, -110
postype = p1
ownpal = 1
removetime = 15
sprpriority = 4
pausemovetime = 15

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(29) != 1
value = 0
ctrl = 1

[State 240, 4]
type = ChangeState
trigger1 = var(29) = 1
value = 0000002
ctrl = 1

;--------------------------------------------
[Statedef 2222]
type    = S
movetype= I
physics = N
velset = 0,0
poweradd = powermax
anim = 222
ctrl = 0

[State 2222]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 2222]
type = PlaySnd
trigger1 = Time = 1
value = 290,0
ignorehitpause = 1

[State 2222]
type = PlaySnd
trigger1 = Time = 1
value = 3500,3
ignorehitpause = 1

;[State 22220]
;type = PlaySnd
;trigger1 = Time = 0
;value = 3500,17
;volume = 255
;ignorehitpause = 1

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

[State 2222]
type = helper
triggerall = palno = 12
trigger1 = time <= 10;[10,50]
id = 113552
persistent = 0
name = "Phantom"
pos = 250,0
postype = p1
stateno = 11355
helpertype = player
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1

[State 11310]
type = helper
triggerall = palno = 12
trigger1 = time <= 10;[10,50]
id = 113552
persistent = 0
name = "Phantom"
pos = 150,0
postype = p1
stateno = 11355
helpertype = player
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 11310]
type = helper
triggerall = palno = 12
trigger1 = time <= 10;[10,50]
id = 113552
persistent = 0
name = "Phantom"
pos = 100,0
postype = p1
stateno = 11355
helpertype = player
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1

[State 11310]
type = helper
triggerall = palno = 12
trigger1 = time <= 10;[10,50]
id = 113552
persistent = 0
name = "Phantom"
pos = 50,0
postype = p1
stateno = 11355
helpertype = player
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 11310]
type = helper
triggerall = palno = 12
trigger1 = time <= 10;[10,50]
id = 113552
persistent = 0
name = "Phantom"
pos = 0,0
postype = p1
stateno = 11355
helpertype = player
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1

[State 11051]
type = BGPalFx
triggerall = palno = 12
triggerall = !ishelper
trigger1 = time < 50
mul = 100,100,100
color = 0
time = 5
ignorehitpause = 1

[State -2]
type = varset
trigger1 = 1
v = 3
value = 900
ignorehitpause = 1

[state a] 
type = changestate
trigger1 = roundstate >= 2;animtime = 0
value = 0
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




;------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
movetype= I
physics = U ;Leave physics unchanged

[State -2]
type = NotHitBy
triggerall = palno = 10
trigger1 = time = 1
value = SCA,AA,AT,AP
time = 60
ignorehitpause = 1

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
movetype= I
physics = S

[State -2]
type = NotHitBy
triggerall = palno = 10
trigger1 = time = 1
value = SCA,AA,AT,AP
time = 60
ignorehitpause = 1

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
trigger1 = command = "holddown"
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
movetype= I
physics = C

[State -2]
type = NotHitBy
triggerall = palno = 10
trigger1 = time = 1
value = SCA,AA,AT,AP
time = 60
ignorehitpause = 1

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
trigger1 = command != "holddown"
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
movetype= I
physics = N

[State -2]
type = NotHitBy
triggerall = palno = 10
trigger1 = time = 1
value = SCA,AA,AT,AP
time = 60
ignorehitpause = 1

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
movetype= I
physics = U ;Leave physics unchanged
ctrl = 1

[State -2]
type = NotHitBy
triggerall = palno = 10
trigger1 = time = 1
value = SCA,AA,AT,AP
time = 60
ignorehitpause = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

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

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

[State -2]
type = NotHitBy
triggerall = palno = 10
trigger1 = time = 1
value = SCA,AA,AT,AP
time = 60
ignorehitpause = 1

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
triggerall = roundstate = 2
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 150, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

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

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= I
physics = S
anim = 150

[State -2]
type = NotHitBy
triggerall = palno = 10
trigger1 = time = 1
value = SCA,AA,AT,AP
time = 60
ignorehitpause = 1

[State 151, 1]
type = HitVelSet
triggerall = palno != [10,11]
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
triggerall = palno != 11
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
triggerall = palno != 11
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 191, 3]
type = PlaySnd
triggerall = palno = 10
trigger1 = loseko
trigger1 = Time = 30
value = 11,0
freqmul = 1.5+((random%2)*0.2)

[State 191, 3]
type = PlaySnd
triggerall = palno = 10
trigger1 = !loseko
trigger1 = lose
trigger1 = Time = 30
value = 290,0
freqmul = 1.3+((random%8)*0.1)

[State 191, 3]
type = null;PlaySnd
triggerall = palno = 10
trigger1 = drawgame
trigger1 = !lose
trigger1 = Time = 1
value = 1100,0
persistent = 0

[State 23000]
type = Explod
triggerall = palno = 10
trigger1 = time = 0
trigger1 = roundstate = 2
trigger1 = numprojid(501120) < 2
trigger2 = time = 0
trigger2 = roundstate = 2
trigger2 = numprojid(501122) < 2
anim = 0028100
id = 0028100
sprpriority = 999999999
postype = p1
pos = 0,-90
bindtime = -1
supermove = 0
;removetime = 80
under = 1
ownpal = 1
ontop = 1
trans = add

[State 50110]
type = Projectile
triggerall = palno = 10
trigger1 = !ishelper
trigger1 = time = 0
trigger1 = numprojid(501120) < 2
trigger1 = roundstate = 2
attr = S, NA
damage = 45,5
guardflag = 
hitflag = MAFD
projanim = 12061;12060
projhitanim = -1
projid = 501120
projpriority = 999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999
projremove = 0
projremovetime = 200;300
postype = p2
offset = 0,-50
projscale = 2,1
velocity = 0
priority = 7, Hit
pausetime = 0,0
sparkno = s7001
guard.sparkno = -1
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = -1
hitsound = s2000,5
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1

[State 50110]
type = Projectile
triggerall = palno = 10
trigger1 = !ishelper
trigger1 = time = 0
trigger1 = numprojid(501122) < 2
trigger1 = roundstate = 2
attr = S, NA
damage = 15,5
guardflag = 
hitflag = MAFD
projanim = 12061;12060
projhitanim = -1
projid = 501122
projpriority = 999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999
projremove = 0
projremovetime = 25
postype = p2
offset = 0,-50
projscale = 2,1
velocity = 0
priority = 7, Hit
pausetime = 0,0
sparkno = s7001
guard.sparkno = -1
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = -1
hitsound = s2000,5
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1

[State 50110]
type = Projectile
triggerall = palno = 10
trigger1 = !ishelper
trigger1 = time = 0
trigger1 = numprojid(900041) < 2
trigger1 = roundstate = 2
attr = S, NA
damage = 0,0
guardflag = 
hitflag = MAFD
projanim = 900040
projhitanim = -1
projid = 900041
projpriority = 999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999
projremove = 0
projremovetime = 200
postype = p1
offset = 0,0
projscale = 2,1
velocity = 0
priority = 7, Hit
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
animtype = hard

[State 50110]
type = Projectile
triggerall = palno = 10
trigger1 = !ishelper
trigger1 = time = 0
trigger1 = numprojid(501121) = 0
trigger1 = roundstate = 2
attr = S, NA
damage = 12,5
guardflag = 
hitflag = MAFD
projanim = 11010100
projhitanim = -1
projid = 501121
projpriority = 999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999
projremove = 0
projremovetime = 200;300
postype = back
offset = 160,-90
;projscale = 2,1
velocity = 0
priority = 7, Hit
pausetime = 0,0
sparkno = s7001
guard.sparkno = -1
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = -1
hitsound = s2000,5
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1

[State 50110]
type = hitdef
triggerall = palno = 11
triggerall = !ishelper
trigger1 = command = "z"
attr = S, NA
damage = 30,5
guardflag = 
hitflag = MAFD
priority = 7, Hit
pausetime = 0,120
sparkno = -1
guard.sparkno = -1
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = -1
hitsound = -1
guardsound = -1
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 0
;affectteam = F
ignorehitpause = 1

[State 151, 4]
type = changeanim
triggerall = palno = 11
trigger1 = command = "z"
trigger1 = time >= 0
value = 1005150

[State 151, Hi to Lo]
type = StateTypeSet
triggerall = !ishelper
trigger1 = palno = 11
trigger1 = command = "z"
type    = S
movetype= A
physics = S
ignorehitpause = 1

[State 151, Hi to Lo]
type = StateTypeSet
triggerall = !ishelper
trigger1 = palno = 11
trigger1 = command != "z"
type    = S
movetype= I
physics = S
ignorehitpause = 1

[State 151, 4]
type = changeanim
triggerall = palno = 11
trigger1 = command != "z"
trigger1 = time >= 0
value = 100515

[State 151, 4]
type = posadd
triggerall = palno = 11
trigger1 = command = "c"
x = ceil(P2Dist X) + 160

[State 30080]
type = Turn
triggerall = palno = 11
trigger1 = P2dist X < 0
trigger1 = command = "c"

[State 191, 3]
type = PlaySnd
triggerall = palno = 11
trigger1 = command = "c"
value = 3500,17
;freqmul = 1.3+((random%8)*0.1)

[State 1000, 5]
type = Explod
triggerall = palno = 11
trigger1 = command = "c"
anim = 10150
sprpriority = 8
postype = p1
pos = 0,-50
bindtime = 1
supermove = 1
under = 0
ownpal = 1
;scale = .5,.5
SuperMoveTime = 9999999
PauseMoveTime = 9999999
;PauseMoveTime = 14

[State -2]
type = AssertSpecial
triggerall = palno = 11
triggerall = lose || loseko
trigger1 = 1
flag = invisible

[State 151, 4]
type = ChangeState
triggerall = palno != 11
triggerall = roundstate = 2
trigger1 = HitOver
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= I
physics = N
velset = 0,0

[State -2]
type = NotHitBy
triggerall = palno = 10
trigger1 = time = 1
value = SCA,AA,AT,AP
time = 60
ignorehitpause = 1

[State 152, 1]
type = ChangeAnim
;triggerall = palno != 11
trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
triggerall = palno != 11
triggerall = roundstate = 2
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 152, Hi to Lo]
type = StateTypeSet
triggerall = palno != 11
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
triggerall = palno != 11
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
triggerall = palno != 11
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= I
physics = C
anim = 151

[State -2]
type = NotHitBy
triggerall = palno = 10
trigger1 = time = 1
value = SCA,AA,AT,AP
time = 60
ignorehitpause = 1

[State 153, 1]
type = HitVelSet
triggerall = palno != [10,11]
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
triggerall = palno != 11
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 153, 3]
type = CtrlSet
triggerall = palno != 11
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, Hi to Lo]
type = StateTypeSet
triggerall = palno != 11
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
triggerall = palno != 11
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 151, Hi to Lo]
type = StateTypeSet
triggerall = !ishelper
trigger1 = palno = 11
trigger1 = command != "z"
type    = S
movetype= I
physics = S
ignorehitpause = 1

[State 151, 4]
type = changeanim
triggerall = palno = 11
trigger1 = command != "z"
trigger1 = time >= 0
value = 100515

[State 151, 4]
type = changeanim
triggerall = palno = 11
trigger1 = command = "z"
trigger1 = time >= 0
value = 1005150

[State 151, Hi to Lo]
type = StateTypeSet
triggerall = !ishelper
trigger1 = palno = 11
trigger1 = command = "z"
type    = S
movetype= A
physics = S
ignorehitpause = 1

[State 50110]
type = null;hitdef
triggerall = palno = 11
trigger1 = !ishelper
trigger1 = command = "z"
attr = S, NA
damage = 30,5
guardflag = 
hitflag = MAFD
priority = 7, Hit
pausetime = 0,120
sparkno = -1
guard.sparkno = -1
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = -1
hitsound = -1
guardsound = -1
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 0
;affectteam = F
ignorehitpause = 1

[State 23000]
type = Explod
triggerall = palno = 10
trigger1 = time = 0
trigger1 = roundstate = 2
trigger1 = numprojid(501120) < 2
trigger2 = time = 0
trigger2 = roundstate = 2
trigger2 = numprojid(501122) < 2
anim = 0028100
id = 0028100
sprpriority = 999999999
postype = p1
pos = 0,-90
bindtime = -1
supermove = 0
;removetime = 80
under = 1
ownpal = 1
ontop = 1
trans = add

[State 50110]
type = Projectile
triggerall = palno = 10
trigger1 = !ishelper
trigger1 = time = 0
trigger1 = numprojid(501120) < 2
trigger1 = roundstate = 2
attr = S, NA
damage = 45,5
guardflag = 
hitflag = MAFD
projanim = 12061;12060
projhitanim = -1
projid = 501120
projpriority = 999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999
projremove = 0
projremovetime = 200;300
postype = p2
offset = 0,-50
projscale = 2,1
velocity = 0
priority = 7, Hit
pausetime = 0,0
sparkno = s7001
guard.sparkno = -1
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = -1
hitsound = s2000,5
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1

[State 50110]
type = Projectile
triggerall = palno = 10
trigger1 = !ishelper
trigger1 = time = 0
trigger1 = numprojid(900041) < 2
trigger1 = roundstate = 2
attr = S, NA
damage = 0,0
guardflag = 
hitflag = MAFD
projanim = 900040
projhitanim = -1
projid = 900041
projpriority = 999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999
projremove = 0
projremovetime = 200
postype = p1
offset = 0,0
projscale = 2,1
velocity = 0
priority = 7, Hit
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
animtype = hard

[State 50110]
type = Projectile
triggerall = palno = 10
trigger1 = !ishelper
trigger1 = time = 0
trigger1 = numprojid(501122) < 2
trigger1 = roundstate = 2
attr = S, NA
damage = 15,5
guardflag = 
hitflag = MAFD
projanim = 12061;12060
projhitanim = -1
projid = 501122
projpriority = 999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999
projremove = 0
projremovetime = 25
postype = p2
offset = 0,-50
projscale = 2,1
velocity = 0
priority = 7, Hit
pausetime = 0,0
sparkno = s7001
guard.sparkno = -1
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = -1
hitsound = s2000,5
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1

[State 50110]
type = Projectile
triggerall = palno = 10
trigger1 = !ishelper
trigger1 = time = 0
trigger1 = numprojid(501121) = 0
trigger1 = roundstate = 2
attr = S, NA
damage = 12,5
guardflag = 
hitflag = MAFD
projanim = 11010100
projhitanim = -1
projid = 501121
projpriority = 999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999
projremove = 0
projremovetime = 200;300
postype = back
offset = 160,-90
;projscale = 2,1
velocity = 0
priority = 7, Hit
pausetime = 0,0
sparkno = s7001
guard.sparkno = -1
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = -1
hitsound = s2000,5
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1


[State 153, 4]
type = ChangeState
triggerall = palno != 11
triggerall = roundstate = 2
trigger1 = HitOver
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= I
physics = N
velset = 0,0

[State -2]
type = NotHitBy
triggerall = palno = 10
trigger1 = time = 1
value = SCA,AA,AT,AP
time = 60
ignorehitpause = 1

[State 151, Hi to Lo]
type = StateTypeSet
triggerall = !ishelper
trigger1 = palno = 11
type    = S
movetype= I
physics = S
ignorehitpause = 1

[State 151, 4]
type = changeanim
triggerall = palno = 11
trigger1 = time >= 0
value = 100516

[State 154, 1]
type = ChangeAnim
triggerall = palno != 11
trigger1 = 1
value = 152

[State 154, 2]
type = ChangeState
triggerall = palno != 11
triggerall = roundstate = 2
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 151, 4]
type = posadd
triggerall = palno = 11
trigger1 = command = "c"
x = ceil(P2Dist X) + 160

[State 30080]
type = Turn
triggerall = palno = 11
trigger1 = P2dist X < 0
trigger1 = command = "c"

[State 191, 3]
type = PlaySnd
triggerall = palno = 11
trigger1 = command = "c"
value = 3500,17
;freqmul = 1.3+((random%8)*0.1)

[State 1000, 5]
type = Explod
triggerall = palno = 11
trigger1 = command = "c"
anim = 10150
sprpriority = 8
postype = p1
pos = 0,-50
bindtime = 1
supermove = 1
under = 0
ownpal = 1
;scale = .5,.5
SuperMoveTime = 9999999
PauseMoveTime = 9999999
;PauseMoveTime = 14

[State 154, 3]
type = ForceFeedback
triggerall = palno != 11
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= I
physics = N
anim = 152

[State -2]
type = NotHitBy
triggerall = palno = 10
trigger1 = time = 1
value = SCA,AA,AT,AP
time = 60
ignorehitpause = 1

[State 151, Hi to Lo]
type = StateTypeSet
triggerall = !ishelper
trigger1 = palno = 11
type    = S
movetype= I
physics = S
ignorehitpause = 1

[State 151, 4]
type = changeanim
triggerall = palno = 11
trigger1 = time >= 0
trigger2 = numhelper(100510)
trigger2 = helper(100510),var(10) = 0
value = 100517
[State 151, 4]
type = changeanim
triggerall = palno = 11
trigger1 = numhelper(100510)
trigger1 = helper(100510),var(10) > 0
trigger2 = numhelper(100526)
trigger2 = helper(100526),var(0) > 0 
value = 1005170
[State 151, 4]
type = ReversalDef
triggerall = palno = 11
trigger1 = numhelper(100510)
trigger1 = helper(100510),var(10) > 0
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
p2facing = 1
p2stateno = 50500
ignorehitpause = 1
[state -1]
type = targetdrop
triggerall = palno = 11
trigger1 = numhelper(100510)
trigger1 = helper(100510),var(10) > 0
trigger1 = numtarget > 0
trigger1 = target,ishelper
ignorehitpause = 1
[State 1]
type = AttackDist
triggerall = palno = 11
trigger1 = numhelper(100510)
trigger1 = helper(100510),var(10) > 0
value = 0
[state 1]
type = targetstate
triggerall = palno = 11
trigger1 = numhelper(100510)
trigger1 = helper(100510),var(10) > 0
trigger1 = enemy,alive
value = 50500
ignorehitpause = 1


[State 11001]
type = targetstate
triggerall = palno = 11
triggerall = numhelper(100526)
triggerall = numtarget
trigger1 = helper(100526),var(0) = [1,250]
;trigger2 = helper(100526),var(0) = [200,300]
value = 154001
ignorehitpause = 1
[State 11001]
type = ReversalDef
triggerall = numhelper(100526)
triggerall = palno = 11
trigger1 = helper(100526),var(0) > 0
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 154001
ignorehitpause = 1
[State 11331]
type = targetlifeadd
triggerall = numhelper(100526)
triggerall = palno = 11
trigger1 = helper(100526),var(0) = [1,350]
trigger1 = roundstate >= 3||numtarget>0&&roundstate=2
value = -999999999999999
absolute = 1
ignorehitpause = 1
[State 11331]
type = targetlifeadd
triggerall = numhelper(100526)
triggerall = palno = 11
trigger1 = helper(100526),var(0) = [1,350]
trigger1 = roundstate >= 3||numtarget>0&&roundstate=2
value = -1
absolute = 1
ignorehitpause = 1

[State 0]
type = statetypeset
triggerall = palno = 11
triggerall = numhelper(100510)
triggerall = helper(100510),var(14) > 0
trigger1 = ishelper
movetype = A
physics = N
ignorehitpause = 1
[state -1]
type = targetdrop
triggerall = palno = 11
triggerall = numtarget > 0
triggerall = numhelper(100510)
triggerall = helper(100510),var(14) > 0
trigger1 = helper(100510),var(14) = [1,5]
trigger2 = numtarget > 6
ignorehitpause = 1
[state 19201]
type = targetpoweradd
triggerall = palno = 11
triggerall = numhelper(100510)
triggerall = helper(100510),var(14) > 0
trigger1 = numtarget > 0
value = -9999999999999
ignorehitpause = 1

[State 155, 1]
type = HitVelSet
triggerall = palno != 11
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
triggerall = palno != 11
trigger1 = 1
y = Const(movement.yaccel)

[State 151, 4]
type = posadd
triggerall = palno = 11
trigger1 = command = "c"
x = ceil(P2Dist X) + 160

[State 30080]
type = Turn
triggerall = palno = 11
trigger1 = P2dist X < 0
trigger1 = command = "c"

[State 191, 3]
type = PlaySnd
triggerall = palno = 11
trigger1 = command = "c"
value = 3500,17
;freqmul = 1.3+((random%8)*0.1)

[State 1000, 5]
type = Explod
triggerall = palno = 11
trigger1 = command = "c"
anim = 10150
sprpriority = 8
postype = p1
pos = 0,-50
bindtime = 1
supermove = 1
under = 0
ownpal = 1
;scale = .5,.5
SuperMoveTime = 9999999
PauseMoveTime = 9999999
;PauseMoveTime = 14

[State 155, 3]
type = CtrlSet
triggerall = palno != 11
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
triggerall = palno != 11
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
triggerall = palno != 11
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
triggerall = palno != 11
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
triggerall = palno != 11
triggerall = roundstate = 2
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 191, 3]
type = PlaySnd
triggerall = palno = 10
trigger1 = loseko
trigger1 = Time = 30
value = 11,0
freqmul = 1.5+((random%2)*0.2)

[State 191, 3]
type = PlaySnd
triggerall = palno = 10
trigger1 = !loseko
trigger1 = lose
trigger1 = Time = 30
value = 290,0
freqmul = 1.3+((random%8)*0.1)

[State 191, 3]
type = null;PlaySnd
triggerall = palno = 10
trigger1 = drawgame
trigger1 = Time = 30
value = 1100,0

[State 23000]
type = Explod
triggerall = palno = 10
trigger1 = time = 0
trigger1 = roundstate = 2
trigger1 = numprojid(501120) < 2
trigger2 = time = 0
trigger2 = roundstate = 2
trigger2 = numprojid(501122) < 2
anim = 0028100
id = 0028100
sprpriority = 999999999
postype = p1
pos = 0,-90
bindtime = -1
supermove = 0
;removetime = 80
under = 1
ownpal = 1
ontop = 1
trans = add

[State 50110]
type = Projectile
triggerall = palno = 10
trigger1 = !ishelper
trigger1 = time = 0
trigger1 = numprojid(501120) < 2
trigger1 = roundstate = 2
attr = S, NA
damage = 45,5
guardflag = 
hitflag = MAFD
projanim = 12061;12060
projhitanim = -1
projid = 501120
projpriority = 999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999
projremove = 0
projremovetime = 200;300
postype = p2
offset = 0,-50
projscale = 2,1
velocity = 0
priority = 7, Hit
pausetime = 0,0
sparkno = s7001
guard.sparkno = -1
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = -1
hitsound = s2000,5
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1

[State 50110]
type = Projectile
triggerall = palno = 10
trigger1 = !ishelper
trigger1 = time = 0
trigger1 = numprojid(501122) < 2
trigger1 = roundstate = 2
attr = S, NA
damage = 15,5
guardflag = 
hitflag = MAFD
projanim = 12061;12060
projhitanim = -1
projid = 501122
projpriority = 999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999
projremove = 0
projremovetime = 25
postype = p2
offset = 0,-50
projscale = 2,1
velocity = 0
priority = 7, Hit
pausetime = 0,0
sparkno = s7001
guard.sparkno = -1
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = -1
hitsound = s2000,5
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1

[State 50110]
type = Projectile
triggerall = palno = 10
trigger1 = !ishelper
trigger1 = time = 0
trigger1 = numprojid(900041) < 2
trigger1 = roundstate = 2
attr = S, NA
damage = 0,0
guardflag = 
hitflag = MAFD
projanim = 900040
projhitanim = -1
projid = 900041
projpriority = 999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999
projremove = 0
projremovetime = 200
postype = p1
offset = 0,0
projscale = 2,1
velocity = 0
priority = 7, Hit
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
animtype = hard

[State 50110]
type = Projectile
triggerall = palno = 10
trigger1 = !ishelper
trigger1 = time = 0
trigger1 = numprojid(501121) = 0
trigger1 = roundstate = 2
attr = S, NA
damage = 12,5
guardflag = 
hitflag = MAFD
projanim = 11010100
projhitanim = -1
projid = 501121
projpriority = 999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999
projremove = 0
projremovetime = 200;300
postype = back
offset = 160,-90
;projscale = 2,1
velocity = 0
priority = 7, Hit
pausetime = 0,0
sparkno = s7001
guard.sparkno = -1
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = -1
hitsound = s2000,5
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1


[State 155, 7]
type = ChangeState
triggerall = palno != 11
triggerall = roundstate = 2
trigger1 = sysvar(0)
value = 52

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

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

[State -2]
type = selfstate
triggerall = palno = 10&&!ishelper
trigger1 = time >= 0
value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999
[State -2]
type = selfstate
triggerall = palno = 11&&!ishelper
trigger1 = time >= 0
value = 151
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[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 = var(2) = 0
trigger1 = Time = 40
value = 11,0
freqmul = 1.5+((random%2)*0.2)

[State 180, 1]
type = VarRandom
trigger1 = time = 0
v = 2
range = 0,1

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(2) = 0
value = 170

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(2) = 1
value = 504540

[State a]
type = null;Explod
trigger1 = var(2) = 1
trigger1 = time = 40
trigger1 = numexplod(5045300) = 0
anim = 5045300
id = 5045300
pos = -10,10
postype = p1
sprpriority = 7
bindtime = -1
;removetime = 149
ownpal = 1
persistent = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999
ignorehitpause = 1

[State 181, 4]
type = AssertSpecial
trigger1 = var(2) = 1
trigger1 = time = [0,250]
flag = roundnotover
;---------------------------------------------------------------------------
; 勝った動作１
[Statedef 180]
type = S

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,3

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

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

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

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 3
value = 185


[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 = numexplod(182) = 0
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 > 140
flag = invisible

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

[State -2]
type = Trans
trigger1 = palno != 10
trans = addalpha
alpha = 150,150

;[State a] 
;type = afterimage
;triggerall = !ishelper
;trigger1 = time = 0
;trans = add
;palcontrast =  256,0,256
;palbright = 0,0,0
;time    =  -1
;length  = 13
;timegap = 1
;framegap = 1

;[state a];
;type = afterimagetime
;triggerall = !ishelper
;trigger1 = time > 120
;time = 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 = 1840;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 191, 3];我より、優れる者は無し
type = PlaySnd
trigger1 = time = 1
value = 2000,1

;[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[我より、優れる者は無し]
[Statedef 185]
type = S
ctrl = 0
anim = 1850;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 191, 3]
type = PlaySnd
trigger1 = animelem = 5
value = 1200,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 7
value = 3500,24

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 17
value = 800,1

[State 191, 3]
type = PlaySnd
trigger1 = time = 300
value = 290,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 27
value = 2300,3
[State 191, 3]
type = PlaySnd
trigger1 = animelem = 27
value = 2100,2
[State 191, 3]
type = PlaySnd
trigger1 = time = 445
value = 3500,12
[State 191, 3]
type = PlaySnd
trigger1 = time = 450
value = 3500,23;11,0
freqmul = 1.8

[State 30081]
type = EnvShake
trigger1 = animelem = 27
time = 15
ampl = -12
freq = 95
phase = 95
[State 30081]
type = EnvColor
trigger1 = animelem = 27
time = 14
value = 255,255,255
under = 3
;persistent = 0
ignorehitpause = 1

[State 50210]
type = posset
trigger1 = time = 0
trigger1 = fvar(1) > 0
x = enemy,pos x - 50
;y = enemy,pos y
[State 50210]
type = posset
trigger1 = time = 1
trigger1 = fvar(1) < 0
x = enemy,pos x + 50
;y = enemy,pos y
ignorehitpause = 1

[State 30081]
type = Explod
trigger1 = time = 330
anim = 1852
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 1
ignorehitpause = 1

[State 100500]
type = Explod
trigger1 = time = 16
id = 185
anim = 50630
sprpriority = 8
postype = p1
pos = 47,-142
bindtime = 1;-1
;supermove = 1
under = 0
ownpal = 1
;scale = .5,.5
;PauseMoveTime = 14
[State -2]
type = helper
triggerall = !ishelper
trigger1 = time = 17
stateno = 1851
name = ""
ID = 1851
pos = 62,0
helpertype = normal
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 11052, !]
type = PlaySnd
trigger1 = time = 335
value = 3500, 3
freqmul = 1.1
ignorehitpause = 1
[State 11052, !]
type = Explod
trigger1 = time = 335
Anim = 11150
pos = 60, -70
postype = p1
ownpal = 1
scale = 0.5,0.5
removetime = 15
sprpriority = 4
pausemovetime = 15

[State 11052, !]
type = PlaySnd
trigger1 = animelem = 9
value = 3500, 22
freqmul = 1.5
ignorehitpause = 1

[State 11052, !]
type = Explod
trigger1 = animelem = 9
Anim = 11150
pos = 14, -110
postype = p1
ownpal = 1
removetime = 15
sprpriority = 4
pausemovetime = 15

;[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 = [0,600]
flag = roundnotover

;---------------------------------------------------------------------------
[Statedef 1851]
type    = S
movetype= I
physics = S
anim = 1851

[State 50210]
type = velset
trigger1 = root,time < 100
y = .5
ignorehitpause = 1
[State 50210]
type = velset
trigger1 = root,time = 160
y = 0
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 1300,1
[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 3500,17

;[State 50210]
;type = posset
;trigger1 = time = 0
;x = enemy,pos x + 15
;y = enemy,pos y + 1
;ignorehitpause = 1

[State 50210]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[state 0]
type = destroyself
trigger1 = ishelper
trigger1 = root,time = 330

;---------------------------------------------------------------------------
; 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 180, 1]
type = VarRandom
triggerall = name = "Phantom Mizuchi JP"
trigger1 = Time = 0
v = 2
range = 0,3

[State 180, 1]
type = ChangeState
triggerall = name = "Phantom Mizuchi JP"
trigger1 = Var(2) = 0
value = 191

[State 180, 1]
type = ChangeState
triggerall = name = "Phantom Mizuchi JP"
trigger1 = Var(2) = 1
value = 171000

[State 180, 1]
type = ChangeState
triggerall = name = "Phantom Mizuchi JP"
trigger1 = Var(2) = 2
value = 171010

[State 180, 1]
type = ChangeState
triggerall = name = "Phantom Mizuchi JP"
trigger1 = Var(2) = 3
value = 171020

;[State 180, 1]
;type = ChangeState
;triggerall = name = "Phantom Mizuchi JP"
;trigger1 = Var(2) = 4
;value = 171030

[State 180, 1]
type = ChangeState
trigger1 = name != "Phantom Mizuchi JP"
value = 171010

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

[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 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 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 JP"
trigger1 = animelem = 4
value = 50510

[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




;-----------------------------------------
;俺はもう
[Statedef 171020]
type = S
ctrl = 0
anim = 1710201
velset = 0,0
range = 0,2

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 1710200
sprpriority = 8
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 9999999
PauseMoveTime = 9999999
;PauseMoveTime = 14

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


[State 191, 2] 
type = AssertSpecial
trigger1 = Time <= 260
flag = invisible

[state 181]
type = null;trans
trigger1 = time < 1500
trans = addalpha
alpha = time, 1500-time

[State 2000, 6]
type = PlaySnd
trigger1 = time = 270
value = 3500,10

[State 2000, 6]
type = PlaySnd
trigger1 = time = 130
value = 3500,14


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

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

[State 191, 4] 
type = ChangeState
trigger1 = Time >= 300
value = 0

;---------------------------------------------------------------------------
;[Statedef 171030]
;type = S
;ctrl = 0
;anim = 171030
;velset = 0,0
;range = 0,2

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

;[State 2000, 6]
;type = PlaySnd
;trigger1 = (gametime%20) = 0
;trigger1 = time = [0,80]
;trigger2 = (gametime%20) = 0
;trigger2 = time = [140,220]
;value = 211,0

;[State 2000, 6]
;type = PlaySnd
;trigger1 = (gametime%4) = 0
;trigger1 = time = [300,328]
;trigger2 = time = 370
;value = 1300,1

;[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]
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
time = 2
priority = 7, hit
ignorehitpause = 1

[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 = ChangeState
triggerall = palno = [11,12]
triggerall = numhelper(100500)
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 = 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

[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

[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
mul = 256,256,256
invertall = 1
color = 0
time = 15
ignorehitpause = 1

[State 11051]
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 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

[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= 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 = 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
triggerall = palno != [10,12]
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 11310]
type = helper
triggerall = palno = [10,12]
trigger1 = AnimElem = 4
id = 11311
persistent = 0
name = "utusi kagami"
pos = 0,0
postype = p1
stateno = 11311
helpertype = 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 910013]
type = SelfState
triggerall = !ishelper(11311)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

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

[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
ignorehitpause = 1;

[state 1]
type = targetstate
trigger1 = numtarget > 0
value = 11320
ignorehitpause = 1;
[state 11331]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = p2stateno = 11320
value = 3500,1

[State 11051]
type = Pause
trigger1 = numtarget > 0
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 = numtarget > 0
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 = numtarget > 0
trigger1 = p2stateno = 11320
trigger2 = time = 360
trigger3 = time = 200&&root,palno!=[10,12] 

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

[State 910013]
type = SelfState
triggerall = name = "Phantom Mizuchi JP"
trigger1 = time >= 0
trigger2 = var(31) != gametime+321119
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 11320]
type = destroyself
trigger1 = ishelper

[State 11320]
type = lifeadd
triggerall = name != "Phantom Mizuchi JP"
trigger1 = GameTime%2
value = -1

[State 11320]
type = poweradd
triggerall = name != "Phantom Mizuchi JP"
trigger1 = GameTime%2
value = -5

[State 11320]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 11320]
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= I
physics = N
juggle  = 0
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
triggerall = !ishelper
trigger1 = AnimElem = 4
id = 11331
persistent = 0
name = "kagami"
pos = 0,0
postype = p1
stateno = 11331
helpertype = player;normal
keyctrl = 0
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999

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



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

[State 910013]
type = SelfState
triggerall = !ishelper(11331)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 11331]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 11331]
type = ReversalDef 
trigger1 = 1 
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,0
sparkno = -1
;p1stateno = 11332
p2stateno = 11333
ignorehitpause = 1

[State 11331]
type = targetlifeadd
trigger1 = roundstate >= 3 || numtarget>0&&roundstate=2&&time<=600
value = -999999999999999
absolute = 1
ignorehitpause = 1

[State 11331]
type = targetlifeadd
trigger1 = roundstate >= 3 || numtarget>0&&roundstate=2&&time>600
value = -1
absolute = 1
ignorehitpause = 1

[state 11331]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper
ignorehitpause = 1

[State 11331];一定時間一定間隔で送り込み
type = targetstate
trigger1 = numtarget>0&&roundstate=2
trigger1 = timemod = 30,0
trigger1 = time <= 600
trigger1 = target,ishelper != 1
trigger1 = target,alive
trigger2 = numtarget > 0
trigger2 = roundstate >= 3
trigger2 = target,alive
trigger2 = target,stateno != 11333
value = 11333
ignorehitpause = 1

[state 11331]
type = posset
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
y = 1000

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

[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
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
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 = 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]
type = varset
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
var(2) = 100 

[state 11311]
type = destroyself
trigger1 = var(2) != 100 
trigger1 = time = 600
;trigger2 = enemy,alive != 1
ignorehitpause = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;相手
[Statedef 11333]
type    = A
movetype= I;H
physics = N
ctrl = 0

[State 910013]
type = SelfState
triggerall = name = "Phantom Mizuchi JP"
trigger1 = time >= 0
trigger2 = var(31) != gametime+321119
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 11333]
type = poweradd
triggerall = name != "Phantom Mizuchi JP"
trigger1 = 1
value = -99999999
ignorehitpause = 1

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

[State 11333]
type = Lifeadd
triggerall = name != "Phantom Mizuchi JP"
trigger1 = 1
value = -99999999
absolute = 1
ignorehitpause = 1

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

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

;[state 1133130]
;type = posset
;triggerall = name != "Phantom Mizuchi JP"
;trigger1 = !alive
;x = 0
;y = 899999999+99999999
;ignorehitpause = 1

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

[state 11333]
type = destroyself 
trigger1 = ishelper

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

;--------------------------
;映し身 金縛り
[Statedef 1133010]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= -4000
ctrl = 0
velset = 0,0
anim = 11330
sprpriority = 2

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

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

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

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

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2000,3

[State 11310]
type = helper
triggerall = !ishelper
trigger1 = AnimElem = 4
;trigger1 = numhelper(1133110) = 0
id = 1133110
persistent = 0
name = "kagami"
pos = 0,0
postype = p1
stateno = 1133110
helpertype = player;normal
keyctrl = 0
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1133010
sprpriority = 8
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 9999999
PauseMoveTime = 9999999
;PauseMoveTime = 14

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



[Statedef 1133110]
type    = S
movetype= I
physics = N
anim = 11311
velset = 0,0
ctrl = 0

[State 910013]
type = SelfState
triggerall = !ishelper(1133110)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 11331]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 11331]
type = ReversalDef
triggerall = enemy,alive
trigger1 = enemynear,hitdefattr = SCA,AA,AT,AP
trigger2 = var(2) = 100
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,9999999999999999999999999999999999
p2stateno = 1133120
sparkno = -1
numhits = 0
ignorehitpause = 1

[State 11331]
type = targetlifeadd
trigger1 = roundstate >= 3||numtarget>0&&roundstate=2
value = -999999999999999
absolute = 1
ignorehitpause = 1

[State 11331]
type = targetlifeadd
trigger1 = roundstate >= 3||numtarget>0&&roundstate=2
value = -2
absolute = 1
ignorehitpause = 1

[state 11331]
type = targetstate
triggerall = roundstate >= 2
triggerall = !root,winko
trigger1 = enemy,alive
trigger1 = numtarget
trigger1 = time <= 910
trigger1 = target,stateno != 1133120
;;;trigger1 = target,stateno != 1133130
value = 1133120
ignorehitpause = 1

[state 11331]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper
trigger2 = root,winko
ignorehitpause = 1

[state 11331]
type = null;posset
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
y = 1000
[State 11331]
type = posset
trigger1 = var(2) = 100 
x = enemynear,pos x
y = enemynear,pos y
[State 11331]
type = changeanim
trigger1 = var(2) = 100 
value = 900050
ignorehitpause = 1

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

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

[State 11001]
type = EnvShake
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
time = 11
ampl = -11
freq = 95
phase = 95

[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
trigger1 = numtarget > 0
trigger1 = numexplod(113020) = 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
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 = 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]
type = Explod
trigger1 = numexplod(10010) = 0
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
anim = 10010
id = 10010
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
removetime = 55
under = 1
ownpal = 1
ontop = 1
trans = add
;scale = 1.5,1.5
;facing = -1
ignorehitpause = 1
supermovetime = 3600
pausemovetime = 3600

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

[state 11332]
type = velset
trigger1 = time<=300&&(p2bodydist X<0||p2bodydist X>0)
x = ifelse(p2bodydist X<50,-1,1)

[state 11332]
type = posset
trigger1 = (pos X>270||pos X<-270)
x = 0

[state 11332]
type = velset
trigger1 = time>=300
x = 0
y = 0

[State 11332]
type = Turn
trigger1 = time<=300
trigger1 = Facing != parent,Facing
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 11332] 
type = afterimage
triggerall = ishelper
trigger1 = time = 0
trans = add
palcontrast =  256,0,256
palbright = 0,0,0
time    =  -1
length  = 13
timegap = 1
framegap = 1

[state 11311]
type = destroyself
triggerall = roundstate = 2 
trigger1 = var(2) != 100 
trigger1 = time >= 900
ignorehitpause = 1

;----------------------------------------------------------------
[statedef 1133120]
movetype = I
velset = 0,0
ctrl = 0

[State 1133120]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 1
ignorehitpause = 1

[State 910013]
type = SelfState
triggerall = name = "Phantom Mizuchi JP"
trigger1 = time >= 0
trigger2 = var(31) != gametime+321119
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1133120]
type = ctrlset
trigger1 = name != "Phantom Mizuchi JP"
value = 0
ignorehitpause = 1

[state 1133120]
type = destroyself
triggerall = name = "Phantom Mizuchi JP"
trigger1 = ishelper
ignorehitpause = 1

[state 1133120]
type = lifeset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[state 1133120]
type = powerset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 1133120]
type = hitdef
triggerall = !ishelper
triggerall = name != "Phantom Mizuchi JP"
trigger1 = 1
attr = A,NA;;C,HP
damage = 0,0
sparkno = -1
guard.sparkno = -1
animtype = hard
guardflag = 
hitflag = 
fall = 0
;affectteam = F
ignorehitpause = 1

[State -2]
type = assertspecial
trigger1 = name != "Phantom Mizuchi JP"
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[state 1133120]
type = changestate
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper
trigger1 = alive
;;trigger1 = hitdefattr = A,NA;;C,HP
value = 1133130
ignorehitpause = 1

[state 1133120]
type = changestate
trigger1 = !alive
value = 5150
ignorehitpause = 1

;-----------------------------------------------------------
[statedef 1133130]
type    = U
movetype= H
physics = U
velset = 0,0
ctrl = 0

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
time = 1
ignorehitpause = 1

[State 910013]
type = SelfState
triggerall = name = "Phantom Mizuchi JP" 
trigger1 = time >= 0
trigger2 = var(31) != gametime+321119
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 1133130]
type = lifeset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = 1
value = 0
ignorehitpause = 1

[state 1133130]
type = lifeadd
triggerall = name != "Phantom Mizuchi JP"
trigger1 = 1
value = -9999999999999999999999
absolute = 1
ignorehitpause = 1

[state 1133130]
type = powerset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = 1
value = 0
ignorehitpause = 1

[state 1133130]
type = destroyself 
trigger1 = ishelper
trigger1 = time >= 0
ignorehitpause = 1

[state 1133130]
type = targetdrop
trigger1 = 1
ignorehiapause = 1

[State -2]
type = assertspecial
trigger1 = name != "Phantom Mizuchi JP"
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[state 1133130]
type = velset
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[state 1133130]
type = posset
trigger1 = ishelper
x = 0
y = 20000
ignorehitpause = 1

[State 1133130]
type = ctrlset
trigger1 = name != "Phantom Mizuchi JP"
value = 0
ignorehitpause = 1

[State 1133120]
type = hitdef
triggerall = !ishelper
triggerall = name != "Phantom Mizuchi JP"
trigger1 = 1
attr = A,NA
damage = 0,0
sparkno = -1
guard.sparkno = -1
animtype = hard
guardflag = 
hitflag = 
fall = 0
;affectteam = F
ignorehitpause = 1

[state 1133130]
type = changestate
triggerall = !ishelper
trigger1 = name !="Phantom Mizuchi JP"
trigger1 = !alive
value = 5150
ignorehitpause = 1

[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1

;-----------------------------
;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
triggerall = palno = [10,12]
;triggerall =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 = AnimElem = 4
id = 11341
persistent = 0
name = "utusi kagami"
pos = 0,50
postype = p1
stateno = 11341
helpertype = player
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1

[State 11310]
type = helper
triggerall = palno != [10,12]
;triggerall =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 = 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 11310]
;type = helper
;trigger1 = var(39) != 4 || var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0 || var(32) >= 1201
;trigger1 = AnimElem = 4
;id = 11341
;persistent = 0
;name = "utusi kagami"
;pos = 0,50
;postype = p1
;stateno = 11341
;helpertype = 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 = 11320;11311
velset = 0,0
ctrl = 0

[State 910013]
type = SelfState
triggerall = !ishelper(11341)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[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 = ChangeAnim
trigger1 = anim !=11302&&time=146&&root,palno!=[10,12]
trigger2 = anim !=11302&&time=247&&root,palno=[10,12]
value = 11302

[state 11311];33
type = destroyself
trigger1 = time = 260
trigger2 = time = 179&&root,palno!=[10,12]


;--------------------
;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 = numhelper(11355) = 0
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 = numhelper(11356) = 0
trigger1 = AnimElem = 6
id = 11356
;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 > 45
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 910013]
type = SelfState
triggerall = !ishelper(11355)&&!ishelper(11356)&&!ishelper(113550)&&!ishelper(113551)&&!ishelper(113552)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = NotHitBy 
trigger1 = time <= 1
trigger2 = roundstate != 2
value = SCA,AA,AT,AP
time = 100+((ishelper(113552))*150)
ignorehitpause = 1

[State -2]
type = parentvaradd
triggerall = root,palno = [11,12]
triggerall = root,var(3) != 900
triggerall = ishelper(113552)
trigger1 = roundstate = 2
v = 3
value = 1
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
triggerall = ishelper(11355)||ishelper(11356)
trigger1 = time = 80
value = 190,0
;freqmul = 1.3+((random%3)*0.1)

[State 200, 1]
type = PlaySnd
trigger1 = ishelper(113550)&&time=1||ishelper(113551)&&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 = 1
value = 211, 0

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

[state a]
type = destroyself
trigger1 = win&&roundstate = 4
trigger2 = ishelper(113552)
trigger2 = win
trigger2 = roundstate >= 3
;--------------------
[Statedef 11356]
type    = S
movetype= I
physics = N
anim = 11355
velset = 0,0
ctrl = 0

[State 910013]
type = SelfState
triggerall = !ishelper(11355)&&!ishelper(11356)&&!ishelper(113550)&&!ishelper(113551)&&!ishelper(113552)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = NotHitBy 
trigger1 = time <= 1
trigger2 = roundstate != 2
value = SCA,AA,AT,AP
time = 100+((ishelper(113552))*150)
ignorehitpause = 1

[State -2]
type = parentvaradd
triggerall = root,palno = [11,12]
triggerall = root,var(3) != 900
triggerall = ishelper(113552)
trigger1 = roundstate = 2
v = 3
value = 1
ignorehitpause = 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 = 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
trigger2 = ishelper(113552)
trigger2 = win
trigger2 = roundstate >= 3

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

[State 910013]
type = SelfState
triggerall = !ishelper(11355)&&!ishelper(11356)&&!ishelper(113550)&&!ishelper(113551)&&!ishelper(113552)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = NotHitBy 
trigger1 = time <= 1
trigger2 = roundstate != 2
value = SCA,AA,AT,AP
time = 100+((ishelper(113552))*150)
ignorehitpause = 1

[State -2]
type = parentvaradd
triggerall = root,palno = [11,12]
triggerall = root,var(3) != 900
triggerall = ishelper(113552)
trigger1 = roundstate = 2
v = 3
value = 1
ignorehitpause = 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 = 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
trigger2 = ishelper(113552)
trigger2 = win
trigger2 = roundstate >= 3

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

[State 910013]
type = SelfState
triggerall = !ishelper(11355)&&!ishelper(11356)&&!ishelper(113550)&&!ishelper(113551)&&!ishelper(113552)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = NotHitBy 
trigger1 = time <= 1
trigger2 = roundstate != 2
value = SCA,AA,AT,AP
time = 100+((ishelper(113552))*150)
ignorehitpause = 1

[State -2]
type = parentvaradd
triggerall = root,palno = [11,12]
triggerall = root,var(3) != 900
triggerall = ishelper(113552)
trigger1 = roundstate = 2
v = 3
value = 1
ignorehitpause = 1

[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+321119
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)
trigger2 = ishelper(113552)
trigger2 = win
trigger2 = roundstate >= 3

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

[State 910013]
type = SelfState
triggerall = !ishelper(11355)&&!ishelper(11356)&&!ishelper(113550)&&!ishelper(113551)&&!ishelper(113552)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA,AA,AT,AP
time = 100+((ishelper(113552))*150)
ignorehitpause = 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 = 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 910013]
type = SelfState
triggerall = !ishelper(11355)&&!ishelper(11356)&&!ishelper(113550)&&!ishelper(113551)&&!ishelper(113552)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[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
triggerall = ishelper(113550)||ishelper(113551)
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 910010
[State 30202]
type = selfstate
triggerall = !ishelper(113550)&&!ishelper(113551)
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 0

[state a]
type = destroyself
trigger1 = roundstate = 4
trigger2 = time >= 70
;--------------------------------

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

;---------------------------------------------
;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 = player;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 910013]
type = SelfState
triggerall = !ishelper(14001)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[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 910013]
type = SelfState
triggerall = !ishelper(14001)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[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 910013]
type = SelfState
triggerall = !ishelper(1400100)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[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 910013]
type = SelfState
triggerall = !ishelper(1400100)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[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
triggerall =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 = palno = [10,12]
trigger1 = Animelem = 8
id = 1401100
persistent = 0
name = "tuibi"
pos = 0,0
postype = P1
stateno = 1401100
helpertype = player;normal
keyctrl = 0
ownpal = 1

[State 2900, 1]
type = helper
triggerall = palno = [10,12]
triggerall = Animelem = 8
triggerall = numhelper(1401100) < 3
trigger1 = var(39) != 4 
trigger2 = var(37) < 0
trigger3 = var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger4 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger5 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger6 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger7 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger8 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger9 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger10 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger11 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger12 = fvar(39) != 6
id = 1401100
persistent = 0
name = "tuibi"
pos = 0,0
postype = P1
stateno = 1401100
helpertype = player
keyctrl = 0
ownpal = 1

[State 2900, 1]
type = helper
trigger1 = palno != [10,12]
trigger1 = 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= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 14010
sprpriority = 2
;hitcountpersist = 1

[State 910013]
type = SelfState
triggerall = !ishelper(14011)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[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)
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 = 100;180


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

[State 910013]
type = SelfState
triggerall = !ishelper(1401100)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[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 -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
supermovetime = 999999999999
sausemovetime = 999999999999

[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 -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
supermovetime = 999999999999
sausemovetime = 999999999999

[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 11001]
type = EnvShake
trigger1 = (gametime%2) = 1
time = 3
ampl = -3
freq = 95
phase = 95

[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 14021]
type = Projectile
trigger1 = palno = [10,12]
trigger1 = (GameTime%6) = 1
trigger1 = time > 0
attr = S, HA
projanim = 14023;---14021
projhitanim = -1
projid = 14021
projpriority = 999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p1
offset = -20,80;22,-40;15,-85
projscale = 0,0
velocity = 0
animtype  = diagup
damage  = 70,2
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 14021]
type = Projectile
trigger1 = palno = [10,12]
trigger1 = (GameTime%6) = 1
trigger1 = time > 0
attr = S, HA
projanim = 14024
projhitanim = -1
projid = 14021
projpriority = 999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p1
offset = -20,80;22,-40;15,-85
projscale = 0,0
velocity = 0
animtype  = diagup
damage  = 0,0
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 14021]
type = Projectile
triggerall = palno != [10,12]
trigger1 = (GameTime%4) = 1
trigger1 = time > 0
attr = S, HA
projanim = 14022;14021
projhitanim = -1
projid = 14021
projpriority = 999999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p1
offset = -20,100;-20,80;-----22,-40;15,-85
projscale = 0,0;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
trigger1 = (gametime%2) = 1
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 = -30,50;-30,100
sprpriority = 999999999
supermove = 0
removetime = 200
ownpal = 1
removeongethit = 0
bindtime = -1
scale = 1.0,0.7

[State 14021]
type = EnvColor
trigger1 = 1
time = 10
value = 0,0,0
under = 2
ignorehitpause = 1

[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 -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
supermovetime = 999999999999
sausemovetime = 999999999999

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

;--------------------------------------------
;無に還ろう
[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    = A
movetype= I
physics = N
velset = 0,0
anim = 30051
ctrl = 0

[State 30051]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State 30051]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 30051]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
p2facing = 1
p2stateno = 910013
ignorehitpause = 1

[state 30051]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper
ignorehitpause = 1

[State 30051]
type = AttackDist
trigger1 = palno = 12
value = 0
ignorehitpause = 1

[state 30051]
type = targetstate
triggerall = numtarget
trigger1 = enemy,alive
trigger1 = time < 230
value = 910013
ignorehitpause = 1

[State 30051]
type = Projectile
triggerall = palno = 12
triggerall =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 = [40,240]
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    = 45,5;32100000
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

[State 30051]
type = Projectile
triggerall = palno = 12
triggerall = time = [20,240]
triggerall = (GameTime%3) = 1
triggerall = numprojid(110101002) = 0
trigger1 = var(39) != 4 || var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger2 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger3 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger4 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger5 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger6 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger7 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger8 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger9 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger10 = 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    = 30
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 30051]
type = targetlifeAdd
trigger1 = 1
value = -9999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[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 30051]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
value = 0,0,0;255,255,255
time = 1;10
under = 2

[State 30051];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 30051]
type = targetstate
trigger1 = win
value = 50510
ignorehitpause = 1

[State 30051]
type = turn
trigger1 = P2dist X < 0
trigger1 = fvar(1) < 0
ignorehitpause = 1

[state 30051]
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 910013]
type = SelfState
triggerall = !ishelper(910010)&&!ishelper(9100100)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[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,AA,AT,AP
[state 910010]
type = nothitby
triggerall = numhelper(100500)
triggerall = ishelper(9100100)
trigger1 = helper(100500),fvar(3) = 0
value = SCA,AA,AT,AP


;[State 910010]
;type = HitBy
;trigger1 = ishelper(9100100)
;value = C,HP
;value2 = C,HP
;time = 2
;ignorehitpause = 1

[State 230, 2]
type = HitDef
triggerall = p2name = "Psycho Shredder[S]" || p4name = "Psycho Shredder[S]" || p2name = "mapelao" || p4name = "mapelao"
triggerall = root,palno != 11
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 910010]
type = destroyself
trigger1 = root,stateno!=30051&&root,stateno!=50601
trigger2 = win
trigger3 = roundstate != 2
ignorehitpause = 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 = assertspecial
trigger1 = name != "Phantom Mizuchi JP"
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

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

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

[State 910013]
type = SelfState
triggerall = name = "Phantom Mizuchi JP"
trigger1 = time >= 0
trigger2 = var(31) != gametime+321119
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 910013]
type = varset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = ishelper&&time=0
v = 33
value = prevstateno

[state 910013]
type = varset
triggerall = name != "Phantom Mizuchi JP"
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 JP"
trigger1 = !alive
value = 50510

[state 910013]
type = changestate
triggerall = name != "Phantom Mizuchi JP"
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
triggerall = name != "Phantom Mizuchi JP"
trigger1 = 1
value = 0
ignorehitpause = 1

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

[State 910013]
type = SelfState
triggerall = name = "Phantom Mizuchi JP"
trigger1 = time >= 0
trigger2 = var(31) != gametime+321119
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

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

[State 910013]
type = assertspecial
trigger1 = name != "Phantom Mizuchi JP"
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[State 910012]
type = Projectile
trigger1 = time<=1&&ishelper
attr = S, NA
projanim = var(34)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 910012
projremovetime = 30;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)
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 910012]
type = Projectile
trigger1 = time>=30&&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 = 30;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
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999


[State 910012]
type = NotHitBy
trigger1 = 1
value = SCA

[State 910012]
type = PosSet
trigger1 = ishelper
Y = 2000

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

[State 910012]
type = destroyself
trigger1 = roundstate!=2||root,alive=0||enemynear,name="Phantom Mizuchi JP"&&enemynear,stateno!=30051
trigger2 = 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 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
ignorehitpause = 1

[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




;-----------------------------------------------
;最後の日維持用
[Statedef 30075]
type    = S
movetype= I
physics = S
anim = 30075

[State 910013]
type = SelfState
triggerall = !ishelper(30075)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

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

[state 30075]
type = varset
triggerall = root,palno = 12
triggerall = numhelper(100500)
trigger1 = helper(100500),var(58) = 120
v = 0
value = 193
ignorehitpause = 1
[state 30075]
type = varset
triggerall = root,palno = 12
triggerall = numhelper(100500)
trigger1 = helper(100500),var(58) = 240
v = 1
value = 18782
ignorehitpause = 1
[state 30075]
type = varset
triggerall = root,palno = 12
triggerall = numhelper(100500)
trigger1 = helper(100500),var(58) = 360
v = 2
value = 37564
ignorehitpause = 1
[state 30075]
type = varset
triggerall = root,palno = 12
triggerall = numhelper(100500)
trigger1 = helper(100500),var(58) = 480
v = 3
value = 321
ignorehitpause = 1
[state 30075]
type = varset
triggerall = root,palno = 12
triggerall = numhelper(100500)
trigger1 = helper(100500),var(58) = 600
v = 4
value = 39
ignorehitpause = 1
[state 30075]
type = varset
triggerall = root,palno = 12
triggerall = numhelper(100500)
trigger1 = helper(100500),var(58) = 720
v = 5
value = 2918
ignorehitpause = 1
[state 30075]
type = varset
triggerall = root,palno = 12
triggerall = numhelper(100500)
trigger1 = helper(100500),var(58) = 840
v = 6
value = 794
ignorehitpause = 1
[state 30075]
type = varset
triggerall = root,palno = 12
triggerall = numhelper(100500)
trigger1 = helper(100500),var(58) = 960
v = 7
value = 1867
ignorehitpause = 1
[state 30075]
type = varset
triggerall = root,palno = 12
triggerall = numhelper(100500)
trigger1 = helper(100500),var(58) = 1080
v = 8
value = 1600
ignorehitpause = 1
[state 30075]
type = varset
triggerall = root,palno = 12
triggerall = numhelper(100500)
trigger1 = helper(100500),var(58) = 1200
v = 9
value = 30075
ignorehitpause = 1

[state 30075]
type = varset
triggerall = root,palno = 12
trigger1 = root,stateno = 30061
trigger2 = roundstate = 2
trigger2 = root,var(35) >= 10
v = 10
value = 315
ignorehitpause = 1

[State 240, 2]
type = Projectile
triggerall = ishelper
triggerall = root,palno = 12
triggerall = numhelper(100500)
triggerall = helper(100500),fvar(2) != 10
triggerall = root,var(35) >= 10 || root,var(35) < 0
triggerall =root,var(39)=4&&root,var(40)=5&&root,var(41)=6&&root,var(42)=7&&root,var(43)=8&&root,var(44)=9&&root,var(45)=0&&root,var(46)=1
triggerall =root,var(47)=2&&root,var(48)=3&&root,var(49)=4&&root,var(50)=5&&root,var(51)=6&&root,var(52)=7&&root,var(53)=8&&root,var(54)=9&&root,var(55)=0&&root,var(56)=1&&root,var(57)=2&&root,var(58)=3
trigger1 = (GameTime%6) = 1;----30
;;;;;;trigger1 = root,movetype != A
trigger1 = p2movetype != H
trigger1 = root,stateno != 30080
trigger1 = root,stateno != 11001 || root,stateno=11001&&root,time>=180;;;
trigger1 = root,stateno != 14021 || root,stateno=14021&&root,time>=150
trigger1 = root,stateno != 30051 || root,stateno=30051&&root,time>=160
trigger1 = root,stateno != 19151 || root,stateno=19151&&root,time>=200
trigger1 = root,stateno != 50101 || root,stateno=50101&&root,time>=180
trigger1 = root,stateno != 50601 || root,stateno=50601&&root,time>=200
trigger2 = (GameTime%6) = 1
;;;;;;trigger2 = root,movetype != A || root,movetype=A&&root,time>=80&&p2movetype!=H
trigger2 = p2movetype != H
trigger2 = root,stateno = 30080&&root,time>=120&&p2movetype!=A
attr = S, SA
animtype  = hard
damage    = 30+random%10,2+random%10
projremovetime = 5
postype = p1
priority = 99999999999999999999999999999999999999999
projremove = 0
getpower = 0;121,121
givepower = -99999999999999999999999
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
ignorehitpause = 1
[State 240, 2]
type = Projectile
triggerall = ishelper
triggerall = root,palno = 12
triggerall = numhelper(100500)
triggerall = helper(100500),fvar(2) != 10
triggerall = root,var(35) >= 10 || root,var(35) < 0
triggerall =root,var(39)=4&&root,var(40)=5&&root,var(41)=6&&root,var(42)=7&&root,var(43)=8&&root,var(44)=9&&root,var(45)=0&&root,var(46)=1
triggerall =root,var(47)=2&&root,var(48)=3&&root,var(49)=4&&root,var(50)=5&&root,var(51)=6&&root,var(52)=7&&root,var(53)=8&&root,var(54)=9&&root,var(55)=0&&root,var(56)=1&&root,var(57)=2&&root,var(58)=3
trigger1 = (GameTime%6) = 1;----30
;;;;;;trigger1 = root,movetype != A
trigger1 = p2movetype != H
trigger1 = root,stateno != 30080
trigger1 = root,stateno != 11001 || root,stateno=11001&&root,time>=180;;;
trigger1 = root,stateno != 14021 || root,stateno=14021&&root,time>=150
trigger1 = root,stateno != 30051 || root,stateno=30051&&root,time>=160
trigger1 = root,stateno != 19151 || root,stateno=19151&&root,time>=200
trigger1 = root,stateno != 50101 || root,stateno=50101&&root,time>=180
trigger1 = root,stateno != 50601 || root,stateno=50601&&root,time>=200
trigger2 = (GameTime%6) = 1
;;;;;;trigger2 = root,movetype != A || root,movetype=A&&root,time>=80&&p2movetype!=H
trigger2 = p2movetype != H
trigger2 = root,stateno = 30080&&root,time>=120&&p2movetype!=A
attr = S, SA
animtype  = hard
damage    = 0,0
projremovetime = 5
postype = p1
priority = 99999999999999999999999999999999999999999
projremove = 0
getpower = 0;121,121
givepower = -99999999999999999999999
hitflag = MAF;D
guardflag = 
projanim = 30060001;300600
ProjID = 30060001;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
ignorehitpause = 1

[State 240, 2]
type = Projectile
triggerall = ishelper
triggerall = root,palno = 12
triggerall = numhelper(100500)
triggerall = root,var(35) >= 10 || root,var(35) < 0
trigger1 = (GameTime%6) = 1
trigger1 = helper(100500),fvar(2) = 10
;trigger1 = root,numprojid(30060010) = 0
attr = S, SA
animtype  = hard
damage    = 30,2;5,2
projremovetime = 5
postype = p1
priority = 99999999999999999999999999999999999999999
projremove = 0
getpower = 0
givepower = 0
hitflag = MAFD
guardflag = 
projanim = 30060010;300600
ProjID = 30060010;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
ignorehitpause = 1

[State 11331]
type = posset
trigger1 = 1
x = enemynear,pos x
y = enemynear,pos y
ignorehitpause = 1
[State 240, 2]
type = null;Projectile
triggerall = ishelper
triggerall = root,palno = 12
triggerall = root,numprojid(1101010) = 0
;triggerall = root,var(35) >= 10 || root,var(35) < 0
triggerall = (GameTime%4) = 1
trigger1 = root,var(32) >= 1201
trigger2 = root,var(38) >= 1851
trigger3 = root,var(38) <= -1
trigger4 = root,var(6) >= 3 || root,var(6) < 0
trigger5 = root,var(8) >= 1000
trigger6 = root,var(10) >= 3 || root,var(10) < 0
trigger7 = root,var(12) >= 2 || root,var(12) < 0 || root,var(39) != 4
trigger8 = root,var(37) < 0
trigger9 = root,var(40) != 5 || root,var(41) != 6 || root,var(42) != 7 || root,var(43) != 8 || root,var(44) != 9 || root,var(45) != 0
trigger10 = root,var(46) != 1 || root,var(47) != 2 || root,var(48) != 3 || root,var(49) != 4 || root,var(50) != 5 || root,var(51) != 6
trigger11 = root,var(52) != 7 || root,var(53) != 8 || root,var(54) != 9 || root,var(55) != 0 || root,var(56) != 1 || root,var(57) != 2 || root,var(58) != 3
trigger12 = root,fvar(4) != 1 || root,fvar(5) != 2 || root,fvar(6) != 3 || root,fvar(7) != 4 || root,fvar(8) != 5
trigger13 = root,fvar(9) != 6 || root,fvar(10) != 7 || root,fvar(11) != 8 || root,fvar(12) != 9 || root,fvar(13) != 0 || root,fvar(14) != 1
trigger14 = root,fvar(15) != 2 || root,fvar(16) != 3 || root,fvar(17) != 4 || root,fvar(18) != 5 || root,fvar(19) != 6 || root,fvar(20) != 7
trigger15 = root,fvar(21) != 8 || root,fvar(22) != 9 || root,fvar(23) != 0 || root,fvar(24) != 1 || root,fvar(25) != 2 || root,fvar(26) != 3
trigger16 = root,fvar(27) != 4 || root,fvar(28) != 5 || root,fvar(29) != 6 || root,fvar(30) != 7 || root,fvar(31) != 8 || root,fvar(32) != 9
trigger17 = root,fvar(33) != 0 || root,fvar(34) != 1 || root,fvar(35) != 2 || root,fvar(36) != 3 || root,fvar(37) != 4 || root,fvar(38) != 5
trigger18 = root,fvar(39) != 6
attr = S, SA
animtype  = hard
damage    = 20,2;70,2
projremovetime = 5
postype = p1
priority = 99999999999999999999999999999999999999999
projremove = 0
getpower = 0;121,121
givepower = -99999999999999999999999
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
ignorehitpause = 1

[State 240, 2]
type = Projectile
triggerall = ishelper
triggerall = root,palno = 12
triggerall = root,numprojid(1101010) = 0
;triggerall = root,var(35) >= 10 || root,var(35) < 0
triggerall = (GameTime%4) = 1
trigger1 = root,var(32) >= 1201
trigger2 = root,var(38) >= 1851
trigger3 = root,var(38) <= -1
trigger4 = root,var(6) >= 3 || root,var(6) < 0
trigger5 = root,var(8) >= 1000
trigger6 = root,var(10) >= 3 || root,var(10) < 0
trigger7 = root,var(12) >= 2 || root,var(12) < 0 || root,var(39) != 4
trigger8 = root,var(37) < 0
trigger9 = root,var(40) != 5 || root,var(41) != 6 || root,var(42) != 7 || root,var(43) != 8 || root,var(44) != 9 || root,var(45) != 0
trigger10 = root,var(46) != 1 || root,var(47) != 2 || root,var(48) != 3 || root,var(49) != 4 || root,var(50) != 5 || root,var(51) != 6
trigger11 = root,var(52) != 7 || root,var(53) != 8 || root,var(54) != 9 || root,var(55) != 0 || root,var(56) != 1 || root,var(57) != 2 || root,var(58) != 3
trigger12 = root,fvar(4) != 1 || root,fvar(5) != 2 || root,fvar(6) != 3 || root,fvar(7) != 4 || root,fvar(8) != 5
trigger13 = root,fvar(9) != 6 || root,fvar(10) != 7 || root,fvar(11) != 8 || root,fvar(12) != 9 || root,fvar(13) != 0 || root,fvar(14) != 1
trigger14 = root,fvar(15) != 2 || root,fvar(16) != 3 || root,fvar(17) != 4 || root,fvar(18) != 5 || root,fvar(19) != 6 || root,fvar(20) != 7
trigger15 = root,fvar(21) != 8 || root,fvar(22) != 9 || root,fvar(23) != 0 || root,fvar(24) != 1 || root,fvar(25) != 2 || root,fvar(26) != 3
trigger16 = root,fvar(27) != 4 || root,fvar(28) != 5 || root,fvar(29) != 6 || root,fvar(30) != 7 || root,fvar(31) != 8 || root,fvar(32) != 9
trigger17 = root,fvar(33) != 0 || root,fvar(34) != 1 || root,fvar(35) != 2 || root,fvar(36) != 3 || root,fvar(37) != 4 || root,fvar(38) != 5
trigger18 = root,fvar(39) != 6
attr = S, SA
animtype  = hard
damage    = 20,2;5,2
projremovetime = 5
postype = p1
priority = 99999999999999999999999999999999999999999
projremove = 0
getpower = 0;121,121
givepower = -99999999999999999999999
hitflag = MAF;D
guardflag = 
projanim = 30060000;300600
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 = 0,10;5,-5
air.velocity = 0,10;5,-5
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150
kill = 1
ignorehitpause = 1
[State 240, 2]
type = Projectile
triggerall = ishelper
triggerall = root,palno = 12
triggerall = root,numprojid(1101010) = 0
;triggerall = root,var(35) >= 10 || root,var(35) < 0
triggerall = (GameTime%4) = 1
trigger1 = root,var(32) >= 1201
trigger2 = root,var(38) >= 1851
trigger3 = root,var(38) <= -1
trigger4 = root,var(6) >= 3 || root,var(6) < 0
trigger5 = root,var(8) >= 1000
trigger6 = root,var(10) >= 3 || root,var(10) < 0
trigger7 = root,var(12) >= 2 || root,var(12) < 0 || root,var(39) != 4
trigger8 = root,var(37) < 0
trigger9 = root,var(40) != 5 || root,var(41) != 6 || root,var(42) != 7 || root,var(43) != 8 || root,var(44) != 9 || root,var(45) != 0
trigger10 = root,var(46) != 1 || root,var(47) != 2 || root,var(48) != 3 || root,var(49) != 4 || root,var(50) != 5 || root,var(51) != 6
trigger11 = root,var(52) != 7 || root,var(53) != 8 || root,var(54) != 9 || root,var(55) != 0 || root,var(56) != 1 || root,var(57) != 2 || root,var(58) != 3
trigger12 = root,fvar(4) != 1 || root,fvar(5) != 2 || root,fvar(6) != 3 || root,fvar(7) != 4 || root,fvar(8) != 5
trigger13 = root,fvar(9) != 6 || root,fvar(10) != 7 || root,fvar(11) != 8 || root,fvar(12) != 9 || root,fvar(13) != 0 || root,fvar(14) != 1
trigger14 = root,fvar(15) != 2 || root,fvar(16) != 3 || root,fvar(17) != 4 || root,fvar(18) != 5 || root,fvar(19) != 6 || root,fvar(20) != 7
trigger15 = root,fvar(21) != 8 || root,fvar(22) != 9 || root,fvar(23) != 0 || root,fvar(24) != 1 || root,fvar(25) != 2 || root,fvar(26) != 3
trigger16 = root,fvar(27) != 4 || root,fvar(28) != 5 || root,fvar(29) != 6 || root,fvar(30) != 7 || root,fvar(31) != 8 || root,fvar(32) != 9
trigger17 = root,fvar(33) != 0 || root,fvar(34) != 1 || root,fvar(35) != 2 || root,fvar(36) != 3 || root,fvar(37) != 4 || root,fvar(38) != 5
trigger18 = root,fvar(39) != 6
attr = S, SA
animtype  = hard
damage    = 0,0
projremovetime = 5
postype = p1
priority = 99999999999999999999999999999999999999999
projremove = 0
getpower = 0;121,121
givepower = -99999999999999999999999
hitflag = MAF;D
guardflag = 
projanim = 30060001;300600
ProjID = 30060001;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
ignorehitpause = 1



[State 240, 2]
type = Projectile
triggerall = root,palno = 12
triggerall = root,stateno = 50300
trigger1 = (GameTime%6) = 1
trigger1 = root,var(35) != 10
trigger1 = p2movetype != H
trigger1 = root,var(29) > 0 || root,var(29) < 0
attr = S, SA
animtype  = hard
damage    = 30+random%10,2+random%10
projremovetime = 5
postype = p1
priority = 99999999999999999999999999999999999999999
projremove = 0
getpower = 0;121,121
givepower = -99999999999999999999999
hitflag = MAF;D
guardflag = 
projanim = 30060000;300600
ProjID = 11084521
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
kill = 1
ignorehitpause = 1
[State 240, 2]
type = Projectile
triggerall = root,palno = 12
triggerall = root,stateno = 50300
trigger1 = (GameTime%6) = 1
trigger1 = root,var(35) != 10
trigger1 = p2movetype != H
trigger1 = root,var(29) > 0 || root,var(29) < 0
attr = S, SA
animtype  = hard
damage    = 0,0
projremovetime = 5
postype = p1
priority = 99999999999999999999999999999999999999999
projremove = 0
getpower = 0;121,121
givepower = -99999999999999999999999
hitflag = MAF;D
guardflag = 
projanim = 30060001;300600
ProjID = 30060001;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
kill = 1
ignorehitpause = 1


[State 240, 2]
type = Projectile
triggerall = root,palno = 12
triggerall = root,stateno = 31442420
trigger1 = root,numprojid(110845212) = 0
trigger1 = root,time = 20
attr = S, SA
animtype  = hard
damage    = 999999999999999999999999999999999999999999999999999999999999999999999999999999999
projremovetime = 20
postype = p1
priority = 99999999999999999999999999999999999999999
projremove = 1
getpower = 0
givepower = -99999999999999999999999
hitflag = MAFD
guardflag = 
projanim = 30060000;300600
ProjID = 110845212
Projhitanim = -1
Projremanim = -1
Projcancelanim = -1
offset = 0,-50
projpriority = 99999999999999999999999999999999999999999
projsprpriority = 99999999999999999999999999999999999999999
velocity = 0,0
pausetime = 0,30
guard.pausetime = 2,1;8
sparkno = -1
sparkxy = -1,-124
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-5;5,-5
air.velocity = 0,-5;5,-5
fall = 1
fall.revcover = 0
kill = 1
ignorehitpause = 1

[State 100500]
type = Explod
trigger1 = root,stateno = 31442420
trigger1 = root,time = 18
trigger1 = numexplod(31442420) = 0
id = 31442420
anim = 22212
sprpriority = 8
postype = p1
pos = -5,-75
bindtime = 1;-1
;supermove = 1
under = 0
ownpal = 1
;scale = .5,.5
;PauseMoveTime = 14

[State 22220]
type = EnvColor
trigger1 = root,stateno = 31442420
trigger1 = root,winko
time = 20
value = 255,0,0
under = 2
persistent = 0
ignorehitpause = 1



[State 240, 2]
type = Projectile
triggerall = root,palno = 12
triggerall = root,stateno = 50630
trigger1 = root,time = 20 || root,time = 30 || root,time = 40
attr = S, SA
animtype  = hard
damage    = 30+random%10
projremovetime = 15
postype = p1
priority = 99999999999999999999999999999999999999999
projremove = 0
getpower = 0
givepower = 0
hitflag = MAFD
guardflag = 
projanim = 50635
ProjID = 50635
Projhitanim = -1
Projremanim = -1
Projcancelanim = -1
offset = 0+random%10,-50
projpriority = 99999999999999999999999999999999999999999
projsprpriority = 99999999999999999999999999999999999999999
velocity = 0,0
pausetime = 0,30
guard.pausetime = 2,1;8
sparkno = -1
sparkxy = -1,-124
hitsound   = 11,1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-5;5,-5
air.velocity = 0,-5;5,-5
fall = 1
fall.revcover = 0
kill = 1
ignorehitpause = 1
[State 240, 2]
type = Projectile
triggerall = root,palno = 12
triggerall = root,stateno = 50630
trigger1 = root,time = 25 ||root,time = 35
attr = S, ST
animtype  = hard
damage    = 30+random%10
projremovetime = 15
postype = p1
priority = 99999999999999999999999999999999999999999
projremove = 0
getpower = 0
givepower = 0
hitflag = MAFD
guardflag = 
projanim = 50635
ProjID = 50635
Projhitanim = -1
Projremanim = -1
Projcancelanim = -1
offset = 0+random%10,-50
projpriority = 99999999999999999999999999999999999999999
projsprpriority = 99999999999999999999999999999999999999999
velocity = 0,0
pausetime = 0,30
guard.pausetime = 2,1;8
sparkno = -1
sparkxy = -1,-124
hitsound   = 11,1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-5;5,-5
air.velocity = 0,-5;5,-5
fall = 1
fall.revcover = 0
kill = 1
ignorehitpause = 1
[State 240, 2]
type = Projectile
triggerall = root,palno = 12
triggerall = root,stateno = 50630
trigger1 = root,time = 19 || root,time = 24 || root,time = 29 ||root,time = 34 || root,time = 39
attr = S, SA
animtype  = hard
damage    = 0,0
projremovetime = 15
postype = p1
priority = 99999999999999999999999999999999999999999
projremove = 0
getpower = 0
givepower = 0
hitflag = MAFD
guardflag = 
projanim = 30100
ProjID = 50636
Projhitanim = -1
Projremanim = -1
Projcancelanim = -1
offset = 0+random%10,-50
projpriority = 99999999999999999999999999999999999999999
projsprpriority = 99999999999999999999999999999999999999999
ignorehitpause = 1

[State 100500]
type = Explod
triggerall = root,palno = 12
triggerall = root,stateno = 50630
trigger1 = root,time = 18 || root,time = 23 || root,time = 28 || root,time = 33 || root,time = 38
id = 50630
anim = 50630
sprpriority = 8
postype = p1
pos = 0+random%20,0-random%80
bindtime = 1;-1
;supermove = 1
under = 0
ownpal = 1
;scale = .5,.5
;PauseMoveTime = 14

[State 30070]
type = PlaySnd
triggerall = root,palno = 12
triggerall = root,stateno = 50630
trigger1 = numexplod(50630)
trigger1 = root,time = 19 || root,time = 24 || root,time = 29 || root,time = 34 || root,time = 39
value = 1300,1
ignorehitpause = 1

[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 = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 11051]
type = BGPalFx
triggerall = root,palno = 12
triggerall = roundstate = 2
trigger1 = root,var(35) = 10
mul = 256,0,0
invertall = 0;1
color = 0
time = -1
ignorehitpause = 1

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

;---------------------------------------------
;怨念収束
[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

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

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

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

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

[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 = lifeadd
triggerall = palno = [7,10]
trigger1 = time = 0
value = lifemax/2
ignorehitpause = 1

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

[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 = palno = [11,12]
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
p2stateno = 30082
pausetime = 0,2
ignorehitpause = 1

[State 30080]
type = ReversalDef
trigger1 = palno != [11,12]
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
p1stateno = 300810
p2stateno = 300820
pausetime = 0,2
ignorehitpause = 1

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

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

[State 1]
type = NotHitBy 
trigger1 = palno != [10,12]
trigger1 = time = 50
value = SCA
time = 150

[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
time = 10
value = 255,255,255
under = 2
;persistent = 0
ignorehitpause = 1
[State 30081]
type = EnvColor
triggerall = win
trigger1 = animelem = 18
time = 10
value = 255,0,0
under = 2
;persistent = 0
ignorehitpause = 1

[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
ignorehitpause = 1

[State 1000, 5]
type = Explod
triggerall = win
trigger1 = numexplod(1133010) = 0
trigger1 = time = 15
anim = 1133010
sprpriority = 8
postype = p1
pos = -9,-57
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 9999999
PauseMoveTime = 9999999
;PauseMoveTime = 14

[State -2];演出用
type = AssertSpecial
triggerall = palno = 12
trigger1 = time < 145
trigger1 = enemy,stateno = 30082
;trigger1 = enemy,life = 0
flag = noko
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999

[State 11051]
type = superpause
triggerall = win
trigger1 = time = 147
;trigger1 = time <=0
;trigger2 = win
;trigger3 = p2life = 0
;trigger4 = p2stateno = 30082
time = 1
movetime = 1
darken = 0
anim = -1
persistent = 0
ignorehitpause = 1

;[State 11051]
;type = pause
;trigger1 = time <=0
;trigger2 = win
;trigger3 = p2life = 0
;trigger4 = p2stateno = 30082
;time = 1
;movetime = 1
;persistent = 0
;ignorehitpause = 1

[State 30081];刺す
type = PlaySnd
triggerall = win
trigger1 = animelem = 7
value = 2300,2
ignorehitpause = 1

[state 30081]
type = playsnd
trigger1 = time = [30,40];animelem = 5
value = 1400,(random%4)+var(5);3
persistent = 0
ignorehitpause = 1

[State 30081]
type = PlaySnd
triggerall = win
trigger1 = animelem = 17
value = 2000,3
volume = 255
ignorehitpause = 1

[State 30081];潰す
type = PlaySnd
triggerall = win
trigger1 = animelem = 18
value = 2300,3
ignorehitpause = 1


[State 11052, !]
type = PlaySnd
triggerall = !win
trigger1 = Time = 110
value = 3500, 3
ignorehitpause = 1

[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)
ignorehitpause = 1

[State 3040, 7]
type = BGPalfx
triggerall = win
trigger1 = enemy,stateno = 30082
time = 1
mul = 0,0,0
under = 2
ignorehitpause = 1

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

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

[State 910013]
type = SelfState
triggerall = name = "Phantom Mizuchi JP"
trigger1 = time >= 0
trigger2 = var(31) != gametime+321119
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

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

[State 30082]
type = destroyself
trigger1 = ishelper
ignorehitpause = 1

[State 30082]
type = PlaySnd
trigger1 = enemy,stateno = 30081
trigger1 = enemy,time > 140
persistent = 0
value = s11,0
volume = 255
freqmul = 1.3+((random%8)*0.1)
ignorehitpause = 1

[State 30082]
type = PlaySnd
trigger1 = enemy,stateno = 30081
trigger1 = enemy,time > 33
persistent = 0
value = s11,0
volume = 255
ignorehitpause = 1

[State 30082]
type = ChangeAnim
triggerall = name != "Phantom Mizuchi JP"
trigger1 = enemy,stateno = 30081
trigger1 = enemy,time < 33
value = 5011
ignorehitpause = 1
[State 30082]
type = ChangeAnim
triggerall = name != "Phantom Mizuchi JP"
trigger1 = enemy,stateno = 30081
trigger1 = enemy,time = [33,140]
value = 5012
ignorehitpause = 1
[State 30082]
type = ChangeAnim
triggerall = name != "Phantom Mizuchi JP"
trigger1 = enemy,stateno = 30081
trigger1 = enemy,time > 140
value = 5002
ignorehitpause = 1

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

[State 30082]
type = VelSet
triggerall = name != "Phantom Mizuchi JP"
trigger1 = enemy,time < 60
x = 0
y = 0
ignorehitpause = 1

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

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

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

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

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

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

[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1

;--------------------------------
;-------------------------------------------------------------
;当身成功・失敗 1〜10P
[Statedef 300810]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2005
ctrl     = 0
sprpriority = 10

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

[State 3040, 7]
type = EnvColor
trigger1 = enemy,stateno = 300820
trigger1 = animelem = 18,<=0
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2

[State 11001]
type = EnvShake
triggerall = enemy,stateno = 300820
trigger1 = animelem = 7
trigger2 = animelem = 18
time = 17
ampl = -17
freq = 95
phase = 95

[State 3040, 7]
type = EnvColor
triggerall = enemy,stateno = 300820
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 18
ignorehitpause = 1
time = 14
value = 255,255,255
under = 3

[State 1000, 5]
type = Explod
triggerall = enemy,stateno = 300820
trigger1 = animelem = 7
trigger2 = animelem = 8
anim = 7002
sprpriority = 7
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = enemy,stateno = 300820
trigger1 = animelem = 18
anim = 7003
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 1000, 5]
type = Explod
trigger1 = enemy,stateno = 300820
trigger1 = animelem = 8
anim = 2006
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 1]
type = targetlifeadd
trigger1 = time < 10
value = -var(9)/2
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 30081]
type = playsnd
trigger1 = time = [18,25];animelem = 5
value = 1400,(random%4)+var(5)
persistent = 0
ignorehitpause = 1

[State 2000, 6];刺す
type = PlaySnd
trigger1 = enemy,stateno = 300820
trigger1 = animelem = 7
value = 2000,4
ignorehitpause = 1

[State 2000, 6];抜く
type = PlaySnd
trigger1 = enemy,stateno = 300820
trigger1 = animelem = 9
value = 240,0
ignorehitpause = 1

[State 2000, 6];潰す
type = PlaySnd
trigger1 = enemy,stateno = 300820
trigger1 = animelem = 18
value = 2000,5
ignorehitpause = 1

[State 2000, 6];飛べ
type = PlaySnd
trigger1 = enemy,stateno = 300820
trigger1 = animelem = 17
value = 2000,3
ignorehitpause = 1

[State 11052, !]
type = PlaySnd
triggerall = enemy,stateno != 300820
trigger1 = time = 115
value = 3500, 3
ignorehitpause = 1

[State 11052, !]
type = Explod
triggerall = enemy,stateno != 300820
trigger1 = time = 115
Anim = 11150
pos = 14, -110
postype = p1
ownpal = 1
removetime = 15
sprpriority = 4
pausemovetime = 15

[State 191, 3]
type = PlaySnd
triggerall = enemy,stateno != 300820
trigger1 = time = 120
value = 290,0
freqmul = 1.5
ignorehitpause = 1

[State 3040, 7]
type = BGPalfx
trigger1 = enemy,stateno = 300820
time = 1
mul = 0,0,0
under = 2
ignorehitpause = 1

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

;-------------------------------------------------------
[Statedef 300820]
type    = A
movetype= H
physics = N
velset = 0,0

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

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

[State 910013]
type = SelfState
triggerall = name = "Phantom Mizuchi JP"&&palno=[10,12]
trigger1 = time >= 0
trigger2 = var(31) != gametime+321119
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 30082]
type = ChangeAnim
triggerall = name != "Phantom Mizuchi JP"
trigger1 = enemy,stateno = 300810
trigger1 = enemy,time < 5
value = 0
ignorehitpause = 1
[State 30082]
type = ChangeAnim
triggerall = name != "Phantom Mizuchi JP"
trigger1 = enemy,stateno = 300810
trigger1 = enemy,time = [22,69]
value = 5011
ignorehitpause = 1
[State 30082]
type = ChangeAnim
triggerall = name != "Phantom Mizuchi JP"
trigger1 = enemy,stateno = 300810
trigger1 = enemy,time > 70
value = 5002
ignorehitpause = 1

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

[State 30082]
type = VelSet
triggerall = name != "Phantom Mizuchi JP"
trigger1 = enemy,time < 60
x = 0
y = 0
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "Phantom Mizuchi JP"
trigger1 = enemy,stateno = 300810
trigger1 = enemy,time > 120
x = -7
y = -5
ignorehitpause = 1

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

[state a]
type = null;lifeadd
triggerall = name != "Phantom Mizuchi JP"
trigger1 = enemy,time = 21
value = -96
kill = 0

[state a]
type = null;lifeadd
triggerall = name != "Phantom Mizuchi JP"
trigger1 = enemy,time = 70
value = -58
kill = 0

[state a]
type = lifeadd
triggerall = name != "Phantom Mizuchi JP"
trigger1 = enemy,stateno = 300810
trigger1 = enemy,time = 117
value = -150;-192
absolute = 1

[State 30082]
type = LifeSet
triggerall = name != "Phantom Mizuchi JP"
trigger1 = enemy,stateno = 300810
trigger1 = enemy,time >= 117
trigger1 = life = 1
value = 0
ignorehitpause = 1

[State 30082]
type = SelfState
triggerall = name != "Phantom Mizuchi JP"
trigger1 = enemy,stateno = 300810
trigger1 = enemy,time > 120
value = 5050
ignorehitpause = 1

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 120,256
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 30075]
type = NotHitBy 
trigger1 = palno = [7,9]
trigger1 = time <= 1
value = SCA,AA,AT,AP
time = 60
ignorehitpause = 1

[State 11310]
type = helper
triggerall = palno != [10,12]
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 11310]
type = helper
triggerall = palno = [10,12]
trigger1 = AnimElem = 6
id = 18101
persistent = 0
name = "?"
pos = 70,-150
postype = p1
stateno = 18101
helpertype = 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
;trigger2 = time = 80&&root,palno!=[10,12]

;---------------------------------------------------------------------------
;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 -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
supermovetime = 999999999999
sausemovetime = 999999999999

[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
time = 10
value = 0,0,0
under = 2
ignorehitpause = 1

[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= A;I
physics = N
velset = 0,0
juggle = 15
anim = 11001
ctrl = 0

[State 19151]
type = null;AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 19151]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 50300]
type = bgpalfx
trigger1 = 1
time = 10
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,0
invertall = 0
color = 0
ignorehitpause = 1

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
supermovetime = 999999999999
sausemovetime = 999999999999


[State 19151]
type = ReversalDef
triggerall = !ishelper
trigger1 = palno = [7,12]
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
pausetime = 0,2
p2stateno = 191510020
ignorehitpause = 1

[State 19151]
type = Projectile
triggerall = !ishelper&&fvar(2)=1
triggerall = palno = [11,12]
triggerall =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 = time <= 199
trigger1 = p2movetype != A
trigger2 = (GameTime%6) = 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 19151]
type = Projectile
triggerall = !ishelper&&fvar(2)!=1
triggerall = palno = [11,12]
triggerall =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 = time <= 199
trigger1 = p2movetype != A
trigger2 = (GameTime%6) = 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 = 19152000

[State 19151]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
triggerall = (GameTime%7) = 1
triggerall = numprojid(110101001) = 0
trigger1 = var(39) != 4 || var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger2 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger3 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger4 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger5 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger6 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger7 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger8 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger9 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger10 = 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 19151]
type = Projectile
triggerall = !ishelper&&fvar(2)=1
triggerall = palno = [11,12]
triggerall =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 >= 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 19151]
type = Projectile
triggerall = !ishelper&&fvar(2)!=1
triggerall =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 = 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 19151]
type = Projectile
triggerall = !ishelper
trigger1 = palno != [11,12]
trigger1 = (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 = 19152000

[State 11051]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
anim = -1
darken = 0
persistent = 0
ignorehitpause = 1

[State 11051]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
persistent = 0
ignorehitpause = 1

[state 19151]
type = null;targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper

[state 11332] 
type = targetlifeadd
triggerall = palno = [7,12]
triggerall = numtarget
trigger1 = p2stateno != 910010202
trigger1 = p2stateno != 191510020
trigger1 = (GameTime%2) = 1
value = -2
pausemovetime = 9990000 
supermovetime = 9990000
absolute = 1

[state 11332] 
type = targetlifeadd
trigger1 = palno = [1,6]
trigger1 = numtarget
trigger1 = p2stateno = 19152000;191520
trigger1 = (GameTime%2) = 1
value = -1
pausemovetime = 9990000 
supermovetime = 9990000
absolute = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 3500,5

[State 19151]
type = PlaySnd
trigger1 = time = 105
value = 3500,7
volume = 250

[State 19151]
type = PlaySnd
trigger1 = time = 105
value = 3500,6
volume = 250

[State 11310]
type = helper
triggerall = !ishelper
triggerall =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 = player;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(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 = player;normal
keyctrl = 0
ownpal = 1
size.xscale = 1.2;0.7
size.yscale = 1.2;0.7
ignorehitpause = 1

[State 23000]
type = Explod
triggerall = numexplod(19151000012)=0&&time=0
trigger1 = var(39) != 4 || var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger2 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger3 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger4 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger5 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger6 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger7 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger8 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger9 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger10 = 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(39) != 4 || var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger2 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger3 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger4 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger5 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger6 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger7 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger8 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger9 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger10 = 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(39) != 4 || var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger2 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger3 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger4 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger5 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger6 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger7 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger8 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger9 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger10 = 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(39) != 4 || var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger2 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger3 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger4 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger5 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger6 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger7 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger8 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger9 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger10 = 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(39) != 4 || var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger2 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger3 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger4 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger5 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger6 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger7 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger8 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger9 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger10 = 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 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 50300]
type = bgpalfx
trigger1 = 1
time = 10
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,0
invertall = 0
color = 0
ignorehitpause = 1

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


[Statedef 191520]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 910013]
type = SelfState
triggerall = name = "Phantom Mizuchi JP"
trigger1 = time >= 0
trigger2 = var(31) != gametime+321119
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
supermovetime = 999999999999
sausemovetime = 999999999999

[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 1133120]
type = null;hitdef
triggerall = !ishelper
triggerall = name != "Phantom Mizuchi JP"
trigger1 = 1
attr = C,HP
damage = 0,0
sparkno = -1
guard.sparkno = -1
animtype = hard
guardflag = 
hitflag = 
fall = 0
;affectteam = F
ignorehitpause = 1
[State 910013]
type = ChangeAnim
trigger1 = time = 0 && !ishelper
value = 5070;200

[state a]
type = Changestate
trigger1 = time >= 430
trigger2 = p2stateno != 19151
value = 5050

[state a]
type = Changestate
trigger1 = !alive
value = 50510

[state 0]
type = destroyself
trigger1 = ishelper

[State 30201]
type = VarRangeSet
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&time=[400,430]
value = 0

[State 30201]
type = VarRangeSet
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&time=[400,430]
fvalue = 0

[State 30201]
type = VarSet
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&time=[400,430]
sysvar(1) = 0

[State 30201]
type = VarSet
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&time=[400,430]
sysvar(2) = 0

[State 30201]
type = VarSet
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&time=[400,430]
sysvar(3) = 0

[State 30201]
type = VarSet
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&time=[400,430]
sysvar(4) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(0) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(1) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(2) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(3) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(4) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(5) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(6) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(7) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(8) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(9) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(10) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(11) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(12) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(13) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(14) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(15) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(16) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(17) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(18) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(19) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(20) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(21) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(22) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(23) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(24) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(25) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(26) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(27) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(28) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(29) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(30) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(31) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(32) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(33) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(34) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(35) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(36) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(37) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(38) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(39) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(40) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(41) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(42) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(43) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(44) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(45) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(46) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(47) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(48) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(49) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(50) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(51) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(52) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(53) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(54) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(55) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(56) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(57) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(58) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
var(59) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(0) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(1) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(2) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(3) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(4) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(5) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(6) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(7) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(8) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(9) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(10) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(11) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(12) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(13) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(14) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(15) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(16) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(17) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(18) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(19) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(20) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(21) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(22) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(23) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(24) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(25) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(26) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(27) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(28) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(29) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(30) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(31) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(32) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(33) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(34) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(35) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(36) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(37) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(38) = 0

[State 30201]
type = parentvarset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper&&ishelper&&time=[400,430]
fvar(39) = 0





[Statedef 19152000]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
supermovetime = 999999999999
sausemovetime = 999999999999

[State 910013]
type = SelfState
triggerall = name = "Phantom Mizuchi JP"
trigger1 = time >= 0
trigger2 = var(31) != gametime+321119
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[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 = 50510

[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 -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
supermovetime = 999999999999
sausemovetime = 999999999999

[State 180, 1]
type = VarRandom
trigger1 = time = 0
v = 2
range = 0,4

[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 = var(2) = 0
time = 1
add = 0,0,0
mul = 0,256,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 1
time = 1
add = 0,0,0
mul = 256,0,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 2
time = 1
add = 0,0,0
mul = 256,256,0

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 3
time = 1
add = 0,0,0
mul = 256,0,0

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 4
time = 1
add = 0,0,0
mul = 0,256,0

[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 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[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 -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
supermovetime = 999999999999
sausemovetime = 999999999999

[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 180, 1]
type = varset
trigger1 = time = 0
v = 2
value = helper(191510000),var(2)

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 0
time = 1
add = 0,0,0
mul = 0,185,185

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 1
time = 1
add = 0,0,0
mul = 185,0,185

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 2
time = 1
add = 0,0,0
mul = 185,185,0

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 3
time = 1
add = 0,0,0
mul = 185,0,0

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 4
time = 1
add = 0,0,0
mul = 0,185,0

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

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 23000]
type = Explod
trigger1 = numexplod(0028100)=0&&time=30
anim = 0028100
id = 0028100
sprpriority = 999999999
postype = p1;back
pos = 0,0;160,100
bindtime = -1
supermove = 0
removetime = 80
under = 1
ownpal = 1
ontop = 1
trans = add

[State 23000]
type = Explod
trigger1 = numexplod(0028101)=0&&time=110
anim = 0028100
id = 0028101
sprpriority = 999999999
postype = p1;back
pos = 0,0
bindtime = -1
supermove = 0
removetime = 300
under = 1
ownpal = 1
ontop = 1
trans = add

[State 23000]
type = Explod
trigger1 = numexplod(0028102)=0&&time=120
anim = 0028100
id = 0028102
sprpriority = 999999999
postype = p1;back
pos = 0,0;160,100
bindtime = -1
supermove = 0
removetime = 280
under = 1
ownpal = 1
ontop = 1
trans = add

[State 23000]
type = Explod
trigger1 = numexplod(0028103)=0&&time=130
anim = 0028100
id = 0028103
sprpriority = 999999999
postype = p1;back
pos = 0,0;160,100
bindtime = -1
supermove = 0
removetime = 270
under = 1
ownpal = 1
ontop = 1
trans = add

[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 -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
supermovetime = 999999999999
sausemovetime = 999999999999

[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 -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
supermovetime = 999999999999
sausemovetime = 999999999999

[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 191510020]
type    = S
movetype= H
physics = S
velset = 0,0
ctrl = 0

[State 910013]
type = SelfState
triggerall = name = "Phantom Mizuchi JP"
trigger1 = time >= 0
trigger2 = var(31) != gametime+321119
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
supermovetime = 999999999999
sausemovetime = 999999999999

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

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

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

[State 9997, 1]
type = SelfState
triggerall = !ishelper
trigger1 = lose
value = 5050
ignorehitpause = 1

[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
trigger1 = name != "Phantom Mizuchi JP"
ignorehitpause = 1
;--------------------------------------
;OFF波動2
[Statedef 19200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -6000
anim = 30050;11000
ctrl = 0

[state 210, 1]
type = varadd
triggerall = palno = [11,12]
trigger1 = time = 0
var(36) = -6000
ignorehitpause = 1

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
supermovetime = 999999999999
sausemovetime = 999999999999

[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 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3500,11
volume = 250

[state a]
type = changestate
trigger1 = animtime = 0
value = 19201

;------------------------------------
[Statedef 19201]
type = A
movetype= I
physics = N
ctrl = 0
velset = 0, 0
anim = 30051;11001
sprPriority = 1

[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 -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
supermovetime = 999999999999
sausemovetime = 999999999999

[State 1000, 0]
Type = PlayerPush
Trigger1 = 1
Value = 0
ignorehitpause = 1

[State -2]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1

[State 0]
type = statetypeset
trigger1 = ishelper
movetype = A
physics = N
ignorehitpause = 1

[State 19201]
type = ReversalDef 
trigger1 = ishelper
trigger1 = time >= 98 || root,time >= 209 || gametime%60 >= 40
trigger2 = !ishelper
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
sparkno = -1
pausetime = 0,2
p2stateno = 191510020
ignorehitpause = 1

[state -1]
type = targetdrop
triggerall = numtarget > 0
trigger1 = time > 380
trigger2 = numtarget > 6
ignorehitpause = 1

[state 19201]
type = targetlifeadd 
trigger1 = numtarget > 0
value = -99999999999
Absolute = 1
ignorehitpause = 1

[state 19201]
type = targetpoweradd
trigger1 = numtarget > 0
value = -99999999999
ignorehitpause = 1

[state 19201]
type = targetstate
triggerall = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = roundstate = 3
value = 5150
ignorehitpause = 1

[State 19201]
type = destroyself
triggerall = ishelper
trigger1 = time > 170 || root,time > 250
trigger2 = roundstate != 2
ignorehitpause = 1

[State 30051]
type = Projectile
triggerall = palno = 12
triggerall = !ishelper
triggerall = roundstate = 2
trigger1 = time >= 60
trigger1 = timemod = 20,1
trigger1 = p2movetype != A
trigger2 = time >= 210
trigger2 = timemod = 20,1
trigger2 = p2movetype = A
attr = S, NA
projanim = 11010100
projhitanim = -1
projid = 11010100
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p2
offset = 0,-50
velocity = 0
animtype  = hard
damage    = 30+random%30
getpower = 0,0
givepower = -99999999999
hitflag = MAFPD
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
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000
[State 30051]
type = Projectile
triggerall = palno = 12
triggerall = !ishelper
triggerall = roundstate = 2
triggerall = time >= 60
trigger1 = gametime%55 = [12,37]
trigger1 = p2movetype != A
trigger2 = time >= 210
trigger2 = gametime%55 = [12,37]
trigger2 = p2movetype = A
attr = S, NA
projanim = 11010100
projhitanim = -1
projid = 11010100
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p2
offset = 0,-50
velocity = 0
animtype  = hard
damage    = 30
getpower = 0,0
givepower = -99999999999
hitflag = MAFPD
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
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000
[state 30051]
type = Projectile
triggerall = !ishelper
triggerall = roundstate = 2
triggerall = time >= 60
trigger1 =  gametime%55 = [12,37]
trigger1 = p2movetype != A
trigger2 =  gametime%55 = [12,37]
trigger2 = time >= 210
trigger2 = p2movetype = A
projanim = 900010
projremove = 1
projremovetime = 1
projpriority = 99999999999999999999
damage = 32100000
attr = A,AA
hitflag = MAFPD
sparkno = -1
hitsound = -1
ground.type = none
air.type = none
getpower = 0, 0
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000
[state 30051]
type = Projectile
triggerall = !ishelper
triggerall = roundstate = 2
triggerall = time >= 60
trigger1 = gametime%55 = [12,37]
trigger1 = p2movetype != A
trigger2 = gametime%55 = [12,37]
trigger2 = time >= 210
trigger2 = p2movetype = A
projanim = 900010;11010100
projhitanim = -1
projremove = 1
projremovetime = 1
projpriority = 99999999999999999999
damage = 32100000
attr = A,AA
hitflag = MAFPD
sparkno = -1
hitsound = -1
ground.type = none
air.type = none
getpower = 0, 0
p2stateno = 910013
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000





[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 = null;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 = null;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 = null;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 = null;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 = null;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 = null;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 -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
supermovetime = 999999999999
sausemovetime = 999999999999

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

[State 321]
type = EnvShake
trigger1 = time >= 110
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5;-5
freq = 95
phase = 95

[State 23000]
type = Explod
trigger1 = numexplod(19151000012)=0&&time=0
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
trigger1 = numexplod(0028100)=0&&time=30
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
trigger1 = numexplod(0028101)=0&&time=110
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
trigger1 = numexplod(0028102)=0&&time=120
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
trigger1 = numexplod(0028103)=0&&time=130
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 23000]
type = superpause
triggerall = !ishelper
trigger1 = time = [60,400]
trigger1 = (gametime%20) = 1
time = 2
anim = -1
pos = 0,0
sound = -1
darken = 0
p2defmul = 1
ignorehitpause = 1

[state 23000]
type = changeanim
trigger1 = anim != 30052
trigger1 = time = 400
value = 30052

[state 19201]
type = changestate
trigger1 = time >= 420
value = 0
ctrl = 1

;---------------------------------
[Statedef 19202]
type    = S
movetype= I
physics = N
velset = 0,0
juggle = 15
anim = 30052;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





;----------------------------------------
;コテイ
[Statedef 50100]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -4000
anim = 11000
ctrl = 0

[state 210, 1]
type = varadd
triggerall = palno = [11,12]
trigger1 = time = 0
var(36) = -4000
ignorehitpause = 1

[State 860, 4]
type = PowerAdd
triggerall = palno != [11,12]
trigger1 = time = 0
value = -2000

[state 210, 1]
type = varadd
triggerall = palno != [11,12]
trigger1 = time = 0
var(36) = -6000
ignorehitpause = 1

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
supermovetime = 999999999999
sausemovetime = 999999999999

[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 = 2000,0

[state a]
type = changestate
trigger1 = animtime = 0
value = 50101

;------------------------------------
[Statedef 50101]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 11001
ctrl = 0

[State 11001]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 11001]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
supermovetime = 999999999999
sausemovetime = 999999999999

[State 11001]
type = null;EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 11001]
type = PlaySnd
trigger1 = Time = 0
value = 2000,1
volume = 250

[State 11001]
type = PlaySnd
trigger1 = Time = 60
value = 2000,2
volume = 250

[State 11001]
type = PlaySnd
trigger1 = Time = 0||Time = 10||Time = 20
value = 3500,0
volume = 250

[State 11001]
type = PlaySnd
trigger1 = Time = 60
value = 2300,2
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 70
value = 11,0
freqmul = 0.7+((random%2)*0.1)

[State 191, 3]
type = PlaySnd
trigger1 = Time = 72
value = 11,0
freqmul = 1.5+((random%2)*0.1)

[State 11001]
type = PlaySnd
trigger1 = Time = 150
value = 3500,13
volume = 255

[State 11001]
type = PlaySnd
trigger1 = Time = 0
value = 3500,1
volume = 250

[State 11001]
type = PlaySnd
trigger1 = Time = 40
value = 3500,8
volume = 250

[State 11001]
type = null;PlaySnd
trigger1 = Time = 60
value = 3500,2
volume = 250

[State 11001]
type = PlaySnd
trigger1 = Time = 100
value = 2300,0
volume = 250

[State 30201]
type = allpalfx
triggerall = !ishelper
trigger1 = time = [95,360]
trigger1 = GameTime%60 = 0
mul = 0,100,0
add = 0,100,0
sinadd = 0,-220,0,60
time = 60;150
color = 0
invertall = 1
ignorehitpause = 1

[State 11001]
type = EnvShake
trigger1 = Time = 0 || Time = 10 || Time = 20
time = 9
ampl = -9
freq = 95
phase = 95

[State 11001]
type = EnvShake
trigger1 = Time = 60
time = 20
ampl = -20
freq = 95
phase = 95

[State 11001];ガラス
type = Explod
trigger1 = Time = 0
anim = 2650
id = 2650
sprpriority = 3
postype = back
pos = 0,0
bindtime = -1
supermove = 0
;removetime = 240;60
under = 1
ownpal = 1
ontop = 1
trans = add
[State 11001];ガラス
type = null;Explod
trigger1 = Time = 0
anim = 10010
id = 10010
sprpriority = 3
postype = back
pos = 0,0
bindtime = -1
supermove = 0
removetime = 240;60
under = 1
ownpal = 1
ontop = 1
trans = add
[State 11001];ガラス
type = null;Explod
trigger1 = Time = 10
anim = 10010
id = 10010
sprpriority = 4
postype = back
pos = -80,0
bindtime = -1
supermove = 0
removetime = 230;50
under = 1
ownpal = 1
ontop = 1
trans = add
[State 11001];ガラス
type = null;Explod
trigger1 = Time = 20
anim = 10010
id = 10010
sprpriority = 5
postype = back
pos = 100,0
bindtime = -1
supermove = 0
removetime = 220;40
under = 1
ownpal = 1
ontop = 1
trans = add

[State 11001]
type = Explod
trigger1 = Time = 60
anim = 310010
id = 310010
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = add

[State 11001]
type = Explod
trigger1 = Time = 60
anim = 310010
id = 310010
sprpriority = 999999999
postype = back
pos = -50,-30
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = add

[State 11332]
type = RemoveExplod
trigger1 = animtime = 200
ID = 310010

[State 11001]
type = Explod
trigger1 = Time = 60
anim = 310011
id = 310011
sprpriority = 9999999999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
removetime = 50
under = 1
ownpal = 1
ontop = 1
trans = add

[State 11001]
type = Explod
trigger1 = Time = 120
anim = 310012
id = 310012
sprpriority = 999999999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
removetime = 260
under = 1
ownpal = 1
ontop = 1
trans = add

[State 11001];攻撃エフェクト
type = null;Explod
trigger1 = Time = 60
anim = 110010
id = 110010
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
removetime = 220
under = 0
ownpal = 1
ontop = 1
trans = add

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
supermovetime = 999999999999
sausemovetime = 999999999999

[State 11001]
type = null;EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 11001]
type = Projectile
triggerall = palno = [11,12]
triggerall =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%3) = 1
trigger1 = time >= 120
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    = 32100000
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 = 910051

[State 11001]
type = Projectile
triggerall = palno=[11,12]
;triggerall = (GameTime%3) = 1
triggerall = time > 120
triggerall = numprojid(1101011) = 0
trigger1 = var(39) != 4 || var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger2 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger3 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger4 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger5 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger6 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger7 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger8 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger9 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger10 = fvar(39) != 6
attr = S, NA
projanim = 1101010;11010100
projhitanim = -1
projid = 1101011
projpriority = 9999999999999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p2;back
offset = 0,-50;160,-90
velocity = 0
animtype  = hard
damage    = 32100000
getpower = 0,0
givepower = -9999999999999999999999
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 = 910051





[State 11001]
type = AttackDist
trigger1 = palno= [11,12]
value = 0

[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
p2facing = 1
p2stateno = 910051

[State 11001]
type = targetstate
trigger1 = time >= 0
value = 910051

[State 11001]
type = Projectile
triggerall = palno=[11,12]
triggerall = (GameTime%3) = 1
triggerall = numprojid(1101011) = 0
trigger1 = var(39) != 4 || var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger2 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger3 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger4 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger5 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger6 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger7 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger8 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger9 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger10 = fvar(39) != 6
attr = S, NA
projanim = 11010100;1101010
projhitanim = -1
projid = 1101011
projpriority = 999999999999999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back;p2
offset = 160,-90;0,-50
velocity = 0
animtype  = hard
damage    = 32100000
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 = 910051

[State 11001]
type = targetLifeAdd
trigger1 = 1
value = -9999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 11001]
type = changestate
trigger1 = time >= 380
value = 50102

;---------------------------------
[Statedef 50102]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 11002
ctrl = 0

[State 11002]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state 11002]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;----------------------------------------
;心眼
[Statedef 50300]
type    = S
;movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -2000
anim = 50300
ctrl = 0

[state 210, 1]
type = varadd
triggerall = palno = [11,12]
trigger1 = time = 0
var(36) = -2000
ignorehitpause = 1

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
supermovetime = 999999999999
sausemovetime = 999999999999

[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,-120
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6011
sprpriority = 1
postype = p1
pos = -1,-125
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1133010
sprpriority = 8
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 9999999
PauseMoveTime = 9999999
;PauseMoveTime = 14

[State 50300]
type = null;EnvColor
trigger1 = 1
time = 10
value = 0,0,0
under = 2
ignorehitpause = 1

[State 50300]
type = bgpalfx
trigger1 = 1
time = 10
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,0
invertall = 0
color = 0
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3500,11

[State 2000, 6]
type = null;PlaySnd
trigger1 = Time = 0
value = 3000,3

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

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

[State -2]
type = helper
triggerall = !ishelper
trigger1 = numhelper(50310) = 0
trigger1 = time = 1
id = 50310
persistent = 0
name = "hitdefhelper"
pos = 0,0
postype = P1
stateno = 50310
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1

[State 50300]
type = statetypeset
trigger1 = ishelper
movetype = A
physics = N
ignorehitpause = 1

[state 50300]
type = targetdrop
triggerall = numtarget > 0
trigger1 = time > 375
trigger2 = numtarget > 6
ignorehitpause = 1

[state 50300]
type = targetstate
triggerall = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = roundstate = 3
value = 5150
ignorehitpause = 1

[State 50300]
type = destroyself
triggerall = ishelper
trigger1 = time > 370 || root,time > 375
trigger2 = roundstate != 2
ignorehitpause = 1

[state 50300]
type = null;veladd
trigger1 = time >= 118
trigger1 = (gametime%5) = 1
trigger1 = P2dist X = [81,300]
x = .1

[state 50300]
type = null;veladd
trigger1 = time >= 118
trigger1 = (gametime%5) = 1
trigger1 = P2dist X = [0,80]
x = -.2

[state 50300]
type = posadd
trigger1 = time = [118,340]
;trigger1 = (gametime%10) = 1
;trigger1 = P2dist X = [100,300]
trigger1 = random < 50
x = 50+((random%150)*0.5)

[state 50300]
type = posadd
trigger1 = time = [118,340]
;trigger1 = (gametime%10) = 1
;trigger1 = P2dist X = [0,99]
trigger1 = random < 50
x = -50+((random%150)*0.5)

[State 50300]
type = statetypeset
triggerall = !ishelper
triggerall = time = [118,340]
trigger1 = random = [0,20]
trigger2 = random = [41,60]
trigger3 = random = [81,100]
movetype = A
ignorehitpause = 1

[State 50300]
type = statetypeset
triggerall = !ishelper
triggerall = time = [118,340]
trigger1 = random = [21,40]
trigger2 = random = [61,80]
trigger3 = random = [101,120]
movetype = I
ignorehitpause = 1

[State 50110]
type = Turn
trigger1 = P2dist X < 0

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------------------------------
[Statedef 50310]
type    = S
movetype= A
physics = S
anim = 11010100

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

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

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

[state 910010]
type = nothitby
trigger1 = 1
value = SCA

[State 50110]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 50310
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 50110]
type = hitdef
trigger1 = ishelper(50310)
trigger1 = timemod = 110,0
trigger1 = time >= 110
;trigger1 = (gametime%2) = 1
attr = S, NA
damage = 0,0
guardflag = 
hitflag = ;MAF
priority = 7, Hit
pausetime = 0,50
sparkno = -1
guard.sparkno = -1
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = -1
hitsound = -1
guardsound = -1
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 0
ignorehitpause = 1

[State 11331]
type = posset
trigger1 = 1
x = enemy,pos x
y = enemy,pos y

[State 910010]
type = destroyself
trigger1 = root,stateno != 50300 || roundstate >= 3
trigger2 = win
ignorehitpause = 1

;------------------------------------
;赤目
[Statedef 50400]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 50400
ctrl = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1133010
sprpriority = 8
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 9999999
PauseMoveTime = 9999999
;PauseMoveTime = 14

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

[State -2]
type = helper
triggerall = !ishelper
trigger1 = numhelper(50410) = 0
trigger1 = time = 1
id = 50410
persistent = 0
name = "hitdefhelper"
pos = 90,-70
postype = P1
stateno = 50410
helpertype = player
keyctrl = 0
ownpal = 1
;ignorehitpause = 1
;SuperMoveTime = 9999999
;PauseMoveTime = 9999999

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


[Statedef 50410]
type    = S
movetype= A
physics = S
anim = 11010100;900010

[State 910013]
type = SelfState
triggerall = !ishelper(50410)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

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

[State 910010]
type = null;BindToroot
trigger1 = 1

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

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

[state 910010]
type = nothitby
trigger1 = 1
value = SCA

[State 50110]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 50411
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 50110]
type = hitdef
trigger1 = ishelper(50410)
trigger1 = time = 2
;trigger1 = (gametime%2) = 1
attr = S, NA
damage = 70,5
guardflag = 
hitflag = MAF
priority = 7, Hit
pausetime = 0,50
sparkno = -1
guard.sparkno = -1
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = -1
hitsound = -1
guardsound = -1
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 0
ignorehitpause = 1

[State 910010]
type = destroyself
trigger1 = root,stateno != 50400 || roundstate >= 3
trigger2 = win
ignorehitpause = 1






;ヘルパー
[Statedef 50411]
type    = S
movetype= I
physics = S
anim = 900010
velset = 0,0
ctrl = 0

[State 910013]
type = SelfState
triggerall = name = "Phantom Mizuchi JP"
triggerall = !ishelper
trigger1 = time >= 0
trigger2 = var(31) != gametime+321119
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

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

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 50110]
type = Projectile
trigger1 = ishelper
trigger1 = time = 1
attr = S, NA
damage = 40,5
guardflag = 
hitflag = MAFD
projanim = 12060
projhitanim = -1
projid = 50112
projpriority = 999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999
projremove = 0
projremovetime = 150
postype = p2
offset = 0,-50
projscale = 2,1
velocity = 0
priority = 7, Hit
pausetime = 0,0
sparkno = s7001
guard.sparkno = -1
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = -1
hitsound = s2000,5
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1

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

[State 50110]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 50111
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 50110]
type = velset
trigger1 = 1
x = 0

[state 11311]
type = destroyself
trigger1 = time >= 2

;----------------------------------
;瞬獄殺(笑)
[Statedef 50450]
type    = S
physics = N
poweradd= -4000
anim = 50450
ctrl = 0

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

[State -2]
type = NotHitBy
trigger1 = palno != [10,12]
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 45
ignorehitpause = 1

[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 = 5,-90
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6011
sprpriority = 1
postype = p1
pos = 5,-85
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = EnvColor
trigger1 = palno = [11,12]
trigger1 = time = 0
ignorehitpause = 1
time = 28
value = 0,0,0
under = 2

[State 1000, 5]
type = Explod
trigger1 = palno = [11,12]
trigger1 = time = 0
anim = 1133010
sprpriority = 8
postype = p1
pos = 20,-42
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 9999999
PauseMoveTime = 9999999
;PauseMoveTime = 14

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

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

[State 2000, 6]
type = posset
trigger1 = time = 0
y = 0

[State 2000, 6]
type = velset
trigger1 = time = 0
x = 0

[State 2000, 6]
type = velset
trigger1 = palno != [11,12]
trigger1 = time = 29
x = 3.5

[State 2000, 6]
type = velset
trigger1 = palno = [11,12]
trigger1 = time = 29
x = 7.5

[State 50450]
type = statetypeset
triggerall = p2movetype = H
trigger1 = time > 28
movetype = I

[State 50450]
type = statetypeset
triggerall = p2movetype != H
trigger1 = time > 28
movetype = A

[State 50450]
type = hitdef
triggerall = palno != [11,12]
trigger1 = p2movetype != H
trigger1 = p2Stateno != [150,155]
trigger1 = time > 28
attr = S, HT
hitflag = M-
priority = 7, Miss    
sparkno = -1
numhits = 0
hitsound   = s800,1
p1stateno = 50451
p2stateno = 50452
p1facing = 1
p2facing = 1
fall = 1
fall.recover = 0

[State 50450]
type = Projectile
triggerall = palno = [11,12]
trigger1 = time > 28
trigger1 = numprojid(50450) = 0
attr = S, NA
animtype  = hard
damage    = 10
getpower = 30,30
projanim = 504500
projhitanim = -1
projid = 50450
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 80
postype = p1
offset = 0,0
velocity = 7.5
guardflag = 
hitsound   = s800,1
guardsound = -1
sparkno = -1
p1stateno = 50451
p2stateno = 50452
p1facing = 1
p2facing = 1
kill = 0

[State 1]
type = ReversalDef
trigger1 = palno = [11,12]
trigger1 = time > 28
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
p2facing = 1
p1stateno = 50451
p2stateno = 50452
ignorehitpause = 1

[state a]
type = changestate
trigger1 = time >= 80
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;瞬獄殺(笑) 掴んだ
[Statedef 50451]
type    = S
movetype= A
physics = N
juggle = 0
ctrl = 0
anim = 50451
velset = 0,0

[State 1000, 5]
type = Explod
trigger1 = palno = [11,12]
trigger1 = time = 0
anim = 1133010
sprpriority = 8
postype = p1
pos = -4,-58
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 9999999
PauseMoveTime = 9999999
;PauseMoveTime = 14

[State 1]
type = ReversalDef
trigger1 = palno = [11,12]
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
p2facing = 1
;p1stateno = 50451
p2stateno = 50452
ignorehitpause = 1

[State 50451];寝かす
type = targetstate
trigger1 = time = 84
value = 50453

[State 50451]
type = targetbind
trigger1 = time = 0
pos = 15,0
postype = p1

[State 50451]
type = Playsnd
trigger1 = time = 1
value = 800,0

[State 50451]
type = AssertSpecial
trigger1 = Time = [24,83]
flag = nobG
flag2 = nofG
flag3 = timerfreeze

[State 50451]
type = AssertSpecial
trigger1 = win
flag = nomusic

[State 50451]
type = Playsnd
trigger1 = palno != [11,12]
trigger1 = (time=[25,83])&&time%4=0
value = 225,0

[State 50451]
type = Playsnd
triggerall = palno = [11,12]
trigger1 = (time=[25,83])&&time%4=0
trigger2 = time = 84
trigger2 = enemy,life > 1
value = 1300,1;2300,2

[State 50451]
type = Playsnd
triggerall = palno = [11,12]
trigger1 = time = 84
trigger1 = enemy,life > 1
value = 11,1

[State 50451]
type = Playsnd
trigger1 = palno != [11,12]
trigger1 = time = 84
trigger1 = enemy,life > 1
value = 225,1

[State 50451]
type = Explod
trigger1 = (time=[25,83])&&time%4=0
anim = 7000+(random%10)
pos = -15+random%20,-70+random%20
postype = P2
ontop = 1
bindtime = 1
ownpal = 1
facing = ifelse(Random<=500,-1,1)

[State 50451]
type = Explod
trigger1 = (time=[25,83])&&time%4=0
anim = 7001+(random%10)
pos = -15+random%20,-70+random%20
postype = P2
ontop = 1
bindtime = 1
ownpal = 1
facing = ifelse(Random<=500,-1,1)


[State 50451]
type = Explod
trigger1 = (time=[25,83])&&time%4=0
anim = 7002+(random%10)
pos = -15+random%20,-70+random%20
postype = P2
ontop = 1
bindtime = 1
ownpal = 1
facing = ifelse(Random<=500,-1,1)


[State 50451]
type = Explod
trigger1 = (time=[25,83])&&time%4=0
anim = 7003+(random%10)
pos = -15+random%20,-70+random%20
postype = P2
ontop = 1
bindtime = 1
ownpal = 1
facing = ifelse(Random<=500,-1,1)


[State 50451]
type = targetlifeadd
trigger1 = p2movetype = H
trigger1 = (time=[25,83])&&time%4=0
value = -28;-30
kill = 0
absolute = 1
ignorehitpause = 1

[State 50451]
type = targetlifeadd
triggerall = palno = [11,12]
trigger1 = p2movetype = H
trigger1 = (time=[25,83])&&time%4=0
value = -50
kill = 0
absolute = 1
ignorehitpause = 1

[State 50451]
type = targetlifeadd
trigger1 = p2movetype = H
trigger1 = time = 83
value = -100
absolute = 1
ignorehitpause = 1

[State 50451]
type = targetpoweradd
trigger1 = (time=[25,84])&&time%4=0
value = 35
ignorehitpause = 1
persistent = 1

[State 50451]
type = hitadd
trigger1 = (time=[25,84])&&time%4=0
value = 1
[State 50451]
type = null;hitadd
triggerall = palno = [11,12]
trigger1 = time = 84
value = 5
[State 50451]
type = null;hitadd
triggerall = palno = [11,12]
trigger1 = (time=[25,84])&&time%4=0
value = 20

[State 50451]
type = changestate
trigger1 = time = 84
value = 50454

;---------------------------------------------------------------------------
;;瞬獄殺(笑) 掴まれた相手 ぼこられ
[Statedef 50452]
type    = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 50452]
type = changeanim
trigger1 = 1
value = 5010

[State 50452]
type = NotHitBy
trigger1 = 1
value = SCA

[state 50452]
type = destroyself
trigger1 = ishelper

[State -2]
type = AssertSpecial
trigger1 = time >= 23
flag = invisible

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;瞬獄殺(笑) 倒れ
[Statedef 50453]
type    = L
movetype= H
physics = N
juggle = 0
ctrl = 0
anim = 5110
velset = 0, 0
sprpriority = -1

[State 50454]
type = NotHitBy
trigger1 = 1
value = SCA

[State 50454]
type = selfstate
trigger1 = alive
trigger1 = time = 140
value = 5120

[State 50454]
type = selfstate
trigger1 = !alive
value = 5150

[state 50454]
type = destroyself
trigger1 = ishelper

[state 50454]
type = lifeset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = enemy,palno = [11,12]
value = 0
ignorehitpause = 1
;----------------------------------
;瞬獄殺(笑) 終了
[Statedef 50454]
type = S
ctrl = 0
anim = 50452
velset = 0,0

[State 50454]
type = changeanim
triggerall = palno = [11,12]
trigger1 = !win
trigger1 = time <= 70
value = 50452

[State 191, 3]
type = PlaySnd
trigger1 = win
trigger1 = time <= 1
value = 11,0
freqmul = 1.2
persistent = 0
ignorehitpause = 1

[State 50454]
type = Explod
trigger1 = win
trigger1 = time <= 1
trigger1 = numexplod(504510) = 0
anim = 504510
id = 504510
pos = 35,10
postype = left
sprpriority = -4
bindtime = -1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 50454]
type = Explod
triggerall = palno = [11,12]
trigger1 = !win
trigger1 = time = 1
trigger1 = numexplod(504530) = 0
anim = 504530
id = 504530
pos = -10,10
postype = p1
sprpriority = 7
bindtime = -1
removetime = 149
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 50454]
type = null;PlaySnd
triggerall = win
trigger1 = time = 20
value = 11,0
freqmul = 1.5

[State 50454]
type = PlaySnd
triggerall = win
trigger1 = time = 1
value = 3500,16
ignorehitpause = 1
;freqmul = 1.5

[State 50454]
type = assertspecial
trigger1 = win
trigger1 = time <= 90
flag = nobardisplay
flag2 = nobg
flag3 = nofg
ignorehitpause = 1

[State 50454]
type = assertspecial
trigger1 = win
trigger1 = time <= 90
flag = nomusic
flag2 = globalnoshadow

[State 50451]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1

[State 50454]
type = changestate
;triggerall = !win
trigger1 = animtime = 0
value = 0
ctrl = 1



[Statedef 50501]
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(50501)
value = SCA,AA,AT,AP
[state 910010]
type = nothitby
triggerall = ishelper(505010)
;trigger1 = helper(100510),var(4) = 0
trigger1 = numhelper(100510)
trigger1 = helper(100510),var(10) = 0
trigger2 = roundstate != 2
value = SCA,AA,AT,AP
time = 2
[State 50210]
type = null;HitBy
triggerall = ishelper(505010)
trigger1 = numhelper(100510)
trigger1 = helper(100510),var(4) != 0
value = C,HP
value2 = C,HP
time = 2
ignorehitpause = 1

[State 910010]
type = helper
trigger1 = numhelper(505010) = 0 && roundstate <= 2
id = 505010
persistent = 1
name = "kill"
pos = 0,0
postype = P1
stateno = 50501
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 50210]
type = null;varset
triggerall = ishelper(50501)
triggerall = numhelper(100510)
trigger1 = helper(100510),var(10) = 0
v = 0
value = 0
ignorehitpause = 1
[state 50210]
type = null;varadd
triggerall = ishelper(50501)
triggerall = numhelper(100510)
trigger1 = helper(100510),var(10) > 0
v = 0
value = 1
ignorehitpause = 1
[State 11051]
type = null;BGPalFx
triggerall = !ishelper(505010)
triggerall = numhelper(100510)
trigger1 = helper(100510),var(10) > 0
mul = 0+var(0),0+var(0),0+var(0)
invertall = 1
color = 0
time = 1
ignorehitpause = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

[Statedef 50500]
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 JP"
trigger1 = 1
value = 0
ignorehitpause = 1

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

[State 910013]
type = SelfState
triggerall = name = "Phantom Mizuchi JP"
trigger1 = time >= 0
trigger2 = var(31) != gametime+321119
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 910013]
type = varset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = ishelper&&time=0
v = 33
value = prevstateno

[state 910013]
type = varset
triggerall = name != "Phantom Mizuchi JP"
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 JP"
trigger1 = !alive
value = 50510

[state 910013]
type = changestate
triggerall = name != "Phantom Mizuchi JP"
trigger1 = IfElse((ishelper),(time>=1),(time>=2))
value = IfElse((ishelper),50502,0)

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

[Statedef 50502]
type    = U
movetype= I
physics = N
sprpriority = 4

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

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

[State 910013]
type = SelfState
triggerall = name = "Phantom Mizuchi JP"
trigger1 = time >= 0
trigger2 = var(31) != gametime+321119
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

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

[State 910012]
type = Projectile
trigger1 = time<=1&&ishelper
attr = S, NA
projanim = var(34)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 910012
projremovetime = 30;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)
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 910012]
type = Projectile
trigger1 = time>=30&&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 = 30;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
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 910012]
type = NotHitBy
trigger1 = 1
value = SCA

[State 910012]
type = PosSet
trigger1 = ishelper
Y = 2000

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

[State 910012]
type = destroyself
trigger1 = roundstate!=2||root,alive=0
trigger2 = time>=30

;----------------------------------------
;ブラックホール
[Statedef 50600]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -6000
anim = 50600;30050
ctrl = 0

[state 210, 1]
type = varadd
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 = 53;28
movetime = 53;28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6010
sprpriority = -1
postype = p1
pos = -1,-110
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6011
sprpriority = 1
postype = p1
pos = -1,-100
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 = 1
value = 3500,10

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

[state a]
type = changestate
trigger1 = animtime = 0
value = 50601

;-------------------------------------------
[Statedef 50601]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 50601;30051
ctrl = 0

[State 30051]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 30051]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,10
sparkno = -1
hitsound = -1
p2facing = 1
p2stateno = 50611
ignorehitpause = 1

[state 30051]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper
ignorehitpause = 1

[State 30051]
type = AttackDist
trigger1 = palno = 12
value = 0
ignorehitpause = 1

[state 30051]
type = targetstate
trigger1 = enemy,alive
trigger1 = time < 330
value = 50611
ignorehitpause = 1

[State 30051]
type = targetlifeAdd
trigger1 = 1
value = -9999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 210, 1]
type = PlaySnd
trigger1 = time = 1
value = 3500, 2

[State 11001]
type = EnvShake
trigger1 = time < 200 
trigger1 = (gametime%2) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 30051]
type = Projectile
triggerall = !ishelper
triggerall = palno = 12
trigger1 = (GameTime%6) = 1
trigger1 = time >= 90
trigger1 = p2movetype != A
trigger2 = (GameTime%6) = 1
trigger2 = p2movetype = A&&time >= 220
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
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 = 50611


[State 30051]
type = Projectile
triggerall = !ishelper
triggerall = palno = 12
trigger1 = (GameTime%3) = 1
attr = A, NA
projanim = 50602
projhitanim = -1
projid = 50602
projpriority = 999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999
projremove = 0
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 0,0
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

[state 30051]
type = targetstate
triggerall = numtarget
trigger1 = win
value = 50510
ignorehitpause = 1

[State 30051]
type = pause
triggerall = !win
trigger1 = time > 350
trigger1 = (gametime%2) = 0
time = 1
movetime = 1
persistent = 0
ignorehitpause = 1

[State 30051]
type = superpause
triggerall = !win
trigger1 = time > 350
trigger1 = (gametime%2) = 0
anim = -1
time = 1
movetime = 1
persistent = 0
ignorehitpause = 1

[State 11051]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
anim = -1
darken = 0
persistent = 0
ignorehitpause = 1

[state 30051]
type = changestate
trigger1 = time >= 360
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 50611]
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 = assertspecial
trigger1 = name != "Phantom Mizuchi JP"
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

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

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

[State 910013]
type = SelfState
triggerall = name = "Phantom Mizuchi JP"
trigger1 = time >= 0
trigger2 = var(31) != gametime+321119
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 910013]
type = varset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = ishelper&&time=0
v = 33
value = prevstateno

[state 910013]
type = varset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = ishelper && time = 0
v = 34
value = anim

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

[State 1133120]
type = hitdef
triggerall = !ishelper
triggerall = name != "Phantom Mizuchi JP"
trigger1 = 1
attr = A,NA;C,HP
damage = 0,0
sparkno = -1
guard.sparkno = -1
animtype = hard
guardflag = 
hitflag = 
fall = 0
;affectteam = F
ignorehitpause = 1

[state 1133120]
type = changestate
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper
trigger1 = alive
trigger1 = hitdefattr = A,NA
value = 1133130
ignorehitpause = 1

[state a]
type = Changestate
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !alive
value = 50510

[state 910013]
type = changestate
triggerall = name != "Phantom Mizuchi JP"
trigger1 = IfElse((ishelper),(time>=1),(time>=2))
value = IfElse((ishelper),50612,0)

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 50612]
type    = U
movetype= I
physics = N
sprpriority = 4

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

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

[State 910013]
type = SelfState
triggerall = name = "Phantom Mizuchi JP"
trigger1 = time >= 0
trigger2 = var(31) != gametime+321119
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

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

[State 910013]
type = assertspecial
trigger1 = name != "Phantom Mizuchi JP"
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[State 910012]
type = Projectile
trigger1 = time<=1&&ishelper
attr = S, NA
projanim = var(34)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 910012
projremovetime = 30;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)
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 910012]
type = Projectile
trigger1 = time>=30&&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 = 30;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
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 910012]
type = NotHitBy
trigger1 = 1
value = SCA

[State 910012]
type = PosSet
trigger1 = ishelper
Y = 2000

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

[State 910012]
type = destroyself
trigger1 = roundstate!=2||root,alive=0
trigger2 = time>=30

;----------------------------------
;かったー
[Statedef 50620]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

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

[State 1150]
type = helper
triggerall = !ishelper
trigger1 = numhelper(50621) = 0
trigger1 = animelem = 5
id = 50621
persistent = 0
name = "moyou"
pos = 80,-80
postype = P1
stateno = 50621
size.xscale = .7
size.yscale = .7
helpertype = player
keyctrl = 0
ownpal = 1
;SuperMoveTime = 9999999
;PauseMoveTime = 9999999
[State 1150]
type = helper
triggerall = !ishelper
trigger1 = numhelper(506210) = 0
trigger1 = animelem = 5
id = 506210
persistent = 0
name = "moyou"
pos = 80,-80
postype = P1
stateno = 506210
size.xscale = .7
size.yscale = .7
helpertype = player
keyctrl = 0
ownpal = 1
;SuperMoveTime = 9999999
;PauseMoveTime = 9999999

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

;------------------------------------------
;ヘルパー
[Statedef 50621]
type    = S
movetype= A
physics = N
anim = 50621
velset = 0,0
ctrl = 0

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

[State 910013]
type = SelfState
triggerall = !ishelper(50621)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 210, 1]
type = PlaySnd
trigger1 = time = 1
value = 801, 0

[State 210, 1]
type = PlaySnd
trigger1 = time = 0
value = 1100, 1

;[State 1]
;type = AngleDraw
;trigger1 = time >= 15
;scale = 1.0,1.0
;ignorehitpause = 1

;[State 1]
;type = AngleAdd
;trigger1 = time >= 15
;value = -13
;ignorehitpause = 1

[State 50110]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 50621
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 50110]
type = Projectile
trigger1 = ishelper
trigger1 = time >= 15
attr = S, NA
damage = 0,0
guardflag = M
hitflag = MAF
projanim = 50117;---
projhitanim = -1
projid = 50117
projpriority = 99999999999999999999999
projsprpriority = 999999999999999999999999
projremove = 0
projremovetime = 1
postype = p1
offset = 0,0
velocity = 0;---
priority = 7, Hit
pausetime = 0,0
sparkno = s7001
guard.sparkno = s7001
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = -1
hitsound = s2300,2
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1

[state 50110]
type = null;velset
trigger1 = animelemtime(12)
trigger1 = time >= 40
x = 1;13

[state 50110]
type = veladd
trigger1 = animelemtime(12)
trigger1 = time >= 75
x = 1;.1

[State 50110]
type = changestate
trigger1 = animelem = 17
value = 50622

;------------------------------------------
;ヘルパー
[Statedef 50622]
type    = S
movetype= A
physics = N
anim = 50622
velset = 0,0
ctrl = 0

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

[State 910013]
type = SelfState
triggerall = !ishelper(50621)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = AngleDraw
trigger1 = 1
scale = 1.0,1.0
ignorehitpause = 1

[State 1]
type = AngleAdd
trigger1 = 1
value = 13
ignorehitpause = 1

[State 50110]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 50622
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 50110]
type = Projectile
trigger1 = ishelper
trigger1 = (time = [10,115]) || (root,palno=[7,12])&&(time = [116,311])
attr = S, NA
damage = 2,1
guardflag = M
hitflag = MAF
projanim = 50116;---
projhitanim = -1
projid = 50622
projpriority = 99999999999999999999999
projsprpriority = 999999999999999999999999
projremove = 0
projremovetime = 1
postype = p1
offset = 0,0
velocity = 0;---
priority = 7, Hit
pausetime = 0,0
sparkno = s7001
guard.sparkno = s7001
animtype = hard
sparkxy = 5, -5
getpower = 0
givepower = -1
hitsound = s2300,2
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-1
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1

[State 50110]
type = Projectile
trigger1 = ishelper
attr = S, NA
damage = 0,0
guardflag = M
hitflag = MAF
projanim = 50117;---
projhitanim = -1
projid = 5062
projpriority = 99999999999999999999999
projsprpriority = 999999999999999999999999
projremove = 0
projremovetime = 1
postype = p1
offset = 0,0
velocity = 0;---
priority = 7, Hit
pausetime = 0,0
sparkno = s7001
guard.sparkno = s7001
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = -1
hitsound = s2300,2
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1

[state 50110]
type = velset
trigger1 = time = 30
x = -18

;[state 50110]
;type = veladd
;trigger1 = time >= 30
;x = -1;.1

[state 50110]
type = posset
trigger1 = ishelper
trigger1 = time < 50
;x = root,pos x + 500
y = enemy,pos y - 50

[state 50110]
type = posadd
trigger1 = ishelper
trigger1 = time = 0
x = 500

[state 50110]
type = velset
triggerall = ishelper(50621)
trigger1 = root,projcontact(50622) = 1
x = -1+((root,palno=[7,12])*0.5)

;[state 50110]
;type = posfreeze
;trigger1 = root,projcontact(50622) = 1
;value = 1
;ignorehitpause = 1

[State 30075]
type = changeanim 
trigger1 = root,palno = [7,12]
trigger1 = anim != 506220
value = 506220
ignorehitpause = 1

[state 0]
type = destroyself
trigger1 = root,palno = [1,6]
trigger1 = time >= 120 || animtime = 0
trigger2 = root,palno = [7,12]
trigger2 = time >= 322 || animtime = 0

;------------------------------------------
;ヘルパー
[Statedef 506210]
type    = S
movetype= A
physics = N
anim = 50621
velset = 0,0
ctrl = 0

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

[State 910013]
type = SelfState
triggerall = !ishelper(506210)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 210, 1]
type = PlaySnd
trigger1 = time = 1
value = 801, 0

[State 210, 1]
type = PlaySnd
trigger1 = time = 0
value = 1100, 1

[State 50110]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 506210
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 50110]
type = Projectile
trigger1 = ishelper
trigger1 = time >= 15
attr = S, NA
damage = 0,0
guardflag = M
hitflag = MAF
projanim = 50117;---
projhitanim = -1
projid = 50117
projpriority = 99999999999999999999999
projsprpriority = 999999999999999999999999
projremove = 0
projremovetime = 1
postype = p1
offset = 0,0
velocity = 0;---
priority = 7, Hit
pausetime = 0,0
sparkno = s7001
guard.sparkno = s7001
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = -1
hitsound = s2300,2
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1

[state 50110]
type = null;velset
trigger1 = animelemtime(12)
trigger1 = time >= 40
x = 1;13

[state 50110]
type = veladd
trigger1 = animelemtime(12)
trigger1 = time >= 75
y = -1;.1

[State 50110]
type = changestate
trigger1 = animelem = 17
value = 506211

;------------------------------------------
;ヘルパー
[Statedef 506211]
type    = S
movetype= A
physics = N
anim = 50622
velset = 0,0
ctrl = 0

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

[State 910013]
type = SelfState
triggerall = !ishelper(506210)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = AngleDraw
trigger1 = 1
scale = 1.0,1.0
ignorehitpause = 1

[State 1]
type = AngleAdd
trigger1 = 1
value = 13
ignorehitpause = 1

[State 50110]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 506211
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 50110]
type = Projectile
trigger1 = ishelper
trigger1 = (time = [10,115]) || (root,palno=[7,12])&&(time = [116,311])
attr = S, NA
damage = 2,1
guardflag = M
hitflag = MAF
projanim = 50116;---
projhitanim = -1
projid = 506211
projpriority = 99999999999999999999999
projsprpriority = 999999999999999999999999
projremove = 0
projremovetime = 1
postype = p1
offset = 0,0
velocity = 0;---
priority = 7, Hit
pausetime = 0,5
sparkno = s7001
guard.sparkno = s7001
animtype = hard
sparkxy = 5, -5
getpower = 0
givepower = -1
hitsound = s2300,2
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
air.hittime = 5
fall = 1

[State 50110]
type = Projectile
trigger1 = ishelper
attr = S, NA
damage = 0,0
guardflag = M
hitflag = MAF
projanim = 50117;---
projhitanim = -1
projid = 50117
projpriority = 99999999999999999999999
projsprpriority = 999999999999999999999999
projremove = 0
projremovetime = 1
postype = p1
offset = 0,0
velocity = 0;---
priority = 7, Hit
pausetime = 0,0
sparkno = s7001
guard.sparkno = s7001
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = -1
hitsound = s2300,2
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1

[state 50110]
type = velset
trigger1 = time = 30
y = 18

;[state 50110]
;type = veladd
;trigger1 = time >= 30
;x = -1;.1

[state 50110]
type = posset
trigger1 = ishelper
trigger1 = time < 50
x = enemy,pos x

[state 50110]
type = posadd
trigger1 = ishelper
trigger1 = time = 0
y = -500

[state 50110]
type = velset
triggerall = ishelper(506210)
trigger1 = root,projcontact(506211) = 1
y = 1-((root,palno=[7,12])*0.5)

;[state 50110]
;type = posfreeze
;trigger1 = root,projcontact(506211) = 1
;value = 1
;ignorehitpause = 1

[State 30075]
type = changeanim 
trigger1 = root,palno = [7,12]
trigger1 = anim != 506220
value = 506220
ignorehitpause = 1

[state 0]
type = destroyself
trigger1 = root,palno = [1,6]
trigger1 = time >= 120 || animtime = 0
trigger2 = root,palno = [7,12]
trigger2 = time >= 322 || animtime = 0

;---------------------------------------------------------------------------
;ばくはつ
[Statedef 50630]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = time = 1
value = 3500,10
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1133010
sprpriority = 8
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 9999999
PauseMoveTime = 9999999

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


;-------------------------------------------------------
;だんまく
[Statedef 50640]
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 30075]
type = NotHitBy 
trigger1 = palno = [7,9]
trigger1 = time <= 1
value = SCA,AA,AT,AP
time = 60
ignorehitpause = 1

[State 11310]
type = helper
triggerall = palno = [7,12]
trigger1 = AnimElem = 6
id = 50641
persistent = 0
name = "?"
pos = 70,-150
postype = p1
stateno = 50641
helpertype = 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 50641]
type    = S
movetype= A
physics = N
anim = 50640
velset = 0,0
ctrl = 0

[State 910013]
type = SelfState
triggerall = !ishelper(50641)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

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

[State 30075]
type = posset 
trigger1 = 1
x = 0
y = -100
ignorehitpause = 1

[State 1]
type = AngleDraw
trigger1 = time = [60,180]
scale = 1.0,1.0

[State 210, 1]
type = PlaySnd
trigger1 = time = 60 || time = 220
value = 2300, 0

[State 210, 1]
type = PlaySnd
trigger1 = time = [60,180]
trigger1 = (gametime%9) = 0
trigger2 = time = [220,360]
trigger2 = (gametime%9) = 0
value = 3500, 17
[State 210, 1]
type = PlaySnd
trigger1 = time = 420
value = 1300, 1

[State 1]
type = AngleAdd
trigger1 = time = [60,180]
value = -10

[State 1]
type = AngleDraw
trigger1 = time = [220,360]
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = time = [220,360]
value = 10

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

[State 180, 1]
type = varset
trigger1 = time <= 1
v = 1
value = 0

[State 180, 1]
type = varrandom
trigger1 = (gametime%2)
v = 1
range = 2,9

[State 180, 1]
type = varadd
triggerall = var(2) = [0,9]
trigger1 = random = [0,20]
trigger2 = random = [41,60]
trigger3 = random = [81,100]
trigger4 = random = [121,140]
trigger5 = random = [161,180]
v = 2
value = 1
[State 180, 1]
type = varadd
triggerall = var(2) > 1
trigger1 = random = [21,40]
trigger2 = random = [61,80]
trigger3 = random = [101,120]
trigger4 = random = [141,160]
trigger5 = random = [181,200]
v = 2
value = -1

[State 180, 1]
type = varset
trigger1 = time < 10
v = 3
value = 0
[State 180, 1]
type = varadd
trigger1 = (gametime%5) = 0
trigger1 = time = [61,180]
v = 3
value = 2

[State 180, 1]
type = varset
trigger1 = time < 10
v = 4
value = 0
[State 180, 1]
type = varadd
trigger1 = (gametime%5) = 0
trigger1 = time = [120,180]
v = 4
value = 2

[State 2];攻撃の指定
type = Projectile
trigger1 = (gametime%4) = 0
trigger1 = (time = [60,180]); || (time = [220,360])
attr = S, SP
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 100
postype = p1
offset = 0,0
velocity = 4,-10+(var(3))
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
[State 2];攻撃の指定
type = Projectile
trigger1 = (gametime%4) = 0
trigger1 = (time = [60,180]); || (time = [220,360])
attr = S, ST
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 100
postype = p1
offset = 0,0
velocity = 4,10-(var(3))
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5



[State 2];攻撃の指定
type = Projectile
trigger1 = (gametime%4) = 0
trigger1 = (time = [60,180]); || (time = [220,360])
attr = S, SP
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 100
postype = p1
offset = 0,0
velocity = 4,-10+(var(4))
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
[State 2];攻撃の指定
type = Projectile
trigger1 = (gametime%4) = 0
trigger1 = (time = [60,180]); || (time = [220,360])
attr = S, ST
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 100
postype = p1
offset = 0,0
velocity = 4,10-(var(4))
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5


[State 2];攻撃の指定
type = Projectile
trigger1 = (gametime%4) = 0
trigger1 = (time = [60,180]); || (time = [220,360])
attr = S, SP
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 100
postype = p1
offset = 0,0
velocity = -4,-10+(var(3))
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
[State 2];攻撃の指定
type = Projectile
trigger1 = (gametime%4) = 0
trigger1 = (time = [60,180]); || (time = [220,360])
attr = S, ST
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 100
postype = p1
offset = 0,0
velocity = -4,10-(var(3))
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5


[State 2];攻撃の指定
type = Projectile
trigger1 = (gametime%4) = 0
trigger1 = (time = [60,180]); || (time = [220,360])
attr = S, SP
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 100
postype = p1
offset = 0,0
velocity = -4,-10+(var(4))
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
[State 2];攻撃の指定
type = Projectile
trigger1 = (gametime%4) = 0
trigger1 = (time = [60,180]); || (time = [220,360])
attr = S, ST
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 100
postype = p1
offset = 0,0
velocity = -4,10-(var(4))
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5




[State 2];攻撃の指定
type = Projectile
trigger1 = (gametime%7) = 0
trigger1 = (time = [220,360])
attr = S, SP
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 40
postype = p1
offset = 0,0
velocity = 0,-5
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
[State 2];攻撃の指定
type = Projectile
trigger1 = (gametime%7) = 0
trigger1 = (time = [220,360])
attr = S, ST
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 40
postype = p1
offset = 0,0
velocity = 3,-5
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5

[State 2];攻撃の指定
type = Projectile
trigger1 = (gametime%7) = 0
trigger1 = (time = [220,360])
attr = S, SP
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 40
postype = p1
offset = 0,0
velocity = 6,-5
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
[State 2];攻撃の指定
type = Projectile
trigger1 = (gametime%7) = 0
trigger1 = (time = [220,360])
attr = S, ST
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 40
postype = p1
offset = 0,0
velocity = 9,-5
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5



[State 2];攻撃の指定
type = Projectile
trigger1 = (gametime%7) = 0
trigger1 = (time = [220,360])
attr = S, SP
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 40
postype = p1
offset = 0,0
velocity = -3,-5
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5

[State 2];攻撃の指定
type = Projectile
trigger1 = (gametime%7) = 0
trigger1 = (time = [220,360])
attr = S, ST
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 40
postype = p1
offset = 0,0
velocity = -6,-5
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
[State 2];攻撃の指定
type = Projectile
trigger1 = (gametime%7) = 0
trigger1 = (time = [220,360])
attr = S, SP
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 40
postype = p1
offset = 0,0
velocity = -9,-5
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5





[State 2];攻撃の指定
type = Projectile
trigger1 = (gametime%7) = 0
trigger1 = (time = [220,360])
attr = S, ST
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 40
postype = p1
offset = 0,0
velocity = 0,5
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
[State 2];攻撃の指定
type = Projectile
trigger1 = (gametime%7) = 0
trigger1 = (time = [220,360])
attr = S, SP
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 40
postype = p1
offset = 0,0
velocity = -3,5
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5

[State 2];攻撃の指定
type = Projectile
trigger1 = (gametime%7) = 0
trigger1 = (time = [220,360])
attr = S, ST
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 40
postype = p1
offset = 0,0
velocity = -6,5
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
[State 2];攻撃の指定
type = Projectile
trigger1 = (gametime%7) = 0
trigger1 = (time = [220,360])
attr = S, SP
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 40
postype = p1
offset = 0,0
velocity = -9,5
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5

[State 2];攻撃の指定
type = Projectile
trigger1 = (gametime%7) = 0
trigger1 = (time = [220,360])
attr = S, ST
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 40
postype = p1
offset = 0,0
velocity = 9,5
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5


[State 2];攻撃の指定
type = Projectile
trigger1 = (gametime%7) = 0
trigger1 = (time = [220,360])
attr = S, SP
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 40
postype = p1
offset = 0,0
velocity = 5,0
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
[State 2];攻撃の指定
type = Projectile
trigger1 = (gametime%7) = 0
trigger1 = (time = [220,360])
attr = S, ST
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 40
postype = p1
offset = 0,0
velocity = -5,0
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5


[State 2];攻撃の指定
type = Projectile
trigger1 = time = 420
attr = S, SP
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 300
postype = p1
offset = 0,0
velocity = 0,-1
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
[State 2];攻撃の指定
type = Projectile
trigger1 = time = 420
attr = S, ST
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 300
postype = p1
offset = 0,0
velocity = 1,-1
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
[State 2];攻撃の指定
type = Projectile
trigger1 = time = 420
attr = S, SP
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 300
postype = p1
offset = 0,0
velocity = -1,-1
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
[State 2];攻撃の指定
type = Projectile
trigger1 = time = 420
attr = S, ST
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 300
postype = p1
offset = 0,0
velocity = 1,0
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
[State 2];攻撃の指定
type = Projectile
trigger1 = time = 420
attr = S, SP
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 300
postype = p1
offset = 0,0
velocity = -1,0
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
[State 2];攻撃の指定
type = Projectile
trigger1 = time = 420
attr = S, ST
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 300
postype = p1
offset = 0,0
velocity = -1,1
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
[State 2];攻撃の指定
type = Projectile
trigger1 = time = 420
attr = S, SP
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 300
postype = p1
offset = 0,0
velocity = 1,1
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
[State 2];攻撃の指定
type = Projectile
trigger1 = time = 420
attr = S, ST
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 300
postype = p1
offset = 0,0
velocity = 0,1
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5




[State 2];攻撃の指定
type = Projectile
trigger1 = time = 420
attr = S, SP
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 60
postype = p1
offset = 0,0
velocity = 0,-5
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
[State 2];攻撃の指定
type = Projectile
trigger1 = time = 420
attr = S, ST
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 60
postype = p1
offset = 0,0
velocity = 5,-5
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
[State 2];攻撃の指定
type = Projectile
trigger1 = time = 420
attr = S, SP
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 60
postype = p1
offset = 0,0
velocity = -5,-5
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
[State 2];攻撃の指定
type = Projectile
trigger1 = time = 420
attr = S, ST
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 60
postype = p1
offset = 0,0
velocity = 5,0
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
[State 2];攻撃の指定
type = Projectile
trigger1 = time = 420
attr = S, SP
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 60
postype = p1
offset = 0,0
velocity = -5,0
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
[State 2];攻撃の指定
type = Projectile
trigger1 = time = 420
attr = S, ST
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 60
postype = p1
offset = 0,0
velocity = -5,5
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
[State 2];攻撃の指定
type = Projectile
trigger1 = time = 420
attr = S, SP
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 60
postype = p1
offset = 0,0
velocity = 5,5
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
[State 2];攻撃の指定
type = Projectile
trigger1 = time = 420
attr = S, ST
animtype  = hard
damage    = 30+random%10,1+random%2
getpower = 0,0
guardflag = M
projanim = 50641
projhitanim = -1
projid = 50641
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 1
projremovetime = 60
postype = p1
offset = 0,0
velocity = 0,5
numhits = 1
pausetime = 0,1
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5





[state a]
type = varset
trigger1 = time = 0
v = 5
value = 255

[state a]
type = varset
trigger1 = time = 419
v = 5
value = 128

[state a]
type = varadd
trigger1 = time < 420
trigger1 = var(5) >= 128
v = 5
value = -3

[state a]
type = varadd
trigger1 = time > 419
v = 5
value = 3

[State 3040, 7]
type = BGPalfx
trigger1 = 1
time = 1
mul = var(5),var(5),var(5)
under = 2
ignorehitpause = 1

[state 11311]
type = destroyself
trigger1 = animtime = 0

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

;---------------------------------------------------------------------------
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; 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 50451]
;type = Playsnd
;trigger1 = animelem = 4
;value = 1300,1
;ignorehitpause = 1

[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, 2]
type = Projectile
trigger1 = animelem = 4
attr = S, SA
animtype  = hard
damage    = 45,10
priority = 9999999
getpower = 121,121
guardflag = MA
projanim = 11340
ProjID = 11340
Projhitanim = 1015
Projremanim = 1015
Projcancelanim = -1
offset = 70, -80
projpriority = 1
projsprpriority = 4
velocity = 7,0
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 240, 2]
type = Projectile
trigger1 = animelem = 4
attr = S, SA
animtype  = hard
damage    = 0,0
priority = 999999999999999999999999999
getpower = 121,121
guardflag = 
projanim = 11341
ProjID = 11340
offset = 70, -80
projpriority = 9999999999999999999999999999
projsprpriority = 9999999999999999999999999999999
projremove = 0
velocity = 7,0
sparkno = -1
sparkxy = -15,-124
hitsound   = s11,1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0
air.velocity = 0

[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

[State 240, 2]
type = Projectile
trigger1 = animelem = 2
attr = S, SA
animtype  = hard
damage    = 45,10
priority = 9999999
getpower = 121,121
guardflag = MA
projanim = 11340
ProjID = 11340
Projhitanim = 1015
Projremanim = 1015
Projcancelanim = -1
offset = 70, -80
projpriority = 1
projsprpriority = 4
velocity = 7,0
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 240, 2]
type = Projectile
trigger1 = animelem = 2
attr = S, SA
animtype  = hard
damage    = 0,0
priority = 999999999999999999999999999
getpower = 121,121
guardflag = 
projanim = 11341
ProjID = 11340
offset = 70, -80
projpriority = 9999999999999999999999999999
projsprpriority = 9999999999999999999999999999999
projremove = 0
velocity = 7,0
sparkno = -1
sparkxy = -15,-124
hitsound   = s11,1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0
air.velocity = 0

;---------------------------------------------------------------------------
;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
triggerall = palno != [10,12]
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 a] 
type = afterimage
triggerall = palno = [10,12]
trigger1 = roundstate > 0&&!ishelper
trigger1 = time = 0
trans = add
time = 15
palcontrast =  256,0,256
palbright = 0,0,0
time    =  -1
length  = 13
timegap = 1
framegap = 1

[State -2]
type = Trans
triggerall = !ishelper&&palno=10
trigger1 = 1
trans = addalpha
alpha = 150,150


[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 = 0;-5

[State 600, 1]
type = velset
trigger1 = animelem = 2
x = -8;-5

[State 600, 1]
type = velset
trigger1 = animelem = 5
x = 0


[State 50, 4];←成功したときの残像
type = AfterImage
triggerall = !ishelper&&palno != [10,12]
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 a] 
type = afterimage
triggerall = palno = [10,12]
trigger1 = roundstate > 0&&!ishelper
trigger1 = time = 0
trans = add
time = 33
palcontrast =  256,0,256
palbright = 0,0,0
time    =  -1
length  = 13
timegap = 1
framegap = 1


[State -2]
type = Trans
triggerall = !ishelper&&palno=10
trigger1 = 1
trans = addalpha
alpha = 150,150


[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
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; ？？？？？・火柱
[Statedef 1450]
type    = S
movetype= I;A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1450
sprpriority = 2


[State 30075]
type = NotHitBy 
trigger1 = palno = [7,9]
trigger1 = time <= 1
value = SCA,AA,AT,AP
time = 60
ignorehitpause = 1

;---------------------[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)&&random<160&&p2bodydist X > 60&&var(5)=[0,4]
;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)&&random<150&&p2bodydist X > 120&&var(5)=[0,4]
;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)&&random<150&&p2bodydist X > 180&&var(5)=[0,4]
;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)&&random<50&&p2bodydist X = [-300,300];target,backedgebodydist = 0;; && helper(1400),movehit;
v = 5
value = 4

;---------------------[回数制限]
[state a]
type = varset
triggerall = palno = [10,12]
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 8;3
[state a]
type = varset
triggerall = palno != [10,12]
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 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

;---------------------[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 = palno != [10,12]
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

[State 2900, 1];
type = helper
trigger1 = palno = [10,12]
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "hasira"
pos = 70*var(5)+40,0
postype = P1
stateno = 1412
helpertype = player;normal
keyctrl = 0
ownpal = 1

;---------------------[連続]
[state a]
type = changestate
triggerall = palno = [11,12]
triggerall = !var(59)
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 0);10
value = 1450

[state a];AI 変な数値になったらとりあえずやめとく
type = changestate
triggerall = palno = [11,12]
triggerall = roundstate = 2
triggerall = var(59)
triggerall = var(18) = [0,8];;;var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 10)
value = 1450

[state a]
type = changestate
triggerall = palno != [11,12]
triggerall = !var(59)
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 10);10
value = 1450

[state a];AI
type = changestate
triggerall = palno != [11,12]
triggerall = roundstate = 2
triggerall = var(59)
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 10);10
trigger1 = random<50
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= A;I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 25500;1410

[State 910013]
type = SelfState
triggerall = !ishelper(1400)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

;---------------------[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)
[State 2];攻撃の指定
type = Projectile
trigger1 = AnimElem = 14
attr = S, SP
animtype  = hard
damage    = 0,0
getpower = 0,0
guardflag = M
projanim = 990101;99019;---
projhitanim = -1
projid = 990101;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 = null;targetstate
trigger1 = numtarget
trigger1 = movehit = 1
value = 1420


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; ？・飛び道具
[Statedef 1050]
type    = S
movetype= I
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

[State 1000, 2]
type = Projectile
triggerall = Animelem = 8
triggerall = numprojid(10120000) = 0
trigger1 = var(39) != 4 
trigger2 = var(37) < 0
trigger3 = var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger4 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger5 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger6 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger7 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger8 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger9 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger10 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger11 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger12 = fvar(39) != 6
attr = S, SP
projanim = 10120000
projhitanim = 10120010
;projremovetime = 16
projid = 10120000
projpriority = 99999999999;16
projsprpriority = 999999999999;16
projremove = 1
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 8
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

[State 1000, 2]
type = Projectile
triggerall = Animelem = 8
triggerall = numprojid(10120001) = 0
trigger1 = var(39) != 4 
trigger2 = var(37) < 0
trigger3 = var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger4 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger5 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger6 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger7 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger8 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger9 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger10 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger11 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger12 = fvar(39) != 6
attr = S, SP
projanim = 10120000
projhitanim = 10120010
;projremovetime = 16
projid = 10120001
projpriority = 99999999999;16
projsprpriority = 999999999999;16
projremove = 1
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5
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

[State 1000, 2]
type = Projectile
triggerall = Animelem = 8
triggerall = numprojid(10120002) = 0
trigger1 = var(39) != 4 
trigger2 = var(37) < 0
trigger3 = var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger4 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger5 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger6 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger7 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger8 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger9 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger10 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger11 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger12 = fvar(39) != 6
attr = S, SP
projanim = 10120000
projhitanim = 10120010
;projremovetime = 16
projid = 10120002
projpriority = 99999999999;16
projsprpriority = 999999999999;16
projremove = 1
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 4
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

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
triggerall =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 = palno != [10,12]
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1065
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
triggerall =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 = palno = [10,12]
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1065
helpertype = player;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= A;I
physics = N
juggle  = 0
poweradd= 0
velset = 6,0
ctrl = 0
anim = 1065

[State 910013]
type = SelfState
triggerall = !ishelper(1050)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

;---------------------[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 = 999999999999999999999999999999999999;16
projsprpriority = 9999999999999999999999999999999999999;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

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SP
projanim = 10620
;projhitanim = 2011
projremovetime = 16
projid = 1050
projpriority = 999999999999999999999999999999999999;16
projsprpriority = 9999999999999999999999999999999999999;16
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 2
postype = p1
getpower = 0,0
offset = 0,0
velocity = 0
damage = 0,0
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];追加
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

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

[State 1150]
type = helper
triggerall = !ishelper
trigger1 = numhelper(50110) = 0
trigger1 = animelem = 5
id = 50110
persistent = 0
name = "moyou"
pos = 80,-80
postype = P1
stateno = 50110
size.xscale = .7
size.yscale = .7
helpertype = player
keyctrl = 0
ownpal = 1
;SuperMoveTime = 9999999
;PauseMoveTime = 9999999

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





;ヘルパー
[Statedef 50110]
;type    = S
;movetype= I
;physics = S
type    = S
movetype= A
physics = N
anim = 1205
velset = 0,0
ctrl = 0

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

[State 910013]
type = SelfState
triggerall = !ishelper(50110)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
trigger1 = time = 1
value = 801, 0

[State 210, 1]
type = PlaySnd
trigger1 = time = 0
value = 1100, 1

[State 180, 1]
type = VarRandom
trigger1 = time = 0
v = 2
range = 0,4

[State 1]
type = AngleDraw
trigger1 = animelemtime(12)
trigger1 = time >= 40
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = animelemtime(12)
value = -13

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 0
time = 1
add = 0,0,0
mul = 0,256,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 1
time = 1
add = 0,0,0
mul = 256,0,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 2
time = 1
add = 0,0,0
mul = 256,256,0

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 3
time = 1
add = 0,0,0
mul = 256,0,0

[State 50110]
type = PalFX
trigger1 = var(2) = 4
time = 1
add = 0,0,0
mul = 0,256,0

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

[State 50110]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 50110
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 50110]
type = hitdef
trigger1 = ishelper
trigger1 = animelemtime(12)
trigger1 = time >= 40
;trigger1 = (gametime%2) = 1
attr = S, NA
damage = ceil(0.002*enemy,const(data.life)),ceil(0.001*enemy,const(data.life));35,1
guardflag = M
hitflag = MAF
priority = 7, Hit
pausetime = 0,0
sparkno = s7001
guard.sparkno = s7001
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = -1
hitsound = s2300,2
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1

[State 50110]
type = parentvarset
trigger1 = var(9) - enemy,life>=1&&movehit=1
v = 3
value = 0

[State 50110]
type = varset
trigger1 = 1
v = 9
value = enemy,life;p2life

[state 50110]
type = null;velset
trigger1 = animelemtime(12)
trigger1 = time >= 40
x = 1;13

[state 50110]
type = veladd
trigger1 = animelemtime(12)
trigger1 = time >= 40
x = .1

[state 50110]
type = posfreeze
trigger1 = movecontact = 1
value = 1

[State 50110]
type = changestate
trigger1 = time >= 100
value = 50111

[state 11311]
type = null;destroyself
trigger1 = time >= 300 

;----------------------------------
;ヘルパー
[Statedef 50111]
type    = S
movetype= I
physics = S
anim = 1206
velset = 0,0
ctrl = 0

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

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 0
time = 1
add = 0,0,0
mul = 0,256,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 1
time = 1
add = 0,0,0
mul = 256,0,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 2
time = 1
add = 0,0,0
mul = 256,256,0

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 3
time = 1
add = 0,0,0
mul = 256,0,0

[State 50110]
type = PalFX
trigger1 = var(2) = 4
time = 1
add = 0,0,0
mul = 0,256,0

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

[State 50110]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 50111
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 50110]
type = velset
trigger1 = 1
x = 0

[state 11311]
type = destroyself
trigger1 = time >= 13






;ヘルパー
[Statedef 50112]
type    = S
movetype= I
physics = S
anim = 1206
velset = 0,0
ctrl = 0

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

[State 910013]
type = SelfState
triggerall = !ishelper(50110)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 50110]
type = lifeset
triggerall = ishelper(50110)
trigger1 = life = 0
value = lifemax
ignorehitpause = 1

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 0
time = 1
add = 0,0,0
mul = 0,256,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 1
time = 1
add = 0,0,0
mul = 256,0,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 2
time = 1
add = 0,0,0
mul = 256,256,0

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 3
time = 1
add = 0,0,0
mul = 256,0,0

[State 50110]
type = PalFX
trigger1 = var(2) = 4
time = 1
add = 0,0,0
mul = 0,256,0

[State 23000]
type = Explod
trigger1 = time = 0 || time = 5
trigger1 = root,numprojid(50112) < 40 ;射出制限
anim = 0028100
id = 0028100
sprpriority = 999999999
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
;removetime = 80
under = 1
ownpal = 1
ontop = 1
trans = add

[State 191, 3]
type = PlaySnd
trigger1 = time = 1
trigger1 = root,numprojid(50112) < 40 ;射出制限
value = 290,0
freqmul = 1.3+((random%2)*0.1)

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
trigger1 = root,numprojid(50112) < 40 ;射出制限
value = 211,0

[State 50110]
type = Projectile
trigger1 = ishelper
trigger1 = time = 0 || time = 7
trigger1 = root,numprojid(50112) < 40 ;射出制限
attr = S, NA
damage = 25,5;ceil(0.07*enemy,const(data.life)),ceil(0.02*enemy,const(data.life));35,1
guardflag = 
hitflag = MAFD
projanim = 12060
projhitanim = -1
projid = 50112
projpriority = 999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999
projremove = 0
projremovetime = 350
postype = p2
offset = 0,-50
projscale = 2,1
velocity = 0
priority = 7, Hit
pausetime = 0,0
sparkno = s7001
guard.sparkno = -1
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = 20
hitsound = s2000,5
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1

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

[State 50110]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 50111
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 50110]
type = velset
trigger1 = 1
x = 0

[state 11311]
type = destroyself
trigger1 = time >= 13
trigger2 = root,numprojid(50112) >= 40 ;射出制限

;----------------------------------
;？？・弱鏡・前2
[Statedef 50115];追加
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

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

[State 1150]
type = helper
triggerall = !ishelper
trigger1 = numhelper(50116) = 0
trigger1 = animelem = 5
id = 50116
persistent = 0
name = "moyou"
pos = 80,-80
postype = P1
stateno = 50116
size.xscale = .7
size.yscale = .7
helpertype = player
keyctrl = 0
ownpal = 1
;SuperMoveTime = 9999999
;PauseMoveTime = 9999999

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





;ヘルパー
[Statedef 50116]
;type    = S
;movetype= I
;physics = S
type    = S
movetype= A
physics = N
anim = 50115
velset = 0,0
ctrl = 0

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

[State 910013]
type = SelfState
triggerall = !ishelper(50116)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 50116]
type = ReversalDef
trigger1 = root,palno = [1,10]
reversal.attr = SCA,AA,AT,AP
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
p1stateno = 50118
p2stateno = 50120
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999 

[State 50116]
type = ReversalDef
trigger1 = root,palno = 12
trigger1 = root,var(24) > 0
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
pausetime = 0,5
p2getp1state = 0
p2stateno = root,var(24)
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999 

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state 50116]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper

[state 50116]
type = targetstate
trigger1 = root,palno = [1,10]
trigger1 = numtarget > 0
value = 50120

[State 210, 1]
type = PlaySnd
trigger1 = time = 1
value = 801, 0

[State 210, 1]
type = PlaySnd
trigger1 = time = 0
value = 1100, 1

[State 180, 1]
type = VarRandom
trigger1 = time = 0
v = 2
range = 0,4

[State 1]
type = AngleDraw
trigger1 = animelemtime(12)
trigger1 = time >= 40
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = animelemtime(12)
value = -13

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 0
time = 1
add = 0,0,0
mul = 0,256,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 1
time = 1
add = 0,0,0
mul = 256,0,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 2
time = 1
add = 0,0,0
mul = 256,256,0

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 3
time = 1
add = 0,0,0
mul = 256,0,0

[State 50110]
type = PalFX
trigger1 = var(2) = 4
time = 1
add = 0,0,0
mul = 0,256,0

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

[State 50110]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 50116
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 50110]
type = Projectile
trigger1 = ishelper
trigger1 = animelemtime(12)
trigger1 = time >= 40
;trigger1 = (gametime%2) = 1
attr = S, NA
damage = ceil(0.002*enemy,const(data.life)),ceil(0.001*enemy,const(data.life));35,1
guardflag = M
hitflag = MAF
projanim = 50116;---
projhitanim = -1
projid = 50116
projpriority = 99999999999999999999999
projsprpriority = 999999999999999999999999
projremove = 0
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0;---
priority = 7, Hit
pausetime = 0,0
sparkno = s7001
guard.sparkno = s7001
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = -1
hitsound = s2300,2
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1

[State 50110]
type = Projectile
trigger1 = ishelper
trigger1 = animelemtime(12)
trigger1 = time >= 40
attr = S, NA
damage = 0,0
guardflag = M
hitflag = MAF
projanim = 50117;---
projhitanim = -1
projid = 50117
projpriority = 99999999999999999999999
projsprpriority = 999999999999999999999999
projremove = 0
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0;---
priority = 7, Hit
pausetime = 0,0
sparkno = s7001
guard.sparkno = s7001
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = -1
hitsound = s2300,2
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1

[state 50110]
type = null;velset
trigger1 = animelemtime(12)
trigger1 = time >= 40
x = 1;13

[state 50110]
type = veladd
trigger1 = animelemtime(12)
trigger1 = time >= 40
x = .1

[state 50110]
type = null;posfreeze
trigger1 = movecontact = 1
value = 1

[State 50110]
type = changestate
trigger1 = time >= 100
value = 50119;50117

[state 11311]
type = null;destroyself
trigger1 = time >= 300 


;----------------------------------
;ヘルパー 消える
[Statedef 50117]
type    = S
movetype= I
physics = S
anim = 1206
velset = 0,0
ctrl = 0

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

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 0
time = 1
add = 0,0,0
mul = 0,256,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 1
time = 1
add = 0,0,0
mul = 256,0,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 2
time = 1
add = 0,0,0
mul = 256,256,0

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 3
time = 1
add = 0,0,0
mul = 256,0,0

[State 50110]
type = PalFX
trigger1 = var(2) = 4
time = 1
add = 0,0,0
mul = 0,256,0

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

[State 50110]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 50111
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 50110]
type = velset
trigger1 = 1
x = 0

[state 11311]
type = destroyself
trigger1 = time >= 13






;ヘルパー 当身成功
[Statedef 50118]
type    = S
movetype= I
physics = S
anim = 50120
velset = 0,0
sprpriority = 99999
ctrl = 0

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

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 50116]
type = reversaldef
trigger1 = time <= 80
trigger1 = p2stateno != 50120
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,0 
supermovetime = 999000 
pausemovetime = 999000 
p2stateno = 50120

[state 50116]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper

[state 50116]
type = targetstate
trigger1 = time <= 80
trigger1 = numtarget > 0
trigger1 = p2stateno != 50120
value = 50120

[State 50120]
type = posset
trigger1 = time = 0
x = enemy,pos x+10
y = enemy,pos y-50

[State 210, 1]
type = PlaySnd
triggerall = p2stateno = 50120
trigger1 = time = 0 || time = 30
value = 3500, 1

[State 210, 1]
type = PlaySnd
triggerall = p2stateno = 50120
trigger1 = time = 80
value = 2300, 3

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 0
time = 1
add = 0,0,0
mul = 0,256,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 1
time = 1
add = 0,0,0
mul = 256,0,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 2
time = 1
add = 0,0,0
mul = 256,256,0

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 3
time = 1
add = 0,0,0
mul = 256,0,0

[State 50110]
type = PalFX
trigger1 = var(2) = 4
time = 1
add = 0,0,0
mul = 0,256,0

[State 50110]
type = allpalfx
triggerall = p2stateno = 50120
trigger1 = time = 0 || time = 30
add = 0,0,0
mul = 256,256,256
invertall = 1
time = 20
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999


[State 50110]
type = Envcolor
triggerall = p2stateno = 50120
triggerall = p2life != 0
trigger1 = time = 80
ignorehitpause = 1
value = 255, 255, 255
time = 10
under = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 50110]
type = Envcolor
triggerall = p2stateno = 50120
triggerall = p2life = 0
trigger1 = time = 80
ignorehitpause = 1
value = 255, 0, 0
time = 10
under = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 11001]
type = EnvShake
triggerall = p2stateno = 50120
trigger1 = time = 80
time = 15
ampl = -15
freq = 95
phase = 95

[State 191, 3]
type = PlaySnd
triggerall = p2stateno = 50120
trigger1 = time = 5
value = 195,0;290,0
;freqmul = 1.3+((random%2)*0.1)

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 2100,3

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

[State 50110]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 50118
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 50110]
type = velset
trigger1 = 1
x = 0

[state 11311]
type = destroyself
trigger1 = time >= 81




;ヘルパー
[Statedef 50119]
;type    = S
;movetype= I
;physics = S
type    = S
movetype= A
physics = N
anim = 50119
velset = 0,0
ctrl = 0

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

[State 910013]
type = SelfState
triggerall = !ishelper(50116)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 50116]
type = ReversalDef
trigger1 = root,palno = [1,10]
reversal.attr = SCA,AA,AT,AP
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
p1stateno = 50118
p2stateno = 50120
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999 

[State 50116]
type = ReversalDef
trigger1 = root,palno = 12
trigger1 = root,var(24) > 0
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
pausetime = 0,5
p2getp1state = 0
p2stateno = root,var(24)
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999 

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state 50116]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper

[state 50116]
type = targetstate
trigger1 = root,palno = [1,10]
trigger1 = numtarget > 0
value = 50120

[State 210, 1]
type = PlaySnd
trigger1 = time = 1
value = 801, 0

[State 210, 1]
type = PlaySnd
trigger1 = time = 0
value = 1100, 1

[State 1]
type = AngleDraw
;trigger1 = animelemtime(12)
trigger1 = time >= 40
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = time >= 40
value = 13

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 0
time = 1
add = 0,0,0
mul = 0,256,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 1
time = 1
add = 0,0,0
mul = 256,0,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 2
time = 1
add = 0,0,0
mul = 256,256,0

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 3
time = 1
add = 0,0,0
mul = 256,0,0

[State 50110]
type = PalFX
trigger1 = var(2) = 4
time = 1
add = 0,0,0
mul = 0,256,0

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

[State 50110]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 50119
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 50110]
type = Projectile
trigger1 = ishelper
trigger1 = time >= 40
;trigger1 = (gametime%2) = 1
attr = S, NA
damage = ceil(0.002*enemy,const(data.life)),ceil(0.001*enemy,const(data.life))
guardflag = M
hitflag = MAF
projanim = 50116;---
projhitanim = -1
projid = 50116
projpriority = 99999999999999999999999
projsprpriority = 999999999999999999999999
projremove = 0
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0;---
priority = 7, Hit
pausetime = 0,0
sparkno = s7001
guard.sparkno = s7001
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = -1
hitsound = s2300,2
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1

[State 50110]
type = Projectile
trigger1 = ishelper
trigger1 = time >= 40
attr = S, NA
damage = 0,0
guardflag = M
hitflag = MAF
projanim = 50117;---
projhitanim = -1
projid = 50117
projpriority = 99999999999999999999999
projsprpriority = 999999999999999999999999
projremove = 0
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0;---
priority = 7, Hit
pausetime = 0,0
sparkno = s7001
guard.sparkno = s7001
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = -1
hitsound = s2300,2
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1
ignorehitpause = 1

[state 50110]
type = velset
trigger1 = time = 0
x = 0

[state 50110]
type = veladd
trigger1 = time >= 40
x = -.1

[State 50110]
type = changestate
trigger1 = time >= 100
value = 50117

[state 11311]
type = null;destroyself
trigger1 = time >= 300 






[Statedef 50120]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state 50120]
type = destroyself
trigger1 = ishelper

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

[State 910013]
type = SelfState
triggerall = name = "Phantom Mizuchi JP"
trigger1 = time >= 0
trigger2 = var(31) != gametime+321119
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 50120]
type = lifeadd
triggerall = name != "Phantom Mizuchi JP"
trigger1 = time <= 79
value = -1
absolute = 1
kill = 0

[State 50120]
type = lifeadd
triggerall = name != "Phantom Mizuchi JP"
trigger1 = time = 80
value = -100
absolute = 1

[State 50120]
type = lifeset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = time = 80
trigger1 = life <= lifemax/4
value = 0

[State 50120]
type = lifeset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = time = 80
trigger1 = life > 1000
value = lifemax/6

[State 50120]
type = changeanim
triggerall = name != "Phantom Mizuchi JP"
trigger1 = Time = 0
value = 5011

[State 50120]
type = posset
trigger1 = alive
trigger1 = time = 80
y = -500

[State -2]
type = trans
trigger1 = time <= 29
trans = addalpha
alpha = 150,256

[State -2]
type = trans
trigger1 = time >= 30
trans = addalpha
alpha = 50,256

[State 30082]
type = PlaySnd
trigger1 = time = 1
value = s11,0
volume = 255

[State 30082]
type = PlaySnd
trigger1 = time = 30
value = s11,0
volume = 255
freqmul = 1.5+((random%2)*0.2)

[State 30082]
type = PlaySnd
trigger1 = time = 80
value = s11,0
volume = 255
freqmul = 0.5+((random%2)*0.2)

[State 50120]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state -2]
type = selfstate
triggerall = name != "Phantom Mizuchi JP"
trigger1 = alive
trigger1 = time >= 81
value = 5050
ignorehitpause = 1

[state -2]
type = changestate
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !alive
value = 50510


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ・・・　瞬間移動
[Statedef 1800]
type = A
ctrl = 0
anim = 1815;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 a];AI用
type = varrandom
triggerall = var(59)
trigger1 = time >= 0
trigger1 = P2bodydist X <= 50
v = 5
range = 0,3

[state a];AI用
type = varset
triggerall = var(59)
trigger1 = time >= 0
trigger1 = P2bodydist X >= 51
v = 5
value = 5

[State 180, 1];エフェクトランダム
type = null;VarRandom
trigger1 = Time = 0
v = 2
range = 0,1

;---------------------[効果音]
[State 2000, 6];
type = null;PlaySnd
trigger1 = animelem = 3
value = 211,0

[state a];ここだ/そこか/ここか/そこだ
type = null;playsnd
trigger1 = animelem = 2
value = 1400,var(5)

;---------------------[エフェクト]
[State 1000, 5]
type = null;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 = null;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 = null;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 = null;PlaySnd
triggerall = palno = [11,12]
trigger1 = time = 0
value = 190,1

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 3500,17
;freqmul = 1.3+((random%8)*0.1)

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1821
sprpriority = 8
postype = p1
pos = -5,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1
;scale = .5,.5
SuperMoveTime = 9999999
PauseMoveTime = 9999999
;PauseMoveTime = 14

;---------------------[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 = 1820;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 = null;VarRandom
trigger1 = Time = 0
v = 2
range = 0,1

;---------------------[エフェクト]
[State 1000, 5]
type = null;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 = null;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

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1822
sprpriority = 8
postype = p1
pos = -5,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1
;scale = .5,.5
SuperMoveTime = 9999999
PauseMoveTime = 9999999
;PauseMoveTime = 14

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 3500,17
;freqmul = 1.3+((random%8)*0.1)

[State 30080]
type = Turn
trigger1 = P2dist X < 0
trigger1 = fvar(1) < 0
ignorehitpause = 1

;---------------------[終了]
[state a]
type = changestate
triggerall = palno != [10,12]
trigger1 = animtime = 0
value = 0
ctrl = 1
[state a]
type = changestate
trigger1 = palno = [10,12]
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 = 0

[State 10070]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 60

[State 10070]
type = lifeadd
triggerall = palno = [7,9]
trigger1 = life > lifemax/4
trigger1 = time = 0
value = -45
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 = 60

[State 10071]
type = lifeadd
triggerall = palno = [7,9]
trigger1 = life > lifemax/4
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 = 60

[State 10072]
type = lifeadd
triggerall = palno = [7,9]
trigger1 = life > lifemax/4
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 = gethitvar(damage)
value = 11,0
freqmul = 1.5+((random%4)*0.2)
ignorehitpause = 1

[State 100500]
type = NotHitBy
trigger1 = roundstate >= 3
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 100500]
type = NotHitBy
;;;triggerall = root,var(3) != 900
;通常＆超必発動瞬間
trigger1 = root,stateno = 1450
;trigger1 = root,var(3) != 900
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 = 11050
trigger9 = root,stateno = 11051
trigger10 = root,stateno = 14020
trigger11 = root,stateno = 14022
trigger12 = root,stateno = [700,701]
trigger13 = root,stateno = 18100
trigger13 = root,time < 70
trigger13 = root,var(3) != 900
trigger14 = root,stateno = 19150
trigger15 = root,stateno = 19152
trigger16 = root,stateno = 19200
trigger17 = root,stateno = 19202
;超必
trigger18 = root,stateno = 10001 ;ショック
trigger19 = root,stateno = 11001 ;クラッシュ
trigger20 = root,stateno = 14021 ; ビーム
trigger21 = root,stateno = 30051 ;無に
trigger22 = root,stateno = 19151 ;波動1
trigger23 = root,stateno = 19201 ;波動2
trigger24 = root,stateno = 50101 ;コテイ
trigger25 = root,stateno = 50601 ;ホール
trigger26 = root,stateno = 11350
trigger27 = root,stateno = 50300
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 100500]
type = NotHitBy
trigger1 = time = 0
trigger2 = (root,stateno=[5000,5150])||(root,anim=[5000,5150])
value = SCA,AA,AT,AP
time = 60+((root,var(35)>=10)*((roundno>=2)*20))
ignorehitpause = 1

[State 100500]
type = NotHitBy
trigger1 = root,stateno = 11052
value = SCA,AA,AT,AP
time = 40
ignorehitpause = 1

[State 100500]
type = NotHitBy
trigger1 = numhelper(11355)
trigger2 = numhelper(11356)
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 100500]
type = poweradd
triggerall = roundstate = 2
trigger1 = time = 1
value = 200
ignorehitpause = 1

[State 100500]
type = pause
trigger1 = roundstate < 2
time = 0
movetime = 0
ignorehitpause = 1
[State 100500]
type = superpause
trigger1 = roundstate < 2
time = 0
movetime = 0
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[State 11331]
type = posset
trigger1 = root,stateno = 10001
x = enemynear,pos x
y = enemynear,pos y -50
[State 100500]
type = BindToRoot
trigger1 = root,stateno != 10001
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
[State 11001]
type = Projectile
triggerall = root,palno = [11,12]
triggerall = root,stateno = 10001
trigger1 = (GameTime%7) = 1
attr = A, NA
projanim = 300600;1000000
projhitanim = -1
projid = 300600;1000000
projpriority = 999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 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 = 1
air.fall = 1
fall.recover = 1;0
;p2stateno = 30200
[State 11001]
type = Projectile
triggerall = root,palno = [11,12]
triggerall = root,stateno = 10001
trigger1 = (GameTime%7) = 1
attr = A, NA
projanim = 300601
projhitanim = -1
projid = 300601
projpriority = 999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 0,0
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 = 1
air.fall = 1
fall.recover = 1;0
;p2stateno = 30200

[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
trigger1 = root,stateno = 11050
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 100500]
type = ChangeAnim
trigger1 = root,stateno != 10001
trigger1 = anim != 900010
value = parent,Anim
elem = parent,AnimElemNo(0)
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 100500]
type = ChangeAnim
trigger1 = p2name = "Kyuketsuki"&&enemy,palno = 11
trigger1 = anim != 900010
value = 900010
ignorehitpause = 1

[State 100500]
type = ReversalDef
triggerall = root,palno = [11,12]
trigger1 = p2name = "Kyuketsuki"&&enemy,palno = 11
trigger1 = anim = 900010
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
pausetime = 0,2
p2stateno = 191510020
ignorehitpause = 1

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

[State 100500];下手に消すとエラーを出しやすい
type = DestroySelf
trigger1 = root,palno != [11,12]
;trigger1 = roundstate >= 3
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 100500]
type = helper
triggerall = roundstate = 2
triggerall = numhelper(30105) < 5
trigger1 = root,palno = 11 || root,palno = 12
trigger1 = root,stateno = 19201
trigger1 = root,time = [60,420]
ID = 30105
name = "chaos"
stateno = 30105
pos = 0,2000
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 100500]
type = helper
trigger1 = roundstate = 2
trigger1 = numhelper(50330) < 3
trigger1 = root,palno = 11 || root,palno = 12
trigger1 = root,stateno = 50300
trigger1 = root,time = [60,370]
trigger2 = numhelper(50330) < 5
trigger2 = root,palno = 11 || root,palno = 12
trigger2 = p2name = "Kyuketsuki"&&enemy,palno = 11||p2name = ""||p2name = "MUAHAHAHAHAHAHAHAHA"||p2name = "genjitsu"
ID = 50330
name = "chaos"
stateno = 50330
pos = 0,899999999+99999999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 910010]
type = helper
triggerall = numhelper(9100100) = 0
triggerall = roundstate <= 2
trigger1 = root,stateno = 30051
trigger2 = root,stateno = 50601
id = 9100100
persistent = 1
name = "kill"
pos = 0,0
postype = P1
stateno = 910010
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 910010]
type = helper
triggerall= numhelper(9100500) = 0
triggerall = roundstate <= 2
trigger1 = root,stateno = 50101
id = 9100500
persistent = 1
name = "state"
pos = 0,0
postype = P1
stateno = 910050
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = varset
triggerall = root,var(59)
trigger1 = root,palno = [11,12]
v = 0
value = 1
ignorehitpause = 1

[State -2]
type = varadd
triggerall = !win
trigger1 = root,palno = [11,12]
trigger1 = root,stateno = 30081
trigger1 = root,time = 5
trigger2 = root,palno = [11,12]
trigger2 = root,stateno = 30080
trigger2 = root,time = 310
v = 1
value = 1
ignorehitpause = 1

;試作
[State -2];変な数値でカウントリセット
type = null;varset
triggerall = root,palno = [11,12]
trigger1 = var(2) > 150 || var(2) < 0
v = 2
value = 0

[State -2];分身カウント上昇
type = null;varadd
triggerall = root,palno = [11,12]
trigger1 = numhelper(11355) > 0
trigger1 = var(2) < 150
v = 2
value = 1

[State -2];分身カウントダウン
type = null;varadd
triggerall = root,palno = [11,12]
trigger1 = numhelper(11355) = 0
trigger1 = var(2) <= 150&&var(2)>0
v = 2
value = -1

[State -2];相手はhitdefを使う
type = varset
triggerall = root,palno = [11,12]
trigger1 = enemynear,hitdefattr = SCA,AA,AT,AP
v = 3
value = 600
ignorehitpause = 1

[State -2];変な数値でリセット
type = varset
triggerall = root,palno = [11,12]
trigger1 = var(3) > 600 || var(3) < 0
v = 3
value = 0
ignorehitpause = 1

[State -2];カウントダウン
type = varadd
triggerall = root,palno = [11,12]
trigger1 = var(3) > 0
v = 3
value = -1
ignorehitpause = 1

[State -2];ライフバー用
type = varset
triggerall = root,palno = [11,12]
trigger1 = var(4) != 1200
v = 4
value = 1200
ignorehitpause = 1

[State 100500]
type = Explod
trigger1 = time = 5
trigger1 = numexplod(2600) = 0
anim = 2600
id = 2600
pos = 93,226;12,226
postype = back
bindtime = -1
removetime = -1
ownpal = 0
facing = -1
sprpriority = 255
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5,0.5

[State 100500]
type = Explod
trigger1 = time >= 5
trigger1 = numexplod(2610) = 0
anim = 2610
id = 2610
pos = 12,226
postype = back;left
bindtime = -1
removetime = -1
ownpal = 1
sprpriority = 255
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5,0.5

[State 100500]
type = modifyexplod
trigger1 = var(58) = [0,1200]
id = 2600
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5*(var(4)/1200.0-var(58)/1200.0),0.5;---0.5*(var(58)/1200.0),0.5

[State -2]
type = PalFx
trigger1 = GameTime%80 = 0
trigger1 = var(58) = [120,600]
add = 0,0,0
sinadd = 100,100,100,80
time = 80
ignorehitpause = 1

[State -2]
type = PalFx
trigger1 = GameTime%40 = 0
trigger1 = var(58) = [720,840]
add = 0,0,0
sinadd = 100,100,100,40
time = 40
ignorehitpause = 1

[State -2]
type = PalFx
trigger1 = GameTime%20 = 0
trigger1 = var(58) = [960,1200]
add = 0,0,0
sinadd = 100,100,100,20
time = 20
ignorehitpause = 1

[State 100500]
type = modifyexplod
trigger1 = var(58) <= 0
id = 2600
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5*(var(58)<=0.0),0.5

[State 100500]
type = PalFX
trigger1 = var(58) = [-1200,-120]
time = 1
add = 0,0,0
mul = 0,256,256

[State 100500]
type = PalFX
trigger1 = var(58) = [-2400,-1320]
time = 1
add = 0,0,0
mul = 200,0,256

[State 100500]
type = PalFX
trigger1 = var(58) <= -2520
trigger2 = var(58) >= 1320
time = 1
add = 0,0,0
mul = 256,256,0
;--------------------------
;管理
[State -2]
type = varadd
triggerall = root,palno = 12
triggerall = roundstate = 2
triggerall = root,var(35) = 10
triggerall = root,var(38) <= 1849
triggerall = root,var(3) != 900
triggerall = numhelper(113550) = 0
triggerall = numhelper(113551) = 0
triggerall = root,stateno != [11050,11052]
triggerall =root,var(39)=4&&root,var(40)=5&&root,var(41)=6&&root,var(42)=7&&root,var(43)=8&&root,var(44)=9&&root,var(45)=0&&root,var(46)=1
triggerall =root,var(47)=2&&root,var(48)=3&&root,var(49)=4&&root,var(50)=5&&root,var(51)=6&&root,var(52)=7&&root,var(53)=8&&root,var(54)=9
triggerall =root,var(55)=0&&root,var(56)=1&&root,var(57)=2&&root,var(58)=3&&root,fvar(4)=1&&root,fvar(5)=2&&root,fvar(6)=3&&root,fvar(7)=4&&root,fvar(8)=5&&root,fvar(9)=6&&root,fvar(10)=7&&root,fvar(11)=8
triggerall =root,fvar(12)=9&&root,fvar(13)=0&&root,fvar(14)=1&&root,fvar(15)=2&&root,fvar(16)=3&&root,fvar(17)=4&&root,fvar(18)=5&&root,fvar(29)=6&&root,fvar(30)=7&&root,fvar(31)=8
triggerall =root,fvar(19)=6&&root,fvar(20)=7&&root,fvar(21)=8&&root,fvar(22)=9&&root,fvar(23)=0&&root,fvar(24)=1&&root,fvar(25)=2&&root,fvar(26)=3&&root,fvar(27)=4&&root,fvar(28)=5
triggerall =root,fvar(32)=9&&root,fvar(33)=0&&root,fvar(34)=1&&root,fvar(35)=2&&root,fvar(36)=3&&root,fvar(37)=4&&root,fvar(38)=5&&root,fvar(39)=6
trigger1 = GetHitVar(damage) <= 499
trigger1 = GetHitVar(damage) >= 1
trigger1 = enemy,life < lifemax/2
trigger1 = enemy,life != 0
v = 58
value = 120

[State -2]
type = varadd
triggerall = root,palno = 12
triggerall = roundstate = 2
triggerall = root,stateno != [11050,11052]
triggerall =root,var(39)=4&&root,var(40)=5&&root,var(41)=6&&root,var(42)=7&&root,var(43)=8&&root,var(44)=9&&root,var(45)=0&&root,var(46)=1
triggerall =root,var(47)=2&&root,var(48)=3&&root,var(49)=4&&root,var(50)=5&&root,var(51)=6&&root,var(52)=7&&root,var(53)=8&&root,var(54)=9
triggerall =root,var(55)=0&&root,var(56)=1&&root,var(57)=2&&root,var(58)=3&&root,fvar(4)=1&&root,fvar(5)=2&&root,fvar(6)=3&&root,fvar(7)=4&&root,fvar(8)=5&&root,fvar(9)=6&&root,fvar(10)=7&&root,fvar(11)=8
triggerall =root,fvar(12)=9&&root,fvar(13)=0&&root,fvar(14)=1&&root,fvar(15)=2&&root,fvar(16)=3&&root,fvar(17)=4&&root,fvar(18)=5
triggerall =root,fvar(19)=6&&root,fvar(20)=7&&root,fvar(21)=8&&root,fvar(22)=9&&root,fvar(23)=0&&root,fvar(24)=1&&root,fvar(25)=2&&root,fvar(26)=3&&root,fvar(27)=4&&root,fvar(28)=5&&root,fvar(29)=6&&root,fvar(30)=7&&root,fvar(31)=8
triggerall =root,fvar(32)=9&&root,fvar(33)=0&&root,fvar(34)=1&&root,fvar(35)=2&&root,fvar(36)=3&&root,fvar(37)=4&&root,fvar(38)=5&&root,fvar(39)=6
trigger1 = GetHitVar(damage) >= 500
trigger2 = numhelper(113552)
trigger2 = (gametime%180) = 0
v = 58
value = -240-((var(58)>=600)*360)

;[State -2]
;type = varadd
;triggerall = root,palno = 12
;triggerall = roundstate = 2
;triggerall = root,var(35) = 10
;triggerall = root,var(38) = 1850
;triggerall = root,stateno != 11050
;triggerall = root,var(3) != 900
;triggerall = numhelper(113550) = 0
;triggerall = numhelper(113551) = 0
;trigger1 = GetHitVar(damage) <= 499
;trigger1 = GetHitVar(damage) >= 1
;trigger1 = enemy,life < lifemax/2
;trigger1 = enemy,life != 0
;v = 58
;value = 30

[State -2]
type = varadd
triggerall = root,palno = 12
triggerall = roundstate = 2
triggerall = root,stateno != 30051
triggerall = root,stateno != 50601
trigger1 = var(56) > 60
trigger1 = numhelper(113550) = 0
trigger1 = enemy,life > var(57);;root,var(9);;p2life > var(9)
trigger2 = var(56) > 60
trigger2 = numhelper(113551) = 0
trigger2 = enemy,life > var(57)
v = 58
value = -240-((var(58)>=600)*360)
ignorehitpause = 1

[State -2]
type = varadd
triggerall = root,palno = 12
triggerall = roundstate = 2
triggerall = root,var(3) = 900
triggerall =root,var(39)=4&&root,var(40)=5&&root,var(41)=6&&root,var(42)=7&&root,var(43)=8&&root,var(44)=9&&root,var(45)=0&&root,var(46)=1
triggerall =root,var(47)=2&&root,var(48)=3&&root,var(49)=4&&root,var(50)=5&&root,var(51)=6&&root,var(52)=7&&root,var(53)=8&&root,var(54)=9
triggerall =root,var(55)=0&&root,var(56)=1&&root,var(57)=2&&root,var(58)=3&&root,fvar(4)=1&&root,fvar(5)=2&&root,fvar(6)=3&&root,fvar(7)=4&&root,fvar(8)=5&&root,fvar(9)=6&&root,fvar(10)=7&&root,fvar(11)=8
triggerall =root,fvar(12)=9&&root,fvar(13)=0&&root,fvar(14)=1&&root,fvar(15)=2&&root,fvar(16)=3&&root,fvar(17)=4&&root,fvar(18)=5
triggerall =root,fvar(19)=6&&root,fvar(20)=7&&root,fvar(21)=8&&root,fvar(22)=9&&root,fvar(23)=0&&root,fvar(24)=1&&root,fvar(25)=2&&root,fvar(26)=3&&root,fvar(27)=4&&root,fvar(28)=5&&root,fvar(29)=6&&root,fvar(30)=7&&root,fvar(31)=8
triggerall =root,fvar(32)=9&&root,fvar(33)=0&&root,fvar(34)=1&&root,fvar(35)=2&&root,fvar(36)=3&&root,fvar(37)=4&&root,fvar(38)=5&&root,fvar(39)=6
trigger1 = GetHitVar(damage) >= 1
v = 58
value = -240
ignorehitpause = 1

[State -2]
type = varadd
triggerall = root,palno = 12
triggerall = roundstate = 2
triggerall = root,stateno = 0000002
triggerall =root,var(39)=4&&root,var(40)=5&&root,var(41)=6&&root,var(42)=7&&root,var(43)=8&&root,var(44)=9&&root,var(45)=0&&root,var(46)=1
triggerall =root,var(47)=2&&root,var(48)=3&&root,var(49)=4&&root,var(50)=5&&root,var(51)=6&&root,var(52)=7&&root,var(53)=8&&root,var(54)=9
triggerall =root,var(55)=0&&root,var(56)=1&&root,var(57)=2&&root,var(58)=3&&root,fvar(4)=1&&root,fvar(5)=2&&root,fvar(6)=3&&root,fvar(7)=4&&root,fvar(8)=5&&root,fvar(9)=6&&root,fvar(10)=7&&root,fvar(11)=8
triggerall =root,fvar(12)=9&&root,fvar(13)=0&&root,fvar(14)=1&&root,fvar(15)=2&&root,fvar(16)=3&&root,fvar(17)=4&&root,fvar(18)=5
triggerall =root,fvar(19)=6&&root,fvar(20)=7&&root,fvar(21)=8&&root,fvar(22)=9&&root,fvar(23)=0&&root,fvar(24)=1&&root,fvar(25)=2&&root,fvar(26)=3&&root,fvar(27)=4&&root,fvar(28)=5&&root,fvar(29)=6&&root,fvar(30)=7&&root,fvar(31)=8
triggerall =root,fvar(32)=9&&root,fvar(33)=0&&root,fvar(34)=1&&root,fvar(35)=2&&root,fvar(36)=3&&root,fvar(37)=4&&root,fvar(38)=5&&root,fvar(39)=6
trigger1 = 1
v = 58
value = -240
ignorehitpause = 1

[State -2]
type = helper
triggerall = root,stateno != 50300
triggerall = numhelper(50330) = 0
triggerall = root,palno = 12
triggerall = roundstate = 2
triggerall = numhelper(113550) = 0
triggerall = var(56) > 60
triggerall = root,stateno != 30051
triggerall = root,stateno != 50601
triggerall =root,var(39)=4&&root,var(40)=5&&root,var(41)=6&&root,var(42)=7&&root,var(43)=8&&root,var(44)=9&&root,var(45)=0&&root,var(46)=1
triggerall =root,var(47)=2&&root,var(48)=3&&root,var(49)=4&&root,var(50)=5&&root,var(51)=6&&root,var(52)=7&&root,var(53)=8&&root,var(54)=9
triggerall =root,var(55)=0&&root,var(56)=1&&root,var(57)=2&&root,var(58)=3&&root,fvar(4)=1&&root,fvar(5)=2&&root,fvar(6)=3&&root,fvar(7)=4&&root,fvar(8)=5&&root,fvar(9)=6&&root,fvar(10)=7&&root,fvar(11)=8
triggerall =root,fvar(12)=9&&root,fvar(13)=0&&root,fvar(14)=1&&root,fvar(15)=2&&root,fvar(16)=3&&root,fvar(17)=4&&root,fvar(18)=5
triggerall =root,fvar(19)=6&&root,fvar(20)=7&&root,fvar(21)=8&&root,fvar(22)=9&&root,fvar(23)=0&&root,fvar(24)=1&&root,fvar(25)=2&&root,fvar(26)=3&&root,fvar(27)=4&&root,fvar(28)=5&&root,fvar(29)=6&&root,fvar(30)=7&&root,fvar(31)=8
triggerall =root,fvar(32)=9&&root,fvar(33)=0&&root,fvar(34)=1&&root,fvar(35)=2&&root,fvar(36)=3&&root,fvar(37)=4&&root,fvar(38)=5&&root,fvar(39)=6
trigger1 = enemy,life > var(57)
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
pausemovetime = 9999999
supermovetime = 9999999
[State -2]
type = helper
triggerall = root,stateno != 50300
triggerall = numhelper(50330) = 0
triggerall = root,palno = 12
triggerall = roundstate = 2
triggerall = numhelper(113551) = 0
triggerall = var(56) > 60
triggerall = root,stateno != 30051
triggerall = root,stateno != 50601
triggerall =root,var(39)=4&&root,var(40)=5&&root,var(41)=6&&root,var(42)=7&&root,var(43)=8&&root,var(44)=9&&root,var(45)=0&&root,var(46)=1
triggerall =root,var(47)=2&&root,var(48)=3&&root,var(49)=4&&root,var(50)=5&&root,var(51)=6&&root,var(52)=7&&root,var(53)=8&&root,var(54)=9
triggerall =root,var(55)=0&&root,var(56)=1&&root,var(57)=2&&root,var(58)=3&&root,fvar(4)=1&&root,fvar(5)=2&&root,fvar(6)=3&&root,fvar(7)=4&&root,fvar(8)=5&&root,fvar(9)=6&&root,fvar(10)=7&&root,fvar(11)=8
triggerall =root,fvar(12)=9&&root,fvar(13)=0&&root,fvar(14)=1&&root,fvar(15)=2&&root,fvar(16)=3&&root,fvar(17)=4&&root,fvar(18)=5
triggerall =root,fvar(19)=6&&root,fvar(20)=7&&root,fvar(21)=8&&root,fvar(22)=9&&root,fvar(23)=0&&root,fvar(24)=1&&root,fvar(25)=2&&root,fvar(26)=3&&root,fvar(27)=4&&root,fvar(28)=5&&root,fvar(29)=6&&root,fvar(30)=7&&root,fvar(31)=8
triggerall =root,fvar(32)=9&&root,fvar(33)=0&&root,fvar(34)=1&&root,fvar(35)=2&&root,fvar(36)=3&&root,fvar(37)=4&&root,fvar(38)=5&&root,fvar(39)=6
trigger1 = enemy,life > var(57)
id = 113551
;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
pausemovetime = 9999999
supermovetime = 9999999

[state 100500]
type = varset
trigger1 = roundstate = 2
v = 57
value = enemy,life
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999
[state 100500];タイマー
type = varset
trigger1 = roundstate < 2
v = 56
value = 0
ignorehitpause = 1
[state 100500];タイマー
type = varadd
trigger1 = roundstate = 2
v = 56
value = 1
ignorehitpause = 1
[state 100500]
type = varset
trigger1 = roundstate < 2
trigger2 = var(56) < 30
v = 58
value = 0
ignorehitpause = 1
[state 100500]
type = varset
trigger1 = roundstate < 2
v = 55
value = 0
ignorehitpause = 1
[state 100500]
type = varadd
trigger1 = root,var(59)
v = 55
value = 1
ignorehitpause = 1

[state 100500]
type = null;varset
trigger1 = 1
v = 5
value =(roundstate=2)*(root,var(31)!=gametime+321119)*(var(5)+1)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 100500]
type = null;varset
trigger1 =roundstate=2&&(gametime%5=0)||roundstate!=2
v = 6
value =(roundstate<=2)*(ifelse((roundstate<2),root,lifemax,(ifelse((var(6)-root,life>root,lifemax*0.5),var(7),root,life))))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 100500]
type = null;varset
trigger1 =roundstate=2&&(gametime%10=0&&var(7)-root,life<root,lifemax*0.5)||roundstate!=2
v = 7
value =(roundstate<=2)*(ifelse((roundstate<2),root,lifemax,root,life))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, 5]
type = Explod
trigger1 = root,stateno = 50300
trigger1 = root,time = 100
trigger1 = numexplod(50301) = 0
anim = 50301
id = 50301
sprpriority = 9999999999999
postype = p1
pos = -2,-60
bindtime = 9999999999999;1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 9999999
PauseMoveTime = 9999999
;PauseMoveTime = 14

[State 1000, 5]
type = Explod
trigger1 = root,stateno = 50300
trigger1 = root,time = 345
trigger1 = numexplod(1133010) = 0
anim = 1133010
id = 1133010
sprpriority = 8
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 9999999
PauseMoveTime = 9999999
;PauseMoveTime = 14

[state 100500];AI用探知 技使用フラグ
type = varset
trigger1 = root,var(14)>0&&root,var(20)=enemy,anim&&root,var(20)>0
trigger2 = roundno>=2&&root,var(14)>0&&root,var(20)>0&&root,var(37)<100
v = 8
value = 1
ignorehitpause = 1

[state 100500];AI用探知 技使用フラグ
type = varset
trigger1 = root,var(22)>0&&root,var(21)=enemy,anim&&root,var(21)>0
trigger2 = roundno>=2&&root,var(22)>0&&root,var(21)>0&&root,var(37)<100
v = 9
value = 1
ignorehitpause = 1

[state 100500];AI 技使用フラグリセット
type = varset
trigger1 = root,stateno=50300&&root,time>360&&var(10)>=3
trigger2 = root,var(14)=0&&root,var(20)!=enemy,anim&&root,var(20)=0
v = 8
value = 0
ignorehitpause = 1

[state 100500];AI 技使用フラグリセット
type = varset
trigger1 = root,stateno=50300&&root,time>360&&var(10)>=3
trigger2 = root,var(22)=0&&root,var(21)!=enemy,anim&&root,var(20)=0
v = 9
value = 0
ignorehitpause = 1

[state 100500];AI 技使用フラグリセット
type = varadd
trigger1 = var(8) = 1 || var(9) = 1
trigger1 = root,stateno=50300&&root,time=360
v = 10
value = 1
ignorehitpause = 1

[state 100500];AI 技使用フラグリセット
type = varset
trigger1 = root,stateno=50300&&root,time>360&&var(10)>=3
v = 10
value = 0
ignorehitpause = 1

[state 100500];瞬獄殺(笑)
type = varset
trigger1 = roundstate != 2
v = 11
value = 0
ignorehitpause = 1

[state 100500];瞬獄殺(笑)使用
type = varset
trigger1 = root,stateno = 50450
trigger1 = var(11) != 1
v = 11
value = 1
ignorehitpause = 1

[state 100500];演出用
type = varset
trigger1 = root,stateno != 50601
trigger1 = var(12) != 0
v = 12
value = 0
ignorehitpause = 1
[state 100500];演出用
type = varadd
trigger1 = root,stateno = 50601
trigger1 = root,time > 220
trigger1 = var(12) < 360
v = 12
value = 2
ignorehitpause = 1

[State 100500]
type = BGPalFx
triggerall = root,palno = 12
triggerall = roundstate = 2
trigger1 = root,var(35) = 10
mul = 256,0,0
invertall = 0;1
color = 0
time = -1
ignorehitpause = 1

[State 100500]
type = Explod
trigger1 = roundstate = 2
trigger1 = numhelper(113552)
trigger1 = (gametime%180) = 0
anim = 22212
sprpriority = 8
postype = p1
pos = -5,-75
bindtime = -1
;supermove = 1
under = 0
ownpal = 1
;scale = .5,.5
;PauseMoveTime = 14

[State 22220]
type = PlaySnd
trigger1 = roundstate = 2
trigger1 = numhelper(113552)
trigger1 = (gametime%180) = 0
value = 3500,17
volume = 255
ignorehitpause = 1

[State 22220]
type = PlaySnd
trigger1 = roundstate = 2
trigger1 = numhelper(113552)
trigger1 = (gametime%180) = 0
value = 3500,1
volume = 255
ignorehitpause = 1

[State 22220]
type = EnvColor
trigger1 = roundstate = 2
trigger1 = numhelper(113552)
trigger1 = (gametime%180) = 0
time = 20
value = 255,0,0
under = 2
ignorehitpause = 1

[State 22220]
type = BGPalFx
trigger1 = root,stateno = 2222
trigger2 = numhelper(113552)
mul = 100,100,100
color = 0
time = 5
ignorehitpause = 1

;------------------------
;---------------------
;-----fvar

[state 100500];無に還ろう使用
type = varadd
trigger1 = root,stateno = 30051
trigger1 = root,time = 5
fv = 0
value = 1
ignorehitpause = 1

[state 100500];演出用
type = varset
trigger1 = root,stateno != 50601
trigger1 = fvar(1) != 0
fv = 1
value = 0
ignorehitpause = 1
[state 100500];演出用
type = varadd
trigger1 = root,stateno = 50601
fv = 1
value = 1
ignorehitpause = 1

[State 11051]
type = Explod
trigger1 = numexplod(2630) = 0
trigger1 = root,stateno = 50601
trigger1 = root,time < 200
anim = 2630
id = 2630
sprpriority = 99999999999999999999999999999
removetime = 230
pos = -2,-100
scale = 1,1
ontop = 1
ownpal = 1
[State 11051]
type = ModifyExplod
trigger1 = root,stateno = 50601
trigger1 = fvar(1) < 30
scale = 0.02*fvar(1),0.02*fvar(1)
id = 2630
[State 11051]
type = ModifyExplod
trigger1 = root,stateno = 50601
trigger1 = fvar(1) > 29
scale = 0.02*fvar(1),0.02*fvar(1)
id = 2630
[State 11001]
type = allpalfx
trigger1 = root,stateno = 50601
trigger1 = root,time > 220
mul = var(12),var(12),var(12)
;add = 100,0,0
;sinadd = -220,0,0,60
time = 5
;color = 0
;invertall = 1
ignorehitpause = 1

[state 100500]
type = varset
triggerall = fvar(2) != 10
trigger1 = p2name = "ONI-MIKO-REIMU"&&enemy,palno = 12
trigger1 = enemynear,var(52) = 3
fv = 2
value = 10
ignorehitpause = 1

[State 50330]
type = pause
trigger1 = fvar(2) = 10
time = 0
movetime = 0
ignorehitpause = 1
[State 50330]
type = superpause
trigger1 = fvar(2) = 10
time = 0
movetime = 0
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[state 100500]
type = varset
triggerall = fvar(3) != 10
trigger1 = root,stateno = 30051
trigger1 = root,movehit
trigger2 = root,stateno = 50601
trigger2 = root,movehit
;trigger3 = root,stateno = 50101
;trigger3 = root,movehit
fv = 3
value = 10
ignorehitpause = 1
[state 100500]
type = varset
trigger1 = root,stateno!=30051&&root,stateno!=50601;&&root,stateno!=50101
fv = 3
value = 0
ignorehitpause = 1
;----------------------------------
;アーマー保険
[Statedef 10070000]
type    = S
movetype= I
physics = S
anim = 0

[State 10070]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 300

[State 10070]
type = null;lifeadd
trigger1 = time = 0
value = -100
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
triggerall = palno != 11
trigger1 = Time >= 1
value = 0
ctrl = 1

[State 10070]
type = ChangeState
triggerall = palno = 11
trigger1 = Time >= 1
value = 151
ctrl = 1



[Statedef 10071000]
type    = A
movetype= I
physics = N

[State 10071]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 300

[State 10071]
type = null;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 = 300

[State 10072]
type = null;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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 5050]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

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

[State 5050, 3] ;Gravity
type = VelAdd
triggerall = palno != 12
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno != 12
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = palno != 12
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6]
type = ChangeState
triggerall = palno != 12
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

[state 5050, 9]
type = destroyself
trigger1 = ishelper
ignorehitpause = 1


[State -2]
type = velset
triggerall = name = "Phantom Mizuchi JP"
triggerall = !ishelper
triggerall = palno = 12
trigger1 = time = 0
x = -4
y = -6
[State -2]
type = veladd
triggerall = name = "Phantom Mizuchi JP"
triggerall = !ishelper
triggerall = palno = 12
trigger1 = time > 0
y = .50

[State 5050, 6]
type = ChangeState
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
trigger1 = time > 15
value = 5150

[state 5050, 10]
type = lifeset
triggerall = ishelper
trigger1 = 1
value = lifemax
ignorehitpause = 1



;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = palno != 12
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3] ;Hit up type anim
type = ChangeAnim
triggerall = palno != 12
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
triggerall = palno != 12
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
triggerall = palno != 12
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 6] ;Friction
type = VelMul
triggerall = palno != 12
trigger1 = 1
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
triggerall = palno != 12
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 7] ;Friction
type = VelSet
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
trigger1 = pos Y > 0
x = 0
y = 0
[State 5150, 7] ;Friction
type = posset
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
trigger1 = pos Y > 0
;x = 0
y = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[state 5150, 9]
type = destroyself
trigger1 = ishelper

[state 5150, 10]
type = lifeset
triggerall = ishelper
trigger1 = 1;life = 0
value = lifemax
ignorehitpause = 1

[State 5150, 1]
type = changestate
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
trigger1 = alive
trigger2 = drawgame
value = 0000002
ignorehitpause = 1

[State -2]
type = assertspecial
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = matchover
flag = nomusic
ignorehitpause = 1
[State -2]
type = stopsnd
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = matchover
trigger1 = time = 65
channel = -1
ignorehitpause = 1

[State 5150, 5]
type = ChangeAnim
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = Time = 0
trigger1 = Anim != 04
value = 04
ignorehitpause = 1
[State 5150, 5]
type = ChangeAnim
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = pos Y >= 0
trigger1 = !matchover
trigger1 = Anim != 444
trigger1 = Anim != 4444
value = 444
ignorehitpause = 1

[State 5150, 5];図に
type = ChangeAnim
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = matchover
trigger1 = pos Y >= 0
trigger1 = Anim != 445
trigger1 = Anim != 4444
trigger1 = animtime = 0
value = 445
ignorehitpause = 1
[State 5150, 5];苦
type = ChangeAnim
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = matchover
trigger1 = pos Y >= 0
trigger1 = Anim = 445
trigger1 = Anim != 4444
trigger1 = animtime = 0
value = 4444
ignorehitpause = 1

[State 1000, 5];光
type = Explod
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = numexplod(44444) = 0
trigger1 = Anim = 4444
trigger1 = var(27) < 100
anim = 44444
id = 44444
sprpriority = 99999
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = -1
under = 0
ownpal = 1
ontop = 1
trans = add
ignorehitpause = 1
[State 1000, 5];光
type = Explod
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = numexplod(44445) = 0
trigger1 = Anim = 4444
trigger1 = var(27) < 100
anim = 44444
id = 44445
sprpriority = 99999
postype = p1
pos = 0,-190
bindtime = -1
supermove = 0
removetime = -1
under = 0
ownpal = 1
ontop = 1
trans = add
ignorehitpause = 1

[State 100500]
type = Explod
triggerall = name = "Phantom Mizuchi JP"
trigger1 = palno = 12
trigger1 = anim = 4444
trigger1 = (gametime%60) = 0
trigger1 = var(27) < 450
anim = 4444
id = 3210011
sprpriority = 4
postype = p1
pos = 0+(random%30),0
removetime = -1
supermove = 1
ownpal = 1
vel = 0,-1-(random%8)
scale = 0.2,0.2
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
[State 100500]
type = Explod
triggerall = name = "Phantom Mizuchi JP"
trigger1 = palno = 12
trigger1 = anim = 4444
trigger1 = (gametime%30) = 0
trigger1 = var(27) < 450
anim = 4444
id = 3210011
sprpriority = 4
postype = p1
pos = 0-(random%30),0
removetime = -1
supermove = 1
ownpal = 1
vel = 0,-1-(random%6)
scale = 0.1,0.1
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
[State 100500]
type = removeexplod
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
trigger1 = numexplod(3210011)
trigger1 = Anim = 4444
trigger1 = var(27) > 600
id = 3210011
ignorehitpause = 1


[State 5150]
type = helper
triggerall = name = "Phantom Mizuchi JP"
trigger1 = palno = 12
trigger1 = anim = 4444
trigger1 = var(27) < 450
trigger1 = numhelper(4284) = 0
stateno = 4284
name = "phantom"
ID = 4284
pos = 0,0
helpertype = normal
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 100500]
type = modifyexplod
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = numexplod(44444)
trigger1 = Anim = 4444
trigger1 = var(27) > 480
id = 44444
scale = 1-0.0020*(var(28)),1
ignorehitpause = 1
[State 100500]
type = removeexplod
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = numexplod(44444)
trigger1 = Anim = 4444
trigger1 = var(28) > 500
id = 44444
ignorehitpause = 1

[State 100500]
type = modifyexplod
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = numexplod(44445)
trigger1 = Anim = 4444
trigger1 = var(27) > 480
id = 44445
scale = 1-0.0020*(var(28)),1
ignorehitpause = 1
[State 100500]
type = removeexplod
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = numexplod(44445)
trigger1 = Anim = 4444
trigger1 = var(28) > 500
id = 44445
ignorehitpause = 1

[State -2];次
type = varadd
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = var(27) > 480
v = 28
value = 2
gnorehitpause = 1

[State 11052, !]
type = PlaySnd
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 4444
value = 3500, 3
persistent = 0
ignorehitpause = 1

[State 11052, !]
type = PlaySnd
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 445
value = 3500, 21
persistent = 0
loop = 1
ignorehitpause = 1

[State 11052, !]
type = Explod
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 4444
Anim = 11150
pos = 14, -110
postype = p1
ownpal = 1
removetime = 15
sprpriority = 4
persistent = 0
pausemovetime = 15
ignorehitpause = 1

[State 11052, !]
type = Explod
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 445
trigger1 = animelem = 10
Anim = 11150
pos = 14, -110
postype = p1
ownpal = 1
removetime = 15
sprpriority = 4
persistent = 0
pausemovetime = 15
ignorehitpause = 1
[State 11052, !]
type = Explod
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 445
trigger1 = numexplod(446) = 0
trigger1 = animelem = 9
Anim = 446
id = 446
pos = 0,0
postype = p1
bindtime = -1
supermove = 0
;removetime = -1
under = 0
ownpal = 1
ontop = 1
trans = add
ignorehitpause = 1
persistent = 0

[State 2000, 6]
type = PlaySnd
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 445
trigger1 = animelem = 8
value = 3500,20
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 445
trigger1 = animelem = 9
value = 3500,15
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 445
trigger1 = animelem = 11
value = 3500,19
ignorehitpause = 1

[State -2]
type = angledraw
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 4444
scale= 1-0.0020*(var(27)),1-0.0020*(var(27))
ignorehitpause = 1

[State -2];次
type = varadd
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 4444
v = 27
value = 1
gnorehitpause = 1

[State 1000, 5]
type = Explod
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 445
trigger1 = animelem = 1
anim = 6010
sprpriority = -1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1
ignorehitpause = 1
[State 1000, 5]
type = Explod
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 445
trigger1 = animelem = 1
anim = 6011
sprpriority = 1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1
ignorehitpause = 1
[State 2000, 6]
type = PlaySnd
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 445
trigger1 = animelem = 1
value = 3000,0
ignorehitpause = 1
[State 2000, 6]
type = PlaySnd
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 445
trigger1 = animelem = 1
value = 3500,10
ignorehitpause = 1
[State 2000, 6]
type = PlaySnd
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 445
trigger1 = animelem = 1
value = 290,0
ignorehitpause = 1

[State -2]
type = AssertSpecial
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = Anim = 4444
trigger1 = (GameTime%2) = 1
;trigger1 = var(27) = [450,499]
trigger2 = var(27) > 500
flag = invisible
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
triggerall = Anim = 4444
trigger1 = var(27) = 2
value = 11,0
ignorehitpause = 1

[State 11001]
type = EnvShake
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
triggerall = Anim = 4444
trigger1 = var(27) < 755
trigger1 = (gametime%2) = 1
time = 2
ampl = -2
freq = 90
phase = 90
ignorehitpause = 1

[State 11001]
type = allpalfx
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
triggerall = Anim = 4444
trigger1 = var(27) = 60 || var(27) = 120 || var(27) = 180 || var(27) = 240 || var(27) = 300  || var(27) = 360 || var(27) = 420
;trigger1 = GameTime%65 = 0
mul = 255,255,255;50,50,50;150,150,150
add = 0,0,0;100,100,100
sinadd = 0,0,0;-100,-100,-100,65;-220,0,0,65
time = 30;65
color = 0;250
invertall = 1
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
triggerall = Anim = 4444
trigger1 = var(27) = 60 || var(27) = 120 || var(27) = 180 || var(27) = 240 || var(27) = 300  || var(27) = 360 || var(27) = 420
value = 3500,1
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
triggerall = Anim = 4444
trigger1 = var(27) = 60
value = 3500,8
freqmul = 1.2
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
triggerall = Anim = 4444
trigger1 = var(27) = 120
value = 3500,8
freqmul = 1.4
abspan = 500
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
triggerall = Anim = 4444
trigger1 = var(27) = 180
value = 3500,8
freqmul = 2.0
abspan = -500
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
triggerall = Anim = 4444
trigger1 = var(27) = 240
value = 3500,9
freqmul = 1.5
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
triggerall = Anim = 4444
trigger1 = var(27) = 300
value = 2300,0
freqmul = 1.5
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
triggerall = Anim = 4444
trigger1 = var(27) = 360
value = 3500,8
freqmul = 1.1
abspan = -800
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
triggerall = Anim = 4444
trigger1 = var(27) = 420
value = 3500,8
freqmul = 1.6
abspan = 800
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
triggerall = Anim = 4444
trigger1 = var(27) = 480
value = 3500,9
freqmul = 1.8
ignorehitpause = 1

[State -2]
type = assertspecial
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = matchover
trigger1 = time <= 1250
flag = roundnotover
ignorehitpause = 1

;---------------------------------------------------------------------------
[Statedef 4284]
type    = S
movetype= I
physics = S
anim = 4444

[State 50210]
type = NotHitBy 
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 910013]
type = SelfState
triggerall = !ishelper(4284)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 50210]
type = BindToroot
trigger1 = 1
pos = 0,0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 50210]
type = AssertSpecial
trigger1 = root,var(27) > 480
;trigger2 = root,var(27) < 480
;trigger2 = (GameTime%2) = 1
flag = invisible
ignorehitpause = 1
[State 50210]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 50330]
type = angledraw
trigger1= 1
scale = 0.1+0.1*(gametime%4),0.1+0.1*(gametime%4)
ignorehitpause = 1

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 200,200
ignorehitpause = 1

[State 50330]
type = pause
trigger1 = 1
time = 0
movetime = 0
ignorehitpause = 1

[State 50330]
type = superpause
trigger1 = 1
time = 0
movetime = 0
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[state 50330]
type = destroyself
trigger1 = root,var(27) > 480
ignorehitpause = 1

;---------------------------------------------------------------------------
[Statedef 301050]
type    = S
movetype= I
physics = S
anim = 30100

[State 50210]
type = BindToroot
trigger1 = 1
pos = 0,0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 910013]
type = SelfState
triggerall = !ishelper(301050)
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 301050
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 50210]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1

[State 50330]
type = pause
trigger1 = 1
time = 0
movetime = 0
ignorehitpause = 1
[State 50330]
type = superpause
trigger1 = 1
time = 0
movetime = 0
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[state 50330]
type = destroyself
trigger1 = roundstate >= 3
trigger2 = numhelper(100500)
trigger2 = helper(100500),var(56) > 100
ignorehitpause = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 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
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;ノーマルカラー常駐ヘルパ
[Statedef 1900]
type    = S
movetype= I
physics = S
anim = 12054046

[State 1900]
type = AssertSpecial
trigger1 = 1
flag = Invisible
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1900]
type = pause
trigger1 = roundstate < 2
time = 0
movetime = 0
ignorehitpause = 1
[State 1900]
type = superpause
trigger1 = roundstate < 2
time = 0
movetime = 0
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[State 1900]
type = BindToRoot
trigger1 = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1900]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 1900
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1900]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1900]
type = Turn
trigger1 = Facing != parent,Facing
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1900];下手に消すとエラーを出しやすい
type = DestroySelf
trigger1 = root,palno != [1,9]
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State -2];ノーマルカラーには要らないと思うけど(笑)
type = varset
triggerall = root,var(59)
trigger1 = root,palno = [1,9]
v = 0
value = 1
ignorehitpause = 1



[state 50210]
type = varset
trigger1 = root,palno = [7,9]
v = 1
value =(roundstate=2)*(root,var(31)!=gametime+321119)*(var(1)+1)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 50210]
type = varset
triggerall = root,palno = [7,9]
trigger1 =roundstate=2&&(gametime%5=0)||roundstate!=2
v = 2
value =(roundstate<=2)*(ifelse((roundstate<2),root,lifemax,(ifelse((var(2)-root,life>root,life>20),var(3),root,life))));lifemax*0.2
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 50210]
type = varset
triggerall = root,palno = [7,9]
trigger1 =roundstate=2&&(gametime%10=0&&var(3)-root,life<root,life<20)||roundstate!=2;lifemax*0.2
v = 3
value =(roundstate<=2)*(ifelse((roundstate<2),root,lifemax,root,life))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;--------------------------------------------------
;ほぼM-KFMのテキストのもの。。
[Statedef 50210]
type    = S
movetype= I
physics = S
anim = 12054046

[State 50210]
type = NotHitBy 
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 50210]
type = BindToroot
trigger1 = 1
pos = 0,0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 50210]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 50210]
type = varset
trigger1 = 1
v = 0
value =(roundstate=2)*(root,var(31)!=gametime+321119)*(var(0)+1)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 50210]
type = varset
trigger1 =roundstate=2&&(gametime%5=0)||roundstate!=2
v = 1
value =(roundstate<=2)*(ifelse((roundstate<2),root,lifemax,(ifelse((var(1)-root,life>root,life>20),var(2),root,life))));lifemax*0.2
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 50210]
type = varset
trigger1 =roundstate=2&&(gametime%10=0&&var(2)-root,life<root,life<20)||roundstate!=2;lifemax*0.2
v = 2
value =(roundstate<=2)*(ifelse((roundstate<2),root,lifemax,root,life))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = varset
triggerall = root,var(59)
trigger1 = root,palno = 10
v = 3
value = 1
ignorehitpause = 1

[State -2]
type = varset
trigger1 = root,movereversed
;trigger2 = root,var(31) != gametime+321119
v = 4
value = 2
ignorehitpause = 1

[State -2]
type = varadd
trigger1 = var(4) = [1,60]
v = 4
value = -1
ignorehitpause = 1

[State 50330]
type = pause
trigger1 = 1
time = 0
movetime = 0
ignorehitpause = 1

[State 50330]
type = superpause
trigger1 = 1
time = 0
movetime = 0
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1
;---------------------------------------------------------------------------
[Statedef 50200]
type    = S
movetype= I
physics = N
juggle  = 1
anim = 50201
ctrl = 0

[State 50200]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 50200]
type = changeanim
triggerall = roundstate = 2
triggerall = root,statetype != A
triggerall = root,stateno != 11
triggerall = root,stateno != 700
triggerall = root,stateno != 701
trigger1 = var(2) = 60
value = 50200

[State 50200]
type = changeanim
triggerall = roundstate = 2
triggerall = root,statetype = A
trigger1 = var(2) = 60
value = 50202

[State 50200]
type = changeanim
triggerall = roundstate = 2
triggerall = root,statetype = C
triggerall = root,statetype != A
trigger1 = var(2) = 60
value = 50203

[State 50200]
type = changeanim
trigger1 = var(2) != 60
trigger2 = root,stateno = 700
trigger3 = root,stateno = 701
trigger4 = root,stateno = 1800
trigger5 = root,stateno = 1805
trigger6 = roundstate != 2
trigger7 = movehit = 1
trigger7 = numtarget = 1
trigger7 = !target,ishelper
trigger8 = root,stateno = [120,155]
value = 50201

[State 50200]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP,AA,AT,AP
pausetime = 0,0
sparkno = -1
sparkxy = -1
hitsound = -1
numhits = 0

[State 100500]
type = BindToRoot
trigger1 = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 50200]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 50200]
type = varadd
trigger1 = movehit = 1
trigger1 = numtarget = 1
trigger1 = !target,ishelper
v = 0
value = 60

[State 50200]
type = varset
trigger1 = movehit = 1
trigger1 = numtarget = 1
trigger1 = !target,ishelper
v = 2
value = 0

[State 50200]
type = varset
trigger1 = time = 0
v = 2
value = 5

[State 50200]
type = varadd
trigger1 = var(2) != 60
v = 2
value = 1

[State 50200]
type = targetdrop
trigger1 = movehit = 1
trigger1 = numtarget > 0

[State 50200]
type = varset
trigger1 = var(0) = 1200
v = 1
value = 321459

[State -2]
type = null;pause
triggerall = root,alive&&enemy,alive
trigger1 = roundstate > 2
time = 90
movetime = 90
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State -2]
type = null;superpause
triggerall = root,alive&&enemy,alive
trigger1 = roundstate > 2
anim = -1
time = 90
movetime = 90
darken = 0
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 191, 3]
type = null;PlaySnd
trigger1 = var(2) = 1
value = 1100,1

[State 191, 3]
type = PlaySnd
trigger1 = var(2) = 1
value = 3500,15

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

[State -2];ライフバー用
type = varset
triggerall = root,palno = [11,12]
trigger1 = var(4) != 1200
v = 4
value = 1200

[State 100500]
type = Explod
trigger1 = time = 5
trigger1 = numexplod(2600) = 0
anim = 2600
id = 2600
pos = 12,226;93,226
postype = back
bindtime = -1
removetime = -1
ownpal = 0
;facing = -1
sprpriority = 255
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5,0.5

[State 100500]
type = Explod
trigger1 = time >= 5
trigger1 = numexplod(2610) = 0
anim = 2610
id = 2610
pos = 12,226
postype = back;left
bindtime = -1
removetime = -1
ownpal = 1
sprpriority = 255
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5,0.5

[State 100500]
type = modifyexplod
trigger1 = var(0) = [0,1200]
id = 2600
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5*(var(4)/1200.0+var(0)/1200.0),0.5

[State -2]
type = PalFx
trigger1 = GameTime%80 = 0
trigger1 = var(0) = [120,600]
add = 0,0,0
sinadd = 100,100,100,80
time = 80
ignorehitpause = 1

[State -2]
type = PalFx
trigger1 = GameTime%40 = 0
trigger1 = var(0) = [720,840]
add = 0,0,0
sinadd = 100,100,100,40
time = 40
ignorehitpause = 1

[State -2]
type = PalFx
trigger1 = GameTime%20 = 0
trigger1 = var(0) = [960,1140]
add = 0,0,0
sinadd = 100,100,100,20
time = 20
ignorehitpause = 1

[State -2]
type = PalFx
trigger1 = GameTime%10 = 0
trigger1 = var(0) = 1200
add = 0,0,0
sinadd = 256,0,256,10
time = 10
ignorehitpause = 1

;---------------------------------------------------------------------------
;11アーマ
[Statedef 100510]
type    = S
movetype= I
physics = S
anim = 100511;12054046

[State 11331]
type = changeanim
trigger1 = var(7) > 0
trigger2 = var(14) > 0
value = 1005110
ignorehitpause = 1
[State 11331]
type = changeanim
trigger1 = var(7) = 0
trigger1 = var(14) = 0
value = 100511
ignorehitpause = 1
[State 2000]
type = ReversalDef
trigger1 = var(7) > 0
trigger1 = anim = 1005110
trigger2 = var(14) > 0
trigger2 = anim = 1005110
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
pausetime = 0,2
p2stateno = 191510020
ignorehitpause = 1

[State 50210]
type = NotHitBy 
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 20
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 100510
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

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

[State 50210]
type = BindToroot
trigger1 = 1
pos = 0,0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 50210]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 50210]
type = varset
trigger1 = 1
v = 0
value =(roundstate=2)*(root,var(31)!=gametime+321119)*(var(0)+1)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 50210]
type = varset
trigger1 =roundstate=2&&(gametime%5=0)||roundstate!=2
v = 1
value =(roundstate<=2)*(ifelse((roundstate<2),root,lifemax,(ifelse((var(1)-root,life>50),var(2),root,life))));;root,lifemax*0.1
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 50210]
type = varset
trigger1 =roundstate=2&&(gametime%10=0&&var(2)-root,life<50)||roundstate!=2
v = 2
value =(roundstate<=2)*(ifelse((roundstate<2),root,lifemax,root,life))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = varset
triggerall = root,var(59)
trigger1 = root,palno = 11
v = 3
value = 1
ignorehitpause = 1

[State -2]
type = null;varset
trigger1 = roundstate != 2
trigger2 = var(4) < 0 || var(4) > 60
v = 4
value = 0
ignorehitpause = 1

[State -2]
type = varset
trigger1 = root,movereversed
;trigger2 = root,var(31) != gametime+321119
v = 4
value = 2
ignorehitpause = 1

[State -2]
type = varadd
trigger1 = var(4) = [1,60]
v = 4
value = -1
ignorehitpause = 1

[State -2];リジェネ
type = varset
triggerall = !root,var(59)
trigger1 = root,stateno=154&&root,command = "b"
trigger1 = root,power>=2000
trigger1 = var(5) = 0
v = 5
value = 650
ignorehitpause = 1
[State -2]
type = varset
trigger1 = var(5) < 0
v = 5
value = 650
ignorehitpause = 1
[State -2]
type = varadd
trigger1 = var(5) > 0
v = 5
value = -1
ignorehitpause = 1
;helper(100510),var(5) != 0

[State 2000, 6]
type = PlaySnd
trigger1 = var(5) = 649
value = 2200,2

[State -2];ライフバー用
type = varset
triggerall = root,palno = 11
trigger1 = var(6) != 1200
v = 6
value = 1200

[State 100500]
type = Explod
trigger1 = time = 5
trigger1 = numexplod(2600) = 0
anim = 2600
id = 2600
pos = 93,226;12,226
postype = back
bindtime = -1
removetime = -1
ownpal = 0
facing = -1
sprpriority = 255
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5,0.5

[State 100500]
type = Explod
trigger1 = time >= 5
trigger1 = numexplod(2610) = 0
anim = 2610
id = 2610
pos = 12,226
postype = back;left
bindtime = -1
removetime = -1
ownpal = 1
sprpriority = 255
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5,0.5

[State 100500]
type = modifyexplod
trigger1 = root,var(32) = [0,1200]
id = 2600
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5*(var(6)/1200.0-root,var(32)/1200.0),0.5;---0.5*(root,var(32)/1200.0),0.5

[State -2]
type = PalFx
trigger1 = GameTime%80 = 0
trigger1 = root,var(32) = [120,719]
add = 0,0,0
sinadd = 100,100,100,80
time = 80
ignorehitpause = 1

[State -2]
type = PalFx
trigger1 = GameTime%40 = 0
trigger1 = root,var(32) = [720,840]
add = 0,0,0
sinadd = 100,100,100,40
time = 40
ignorehitpause = 1

[State -2]
type = PalFx
trigger1 = GameTime%20 = 0
trigger1 = root,var(32) = [840,1200]
add = 0,0,0
sinadd = 100,100,100,20
time = 20
ignorehitpause = 1

[State 100500]
type = modifyexplod
trigger1 = root,var(32) <= 0
id = 2600
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5*(root,var(32)<=0.0),0.5

[State 100500]
type = PalFX
trigger1 = root,var(32) = [-1200,-120]
time = 1
add = 0,0,0
mul = 0,256,256

[State 100500]
type = PalFX
trigger1 = root,var(32) = [-2400,-1320]
time = 1
add = 0,0,0
mul = 200,0,256

[State 100500]
type = PalFX
trigger1 = root,var(32) <= -2520
trigger2 = root,var(32) >= 1320
time = 1
add = 0,0,0
mul = 256,256,0

[State 100500]
type = helper
trigger1 = var(7) > 0
trigger1 = roundstate = 2
trigger1 = numhelper(50330) < 5
trigger1 = root,palno = 11
trigger2 = numhelper(50330) < 5
trigger2 = root,palno = 11
trigger2 = p2name = "Kyuketsuki"&&enemy,palno = 11||p2name = ""||p2name = "MUAHAHAHAHAHAHAHAHA"||p2name = "genjitsu"
ID = 50330
name = "chaos"
stateno = 50330
pos = 0,899999999+99999999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 100500]
type = helper
triggerall = roundstate = 2
triggerall = numhelper(30105) < 5
trigger1 = root,palno = 11
trigger1 = var(14) > 0
ID = 30105
name = "chaos"
stateno = 30105
pos = 0,2000
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State -2];弄り
type = varset
triggerall = !root,var(59)
triggerall = root,palno = 11
trigger1 = var(14) = 0
trigger1 = root,stateno = 155
trigger1 = root,command = "z"
v = 14
value = 400
ignorehitpause = 1
[State -2]
type = varadd
triggerall = root,palno = 11
trigger1 = var(14) > 0
v = 14
value = -1
ignorehitpause = 1
[State 11001]
type = bgpalfx
trigger1 = var(14) > 0
trigger1 = GameTime%65 = 0
mul = 50,50,50;150,150,150
add = 100,100,100;100,100,100
sinadd = -150,-150,-150,65;-220,0,0,65
time = 65
color = 250
invertall = 1
ignorehitpause = 1
[State 50454]
type = PlaySnd
trigger1 = var(14) = 399
value = 2300,0
freqmul = 0.4
[State 23000]
type = Explod
trigger1 = var(14) > 0
trigger1 = numexplod(2652) = 0
trigger1 = GameTime%65 = 0
anim = 2652
id = 2652
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
;removetime = 210
under = 1
ownpal = 1
ontop = 1
trans = add
[State 23000]
type = removeexplod
trigger1 = var(14) = 0
id = 2652

[State -2];ブラックホール
type = varset
triggerall = !root,var(59)
triggerall = root,palno = 11
trigger1 = var(7) = 0
trigger1 = root,stateno = 155
trigger1 = root,command = "y"
v = 7
value = 1650
ignorehitpause = 1
[State -2]
type = varadd
triggerall = root,palno = 11
trigger1 = var(7) > 0
v = 7
value = -1
ignorehitpause = 1

[state 50210]
type = varset
trigger1 = var(7) = [1645,1650]
v = 8
value = 1
ignorehitpause = 1
[state 50210]
type = varadd
trigger1 = var(7) > 0
trigger1 = (gametime%5) = 1
trigger1 = var(7) <= 300
v = 8
value = 5
ignorehitpause = 1
[State 11051]
type = BGPalFx
trigger1 = var(7) <= 1400
trigger1 = var(7) >= 1
trigger1 = var(8) > 0
mul = 0+var(8),0+var(8),0+var(8)
invertall = 1
color = 0
time = 1
ignorehitpause = 1

[state 50210]
type = varset
trigger1 = var(7) = [1550,1650]
v = 9
value = 1
ignorehitpause = 1
[state 50210]
type = varset
trigger1 = var(7) = 0
v = 9
value = 0
ignorehitpause = 1
[state 50210]
type = varadd
trigger1 = var(7) > 0
v = 9
value = 1
ignorehitpause = 1
[State 210, 1]
type = PlaySnd
trigger1 = var(7) = 1649
value = 3500,18
ignorehitpause = 1

[State 11051]
type = Explod
trigger1 = var(7) = 1551;[1645,1650]
trigger1 = numexplod(2630) = 0
anim = 2630
id = 2630
sprpriority = 99999999999999999999999999999
removetime = 330
pos = 0,-30
scale = 1,1
ontop = 1
ownpal = 1
[State 11051]
type = ModifyExplod
trigger1 = var(7) > 0
trigger1 = var(9) < 30
scale = 0.02*var(9),0.02*var(9)
id = 2630
[State 11051]
type = ModifyExplod
trigger1 = var(7) > 0
trigger1 = var(9) > 29
scale = 0.02*var(9),0.02*var(9)
id = 2630
[State 210, 1]
type = PlaySnd
trigger1 = var(7) = 1550
value = 3500, 2
[State 11001]
type = EnvShake
trigger1 = var(7) = [1550,1650]
trigger1 = (gametime%2) = 1
time = 2
ampl = -2
freq = 95
phase = 95
[State 11001]
type = EnvShake
trigger1 = var(7) = [1400,1549]
trigger1 = (gametime%2) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[state 50210];トムキラー
type = varset
triggerall = !root,var(59)
trigger1 = root,stateno = 155
trigger1 = root,command = "a"
trigger1 = var(10) = 0
v = 10
value = 900
ignorehitpause = 1
[state 50210]
type = varadd
trigger1 = var(10) > 0
v = 10
value = -1
ignorehitpause = 1
;helper(100510),var(10)
[State 50454]
type = PlaySnd
trigger1 = var(10) > 0
trigger1 = (GameTime%65) = 0
value = 3500,1
[State 50454]
type = PlaySnd
trigger1 = var(10) > 0
trigger1 = root,winko
value = 2200,1
persistent = 0
[State 50454]
type = PlaySnd
trigger1 = var(10) > 0
trigger1 = root,winko
value = 2100,1
persistent = 0
[State 50454]
type = PlaySnd
trigger1 = var(10) > 0
trigger1 = root,winko
value = 2300,0
persistent = 0
[State 50454]
type = PlaySnd
triggerall = !root,winko
trigger1 = var(10) = 700 || var(10) = 600 || var(10) = 400 || var(10) = 200
value = 2200,0
freqmul = 1.0+((random%3)*0.3)
[State 50454]
type = PlaySnd
triggerall = !root,winko
trigger1 = var(10) = 800 || var(10) = 500 || var(10) = 300 || var(10) = 100
value = 2100,0
freqmul = 1.0+((random%3)*0.3)

[State 11001]
type = bgpalfx
trigger1 = var(10) > 0
trigger1 = GameTime%65 = 0
mul = 120,0,0
add = 150,0,0
sinadd = -150,0,0,65;-220,0,0,65
time = 65
color = 150
invertall = 1
ignorehitpause = 1

[State -2]
type = varadd
triggerall = numhelper(50515)
trigger1 = helper(50515),var(0) = 1
trigger1 = var(13) != 3
v = 13
value = 1
ignorehitpause = 1
[State 100510]
type = PlaySnd
trigger1 = var(13) = 2
value = 3500, 3
[State 100510]
type = Explod
trigger1 = var(13) = 2
Anim = 11150
pos = 14, -50
postype = p1
ownpal = 1
removetime = 15
sprpriority = 4
SuperMoveTime = 9999999
PauseMoveTime = 9999999
;----------------------------------------
;AI戦術 helper(100510),var(?) = 0
[state 50210];AIタイマー
type = varadd
triggerall = root,var(59)
trigger1 = roundstate = 2
v = 58
value = 1
ignorehitpause = 1

[State -2];相手はhitdefを使う
type = varset
triggerall = root,var(59)
triggerall = root,palno = 11
triggerall = roundstate = 2
trigger1 = enemynear,hitdefattr = SCA,AA,AT,AP
v = 11
value = 1
ignorehitpause = 1

[State -2]
type = varset
triggerall = root,var(59)
triggerall = root,palno = 11
triggerall = roundstate = 2
trigger1 = var(10) = [800,900]
v = 12
value = 1
ignorehitpause = 1
[State -2];リセット
type = varset
triggerall = root,var(59)
triggerall = root,palno = 11
triggerall = roundstate = 2
trigger1 = var(12) = 0
trigger2 = roundstate = 0
v = 12
value = 0
ignorehitpause = 1

[state 50210];トムキラー
type = varset
triggerall = root,var(59)
triggerall = root,palno = 11
triggerall = numhelper(100525)
triggerall = roundstate = 2
trigger1 = var(10) = 0
trigger1 = var(58) > 1800
trigger1 = helper(100525),var(0) = 0 ;固めと混合させない
trigger1 = enemy,life >=enemy,lifemax*0.9
trigger1 = var(12) != 1
trigger2 = var(10) = 0
trigger2 = var(58) > 150
trigger2 = enemynear,name = "New_Shiki_Nanaya"
trigger2 = helper(100525),var(0) = 0 ;固めと混合させない
trigger2 = var(12) != 1
v = 10
value = 900
ignorehitpause = 1

[State -2];ブラックホール
type = null;varset
triggerall = root,var(59)
triggerall = root,palno = 11
triggerall = roundstate = 2
trigger1 = var(7) = 0
trigger1 = root,stateno = 155
trigger1 = root,command = "y"
v = 7
value = 1650
ignorehitpause = 1

[State -2];リジェネ
type = varset
triggerall = root,var(59)
triggerall = roundstate = 2
trigger1 = root,power>=2000
trigger1 = root,var(32) > 600
trigger1 = var(5) = 0
trigger2 = roundno >= 2
trigger2 = root,var(32) > 200
trigger2 = root,power>=2000
trigger2 = var(5) = 0
v = 5
value = 650
ignorehitpause = 1

;helper(100510),var(58)
;---------------------------------------------------------------------------
[Statedef 50515];当身垂れ流し野郎かチェック
type    = S
movetype= I
physics = S
anim = 900010

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

[State 910010]
type = BindToroot
trigger1 = 1

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

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

[State 50110]
type = hitdef
triggerall = root,palno = 11
triggerall = numhelper(100510)
trigger1 = ishelper(50515)
trigger1 = (gametime%30) = 1
trigger1 = helper(100510),var(13) != 3
attr = S,NA
damage = 0,0
guardflag = 
hitflag = 
priority = 7, Hit
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
animtype = hard
sparkxy = 999, -999
getpower = 0
givepower = 0
hitsound = -1
guardsound = -1
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 0
ignorehitpause = 1

[State 910010]
type = destroyself
trigger1 = roundstate != 2
trigger2 = numhelper(100510)
trigger2 = helper(100510),var(58) > 300
trigger3 = numhelper(100510)
trigger3 = helper(100510),var(13) = 3
ignorehitpause = 1


[Statedef 50516]
type    = S
movetype= I
physics = S
anim = 50201
velset = 0,0
ctrl = 0

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State -2]
type = varset
trigger1 = root,palno = 11
v = 0
value = 1
ignorehitpause = 1

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

[state 50110]
type = velset
trigger1 = 1
x = 0

[state 11311]
type = destroyself
trigger1 = time >= 5
trigger2 = numhelper(100510)
trigger2 = helper(100510),var(13) = 3
ignorehitpause = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;気休め
[Statedef 100515]
type    = C;S
movetype= A
physics = S
anim = 12054046

[State 50200]
type = changeanim
triggerall = roundstate = 2
triggerall = root,palno = 10
trigger1 = numhelper(50210)
trigger1 = helper(50210),var(4) != 0
;trigger1 = root,stateno != [150,155]
;trigger2 = root,stateno != 10070000
value = 100510
[State 50200]
type = changeanim
triggerall = roundstate = 2
triggerall = root,palno = 10
trigger1 = numhelper(50210)
trigger1 = helper(50210),var(4) = 0
value = 12054046
[State 50200]
type = changeanim
triggerall = roundstate = 2
triggerall = root,palno = 11
trigger1 = anim != 100510
value = 100510

[State 50110]
type = null;Projectile
triggerall = ishelper
trigger1 = numhelper(100510)
trigger1 = helper(100510),var(4) != 0
;trigger1 = ishelper
;trigger1 = numprojid(501120) < 2
;trigger1 = root,stateno != [150,155]
attr = C,HP;;S, NA
damage = 0,0
guardflag = 
hitflag = MAFD
projanim = 900050;12060
projhitanim = -1
projid = 501120
projpriority = 999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999
projremove = 0
projremovetime = 30
postype = p1
offset = 0,-50
projscale = 1,1
velocity = 0
priority = 7, Hit
pausetime = 0,0
sparkno = s7001
guard.sparkno = -1
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = 1
hitsound = -1;s2000,5
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 0
p1stateno = 154
affectteam = F
ignorehitpause = 1

[State 50110]
type = hitdef
triggerall = ishelper
triggerall = root,palno = 11
trigger1 = numhelper(100510)
trigger1 = helper(100510),var(4) != 0
;trigger1 = root,stateno != [150,155]
;trigger1 = root,stateno != 10070000
attr = C,HP;S, NA
damage = 0,0
sparkno = -1
guard.sparkno = -1
animtype = hard
guardflag = 
hitflag = MAF
fall = 0
affectteam = F
;p1stateno = 154
ignorehitpause = 1
[State 50110]
type = hitdef
triggerall = ishelper
triggerall = root,palno = 10
trigger1 = numhelper(50210)
trigger1 = helper(50210),var(4) != 0
attr = C,HP
damage = 0,0
sparkno = -1
guard.sparkno = -1
animtype = hard
guardflag = 
hitflag = MAF
fall = 0
affectteam = F
;p1stateno = 154
ignorehitpause = 1

[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 100515
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 50210]
type = NotHitBy 
trigger1 = ishelper
value = SCA,AA,AT,AP
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 50210]
type = BindToroot
trigger1 = root,palno = 11
pos = 0,0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
[State 50210]
type = BindToroot
trigger1 = root,palno = 10
trigger1 = root,statetype != C
pos = 0,-80
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
[State 50210]
type = BindToroot
trigger1 = root,palno = 10
trigger1 = root,statetype = C
pos = 0,0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 50210]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 50210]
type = AttackDist
trigger1 = 1
value = 0

;---------------------------------------------------------------------------
;？？？？？
[Statedef 101515]
type    = S
movetype= I
physics = S
anim = 101510

[State 50210]
type = NotHitBy 
trigger1 = ishelper
value = SCA,AA,AT,AP
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 101515
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
[State 50210]
type = BindToroot
triggerall = root,palno = 11
trigger1 = numhelper(100510)
trigger1 = helper(100510),var(4) = 0
pos = 0,0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
[State 50210]
type = null;BindToroot
triggerall = root,palno = 10
trigger1 = numhelper(50210)
trigger1 = helper(50210),var(4) = 0
pos = 0,0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1
[State 50210]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
[State 50210]
type = AttackDist
trigger1 = 1
value = 0

;---------------------------------------------------------------------------
;攻撃待機
[Statedef 100520]
type    = S
movetype= I
physics = S
anim = 12054046

[State 50210]
type = NotHitBy 
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 100520
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

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

[State 50210]
type = BindToroot
trigger1 = 1
pos = 0,0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 50210]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 50210]
type = null;varset
trigger1 = 1
v = 0
value =(roundstate=2)*(root,var(31)!=gametime+321119)*(var(0)+1)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 50210]
type = Turn
trigger1 = root,stateno = 154
trigger1 = P2dist X < 0

[State 50210];火柱1
type = ChangeState
triggerall = !root,var(59)
triggerall = root,palno = 11
trigger1 = root,stateno = 151
trigger1 = root,command = "x"
value = 1005200

[State 50210];火柱2
type = ChangeState
triggerall = !root,var(59)
triggerall = root,palno = 11
trigger1 = root,stateno = 151
trigger1 = root,command = "y"
value = 1005201

[State 50210];飛び道具
type = ChangeState
triggerall = !root,var(59)
triggerall = root,palno = 11
trigger1 = root,stateno = 154
trigger1 = root,command = "x"
value = 10650




;AI
[State 50210];火柱1
type = null;ChangeState
triggerall = root,var(59)
triggerall = root,palno = 11
triggerall = numhelper(100525)
triggerall = numhelper(100510)
;triggerall = stateno = 100520
trigger1 = helper(100525),var(1) != 321
trigger1 = helper(100525),var(0) = 0
trigger1 = helper(100510),var(10) = 0
value = 1005200

[State 50210];火柱2
type = null;ChangeState
triggerall = root,var(59)
triggerall = root,palno = 11
triggerall = numhelper(100525)
triggerall = numhelper(100510)
;triggerall = stateno = 100520
trigger1 = helper(100525),var(1) != 321
trigger1 = helper(100525),var(0) = 0
trigger1 = helper(100510),var(10) = 0
value = 1005201

[State 50210];飛び道具
type = ChangeState
triggerall = root,var(59)
triggerall = root,palno = 11
triggerall = numhelper(100525)
triggerall = numhelper(100510)
triggerall = roundstate = 2
triggerall = stateno = 100520
trigger1 = random < 70
trigger1 = helper(100525),var(1) != 321
trigger1 = helper(100525),var(0) = 0
trigger1 = helper(100510),var(10) = 0
trigger1 = helper(100510),var(58) > 600
value = 10650

;---------------------------------------------------------------------------
;攻撃待機
[Statedef 100521]
type    = S
movetype= I
physics = S
anim = 12054046

[State 50210]
type = NotHitBy 
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 100521
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

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

[State 50210]
type = BindToroot
trigger1 = 1
pos = 0,0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 50210]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 50210]
type = null;varset
trigger1 = 1
v = 0
value =(roundstate=2)*(root,var(31)!=gametime+321119)*(var(0)+1)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

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

[State 50210];紋章回転切り刻み
type = ChangeState
triggerall = !root,var(59)
trigger1 = root,stateno = 151
trigger1 = root,command = "a"
value = 1005210

[State 50210];全体火柱
type = ChangeState
triggerall = !root,var(59)
trigger1 = root,stateno = 154
trigger1 = root,command = "y"
value = 14120



;AI
[State 50210];紋章回転切り刻み
type = null;ChangeState
triggerall = root,var(59)
triggerall = root,palno = 11
triggerall = numhelper(100525)
triggerall = numhelper(100510)
trigger1 = helper(100525),var(1) != 321
trigger1 = helper(100525),var(0) = 0
trigger1 = helper(100510),var(10) = 0
value = 1005210

[State 50210];全体火柱
type = ChangeState
triggerall = root,var(59)
triggerall = root,palno = 11
triggerall = numhelper(100525)
triggerall = numhelper(100510)
triggerall = roundstate = 2
triggerall = stateno = 100521
trigger1 = random < 50
trigger1 = helper(100525),var(1) != 321
trigger1 = helper(100525),var(0) = 0
trigger1 = helper(100510),var(10) = 0
trigger1 = helper(100510),var(58) > 600
value = 14120

;---------------------------------------------------------------------------
;攻撃待機
[Statedef 100522]
type    = S
movetype= I
physics = S
anim = 12054046

[State 50210]
type = NotHitBy 
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 100522
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

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

[State 50210]
type = BindToroot
trigger1 = 1
pos = 0,0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 50210]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 50210]
type = null;varset
trigger1 = 1
v = 0
value =(roundstate=2)*(root,var(31)!=gametime+321119)*(var(0)+1)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 50210]
type = ChangeState
triggerall = !root,var(59)
trigger1 = root,stateno = 151
trigger1 = root,command = "a"
value = 10052100

[State 50210];切り裂き
type = ChangeState
triggerall = !root,var(59)
trigger1 = root,stateno = 154
trigger1 = root,command = "a"
value = 14125


;AI
[State 50210]
type = null;ChangeState
triggerall = root,var(59)
triggerall = root,palno = 11
triggerall = numhelper(100525)
triggerall = numhelper(100510)
trigger1 = helper(100525),var(1) != 321
trigger1 = helper(100525),var(0) = 0
trigger1 = helper(100510),var(10) = 0
value = 10052100

[State 50210];切り裂き
type = ChangeState
triggerall = root,var(59)
triggerall = root,palno = 11
triggerall = roundstate = 2
triggerall = numhelper(100525)
triggerall = numhelper(100510)
triggerall = stateno = 100522
trigger1 = random < 5
trigger1 = helper(100525),var(1) != 321
trigger1 = helper(100525),var(0) = 0
trigger1 = helper(100510),var(10) = 0
trigger1 = helper(100510),var(58) > 600
value = 14125

;------------------------------------------------
;攻撃待機
[Statedef 100523]
type    = S
movetype= I
physics = S
anim = 12054046

[State 50210]
type = NotHitBy 
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 100523
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

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

[State 50210]
type = BindToroot
trigger1 = 1
pos = 0,0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 50210]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 50210]
type = null;varset
trigger1 = 1
v = 0
value =(roundstate=2)*(root,var(31)!=gametime+321119)*(var(0)+1)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 50210]
type = ChangeState
triggerall = !root,var(59)
trigger1 = root,stateno = 151
trigger1 = root,command = "b"
value = 1005230

[State 50210];リジェネ
type = null;ChangeState
triggerall = !root,var(59)
trigger1 = root,stateno = 154
trigger1 = root,command = "b"
value = 14126


;AI
[State 50210]
type = null;ChangeState
triggerall = root,var(59)
triggerall = root,palno = 11
triggerall = numhelper(100525)
triggerall = numhelper(100510)
trigger1 = helper(100525),var(1) != 321
trigger1 = helper(100525),var(0) = 0
trigger1 = helper(100510),var(10) = 0
value = 1005230

;------------------------------------------------
;攻撃待機
[Statedef 100524]
type    = S
movetype= I
physics = S
anim = 12054046

[State 50210]
type = NotHitBy 
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 100524
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

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

[State 50210]
type = BindToroot
trigger1 = 1
pos = 0,0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 50210]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 50210]
type = null;varset
trigger1 = 1
v = 0
value =(roundstate=2)*(root,var(31)!=gametime+321119)*(var(0)+1)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 50210]
type = ChangeState
triggerall = !root,var(59)
triggerall = root,palno = 11
trigger1 = root,stateno = 151
trigger1 = root,command = "b"
value = 1005240

;AI
[State 50210]
type = null;ChangeState
triggerall = root,palno = 11
triggerall = root,var(59)
triggerall = numhelper(100525)
triggerall = numhelper(100510)
trigger1 = helper(100525),var(1) != 321
trigger1 = helper(100525),var(0) = 0
trigger1 = helper(100510),var(10) = 0
value = 1005240

;--------------------------------------
;攻撃待機
[Statedef 100525]
type    = S
movetype= I
physics = S
anim = 12054046

[State 11331]
type = changeanim
trigger1 = var(0) > 0
trigger2 = var(1) = 321
value = 900050
ignorehitpause = 1
[State 11331]
type = changeanim
trigger1 = var(0) = 0
trigger1 = var(1) != 321
value = 12054046
ignorehitpause = 1

[State 50210]
type = NotHitBy 
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 11331]
type = ReversalDef
trigger1 = var(0) > 0
trigger2 = var(1) = 321
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,9999999999999999999999999999999999
;p2stateno = 1005250
sparkno = -1
hitsound = -1
numhits = 0
ignorehitpause = 1

[State 11331]
type = targetlifeadd
trigger1 = var(1) = 321
trigger1 = roundstate >= 3||numtarget>0&&roundstate=2
value = -999999999999999
absolute = 1
ignorehitpause = 1

[State 11331]
type = targetlifeadd
trigger1 = var(1) = 321
trigger1 = roundstate >= 3||numtarget>0&&roundstate=2
value = -2
absolute = 1
ignorehitpause = 1

[state 11331]
type = targetstate
triggerall = var(1) = 321
triggerall = roundstate >= 2
triggerall = !root,winko
trigger1 = numtarget
;trigger1 = var(0) > 0
;trigger1 = time <= 1500
trigger1 = target,stateno != 1005250
trigger1 = target,stateno != 1133130
value = 1005250
ignorehitpause = 1

[state 11331]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper
trigger2 = root,winko
ignorehitpause = 1

[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 100525
ignorehitpause = 1

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

[State 50210]
type = BindToroot
trigger1 = var(1) != 321
pos = 0,0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
[State 50210]
type = posset
trigger1 = var(1) = 321
x = enemynear,pos x
y = enemynear,pos y
ignorehitpause = 1

[State 50210]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 50210]
type = varset
triggerall = !root,var(59)
trigger1 = root,stateno = 155
trigger1 = root,command = "x"
trigger1 = var(0) = 0
v = 0
value = 900
ignorehitpause = 1
[state 50210]
type = varadd
trigger1 = var(0) > 0
v = 0
value = -1
ignorehitpause = 1
[state 50210]
type = varset
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
v = 1
value = 321
ignorehitpause = 1

[state 50210]
type = varset
triggerall = !root,var(59)
trigger1 = var(0) = 899
v = 2
value = 1
ignorehitpause = 1
[state 50210]
type = varadd
trigger1 = var(2) > 0
trigger1 = (gametime%7) = 1
v = 2
value = 1
ignorehitpause = 1
[State 11051]
type = BGPalFx
trigger1 = var(0) > 0
trigger1 = var(2) > 0
mul = 0+var(2),0+var(2),0+var(2)
invertall = 1
color = 0
time = 1
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 899
value = 3500,18
freqmul = 0.2
ignorehitpause = 1
[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 799
value = 3500,18
freqmul = 0.2
ignorehitpause = 1
[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 299
value = 3500,18
freqmul = 0.5
ignorehitpause = 1
[State 210, 1]
type = PlaySnd
trigger1 = var(0) = 199
value = 3500,18
freqmul = 0.8
ignorehitpause = 1

[State 210, 1];AI用
type = PlaySnd
triggerall = root,var(59)
trigger1 = var(0) = 1499
value = 3500,18
freqmul = 0.2
ignorehitpause = 1
[State 210, 1]
type = PlaySnd
triggerall = root,var(59)
trigger1 = var(0) = 1299
value = 3500,18
freqmul = 0.2
ignorehitpause = 1
[state 50210]
type = varset
triggerall = root,var(59)
trigger1 = var(0) = 1499
v = 2
value = 1
ignorehitpause = 1
[state 50210];技発動
type = varset
triggerall = root,var(59)
triggerall = root,palno = 11
triggerall = roundstate = 2
triggerall = numhelper(100510)
;trigger1 = helper(100510),var(58) < 1000
trigger1 = helper(100510),var(11) = 1
trigger1 = helper(100510),var(10) = 0 ;混合させない
trigger1 = var(0) = 0
trigger1 = var(3) != 1
v = 0
value = 1500
ignorehitpause = 1

[state 100525];発動フラグセット
type = varset
triggerall = root,var(59)
triggerall = root,palno = 11
triggerall = roundstate = 2
triggerall = numhelper(100510)
trigger1 = var(0) = [1400,1500]
v = 3
value = 1
ignorehitpause = 1
[state 100525];リセット
type = varset
triggerall = root,var(59)
triggerall = root,palno = 11
triggerall = roundstate = 2
triggerall = numhelper(100510)
trigger1 = var(3) = 1
trigger1 = enemynear,hitdefattr = SCA,AA,AT,AP
trigger1 = enemy,life > 0
trigger1 = var(0) = 0
v = 3
value = 0
ignorehitpause = 1;helper(100525),var(3),helper(100525),var(0)

;---------------------------------------------------------------------------
;--------------------------------------
;攻撃待機 全画面
[Statedef 100526]
type    = S
movetype= I
physics = S
anim = 12054046

[State 50210]
type = NotHitBy 
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 11001];マイナス
type = null;Projectile
triggerall = root,palno = 11
trigger1 = (GameTime%3) = 1
trigger1 = p2movetype != A
trigger1 = var(0) = [149,249]
trigger1 = root,numprojid(100526) < 3
attr = S, NA
projanim = 900010
projhitanim = -1
projid = 100526
projpriority = 9999999999
projsprpriority = 5
projremove = 0
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = -99999999999999999999999999999999999999999999999999999999999999;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 = 154001
[State 11001];大ダメージ
type = Projectile
triggerall = root,palno = 11
trigger1 = (GameTime%3) = 1
trigger1 = p2movetype != A
trigger1 = var(0) = [149,350]
trigger1 = root,numprojid(100526) < 3
attr = S, NA
projanim = 900010
projhitanim = -1
projid = 100526
projpriority = 9999999999
projsprpriority = 5
projremove = 0
projremovetime = 3
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 = 154001
[State 11001];普通ダメージ
type = Projectile
triggerall = root,palno = 11
trigger1 = (GameTime%10) = 0
trigger1 = var(0) = [1,148]
trigger1 = p2movetype != H
trigger1 = root,numprojid(1005260) < 3
attr = S, NA
projanim = 900010
projhitanim = -1
projid = 1005260
projpriority = 9999999999
projsprpriority = 5
projremove = 0
projremovetime = 200
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 20
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 = 154001

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

[State 50210]
type = BindToroot
trigger1 = 1
pos = 0,0
ignorehitpause = 1
[State 50210]
type = null;posset
trigger1 = var(1) = 321
x = enemynear,pos x
y = enemynear,pos y
ignorehitpause = 1

[State 50210]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1

[state 50210]
type = varset
triggerall = !root,var(59)
trigger1 = root,stateno = 155
trigger1 = root,command = "b"
trigger1 = var(0) = 0
v = 0
value = 350
ignorehitpause = 1
[state 50210];AI
type = varset
triggerall = root,var(59)
triggerall = numhelper(100510)
trigger1 = helper(100510),var(58) = [2800,3300]
trigger1 = enemy,life >=enemy,lifemax*0.8
;trigger1 = root,stateno = 155
trigger1 = var(0) = 0
v = 0
value = 350
ignorehitpause = 1
[state 50210]
type = varadd
trigger1 = var(0) > 0
v = 0
value = -1
ignorehitpause = 1
[State 11051]
type = superpause
trigger1 = var(0)=[345,350]
trigger1 = (gametime%2) = 0
time = 1
movetime = 1
ignorehitpause = 1
anim = -1
persistent = 0
[State 11051]
type = pause
trigger1 = var(0)=[345,350]
trigger1 = (gametime%2) = 0
time = 1
movetime = 1
ignorehitpause = 1
persistent = 0

[state 50210]
type = varset
trigger1 = var(0) = 349
v = 1
value = 1
ignorehitpause = 1
[state 50210]
type = varadd
trigger1 = var(1) > 0
trigger1 = (gametime%2) = 0
v = 1
value = 1
ignorehitpause = 1
[State 11051]
type = BGPalFx
trigger1 = var(0) > 0
mul = 255-var(1),255-var(1),255-var(1)
invertall = 1
color = 256
time = 1
ignorehitpause = 1

[State 23000]
type = Explod
trigger1 = numexplod(0028100)=0&&var(0)=[340,350]
anim = 0028100
id = 0028100
sprpriority = 999999999
postype = p1;back
pos = 0,-30;160,100
bindtime = -1
supermove = 0
removetime = 80
under = 1
ownpal = 1
ontop = 1
trans = add

[State 23000]
type = Explod
trigger1 = numexplod(0028101)=0&&var(0)=[330,339]
anim = 0028100
id = 0028101
sprpriority = 999999999
postype = p1;back
pos = 0,-30
bindtime = -1
supermove = 0
removetime = 300
under = 1
ownpal = 1
ontop = 1
trans = add

[State 23000]
type = Explod
trigger1 = numexplod(0028102)=0&&var(0)=[320,329]
anim = 0028100
id = 0028102
sprpriority = 999999999
postype = p1;back
pos = 0,-30;160,100
bindtime = -1
supermove = 0
removetime = 280
under = 1
ownpal = 1
ontop = 1
trans = add

[State 23000]
type = Explod
trigger1 = numexplod(0028103)=0&&var(0)=[309,319]
anim = 0028100
id = 0028103
sprpriority = 999999999
postype = p1;back
pos = 0,-30;160,100
bindtime = -1
supermove = 0
removetime = 270
under = 1
ownpal = 1
ontop = 1
trans = add

[State 23000]
type = PlaySnd
trigger1 = var(0)=349
value = 3500,7
volume = 250

[State 23000]
type = PlaySnd
trigger1 = var(0)=345
value = 3500,6
volume = 250

[State 210, 1]
type = null;PlaySnd
trigger1 = var(0) = 899
value = 3500,18
freqmul = 0.2
ignorehitpause = 1

;---------------------------------------------------------------------------
;----------------------------------------------------------------
[statedef 1005250]
movetype = I
velset = 0,0
ctrl = 0

[State 910013]
type = SelfState
triggerall = name = "Phantom Mizuchi JP"
trigger1 = time >= 0
trigger2 = var(31) != gametime+321119
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1133120]
type = ctrlset
trigger1 = name != "Phantom Mizuchi JP"
value = 0

[state 1133120]
type = destroyself
triggerall = name = "Phantom Mizuchi JP"
trigger1 = ishelper
ignorehitpause = 1

[state 1133120]
type = lifeset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[state 1133120]
type = powerset
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 1133120]
type = hitdef
triggerall = !ishelper
triggerall = name != "Phantom Mizuchi JP"
trigger1 = 1
attr = C,HP;S, NA
damage = 0,0
sparkno = -1
guard.sparkno = -1
animtype = hard
guardflag = 
hitflag = MAF
fall = 0
;affectteam = F
ignorehitpause = 1

[state 1133120]
type = changestate
triggerall = name != "Phantom Mizuchi JP"
trigger1 = !ishelper
;trigger1 = hitdefattr = C,HP
value = 1133130
ignorehitpause = 1
[State -2]
type = assertspecial
trigger1 = name != "Phantom Mizuchi JP"
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[state 1133120]
type = changestate
trigger1 = !alive
value = 5150
ignorehitpause = 1

;-----------------------------------------------------------
;-----------------------------
;乱れ撃ち
[Statedef 1005200]
type    = S
movetype= A
physics = N
anim = 12054046
velset = 0,0
ctrl = 0

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

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

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

[State 2];攻撃の指定
type = Projectile
trigger1 = var(2) = 0
trigger1 = time = 35 || time = 51 || time = 71 || time = 91 || time = 111 || time = 131
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 = 0,0
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
[State 2];攻撃の指定
type = Projectile
trigger1 = var(2) = 0 || var(2) = 1
trigger1 = time = 35 || time = 51 || time = 71 || time = 91 || time = 111 || time = 131
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 = 150,0
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
[State 2];攻撃の指定
type = Projectile
trigger1 = var(2) = 0 || var(2) = 1
trigger1 = time = 35 || time = 51 || time = 71 || time = 91 || time = 111 || time = 131
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 = 250,0
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




[State 2];攻撃の指定
type = Projectile
trigger1 = var(2) = 1
trigger1 = time = 35 || time = 51 || time = 71 || time = 91 || time = 111 || time = 131
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 = -50,0
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
[State 2];攻撃の指定
type = Projectile
trigger1 = var(2) = 1
trigger1 = time = 35 || time = 51 || time = 71 || time = 91 || time = 111 || time = 131
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 = -150,0
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
[State 2];攻撃の指定
type = Projectile
trigger1 = var(2) = 1
trigger1 = time = 35 || time = 51 || time = 71 || time = 91 || time = 111 || time = 131
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 = -220,0
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



[State 2];攻撃の指定
type = Projectile
trigger1 = var(2) = 2
trigger1 = time = 35 || time = 51 || time = 71 || time = 91 || time = 111 || time = 131
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 = -70,0
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
[State 2];攻撃の指定
type = Projectile
trigger1 = var(2) = 2
trigger1 = time = 35 || time = 51 || time = 71 || time = 91 || time = 111 || time = 131
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 = 30,0
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
[State 2];攻撃の指定
type = Projectile
trigger1 = var(2) = 2
trigger1 = time = 35 || time = 51 || time = 71 || time = 91 || time = 111 || time = 131
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 = 170,0
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

[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 50210]
type = ChangeState
trigger1 = time = 150
value = 100520

;-----------------------------
;ピンポイント攻撃
[Statedef 1005201]
type    = S
movetype= A
physics = N
anim = 12054046
velset = 0,0
ctrl = 0

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

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

[State 2];攻撃の指定
type = Projectile
trigger1 = time = 50 ||time = 100 || time = 150
attr = S, SP
animtype  = hard
damage    = 90,35
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = p2dist 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

[state a]
type = playsnd
trigger1 = time = 50 ||time = 100 || time = 150
value = 1450,

[state a];
type = playsnd
trigger1 = time = 50 ||time = 100 || time = 150
value = 190,2

[State 50210]
type = ChangeState
trigger1 = time = 178
value = 100520

;-------------------------------------------
;紋章1
[Statedef 1005210]
type    = S
movetype= A
physics = N
anim = 1205
velset = 0,0
ctrl = 0

[State 106, 2]
type = posadd
trigger1 = time <= 1
x = 0
y = -50

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

[State 210, 1]
type = PlaySnd
trigger1 = time = 1
value = 801, 0

[State 210, 1]
type = PlaySnd
trigger1 = time = 0
value = 1100, 1

[State 180, 1]
type = VarRandom
trigger1 = time = 0
v = 2
range = 0,4

[State 1]
type = AngleDraw
trigger1 = animelemtime(12)
trigger1 = time >= 40
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = animelemtime(12)
value = -13

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 0
time = 1
add = 0,0,0
mul = 0,256,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 1
time = 1
add = 0,0,0
mul = 256,0,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 2
time = 1
add = 0,0,0
mul = 256,256,0

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 3
time = 1
add = 0,0,0
mul = 256,0,0

[State 50110]
type = PalFX
trigger1 = var(2) = 4
time = 1
add = 0,0,0
mul = 0,256,0

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

[State 50110]
type = Projectile
trigger1 = ishelper
trigger1 = time >= 40
;trigger1 = (gametime%2) = 1
attr = S, NA
damage = 2,1;ceil(0.002*enemy,const(data.life)),ceil(0.001*enemy,const(data.life))
guardflag = M
hitflag = MAF
projanim = 50116;---
projhitanim = -1
projid = 50116
projpriority = 99999999999999999999999
projsprpriority = 999999999999999999999999
projremove = 0
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0;---
priority = 7, Hit
pausetime = 0,0
sparkno = s7001
guard.sparkno = s7001
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = -1
hitsound = s2300,2
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1

[state 50110]
type = null;veladd
trigger1 = animelemtime(12)
trigger1 = time >= 40
x = .1

[state 14011]
type = veladd
trigger1 = time >= 40&&(p2bodydist X<0||p2bodydist X>0)
x = ifelse(p2bodydist X<0,-2,2)

[state 14011]
type = velset
trigger1 = time >= 40&&(p2bodydist Y<0||p2bodydist Y>0)
y = ifelse(p2bodydist Y<0,-2.0,2.0)

[State 50110]
type = changestate
trigger1 = time >= 100
value = 1005211

;-------------------------------------------
;紋章2
[Statedef 10052100]
type    = S
movetype= A
physics = N
anim = 1205
velset = 0,0
ctrl = 0

[State 106, 2]
type = posadd
trigger1 = time <= 1
x = 0
y = -50

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

[State 210, 1]
type = PlaySnd
trigger1 = time = 1
value = 801, 0

[State 210, 1]
type = PlaySnd
trigger1 = time = 0
value = 1100, 1

[State 180, 1]
type = VarRandom
trigger1 = time = 0
v = 2
range = 0,4

[State 1]
type = AngleDraw
trigger1 = animelemtime(12)
trigger1 = time >= 40
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = animelemtime(12)
value = 13

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 0
time = 1
add = 0,0,0
mul = 0,256,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 1
time = 1
add = 0,0,0
mul = 256,0,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 2
time = 1
add = 0,0,0
mul = 256,256,0

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 3
time = 1
add = 0,0,0
mul = 256,0,0

[State 50110]
type = PalFX
trigger1 = var(2) = 4
time = 1
add = 0,0,0
mul = 0,256,0

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

[State 50110]
type = Projectile
trigger1 = ishelper
trigger1 = time >= 40
;trigger1 = (gametime%2) = 1
attr = S, NA
damage = 2,1;ceil(0.002*enemy,const(data.life)),ceil(0.001*enemy,const(data.life))
guardflag = M
hitflag = MAF
projanim = 50116;---
projhitanim = -1
projid = 50116
projpriority = 99999999999999999999999
projsprpriority = 999999999999999999999999
projremove = 0
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0;---
priority = 7, Hit
pausetime = 0,0
sparkno = s7001
guard.sparkno = s7001
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = -1
hitsound = s2300,2
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1

[state 50110]
type = null;veladd
trigger1 = animelemtime(12)
trigger1 = time >= 40
x = -.1

[state 14011]
type = veladd
trigger1 = time >= 40&&(p2bodydist X<0||p2bodydist X>0)
x = ifelse(p2bodydist X<0,-1,1)

[state 14011]
type = velset
trigger1 = time >= 40&&(p2bodydist Y<0||p2bodydist Y>0)
y = ifelse(p2bodydist Y<0,-4.0,4.0)

[State 50110]
type = changestate
trigger1 = time >= 100
value = 10052110
;----------------------------------
;消滅
[Statedef 1005211]
type    = S
movetype= I
physics = S
anim = 1206
velset = 0,0
ctrl = 0

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

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 0
time = 1
add = 0,0,0
mul = 0,256,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 1
time = 1
add = 0,0,0
mul = 256,0,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 2
time = 1
add = 0,0,0
mul = 256,256,0

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 3
time = 1
add = 0,0,0
mul = 256,0,0

[State 50110]
type = PalFX
trigger1 = var(2) = 4
time = 1
add = 0,0,0
mul = 0,256,0

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

[state 50110]
type = velset
trigger1 = 1
x = 0

[State 50210]
type = ChangeState
trigger1 = time >= 13
value = 100521



;消滅
[Statedef 10052110]
type    = S
movetype= I
physics = S
anim = 1206
velset = 0,0
ctrl = 0

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

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 0
time = 1
add = 0,0,0
mul = 0,256,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 1
time = 1
add = 0,0,0
mul = 256,0,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 2
time = 1
add = 0,0,0
mul = 256,256,0

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 3
time = 1
add = 0,0,0
mul = 256,0,0

[State 50110]
type = PalFX
trigger1 = var(2) = 4
time = 1
add = 0,0,0
mul = 0,256,0

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

[state 50110]
type = velset
trigger1 = 1
x = 0

[State 50210]
type = ChangeState
trigger1 = time >= 13
value = 100522




;---------------------------------
;紋章1 hitdef
[Statedef 1005230]
type    = S
movetype= A
physics = N
anim = 1205
velset = 0,0
ctrl = 0

[State 106, 2]
type = posadd
trigger1 = time <= 1
x = 0
y = -50

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

[State 210, 1]
type = PlaySnd
trigger1 = time = 1
value = 801, 0

[State 210, 1]
type = PlaySnd
trigger1 = time = 0
value = 1100, 1

[State 180, 1]
type = VarRandom
trigger1 = time = 0
v = 2
range = 0,4

[State 1]
type = AngleDraw
trigger1 = animelemtime(12)
trigger1 = time >= 40
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = animelemtime(12)
value = -13

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 0
time = 1
add = 0,0,0
mul = 0,256,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 1
time = 1
add = 0,0,0
mul = 256,0,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 2
time = 1
add = 0,0,0
mul = 256,256,0

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 3
time = 1
add = 0,0,0
mul = 256,0,0

[State 50110]
type = PalFX
trigger1 = var(2) = 4
time = 1
add = 0,0,0
mul = 0,256,0

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

[State 50110]
type = hitdef
trigger1 = ishelper
trigger1 = animelemtime(12)
trigger1 = time >= 40
;trigger1 = (gametime%2) = 1
attr = S, NA
damage = ceil(0.002*enemy,const(data.life)),ceil(0.001*enemy,const(data.life));35,1
guardflag = M
hitflag = MAF
priority = 7, Hit
pausetime = 0,0
sparkno = s7001
guard.sparkno = s7001
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = -1
hitsound = s2300,2
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1

[state 14011]
type = veladd
trigger1 = time >= 40&&(p2bodydist X<0||p2bodydist X>0)
x = ifelse(p2bodydist X<0,-2,2)

[state 14011]
type = velset
trigger1 = time >= 40&&(p2bodydist Y<0||p2bodydist Y>0)
y = ifelse(p2bodydist Y<0,-2.0,2.0)

[state 50110]
type = posfreeze
trigger1 = movecontact = 1
value = 1

[State 50110]
type = changestate
trigger1 = time >= 100
value = 1005231

;-------------------------------------------
;紋章2 hitdef
[Statedef 1005240]
type    = S
movetype= A
physics = N
anim = 1205
velset = 0,0
ctrl = 0

[state 50110]
type = posfreeze
trigger1 = movecontact = 1
value = 1

[State 106, 2]
type = posadd
trigger1 = time <= 1
x = 0
y = -50

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

[State 210, 1]
type = PlaySnd
trigger1 = time = 1
value = 801, 0

[State 210, 1]
type = PlaySnd
trigger1 = time = 0
value = 1100, 1

[State 180, 1]
type = VarRandom
trigger1 = time = 0
v = 2
range = 0,4

[State 1]
type = AngleDraw
trigger1 = animelemtime(12)
trigger1 = time >= 40
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = animelemtime(12)
value = 13

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 0
time = 1
add = 0,0,0
mul = 0,256,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 1
time = 1
add = 0,0,0
mul = 256,0,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 2
time = 1
add = 0,0,0
mul = 256,256,0

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 3
time = 1
add = 0,0,0
mul = 256,0,0

[State 50110]
type = PalFX
trigger1 = var(2) = 4
time = 1
add = 0,0,0
mul = 0,256,0

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

[State 50110]
type = hitdef
trigger1 = ishelper
trigger1 = animelemtime(12)
trigger1 = time >= 40
;trigger1 = (gametime%2) = 1
attr = S, NA
damage = ceil(0.002*enemy,const(data.life)),ceil(0.001*enemy,const(data.life));35,1
guardflag = M
hitflag = MAF
priority = 7, Hit
pausetime = 0,0
sparkno = s7001
guard.sparkno = s7001
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = -1
hitsound = s2300,2
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1

[state 50110]
type = null;veladd
trigger1 = animelemtime(12)
trigger1 = time >= 40
x = -.1

[state 14011]
type = veladd
trigger1 = time >= 40&&(p2bodydist X<0||p2bodydist X>0)
x = ifelse(p2bodydist X<0,-1,1)

[state 14011]
type = velset
trigger1 = time >= 40&&(p2bodydist Y<0||p2bodydist Y>0)
y = ifelse(p2bodydist Y<0,-4.0,4.0)

[State 50110]
type = changestate
trigger1 = time >= 100
value = 1005241
;----------------------------------
;消滅
[Statedef 1005231]
type    = S
movetype= I
physics = S
anim = 1206
velset = 0,0
ctrl = 0

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

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 0
time = 1
add = 0,0,0
mul = 0,256,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 1
time = 1
add = 0,0,0
mul = 256,0,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 2
time = 1
add = 0,0,0
mul = 256,256,0

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 3
time = 1
add = 0,0,0
mul = 256,0,0

[State 50110]
type = PalFX
trigger1 = var(2) = 4
time = 1
add = 0,0,0
mul = 0,256,0

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

[state 50110]
type = velset
trigger1 = 1
x = 0

[State 50210]
type = ChangeState
trigger1 = time >= 13
value = 100523

;-------------------------------------
;消滅
[Statedef 1005241]
type    = S
movetype= I
physics = S
anim = 1206
velset = 0,0
ctrl = 0

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

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 0
time = 1
add = 0,0,0
mul = 0,256,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 1
time = 1
add = 0,0,0
mul = 256,0,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 2
time = 1
add = 0,0,0
mul = 256,256,0

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 3
time = 1
add = 0,0,0
mul = 256,0,0

[State 50110]
type = PalFX
trigger1 = var(2) = 4
time = 1
add = 0,0,0
mul = 0,256,0

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

[state 50110]
type = velset
trigger1 = 1
x = 0

[State 50210]
type = ChangeState
trigger1 = time >= 13
value = 100524

;---------------------------------------------------------------------------
;ヘルパー
[Statedef 1005232]
type    = S
movetype= I
physics = S
anim = 1206
velset = 0,0
ctrl = 0

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

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 0
time = 1
add = 0,0,0
mul = 0,256,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 1
time = 1
add = 0,0,0
mul = 256,0,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 2
time = 1
add = 0,0,0
mul = 256,256,0

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 3
time = 1
add = 0,0,0
mul = 256,0,0

[State 50110]
type = PalFX
trigger1 = var(2) = 4
time = 1
add = 0,0,0
mul = 0,256,0

[State 23000]
type = Explod
trigger1 = time = 1
trigger1 = root,numprojid(50112) = 0 ;射出制限
anim = 0028100
id = 0028100
sprpriority = 999999999
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
;removetime = 80
under = 1
ownpal = 1
ontop = 1
trans = add

[State 191, 3]
type = PlaySnd
trigger1 = time = 1
trigger1 = root,numprojid(50112) = 0 ;射出制限
value = 290,0
freqmul = 1.3+((random%2)*0.1)

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
trigger1 = root,numprojid(50112) = 0 ;射出制限
value = 211,0

[State 50110]
type = Projectile
trigger1 = ishelper
trigger1 = time = 1
trigger1 = root,numprojid(50112) = 0 ;射出制限
attr = S, NA
damage = ceil(0.07*enemy,const(data.life)),ceil(0.02*enemy,const(data.life));35,1
guardflag = 
hitflag = MAFD
projanim = 12060
projhitanim = -1
projid = 50112
projpriority = 999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999
projremove = 0
projremovetime = 350
postype = p2
offset = 0,-50
projscale = 2,1
velocity = 0
priority = 7, Hit
pausetime = 0,0
sparkno = s7001
guard.sparkno = -1
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = 20
hitsound = s2000,5
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1

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

[state 50110]
type = velset
trigger1 = 1
x = 0

[State 50210]
type = ChangeState
trigger1 = time >= 13
value = 100523




;ヘルパー
[Statedef 1005242]
type    = S
movetype= I
physics = S
anim = 1206
velset = 0,0
ctrl = 0

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

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 0
time = 1
add = 0,0,0
mul = 0,256,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 1
time = 1
add = 0,0,0
mul = 256,0,256

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 2
time = 1
add = 0,0,0
mul = 256,256,0

[State 1995, 3]
type = PalFX
trigger1 = var(2) = 3
time = 1
add = 0,0,0
mul = 256,0,0

[State 50110]
type = PalFX
trigger1 = var(2) = 4
time = 1
add = 0,0,0
mul = 0,256,0

[State 23000]
type = Explod
trigger1 = time = 1
trigger1 = root,numprojid(50112) = 0 ;射出制限
anim = 0028100
id = 0028100
sprpriority = 999999999
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
;removetime = 80
under = 1
ownpal = 1
ontop = 1
trans = add

[State 191, 3]
type = PlaySnd
trigger1 = time = 1
trigger1 = root,numprojid(50112) = 0 ;射出制限
value = 290,0
freqmul = 1.3+((random%2)*0.1)

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
trigger1 = root,numprojid(50112) = 0 ;射出制限
value = 211,0

[State 50110]
type = Projectile
trigger1 = ishelper
trigger1 = time = 1
trigger1 = root,numprojid(501120) = 0;射出制限
attr = S, NA
damage = ceil(0.07*enemy,const(data.life)),ceil(0.02*enemy,const(data.life));35,1
guardflag = 
hitflag = MAFD
projanim = 12060
projhitanim = -1
projid = 501120
projpriority = 999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999
projremove = 0
projremovetime = 350
postype = p2
offset = 0,-50
projscale = 2,1
velocity = 0
priority = 7, Hit
pausetime = 0,0
sparkno = s7001
guard.sparkno = -1
animtype = hard
sparkxy = 5, -5;p2dist x,p2dist y
getpower = 0
givepower = 20
hitsound = s2000,5
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1

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

[state 50110]
type = velset
trigger1 = 1
x = 0

[State 50210]
type = ChangeState
trigger1 = time >= 13
value = 100524

;---------------------------------------------
;飛び道具
[Statedef 10650]
type    = A
movetype= 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

[state a];発射
type = playsnd
trigger1 = time = 0
value = 1050,0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = time = 0
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,-31
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 50210]
type = ChangeState
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300
value = 100520

[State 106, 2]
type = posset
trigger1 = time <= 1
x = 0
y = -96

;-----------------------------------------
;火柱
[Statedef 14120]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 12054046

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

;---------------------[]
[state a];
type = playsnd
trigger1 = time = 1 || time = 10 || time = 20 || time = 30
value = 1450,0

[state a];
type = playsnd
trigger1 = time = 1 || time = 10 || time = 20 || time = 30
value = 190,2

[state a];
type = playsnd
trigger1 = time = 1 || time = 10 || time = 20 || time = 30
value = 801,1

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = time = 0
anim = 2550;1415
id = 2550;1415
sprpriority = 99999
postype = p1
pos = 0,10
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = time = 10
anim = 2550;1415
id = 2550;1415
sprpriority = 99999
postype = p1
pos = 80,10
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = time = 20
anim = 2550;1415
id = 2550;1415
sprpriority = 99999
postype = p1
pos = 160,10
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = time = 30
anim = 2550;1415
id = 2550;1415
sprpriority = 99999
postype = p1
pos = 240,10
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = time = 10
anim = 2550;1415
id = 2550;1415
sprpriority = 99999
postype = p1
pos = -80,10
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = time = 20
anim = 2550;1415
id = 2550;1415
sprpriority = 99999
postype = p1
pos = -160,10
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = time = 30
anim = 2550;1415
id = 2550;1415
sprpriority = 99999
postype = p1
pos = -240,10
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5];何故かエラー出すのでやめ。何故？
type = null;Explod
trigger1 = time = 0
anim = 2550
id = 2550
sprpriority = 99999
postype = p1
pos = p2dist x,10
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 2];Explodがエラー出すのでやめ
type = null;Projectile
trigger1 = time = 1
attr = S, SP
animtype  = hard
damage    = 58-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 990100;9901000;99019;---
projhitanim = -1
projid = 9901000;99019
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 18;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)

[State 2];攻撃の指定
type = Projectile
trigger1 = time = 1
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)
[State 2];攻撃の指定
type = Projectile
trigger1 = time = 11
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 = 80,0
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 = Projectile
trigger1 = time = 21
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 = 160,0
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 = Projectile
trigger1 = time = 30
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 = 240,0
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 = Projectile
trigger1 = time = 11
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 = -80,0
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 = Projectile
trigger1 = time = 21
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 = -160,0
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 = Projectile
trigger1 = time = 30
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 = -240,0
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 50210]
type = ChangeState
trigger1 = time >= 30
value = 100521
;---------------------------------------------------------------------------
;切り裂き
[Statedef 14125]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 12054046

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

[State 11001]
type = EnvShake
trigger1 = Time = 1
time = 13
ampl = -13
freq = 95
phase = 95

[State 11001]
type = PlaySnd
trigger1 = Time = 1
value = 2300,2
volume = 250

[State 11001]
type = Explod
trigger1 = Time = 1
anim = 310010
id = 310010
sprpriority = 999999999
postype = back
pos = -50,-30
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = add

[State 11001]
type = Explod
trigger1 = root,winko
trigger1 = numexplod(310011) = 0
anim = 310011
id = 310011
sprpriority = 9999999999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
removetime = 50
under = 1
ownpal = 1
ontop = 1
trans = add

[State 240, 2]
type = Projectile
triggerall = ishelper
;trigger1 = (GameTime%2) = 1
trigger1 = time = 1
attr = S, SA
animtype  = hard
damage    = 75,2;95,2
projremovetime = 30
postype = back
priority = 99999999999999999999999999999999999999999
projremove = 0
getpower = 0;121,121
givepower = -99999999999999999999999
hitflag = MAFD
guardflag = 
projanim = 11010100
ProjID = 14125
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 50210]
type = ChangeState
trigger1 = time >= 30
value = 100522

;------------------------------------------------
;リジェネ
[Statedef 14126]
type    = S
movetype= I
physics = S
anim = 12054046

[State -2]
type = varset
trigger1 = time = 1
v = 0
value = 650
ignorehitpause = 1

[State -2]
type = varadd
trigger1 = var(0) > 0
v = 0
value = -1
ignorehitpause = 1

[State 50210]
type = NotHitBy 
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 50210]
type = BindToroot
trigger1 = 1
pos = 0,0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 50210]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1

[State 50210]
type = ChangeState
trigger1 = time >= 651
value = 100523


;--------------------------------------------------
[Statedef 7248]
type    = S
movetype= I
physics = S
anim = 12054046
velset = 0,0
ctrl = 0

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

[State 910013]
type = SelfState
triggerall = !ishelper
trigger1 = time >= 0
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 50110]
type = lifeset
triggerall = ishelper
trigger1 = life < lifemax/2 
value = lifemax/2
ignorehitpause = 1

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 0
movecamera = 0
ignorehitpause = 1

[State 11331]
type = posset
trigger1 = ishelper
x = enemynear,pos x
y = enemynear,pos y
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
trigger1 = time = 2
trigger1 = root,numprojid(7248) < 2
value = 290,0
freqmul = 1.3+((random%2)*0.1)
persistent = 0
ignorehitpause = 1

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

[State 50110]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 7248
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 240, 2]
type = Projectile
triggerall = ishelper
triggerall = root,palno = 12
triggerall = numhelper(100500)
triggerall = helper(100500),fvar(2) != 10
trigger1 = time < 3
trigger1 = p2movetype != H
trigger1 = root,numprojid(7248) < 4
attr = S, SA
animtype  = hard
damage    = 25+random%10,2+random%5
projremovetime = 60
postype = p1
priority = 99999999999999999999999999999999999999999
projremove = 0
getpower = 100
givepower = -99999999999999999999999
hitflag = MAFD
guardflag = 
projanim = 30060000;300600
ProjID = 7248
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
ignorehitpause = 1

[State 30051]
type = Projectile
triggerall = ishelper
trigger1 = time < 3
trigger1 = root,numprojid(72484848) < 4
attr = A, NA
projanim = 50602
projhitanim = -1
projid = 72484848
projpriority = 999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999
projremove = 0
projremovetime = 60
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
ignorehitpause = 1

[State 7248]
type = parentvarset
triggerall = root,palno = [11,12]
triggerall = root,var(3) != 900
triggerall = numhelper(100500)
;trigger1 = helper(100500),var(58)>=240
trigger1 = roundstate = 2
v = 3
value = 900
ignorehitpause = 1

[state 11311]
type = destroyself
trigger1 = time > 3
trigger2 = root,numprojid(7248) > 3
ignorehitpause = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 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 常時監視ステート
;---------------------------------------------------------------------------
[Statedef -2]

[State -2]
type = DisplayToClipboard
trigger1 = palno = 12
trigger1 = numhelper(100500)
;trigger2 = palno = 11
;trigger2 = numhelper(100510)
text = "AI:%d, Pos X:%f, Pos Y:%f, Endlife:%d,p2life:%d";------,World:%d,Madness:%d
params = var(59), P2BodyDist X, P2BodyDist Y,helper(100500),var(58),var(3);var(32) var(35) var(38)
ignoreHitPause = 1
superMoveTime = 9999
pauseMoveTime = 9999

[State -2]
type = AppendToClipboard
trigger1 = palno = 12
trigger1 = numhelper(100500)
trigger2 = palno = 11
trigger2 = numhelper(100510)
text = "\n stateno:%d,anim:%d,stateno:%d,anim:%d,enemy,stateno:%d";---flag:%d"
params = var(14),var(20),var(22),var(21),var(23)
ignoreHitPause = 1
superMoveTime = 9999
pauseMoveTime = 9999

[State -2]
type = assertspecial
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = !ishelper
trigger1 = loseko
trigger1 = matchover
trigger1 = time <= 1250
flag = roundnotover
ignorehitpause = 1

[State -2]
type = pause
triggerall = !ishelper&&palno=[11,12]
triggerall = alive&&enemy,alive
trigger1 = !winko
trigger1 = roundstate = 3
time = 100
movetime = 100
ignorehitpause = 1
;persistent = 0

[State -2]
type = superpause
triggerall = !ishelper&&palno=[11,12]
triggerall = alive&&enemy,alive
trigger1 = !winko
trigger1 = roundstate = 3
anim = -1
time = 100
movetime = 100
darken = 0
ignorehitpause = 1
;persistent = 0

;[State -2]
;type = helper
;triggerall = !ishelper
;trigger1 = !numhelper(50610)&&stateno=50601
;id = 50610
;persistent = 0
;name = "kill"
;pos = 0,0
;postype = P1
;stateno = 50610
;helpertype = player
;keyctrl = 0
;ownpal = 1
;SuperMoveTime = 9999999
;PauseMoveTime = 9999999
;-------------------------------------------
;10Pカラー
;-------------------------------------------
[State -2];相手によっては必須か
type = pause
triggerall = palno = 10&&!ishelper
trigger1 = enemy,alive&&alive
trigger1 = roundstate >= 3
;trigger2 = roundstate >= 3
;trigger2 = var(31) != gametime+321119
time = 90
movetime = 90
ignorehitpause = 1
persistent = 0

[State -2]
type = superpause
triggerall = palno = 10&&!ishelper
trigger1 = enemy,alive&&alive
trigger1 = roundstate >= 3
;trigger2 = roundstate >= 3
;trigger2 = var(31) != gametime+321119
anim = -1
darken = 0
time = 90
movetime = 90
ignorehitpause = 1
persistent = 0

[State -2];なしでもそこそこ
type = assertspecial
triggerall = palno = 10
triggerall = numhelper(50210)
trigger1 =(movetype=H&&helper(50210),var(1)>1||var(31)!=gametime+321119&&helper(50210),var(1)>1||roundstate>=2&&!alive&&helper(50210),var(1)>1)
trigger2 = helper(50200),var(1) != 321459&&enemy,alive&&enemy,life>0
trigger3 = helper(50200),var(0) != 1200&&enemy,alive&&enemy,life>0
flag = noko
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = lifeadd
triggerall = palno = 10
triggerall = roundstate = 2
trigger1 = numhelper(50210)
trigger1 = numhelper(50200)
trigger1 = helper(50210),var(1)-life>20;lifemax*0.2
trigger1 = helper(50200),var(1) != 321459
value=(helper(50210),var(1)-life)
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999

[State -2]
type = lifeset
triggerall = palno = 10
triggerall = alive
trigger1 = roundstate != 2
trigger1 = enemy,alive = 1
trigger2 = roundstate >= 3
trigger2 = numhelper(50210)
trigger2 = helper(50200),var(1) != 321459
trigger3 = roundstate >= 3
trigger3 = numhelper(50210)
trigger3 = helper(50200),var(1) != 321459
trigger3 = var(31)!=gametime+321119
value = lifemax
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = palno = 10
triggerall = numhelper(50210)
trigger1 = helper(50200),var(1) != 321459
trigger1 = life <= 100
trigger2 = roundstate >= 3
trigger2 = helper(50200),var(1) != 321459
value = 80
kill = 0
ignorehitpause = 1
[State -2]
type = posset
triggerall = palno = 10
trigger1 = numhelper(50210)
trigger1 = helper(50210),var(4) > 0
y = 899999999+99999999
ignorehitpause = 1
[State -2]
type = posset
triggerall = palno = 10
trigger1 = numhelper(50210)
trigger1 = helper(50210),var(4) = 0
trigger1 = pos Y > 40
y = 0
ignorehitpause = 1
;[State -2]
;type = HitBy
;triggerall = palno = 10
;triggerall = !ishelper
;trigger1 = numhelper(50210)
;trigger1 = helper(50210),var(4) > 0
;value = SCA,AA,AT,AP
;time = 5
;ignorehitpause = 1

[State -2]
type = selfstate
triggerall = palno = 10&&!ishelper
triggerall = numhelper(50210)
trigger1 = helper(50210),var(1)>1
trigger1 = ((stateno=[5150,5199])||var(31)!=gametime+321119||!alive&&helper(50210),var(1)>1)
trigger2 = helper(50200),var(1) != 321459
trigger2 = var(31) != gametime+321119
trigger3 = helper(50200),var(1) != 321459
trigger3 = (stateno = [5000,5150])||(anim = [5000,5150])
value= (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999
[State -2];試合終了
type = selfstate
triggerall = palno = 10
trigger1 = roundstate>=3&&alive&&!win
trigger2 = roundstate<=3&&win
;trigger2 = var(31)!=gametime+321119||(stateno = [5000,5150])&&alive||(anim = [5000,5150])&&alive
value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = statetypeset
triggerall = palno = 10
triggerall = !ishelper
trigger1 = var(31) != gametime+321119
trigger2 = stateno = [5000,5150]
trigger3 = roundstate >= 3
movetype = I
ignorehitpause = 1

[State -2]
type = CtrlSet
triggerall = !ishelper&&palno=10&&alive
trigger1 = var(31) != gametime+321119
trigger2 = stateno = 0&&Ctrl=0&&roundstate=2
trigger3 = movetype=A&&time>=500
value = 1
ignorehitpause = 1

[State -2]
type = LifeSet
triggerall = palno = 10
triggerall = numhelper(50210)
trigger1 = helper(50200),var(0) = 1200
trigger1 = helper(50200),var(1) = 321459
value = 0

[State -2]
type = lifeadd
triggerall = palno = 10
triggerall = numhelper(50210)
triggerall = roundstate = 2
trigger1 = (GameTime%10) = 1
trigger1 = helper(50200),var(1) != 321459
trigger1 = life > 200
value = -5
kill = 0

[State -2]
type = helper
triggerall = palno = 10
trigger1 = numhelper(50210) = 0
id = 50210
persistent = 1
name = "varmemory"
pos = 0,0
postype = P1
stateno = 50210
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999

[State -2]
type = helper
triggerall = palno = 10
trigger1 = numhelper(50200) = 0
id = 50200
persistent = 1
name = "palno10 damage"
pos = 0,0
postype = P1
stateno = 50200
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999

;[State -2]
;type = NotHitBy
;triggerall = palno = 10
;trigger1 = 1
;value = SCA,AA,AT,AP
;time = 5
;ignorehitpause = 1

[State -2]
type = Trans
triggerall = !ishelper&&palno=10&&alive
triggerall = numhelper(50210)
trigger1 = roundstate = 2
trigger1 = helper(50200),var(2) != 60
trans = addalpha
alpha = 150,150
ignorehitpause = 1

[State -2]
type = varset
triggerall = var(59)
triggerall = palno = 10
trigger1 = numhelper(50210)
v = 59
value = 1
ignorehitpause = 1

[State -2]
type = varset
triggerall = palno = 10
triggerall = numhelper(50210)
trigger1 = helper(50210),var(3) = 1
v = 59
value = 1
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = palno = [1,9]
trigger1 = numhelper(1900)
trigger1 = helper(1900),var(0) = 1
v = 59
value = 1
ignorehitpause = 1
;-------------------------------------------
;-------------------------------------------
;-------------------------------------------

[State -2]
type = ReversalDef
triggerall = !ishelper
triggerall = palno = [11,12]
trigger1 = p2name = "F1" || p4name = "F1"
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,0
hitsound = -1
p2stateno = 5150
ignorehitpause = 1

[state -2]
type = targetstate
triggerall = !ishelper&&numenemy
triggerall = roundstate = 2&&(palno = 11 || palno = 12)
trigger1 = p2name = "F1" || p4name = "F1"
trigger1 = numtarget
value = 30101
ignorehitpause = 1

[state -2]
type = selfstate
trigger1 = ishelper(30100)
trigger1 = var(31) != gametime+321119
value = 30106
ignorehitpause = 1

[state -2]
type = selfstate
triggerall = p2name != "F1" || p4name != "F1"
trigger1 = ishelper(30105)||ishelper(50330)||ishelper(50331)||ishelper(50332)||ishelper(50333)
trigger1 = var(31) != gametime+321119
value = 30106
ignorehitpause = 1

[State -2]
type = ReversalDef
triggerall = !ishelper
triggerall = palno = 12
triggerall = p2name != "F1" || p4name != "F1"
trigger1 = stateno = 19201
trigger1 = time = [60,400]
trigger2 = stateno = 50300
trigger2 = time = [60,375]
trigger3 = p2name = "Kyuketsuki"&&enemy,palno = 11||p2name = ""||p2name = "MUAHAHAHAHAHAHAHAHA"||p2name = "genjitsu"
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,0
hitsound = -1
p2stateno = 5150
ignorehitpause = 1
[State -2]
type = ReversalDef
triggerall = !ishelper
triggerall = palno = 11
triggerall = p2name != "F1" || p4name != "F1"
triggerall = numhelper(100510)
trigger1 = helper(100510),var(7) > 0
trigger2 = p2name = "Kyuketsuki"&&enemy,palno = 11||p2name = ""||p2name = "MUAHAHAHAHAHAHAHAHA"||p2name = "genjitsu"
trigger3 = helper(100510),var(14) > 0
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,0
hitsound = -1
p2stateno = 5150
ignorehitpause = 1

[state -2]
type = targetstate
triggerall = !ishelper
triggerall = p2name != "F1" || p4name != "F1"
trigger1 = roundstate = 2&&stateno=19201&&palno=12
trigger1 = numtarget &&(time = [60,400])
trigger2 = palno = 11
trigger2 = numhelper(100510)
trigger2 = helper(100510),var(14) > 0
value = 30102+(gametime%60<20)+(gametime%60<40)
ignorehitpause = 1

[state -2]
type = targetstate
triggerall = !ishelper
triggerall = p2name != "F1" || p4name != "F1"
trigger1 = roundstate = 2 && stateno = 50300 &&palno=12
trigger1 = numtarget &&(time = [60,375])
trigger2 = p2name = "Kyuketsuki"&&enemy,palno = 11||p2name = ""||p2name = "MUAHAHAHAHAHAHAHAHA"||p2name = "genjitsu"
trigger2 = numtarget
trigger2 = enemy,alive
trigger3 = numhelper(100510)
trigger3 = palno = 11
trigger3 = helper(100510),var(7) > 0
value = 50340
ignorehitpause = 1


[State -2]
type = null;;;;;;;helper
triggerall = !ishelper
triggerall = p2name != "F1" || p4name != "F1"
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 = helper
triggerall = palno = 12
triggerall = !ishelper;---&&var(35)>=10&&roundstate=2
trigger1 = !numhelper(30075)
trigger1 = roundstate <= 2
trigger2 = !numhelper(30075)
trigger2 = var(35) >= 10
trigger2 = roundstate = 2
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)
triggerall = palno = 12
trigger1 = numhelper(100500)
v = 59
value = 1
ignorehitpause = 1

[State -2]
type = varset
triggerall = palno = 12
triggerall = numhelper(100500)
trigger1 = helper(100500),var(0) = 1
v = 59
value = 1
ignorehitpause = 1

;----------------------------------------
;最後の日フラグ

[State -2]
type = varset
trigger1 = palno = [11,12]
trigger1 = roundstate = 0
v = 32
value = 0
ignorehitpause = 1

[State -2]
type = varset
trigger1 = palno = [11,12]
trigger1 = roundstate = 0
v = 35
value = 0
ignorehitpause = 1

[State -2]
type = varset
trigger1 = numhelper(30075)
trigger1 = helper(30075),var(10) = 315
v = 35
value = 10
ignorehitpause = 1

[State -2]
type = lifeset
triggerall = palno = 12
triggerall = var(35) = 10
triggerall = numhelper(30075)
triggerall = numhelper(100500)
triggerall = !ishelper
triggerall =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 = helper(100500),var(58) = 1200;var(32) = 1200
trigger1 = helper(30075),var(0) = 193
trigger1 = helper(30075),var(1) = 18782
trigger1 = helper(30075),var(2) = 37564
trigger1 = helper(30075),var(3) = 321
trigger1 = helper(30075),var(4) = 39
trigger1 = helper(30075),var(5) = 2918
trigger1 = helper(30075),var(6) = 794
trigger1 = helper(30075),var(7) = 1867
trigger1 = helper(30075),var(8) = 1600
trigger1 = helper(30075),var(9) = 30075
trigger1 = enemy,life != 0
trigger1 = enemy,life < lifemax/2
value = 0

;[State -2]
;type = varadd
;triggerall = palno = 12
;triggerall = numhelper(100500)
;triggerall = roundstate = 2
;triggerall = var(3) != 900
;triggerall = numhelper(113550) = 0
;triggerall = !ishelper
;triggerall = var(35) = 10
;triggerall = var(38) <= 1849
;triggerall = stateno != 11050
;triggerall =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 = enemy,life < lifemax/2
;trigger1 = enemy,life != 0
;v = 32
;value = 120

;[State -2]
;type = varadd
;triggerall = palno = 12
;triggerall = roundstate = 2
;triggerall = numhelper(100500)
;triggerall = !ishelper
;triggerall = stateno != 11050
;triggerall =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 = -240

[state -2] 
type = lifeadd 
triggerall = !ishelper 
triggerall = palno = 12
triggerall = var(35) = 10
triggerall = numhelper(100500)
triggerall = helper(100500),fvar(2) != 10
triggerall =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 = enemynear,name != "ONI-MIKO-REIMU"
trigger1 = roundstate = 2
trigger1 = (GameTime%6) = 1
trigger1 = life > 200
trigger2 = roundstate != 3
trigger2 = enemynear,name = "ONI-MIKO-REIMU"
trigger2 = roundstate = 2
trigger2 = life > 100
trigger2 = (GameTime%6) = 1
value = -20
pausemovetime = 9990000 
supermovetime = 9990000
kill = 0
absolute = 1
[state -2] 
type = lifeadd 
triggerall = !ishelper 
triggerall = palno = 12
triggerall = var(35) = 10
triggerall = numhelper(100500)
triggerall = helper(100500),fvar(2) != 10
triggerall =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 = enemynear,name != "ONI-MIKO-REIMU"
trigger1 = roundstate = 2
trigger1 = (GameTime%20) = 0
trigger1 = life <= 200
trigger1 = life > 18
value = -1
pausemovetime = 9990000 
supermovetime = 9990000
kill = 0
absolute = 1
[state -2] 
type = lifeset
triggerall = !ishelper 
triggerall = palno = 12
triggerall = var(35) = 10
triggerall = numhelper(100500)
triggerall = helper(100500),fvar(2) != 10
trigger1 = roundstate != 3
trigger1 = helper(100500),var(58) != 1200
trigger1 = enemynear,name = "ONI-MIKO-REIMU"
trigger1 = roundstate = 2
trigger1 = life < 100
value = 100
ignorehitpause = 1

[state -2] 
type = lifeadd 
triggerall = !ishelper 
triggerall = palno = 12
triggerall = var(35) = 10
triggerall = numhelper(100500)
triggerall = helper(100500),fvar(2) = 10
trigger1 = roundstate = 2
trigger1 = (GameTime%10) = 1
value = -2
pausemovetime = 9990000 
supermovetime = 9990000
kill = 0
absolute = 1

[state -2] 
type = lifeadd
triggerall = palno = 12
triggerall = !ishelper
triggerall = roundstate = 2
triggerall = var(35) = 10
triggerall = (GameTime%10) = 1
trigger1 = var(39) != 4 || var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger2 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger3 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger4 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger5 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger6 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger7 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger8 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger9 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger10 = fvar(39) != 6
value = -2
pausemovetime = 9990000 
supermovetime = 9990000
kill = 0
absolute = 1




[State 240, 2]
type = Projectile
triggerall = !ishelper
triggerall = palno = 12
triggerall = !numhelper(30075)
triggerall = numhelper(100500)
triggerall = helper(100500),fvar(2) != 10
triggerall = var(35) >= 10 || var(35) < 0
triggerall =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;----30
;;;;;;trigger1 = movetype != A
trigger1 = p2movetype != H
trigger1 = stateno != 30080
trigger1 = stateno != 11001 || stateno=11001&&time>=180;;;
trigger1 = stateno != 14021 || stateno=14021&&time>=150
trigger1 = stateno != 30051 || stateno=30051&&time>=160
trigger1 = stateno != 19151 || stateno=19151&&time>=200
trigger1 = stateno != 50101 || stateno=50101&&time>=180
trigger1 = stateno != 50601 || stateno=50601&&time>=200
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    = 30,2;5,2
projremovetime = 5
postype = p2
priority = 99999999999999999999999999999999999999999
projremove = 0
getpower = 0;121,121
givepower = -99999999999999999999999
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
ignorehitpause = 1

[State 240, 2]
type = Projectile
triggerall = !ishelper
triggerall = palno = 12
triggerall = numhelper(100500)
triggerall = helper(100500),fvar(2) != 10
triggerall = var(35) >= 10 || var(35) < 0
triggerall =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
trigger1 = stateno != 11001 || stateno=11001&&time>=180;;;
trigger1 = stateno != 14021 || stateno=14021&&time>=150
trigger1 = stateno != 30051 || stateno=30051&&time>=160
trigger1 = stateno != 19151 || stateno=19151&&time>=200
trigger1 = stateno != 50101 || stateno=50101&&time>=180
trigger1 = stateno != 50601 || stateno=50601&&time>=200
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, ST;A
animtype  = hard
damage    = 55+random%10,2+random%10;;60,2
projremovetime = 5
postype = back
priority = 99999999999999999999999999999999999999999
projremove = 0
getpower = 0;121,121
givepower = -99999999999999999999999
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
ignorehitpause = 1

[State 240, 2]
type = Projectile
triggerall = !ishelper
triggerall = palno = 12
triggerall = numprojid(1101010) = 0
triggerall = !numhelper(30075)
triggerall = numhelper(100500)
triggerall = helper(100500),fvar(2) != 10
;triggerall = stateno != 19151
;triggerall = stateno != 19201
;triggerall = stateno != 11001
;triggerall = var(35) >= 10 || var(35) < 0
triggerall = (GameTime%6) = 1
;;;;;;triggerall = movetype != A || movetype=A&&time>=80
;triggerall = p2movetype != H
trigger1 = var(39) != 4 || var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger2 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger3 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger4 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger5 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger6 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger7 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger8 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger9 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger10 = fvar(39) != 6
attr = S, SA
animtype  = hard
damage    = 20+random%10,2+random%10;70,2
projremovetime = 5
postype = p2
priority = 99999999999999999999999999999999999999999
projremove = 0
getpower = 0;121,121
givepower = -99999999999999999999999
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
ignorehitpause = 1


[State 240, 2]
type = Projectile
triggerall = !ishelper
triggerall = palno = 12
triggerall = numprojid(11010100) = 0
triggerall = numhelper(100500)
triggerall = helper(100500),fvar(2) != 10
;triggerall = var(35) >= 10 || var(35) < 0
;triggerall = stateno != 19151
;triggerall = stateno != 19201
;triggerall = stateno != 11001
triggerall = (GameTime%6) = 1
trigger1 = var(39) != 4 || var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger2 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger3 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger4 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger5 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger6 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger7 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger8 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger9 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger10 = fvar(39) != 6
attr = S, SA
animtype  = hard
damage    = 25+random%10,2+random%10;70,2
projremovetime = 5
postype = back
priority = 99999999999999999999999999999999999999999
projremove = 0
getpower = 0;121,121
givepower = -99999999999999999999999
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
ignorehitpause = 1


[State 10050]
type = poweradd
triggerall = !ishelper
triggerall = palno = [11,12]
triggerall = var(35) = 10
trigger1 = (GameTime%2) = 1
value = 5
ignorehitpause = 1

[State 10050]
type = poweradd
triggerall = !ishelper
triggerall = palno = [11,12]
triggerall = var(35) = 10
triggerall = enemy,life >= lifemax/2
trigger1 = (GameTime%2) = 1
value = 5
ignorehitpause = 1

[State 11051]
type = BGPalFx
triggerall = palno = 12
triggerall = !ishelper
triggerall = roundstate = 2
trigger1 = var(35) = 10
trigger2 = var(39) != 4 || var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger3 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger4 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger5 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger6 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger7 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger8 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger9 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger10 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger11 = fvar(39) != 6
mul = 256,0,0;256,256,256
invertall = 0;1
color = 0
time = -1
ignorehitpause = 1

[State 11051]
type = BGPalFx
triggerall = palno = 12
triggerall = !ishelper
triggerall = roundstate >= 3
trigger1 = var(27) < 750
trigger1 = stateno = 5150
trigger1 = loseko
trigger1 = matchover
mul = 100,100,100
color = 0
time = 30
ignorehitpause = 1

;------------------------------------------
[state -2];ヘルパーが意図せずありえんを叫ぶ(防止)
type = lifeset;lifeadd
triggerall = ishelper&&!ishelper(100523);&&!ishelper(50110)
trigger1 = 1
value = lifemax/2;lifemax*0.2
kill = 0
ignorehitpause = 1
supermovetime = 99999999999
pausemovetime = 99999999999

[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 = poweradd
triggerall = !ishelper
triggerall = palno = [7,9]
trigger1 = (GameTime%2) = 1
value = 5
ignorehitpause = 1
[state -2]
type = lifeadd 
triggerall = !ishelper 
triggerall = palno = [7,9]
triggerall = alive
trigger1 = life < lifemax/3
trigger1 = (GameTime%30) = 0
trigger2 = var(31) != gametime+321119
trigger3 = gethitvar(hitcount)>=10&&movetype=H
value = 1;+((enemy,life>=enemy,lifemax/2)*((life<200)*200))
kill = 0
absolute = 1
ignorehitpause = 1
[state -2] 
type = lifeadd 
triggerall = !ishelper 
triggerall = palno = [7,9]
triggerall = alive
trigger1 = (anim!=[5000,5150]) || movetype!=H
trigger1 = var(1) - life
value = 10
kill = 0
absolute = 1
ignorehitpause = 1
[state -2] 
type = lifeadd 
triggerall = !ishelper 
triggerall = palno = [7,9]
triggerall = alive
trigger1 = enemy,life>=enemy,lifemax/2
trigger1 = life<200
value = 200
kill = 0
absolute = 1
ignorehitpause = 1
[State -2]
type = selfstate
triggerall = !ishelper
triggerall = palno = [7,9]
triggerall = statetype != A
triggerall = alive
trigger1 = var(31) != gametime+321119
value = 151
ctrl = 1
ignorehitpause = 1
[State -2]
type = selfstate
triggerall = !ishelper
triggerall = palno = [7,9]
triggerall = statetype = A
triggerall = alive
;trigger1 = movereversed
trigger1 = var(31) != gametime+321119
value = 0000002;50
ctrl = 1
ignorehitpause = 1
[State -2]
type = selfstate
triggerall = !ishelper
triggerall = palno = [7,9]
triggerall = alive
trigger1 = gethitvar(hitcount)>=10&&movetype=H
value = 0000002
ctrl = 1
ignorehitpause = 1

;廃
;[State -2]
;type = SelfState
;triggerall = ishelper&&!ishelper(9100100)&&!ishelper(11355)&&!ishelper&&!ishelper(50110)&&!ishelper(50200)&&!ishelper(50210)&&roundstate=2
;triggerall = !ishelper(310020)&&!ishelper(113550)&&!ishelper(910050)&&!ishelper(9100500)&&!ishelper(50310)&&!ishelper(50410)&&!ishelper(100523)
;triggerall = !ishelper(30100)&&!ishelper(30105)&&!ishelper(50330)&&!ishelper(50331)&&!ishelper(50332)&&!ishelper(50333)&&!ishelper(100515)
;triggerall = !ishelper(100524)&&!ishelper(505010)&&!ishelper(506100)&&!ishelper(113551)&&!ishelper(11356)
;trigger1 = var(31) != gametime+321119 || stateno = [5000,5150]
;value = 7248;0
;ignorehitpause = 1
;SuperMoveTime = 9999999
;PauseMoveTime = 9999999

[State -2]
type = SelfState
trigger1 = ishelper(50200)
trigger1 = var(31) != gametime+321119 || stateno=[5000,5150]
value = 50200
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
trigger1 = ishelper(50210)
trigger1 = var(31) != gametime+321119 || stateno=[5000,5150]
value = 50210
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
trigger1 = ishelper(310020)
trigger1 = var(31) != gametime+321119 || 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
trigger1 = ishelper(9100500)
value = 910050
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
trigger1 = ishelper(506100)
value = 50610
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = ishelper(11355)||ishelper(11356)||ishelper(113550)||ishelper(113551)||ishelper(113552)
trigger1 = stateno!=11355&&stateno!=11356&&stateno!=11357&&stateno!=11358&&stateno!=11359&&stateno!=11360
trigger2 = var(31) != gametime+321119
value = 11355
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = ishelper(100515)
trigger1 = var(31) != gametime+321119
trigger2 = stateno != 100515
value = 100515
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = CtrlSet
triggerall = name="Phantom Mizuchi JP"&&roundstate=2&&!ishelper&&palno=12
trigger1 = var(31) != gametime+321119
trigger2 = movetype=I&&stateno!=19201&&stateno!=0&&stateno!=30080&&stateno!=50300&&time>=270
trigger3 = movetype=A&&stateno!=19151&&stateno!=11001&&stateno!=50101&&stateno!=50300&&time>=270
trigger4 = (stateno=19151&&time>=430)||(stateno=19201&&time>=430)||(stateno=0&&time>=600)||(stateno=11001&&time>=400)||(stateno=50101&&time>=400)||(stateno=50300&&time>=400)
value = 1
ignorehitpause = 1

[state -2]
type = destroyself
triggerall = palno = 12
trigger1 = var(31) != gametime+321119
ignorehitpause = 1

[State -2];カメラ固定
type = screenbound
trigger1 = ishelper&&!ishelper(11355)&&!ishelper(11356)&&!ishelper(113550)&&!ishelper(113551)&&!ishelper(113552)
value = 0
movecamera = 0
ignorehitpause = 1

[State -2];飛び道具
type = SelfState
triggerall = ishelper(1050)
trigger1 = stateno != 1065
trigger2 = var(31) != gametime+321119
value = 7248
ignorehitpause = 1

[State -2];執念
type = SelfState
triggerall = ishelper(1401100)
trigger1 = stateno != 1401100
trigger2 = var(31) != gametime+321119
value = 7248
ignorehitpause = 1

[State -2];火柱
type = SelfState
triggerall = ishelper(1400)
trigger1 = stateno != 1412
trigger2 = var(31) != gametime+321119
value = 7248
ignorehitpause = 1

[State -2];生霊
type = SelfState
triggerall = ishelper(11341)
trigger1 = stateno != 11341
trigger2 = var(31) != gametime+321119
value = 7248
ignorehitpause = 1

[State -2];映し身
type = SelfState
triggerall = ishelper(11311)
trigger1 = stateno != 11311
trigger2 = var(31) != gametime+321119
value = 7248
ignorehitpause = 1

[State -2];反射
type = SelfState
triggerall = ishelper(1400100)
trigger1 = stateno != 1400100
trigger2 = var(31) != gametime+321119
value = 7248
ignorehitpause = 1

[State -2];回転
type = SelfState
triggerall = ishelper(50116)
trigger1 = stateno != [50116,50119]
trigger2 = var(31) != gametime+321119
value = 7248
ignorehitpause = 1

[State -2];紋章
type = SelfState
triggerall = ishelper(18101)
trigger1 = stateno != 18101
trigger2 = var(31) != gametime+321119
value = 7248
ignorehitpause = 1

[State -2];脆鏡
type = SelfState
triggerall = ishelper(11331)
trigger1 = stateno != 11331
trigger2 = var(31) != gametime+321119
value = 7248
ignorehitpause = 1

[State -2];金縛
type = SelfState
triggerall = ishelper(1133110)
trigger1 = stateno != 1133110
trigger2 = var(31) != gametime+321119
value = 7248
ignorehitpause = 1

[State -2];波動
type = SelfState
triggerall = ishelper(191510000)
trigger1 = stateno != 191510000
trigger2 = var(31) != gametime+321119
value = 7248
ignorehitpause = 1
[State -2];波動
type = SelfState
triggerall = ishelper(191510010)
trigger1 = stateno != 191510010
trigger2 = var(31) != gametime+321119
value = 7248
ignorehitpause = 1

[State -2];かったー
type = SelfState
triggerall = ishelper(50621)
trigger1 = stateno != [50621,50622]
trigger2 = var(31) != gametime+321119
value = 7248
ignorehitpause = 1
[State -2]
type = SelfState
triggerall = ishelper(506210)
trigger1 = stateno != [506210,506211]
trigger2 = var(31) != gametime+321119
value = 7248
ignorehitpause = 1

[State -2];弾
type = SelfState
triggerall = ishelper(50641)
trigger1 = stateno != 50641
trigger2 = var(31) != gametime+321119
value = 7248
ignorehitpause = 1

[State -2]
type = SelfState
triggerall = ishelper(301050)
trigger1 = var(31) != gametime+321119
value = 7248
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 = !ishelper
v = 1
value = life
ignorehitpause = 1

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

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

;----------------------------------------
;発狂フラグ

[State -2]
type = VarAdd
triggerall = !var(59)
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = var(38) != 1850
trigger1 = numhelper <= 2;1
var(38) = 1
persistent = 1

[State -2];AI用
type = VarAdd
triggerall = var(59)
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = var(38) != 1850
trigger1 = numhelper <= 3;2
var(38) = 1
persistent = 1

[State -2]
type = VarSet
triggerall = name = "Phantom Mizuchi JP"
;triggerall = palno = [11,12]
trigger1 = roundstate = 0
var(38) = 0

[State -2]
type = VarSet
triggerall = !var(59)
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = [11,12]
triggerall = roundstate = 2
triggerall = var(38) <= 1849
trigger1 = numhelper > 2
var(38) = 0

[State -2];AI用
type = VarSet
triggerall = var(59)
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = [11,12]
triggerall = roundstate = 2
triggerall = var(38) <= 1849
trigger1 = numhelper > 3
var(38) = 0

[state -2]
type = poweradd
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = [11,12]
triggerall = roundstate = 2
trigger1 = var(38) >= 1850
value = powermax
ignorehitpause = 1

[State -2];チェック
type = null;assertspecial
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = [11,12]
trigger1 = var(38) = 1850
ignoreHitPause = 1
flag = nomusic

[State -2]
type = null;PlaySnd
triggerall = name = "Phantom Mizuchi JP"
triggerall = palno = [11,12]
trigger1 = var(38) = 1849
value = 3550,0
volume = 250
loop = 1
persistent = 0

;[State -2]
;type = varadd
;triggerall = palno = 12
;triggerall = numhelper(100500)
;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 = enemy,life < lifemax/2
;trigger1 = enemy,life != 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
ignorehitpause = 1

[state -2]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1

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

[State -2]
type = AssertSpecial
triggerall = palno != 12
triggerall = !ishelper
triggerall = loseko
trigger1 = time > 80
trigger1 = stateno = 5150
trigger1 = (GameTime%2) = 1
flag = invisible
ignorehitpause = 1

[State -2]
type = AssertSpecial
triggerall = palno != 12
triggerall = !ishelper
triggerall = loseko
trigger1 = stateno = 5150
trigger1 = time > 100
flag = invisible
ignorehitpause = 1

[State -2]
type = PlaySnd
triggerall = palno != 12
triggerall = !ishelper
triggerall = loseko
trigger1 = stateno = 5150
trigger1 = time = 100
value = 211, 0
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
triggerall = palno != 12
triggerall = !ishelper
triggerall = loseko
triggerall = palno != 10
trigger1 = stateno = 5150
trigger1 = Time = 80
value = 11,0
freqmul = 0.7+((random%2)*0.1)
ignorehitpause = 1

[State -2]
type = assertspecial
triggerall = !ishelper&&!loseko&&!lose&&!drawgame
trigger1 = roundstate = 4
trigger1 = stateno!=181
trigger1 = stateno!=183
trigger1 = stateno!=184
trigger1 = stateno!=185
trigger1 = stateno!=186
trigger1 = stateno!=[150,155]
flag = roundnotover
ignorehitpause = 1

;-------------------------
[State -2];透明処理
type = Trans
triggerall = !ishelper&&palno = [11,12]
triggerall = stateno != 171020
triggerall = stateno !=181
triggerall = !numexplod(44444)
trigger1 = numhelper(171001) = 0
trigger1 = numhelper(171002) = 0
trigger1 = var(35) != 10
trigger2 = var(35) = 10
trigger2 = var(32) <= 1000
trans = addalpha
alpha = 200,200;60,256
ignorehitpause = 1

[State -2]
type = Trans
triggeall = !ishelper&&palno = [11,12]
triggerall = stateno != 171020
triggerall = stateno !=181
triggerall = !numexplod(44444)
trigger1 = var(35) = 10
trigger1 = var(32) >= 1001
trans = addalpha
alpha = 250,256
ignorehitpause = 1

[State -2]
type = Trans
triggerall = !ishelper&&palno != [10,12]
triggerall = stateno != 171020
triggerall = stateno !=181
trigger1 = numhelper(171001) = 0
trigger1 = numhelper(171002) = 0
trigger1 = enemy,life >= lifemax/2
trans = addalpha
alpha = 160,256;100,256
ignorehitpause = 1

[State -2]
type = Trans
triggerall = !ishelper&&palno != [10,12]
triggerall = stateno != 171020
triggerall = stateno !=181
trigger1 = numhelper(171001) = 0
trigger1 = numhelper(171002) = 0
trigger1 = enemy,life <= lifemax/2
trigger1 = enemy,life >= 200
trans = addalpha
alpha = 200,256;160,256
ignorehitpause = 1

[State -2]
type = Trans
triggerall = !ishelper&&palno != [10,12]
triggerall = stateno != 171020
triggerall = stateno !=181
trigger1 = numhelper(171001) = 0
trigger1 = numhelper(171002) = 0
trigger1 = enemy,life <= lifemax/2
trigger1 = enemy,life < 200
;trigger1 = enemy,life != 0 
trans = addalpha
alpha = 220,256;220,256

[State -2]
type = Trans
triggerall = !ishelper
trigger1 = stateno != 11350
trigger1 = numhelper(11355)
trigger2 = stateno != 11350
trigger2 = numhelper(11356)
trans = addalpha
alpha = 10,256
ignorehitpause = 1

[State -2]
type = null;Trans
trigger1 = numhelper(113550) != 0
trans = addalpha
alpha = 10,256

[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 = palno != 11
triggerall = roundstate >= 0
triggerall = var(38) <= 1849
triggerall = stateno != 191;190
triggerall = stateno != 171000
triggerall = stateno != 171010
triggerall = stateno != 171020
triggerall = stateno != 170
triggerall = stateno != 5150
triggerall =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 = [7,9]
trigger1 = numhelper(11355) = 0
value = .7
ignorehitpause = 1

[State -2]
type = DefenceMulSet
triggerall = palno != [7,12]
trigger1 = enemy,life >= lifemax/2
value = .6
ignorehitpause = 1

[State -2]
type = DefenceMulSet
triggerall = palno != [7,12]
trigger1 = enemy,life <= lifemax/2
trigger1 = enemy,life >= 200
value = 1.4
ignorehitpause = 1

[State -2]
type = DefenceMulSet
triggerall = palno != [7,12]
trigger1 = enemy,life <= lifemax/2
trigger1 = enemy,life <= 200
value = 1.8
ignorehitpause = 1

[State -2]
type = DefenceMulSet
trigger1 = numhelper(11355) != 0
trigger2 = numhelper(11356) != 0
value = .3
ignorehitpause = 1

[State -2]
type = NotHitBy
triggerall = palno = [7,9]
trigger1 = numhelper(11355) != 0
trigger1 = enemy,life >= lifemax/2
value = SCA,AA,AT,AP
ignorehitpause = 1

;[State -2]
;type = AttackMulSet
;triggerall = palno = [7,9]
;trigger1 = enemy,life <= lifemax/2
;value = .5
;ignorehitpause = 1

[State -2]
type = assertspecial
triggerall = palno = [7,9]
trigger1 = enemy,life >= lifemax/2
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[State -2]
type = HitOverride
triggerall = palno = [7,9]
triggerall = alive = 1
triggerall = statetype != A
triggerall = enemy,life >= 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 = [7,9]
triggerall = statetype = A
triggerall = enemy,life >= 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 = [7,9]
triggerall = stateno = 40 || stateno = 52
triggerall = enemy,life >= 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 = [10,12]
triggerall = !ishelper
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 = [10,12]
triggerall = !ishelper
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 = [10,12]
triggerall = !ishelper
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 = poweradd
triggerall = !ishelper
triggerall = palno = [10,12]
trigger1 = (GameTime%2) = 1
value = 5
ignorehitpause = 1

[State 10050]
type = lifeadd
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = numhelper(11355) != 0
trigger1 = (GameTime%6) = 1;(GameTime%2) = 1
value = 1
absolute = 1
ignorehitpause = 1

[State 10050]
type = poweradd
triggerall = !ishelper&&palno=[11,12]
;triggerall = stateno != 10001&&stateno!=11001&&stateno!=19151
triggerall = (GameTime%2) = 1
trigger1 = numhelper(11355)||numhelper(11356)
trigger1 = stateno!=10001&&stateno!=11001&&stateno!=19151
trigger1 = var(29) = 0
trigger2 = numhelper(11355)||numhelper(11356)
trigger2 = var(29) != 0
value = 5
ignorehitpause = 1

[State 10050]
type = poweradd
triggerall = !ishelper&&palno!=[11,12]
triggerall = (GameTime%2) = 1
trigger1 = numhelper(11355) > 0
value = 2+((palno=[7,10])*3)
ignorehitpause = 1

[State 10050];実験
type = poweradd
triggerall = !ishelper
triggerall = (GameTime%2) = 1
trigger1 = numhelper(113550) || numhelper(113551)
trigger1 = var(29) = 0
trigger1 = stateno!=10001&&stateno!=11001&&stateno!=19151
trigger2 = numhelper(113550) || numhelper(113551)
trigger2 = var(29) != 0
value = 10
ignorehitpause = 1


[State -2]
type = lifeset
triggerall = palno = [11,12]
triggerall = alive
trigger1 = roundstate != 2
trigger1 = enemy,alive = 1
value = lifemax
ignorehitpause = 1
[State -2]
type = null;LifeSet
triggerall = palno = [11,12]
triggerall = var(38) <= 1849
triggerall = alive
triggerall = enemy,life>=enemy,lifemax*0.8
trigger1 = roundstate != 2
trigger1 = enemy,alive = 1
value = lifemax
[State -2]
type = null;lifeset
triggerall = palno = [11,12]
triggerall = var(38) <= 1849
triggerall = var(35) = 10
triggerall = alive
triggerall = enemy,life<enemy,lifemax*0.8
trigger1 = roundstate != 2
trigger1 = enemy,alive = 1
value = fvar(1)-var(32)

[State -2]
type = NotHitBy
triggerall = !ishelper(301050)
trigger1 = RoundState != 2
value = SCA,AA,AT,AP
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999

[State -2]
type = AssertSpecial
triggerall = name = "Phantom Mizuchi JP"&&palno = [11,12]
trigger1 = roundstate != 2
trigger1 = p2life != 0
flag = noko
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999

[State -2]
type = assertspecial
triggerall = palno = 10 || palno = 12
trigger1 = 1 
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[State -2]
type = NotHitBy
triggerall = palno = 12
trigger1 = !ishelper(301050)
value = SCA,AA,AT,AP
time = 9999999999999999999999
ignorehitpause = 1

[State -2];アーマーヘルパ
type = Helper
triggerall = !ishelper
triggerall = palno = 12
trigger1 = NumHelper(100500) = 0
;trigger1 = roundstate <= 2
stateno = 100500
name = "Helper"
ID = 100500
pos = 0,0
helpertype = normal;player
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

;[State -2]
;type = Helper
;triggerall = !ishelper
;triggerall = palno = 12
;triggerall = numhelper(301050) = 0
;trigger1 = numhelper(100500)
;trigger1 = helper(100500),var(56) < 100
;trigger1 = roundstate <= 2
;stateno = 301050
;name = ""
;ID = 301050
;pos = 0,0
;helpertype = player
;postype = p1
;ownpal = 1
;keyctrl = 0
;ignorehitpause = 1
;pausemovetime = 99999999
;supermovetime = 99999999


[State -2];アーマーヘルパ
type = Helper
triggerall = !ishelper
triggerall = palno = 11
trigger1 = NumHelper(100510) = 0
;trigger1 = roundstate <= 2
stateno = 100510
name = "Helper"
ID = 100510
pos = 0,0
helpertype = normal;player
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
[State -2]
type = Helper
triggerall = !ishelper
triggerall = palno = [10,11]
trigger1 = NumHelper(100515) = 0
;trigger1 = roundstate <= 2
stateno = 100515
name = "self"
ID = 100515
pos = 0,0
helpertype = player
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
;[State -2]
;type = null;Helper
;triggerall = !ishelper
;triggerall = palno = [10,11]
;trigger1 = NumHelper(101515) = 0
;stateno = 101515
;name = "arien"
;ID = 101515
;pos = 0,0
;helpertype = player
;postype = p1
;ownpal = 1
;keyctrl = 0
;ignorehitpause = 1
;pausemovetime = 99999999
;supermovetime = 99999999

[State -2];ストック
type = Helper
triggerall = !ishelper
triggerall = palno = 11
trigger1 = NumHelper(100520) = 0
stateno = 100520
name = "?"
ID = 100520
pos = 0,0
helpertype = normal
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
[State -2]
type = Helper
triggerall = !ishelper
triggerall = palno = 11
trigger1 = NumHelper(100521) = 0
;trigger1 = roundstate <= 2
stateno = 100521
name = "?"
ID = 100521
pos = 0,0
helpertype = normal
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
[State -2]
type = Helper
triggerall = !ishelper
triggerall = palno = 11
trigger1 = NumHelper(100522) = 0
;trigger1 = roundstate <= 2
stateno = 100522
name = "?"
ID = 100522
pos = 0,0
helpertype = normal
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
[State -2]
type = Helper
triggerall = !ishelper
triggerall = palno = 11
trigger1 = NumHelper(100523) = 0
;trigger1 = roundstate <= 2
stateno = 100523
name = "hitdef"
ID = 100523
pos = 0,0
helpertype = player
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
[State -2]
type = Helper
triggerall = !ishelper
triggerall = palno = 11
trigger1 = NumHelper(100524) = 0
;trigger1 = roundstate <= 2
stateno = 100524
name = "hitdef"
ID = 100524
pos = 0,0
helpertype = player
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
[State -2]
type = Helper
triggerall = !ishelper
triggerall = palno = 11
trigger1 = NumHelper(100525) = 0
;trigger1 = roundstate <= 2
stateno = 100525
name = "reversal1"
ID = 100525
pos = 0,0
helpertype = normal
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
[State -2]
type = Helper
triggerall = !ishelper
triggerall = palno = 11
trigger1 = NumHelper(100526) = 0
;trigger1 = roundstate <= 2
stateno = 100526
name = "?"
ID = 100526
pos = 0,0
helpertype = normal
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
[State -2]
type = helper
triggerall = !ishelper&&palno=11
trigger1 = !numhelper(50501)
id = 50501
persistent = 0
name = "reversal2"
pos = 0,0
postype = P1
stateno = 50501
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999
[State -2];判定
type = null;helper
triggerall = !ishelper
triggerall = palno = 11
triggerall = var(59)
triggerall = numhelper(100510)
trigger1 = helper(100510),var(58) < 300
trigger1 = helper(100510),var(13) != 3
trigger1 = numhelper(50515) = 0
id = 50515
persistent = 0
name = "yousumi"
pos = 0,0
postype = P1
stateno = 50515
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State -2];ノーマルカラー常駐ヘルパ
type = helper
triggerall = !ishelper
triggerall = palno = [1,9]
trigger1 = numhelper(1900) = 0
stateno = 1900
name = "normal"
ID = 1900
pos = 0,0
helpertype = normal
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
;----------------------------------
[State 10050];アーマ12
type = lifeadd
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = var(35) != 10
triggerall = numhelper(100500)
triggerall = var(3) != 900
triggerall = numhelper(113550) = 0
triggerall = numhelper(113551) = 0
triggerall = stateno != 11050
triggerall =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 > 100
value = -70+((numhelper(113552))*10)
absolute = 1

[State 10050]
type = lifeadd
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = var(35) != 10
triggerall = var(3) != 900
triggerall = numhelper(100500)
triggerall = numhelper(113550) = 0
triggerall = numhelper(113551) = 0
triggerall = stateno != 11050
triggerall =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 = enemy,life < lifemax/2
trigger1 = life < 100
trigger1 = enemy,life != 0
value = -((life<100)+((life>30)*10))-((life<30)*2)
absolute = 1



[State 10050]
type = lifeadd
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = var(35) != 10
triggerall = numhelper(100500)
triggerall = stateno != 11050
triggerall = var(3) = 900 || numhelper(113550) || numhelper(113551)
triggerall =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 > 100
value = -20
absolute = 1

[State 10050]
type = lifeadd
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = var(35) != 10
triggerall = var(3) = 900 || numhelper(113550) || numhelper(113551)
triggerall = numhelper(100500)
triggerall = stateno != 11050
triggerall =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 = enemy,life < lifemax/2
trigger1 = life <= 100
trigger1 = life >= 30
trigger1 = enemy,life != 0
value = -2
kill = 0
absolute = 1


[State 10050]
type = lifeadd
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = helper(100500),GetHitVar(damage) >= 1
triggerall = numhelper(100500)
triggerall = stateno != 11050
triggerall = var(3) != 900
triggerall = life >= 121
triggerall = enemy,life != 0
trigger1 = var(39) != 4 || var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger2 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger3 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger4 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger5 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger6 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger7 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger8 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger9 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger10 = fvar(39) != 6
value = -40
absolute = 1

[State 10050]
type = lifeadd
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = numhelper(100500)
triggerall = helper(100500),GetHitVar(damage) <= 499
triggerall = helper(100500),GetHitVar(damage) >= 1
triggerall = stateno != 11050
triggerall = var(3) != 900
triggerall = life <= 120
triggerall = enemy,life != 0
;triggerall = var(35) != 10
trigger1 = var(39) != 4 || var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger2 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger3 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger4 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger5 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger6 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger7 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger8 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger9 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger10 = fvar(39) != 6
value = -1
kill = 0
absolute = 1

[State 10050]
type = lifeadd
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = numhelper(100500)
triggerall = helper(100500),GetHitVar(damage) <= 499
triggerall = helper(100500),GetHitVar(damage) >= 1
triggerall = stateno != 11050
triggerall = var(3) != 900
triggerall = life <= 120
triggerall = enemy,life != 0
;triggerall = var(35) != 10
trigger1 = var(39) != 4 || var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger2 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger3 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger4 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger5 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger6 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger7 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger8 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger9 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger10 = fvar(39) != 6
value = -var(1)/8
kill = 0
absolute = 1
;----------------------------------------

[State -2]
type = poweradd
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = numhelper(100500)
triggerall = !ishelper
trigger1 = helper(100500),GetHitVar(damage) >= 500
value = 2000
ignorehitpause = 1

;[State 100500]
;type = poweradd
;triggerall = palno = 12
;triggerall = roundstate = 2
;triggerall = numhelper(100500)
;triggerall = !ishelper
;trigger1 = helper(100500),GetHitVar(damage) > 0
;value = 200
;ignorehitpause = 1

;------------------------------
;弄るな 危険↓↓↓ WARNING
;------------------------------
[State -2];要らんか
type = null;AssertSpecial
triggerall = palno != 10
triggerall = enemy,alive&&enemy,life > 0
trigger1 = var(39) != 4 || var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger2 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger3 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger4 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger5 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger6 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger7 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger8 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger9 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger10 = fvar(39) != 6
flag = noko
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999

[State -2]
type = null;lifeadd
triggerall = palno = [11,12]
triggerall = roundstate = 2
trigger1 = numhelper(100500)
trigger1 = stateno != 10080
trigger1 = helper(100500),var(6)-life>lifemax*0.5
value=(helper(100500),var(6)-life)
kill = 0
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999

[State -2]
type = lifeadd
triggerall = life <= 30;life <= 50
triggerall = !ishelper
triggerall = palno != 11
trigger1 = var(39) != 4 || var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger2 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger3 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger4 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger5 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger6 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger7 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger8 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger9 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger10 = fvar(39) != 6
value = lifemax/4
kill = 0
ignorehitpause = 1

[State -2]
type = lifeadd;lifeset
triggerall = !ishelper
trigger1 = name = "Phantom Mizuchi JP"
trigger1 = enemy,life >=lifemax/2&&life<=0&&roundstate=2&&palno=12
trigger2 = var(31) != gametime+321119&&palno=12
value = lifemax/2
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999

[State -2]
type = lifeadd;lifeset
triggerall = roundstate != 2
triggerall = !ishelper
trigger1 = var(39) != 4 || var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger2 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger3 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger4 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger5 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger6 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger7 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger8 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger9 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger10 = fvar(39) != 6
value = lifemax
ignorehitpause = 1

[State -2]
type = SelfState
triggerall = !ishelper
triggerall = palno != [10,11]
triggerall = var(31) != gametime+321119 || stateno = [5000,5150]
trigger1 = var(39) != 4 || var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger2 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger3 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger4 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger5 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger6 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger7 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger8 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger9 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger10 = fvar(39) != 6
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = !ishelper&&palno=12
trigger1 = var(31) != gametime+321119
trigger2 = movetype=A&&stateno!=19151&&stateno!=11001&&stateno!=50101&&stateno!=50300&&stateno!=50601&&stateno!=0&&time>=260
trigger3 = (stateno=19151&&time>=428)||(stateno=19201&&time>=428)||(stateno=11001&&time>=395)||(stateno=50101&&time>=395)||(stateno=50300&&time>=395)||(stateno=50601&&time>=375)
trigger4 = alive
trigger4 = movetype=H||(stateno=[5000,5150])||(anim=[5000,5150])
value = 0000002
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999

[State -2]
type = poweradd
triggerall = !ishelper
triggerall = (GameTime%2) = 1
triggerall = stateno != 10001&&stateno!=11001&&stateno!=19151&&stateno!=30051
trigger1 = var(39) != 4 || var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger2 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger3 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger4 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger5 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger6 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger7 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger8 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger9 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger10 = fvar(39) != 6
value = 10;20
ignorehitpause = 1

[State -2]
type = PalFx
triggerall = !ishelper
triggerall = GameTime%30 = 0
trigger1 = var(39) != 4 || var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger2 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger3 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger4 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger5 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger6 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger7 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger8 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger9 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger10 = fvar(39) != 6
add = 0,0,0
sinadd = 150,150,150,30
time = 30
ignorehitpause = 1

[State -2]
type = statetypeset
triggerall = palno = 12
triggerall = !ishelper
triggerall = roundstate = 2
trigger1 = var(39) != 4 || var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger2 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger3 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger4 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger5 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger6 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger7 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger8 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger9 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger10 = fvar(39) != 6 || var(35) = 10;;;;;;
movetype = A
ignorehitpause = 1

[State -2]
type = statetypeset
triggerall = palno = 12
triggerall = !ishelper
triggerall = roundstate >= 3
trigger1 = var(39) != 4 || var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger2 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger3 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger4 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger5 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger6 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger7 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger8 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger9 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger10 = fvar(39) != 6
movetype = I
ignorehitpause = 1


[State -2]
type = varset
triggerall = palno = 12
trigger1 = var(39) != 4 || var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger2 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger3 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger4 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger5 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger6 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger7 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger8 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger9 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger10 = fvar(39) != 6
v = 35
value = 10
ignorehitpause = 1

[State -2]
type = statetypeset
triggerall = palno = 12
triggerall = !ishelper
triggerall = roundstate = 2
trigger1 = var(39) != 4 || var(40) != 5 || var(41) != 6 || var(42) != 7 || var(43) != 8 || var(44) != 9 || var(45) != 0
trigger2 = var(46) != 1 || var(47) != 2 || var(48) != 3 || var(49) != 4 || var(50) != 5 || var(51) != 6
trigger3 = var(52) != 7 || var(53) != 8 || var(54) != 9 || var(55) != 0 || var(56) != 1 || var(57) != 2 || var(58) != 3
trigger4 = fvar(4) != 1 || fvar(5) != 2 || fvar(6) != 3 || fvar(7) != 4 || fvar(8) != 5
trigger5 = fvar(9) != 6 || fvar(10) != 7 || fvar(11) != 8 || fvar(12) != 9 || fvar(13) != 0 || fvar(14) != 1
trigger6 = fvar(15) != 2 || fvar(16) != 3 || fvar(17) != 4 || fvar(18) != 5 || fvar(19) != 6 || fvar(20) != 7
trigger7 = fvar(21) != 8 || fvar(22) != 9 || fvar(23) != 0 || fvar(24) != 1 || fvar(25) != 2 || fvar(26) != 3
trigger8 = fvar(27) != 4 || fvar(28) != 5 || fvar(29) != 6 || fvar(30) != 7 || fvar(31) != 8 || fvar(32) != 9
trigger9 = fvar(33) != 0 || fvar(34) != 1 || fvar(35) != 2 || fvar(36) != 3 || fvar(37) != 4 || fvar(38) != 5
trigger10 = fvar(39) != 6
movetype = A
ignorehitpause = 1

[State -2]
type = statetypeset
triggerall = palno = 12
triggerall = numhelper(100500)
triggerall = helper(100500),fvar(2) = 10
trigger1 = 1
;trigger1 = random = [0,20]
;trigger2 = random = [41,60]
;trigger3 = random = [81,100]
;trigger4 = random = [121,130]
;trigger5 = random = [141,150]
;trigger6 = random = [161,170]
;trigger7 = random = [181,190]
;trigger8 = random = [201,210]
;trigger9 = random = [221,230]
;trigger10 = random = [241,250]
;trigger11 = random = [261,270]
;trigger12 = random = [281,290]
movetype = A
ignorehitpause = 1
;[State -2]
;type = null;statetypeset
;triggerall = palno = 12
;triggerall = numhelper(100500)
;triggerall = helper(100500),fvar(2) = 10
;trigger1 = random = [21,40]
;trigger2 = random = [61,80]
;trigger3 = random = [101,120]
;trigger4 = random = [131,140]
;trigger5 = random = [151,160]
;trigger6 = random = [171,180]
;trigger7 = random = [191,200]
;trigger8 = random = [211,220]
;trigger9 = random = [231,240]
;trigger10 = random = [251,260]
;trigger11 = random = [271,280]
;trigger12 = random = [291,300]
;movetype = I
;ignorehitpause = 1

[State -2]
type = varset
triggerall = palno = 12
triggerall = !ishelper
triggerall = numhelper(100500)
triggerall = helper(100500),fvar(2) = 10
trigger1 = var(35) != 10
trigger1 = roundstate = 2
v = 35
value = 10
ignorehitpause = 1

[State -2]
type = ChangeState
triggerall = !ishelper
triggerall = palno = 12
trigger1 = !alive
trigger1 = stateno != [5000,5150]
trigger1 = stateno != 4
trigger1 = stateno != 04
trigger1 = stateno != 0000002
trigger1 = enemy,alive
value = 5050
persistent = 0
ignorehitpause = 1

;------------------------------
;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
triggerall = !ishelper
trigger1 = var(3) >= 900 || var(3) < 0
value = 20
ignorehitpause = 1

[State -2]
type = assertspecial
triggerall = palno = 12
trigger1 = numhelper(11331)=0;&&helper(11331),var(2) != 100
trigger1 = numhelper(1133110)=0;&&helper(1133110),var(2) != 100
;trigger1 = var(3) >= 100
trigger1 = enemy,life <= lifemax/2
trigger1 = random <= 600
trigger2 = stateno = 50300
ignorehitpause = 1
superMoveTime = 99999999999999
pauseMoveTime = 99999999999999
flag = timerfreeze

[State -2]
type = assertspecial
triggerall = palno = 11
trigger1 = numhelper(100525)
trigger1 = helper(100525),var(1) != 321
trigger1 = enemy,life <= lifemax/2
trigger1 = random <= 600
trigger2 = var(59)
trigger2 = numhelper(100510)
trigger2 = helper(100510),var(58) < 600
ignorehitpause = 1
superMoveTime = 99999999999999
pauseMoveTime = 99999999999999
flag = timerfreeze

[State -2]
type = assertspecial
triggerall = palno = 10
trigger1 = numhelper(11331)=0;&&helper(11331),var(2) != 100
trigger1 = numhelper(1133110)=0;&&helper(1133110),var(2) != 100
trigger1 = enemy,life <= lifemax/2
trigger1 = random <= 600
ignorehitpause = 1
superMoveTime = 99999999999999
pauseMoveTime = 99999999999999
flag = timerfreeze

[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) >= 901 || var(3) < 0
v = 3
value = 900
ignorehitpause = 1;;

[State -2]
type = varset
triggerall = !ishelper
triggerall = !numprojid(7248)
trigger1 = var(9) - enemy,life>=1&&projhit=1,<5
trigger1 = stateno != 50300
trigger2 = var(9) - enemy,life>=1&&projhit=1,<4
trigger2 = var(35) = 10
trigger2 = stateno = 50300
v = 3
value = 0
ignorehitpause = 1;;

[State -2]
type = varadd
triggerall = palno = [11,12]
triggerall = var(3) != 900
triggerall = !ishelper
trigger1 = roundstate = 2
trigger1 = numhelper(100500)
v = 3
value = 1;;;+((helper(100500),var(58)>=600)+((roundno>=2)*1))
ignorehitpause = 1;;

;[State -2]
;type = varadd
;triggerall = palno = 12
;triggerall = roundstate = 2
;triggerall = !ishelper
;triggerall = !numhelper(113550)
;triggerall = stateno != 30051
;riggerall = stateno != 50601
;trigger1 = enemy,life > var(9);;p2life > var(9)
;v = 32
;value = -240
;ignorehitpause = 1
;pausemovetime = 9999999999
;supermovetime = 9999999999

[State -2]
type = null;helper
triggerall = !ishelper
triggerall = stateno != 50300
triggerall = numhelper(50330) = 0
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = numhelper(113550) < 2
triggerall = stateno != 30051
triggerall = stateno != 50601
triggerall =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 = enemy,life > var(9);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 = null;helper
triggerall = !ishelper
triggerall = stateno != 50300
triggerall = numhelper(50330) = 0
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = numhelper(113550) < 2
triggerall = stateno != 30051
triggerall = stateno != 50601
triggerall =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 = enemy,life > var(9);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 = varset
triggerall = !ishelper
trigger1 = 1
v = 9
value = enemy,life;p2life
ignorehitpause = 1

;[State -2]
;type = varadd
;triggerall = palno = 12
;triggerall = roundstate = 2
;triggerall = numhelper(100500)
;triggerall = var(3) = 900
;triggerall = stateno != 11050
;triggerall =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
trigger1 = roundstate = 0
fv = 2
value = 0
ignorehitpause = 1

[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 = parentvarset
trigger1 = ishelper(50110)
trigger1 = var(31) != gametime+321119
trigger1 = movereversed
;;;trigger1 = life = 0
v = 14
value = stateno
ignorehitpause = 0;1

[State -2]
type = parentvarset
trigger1 = ishelper(50110)
trigger1 = var(31) != gametime+321119
trigger1 = (enemy,stateno != 0)&&(enemy,stateno != [10,12])&&(enemy,stateno != [50,52])
trigger1 = enemy,stateno != 20
trigger1 = enemy,stateno != 40
trigger1 = enemy,stateno != 45
trigger1 = enemy,stateno != 100&&(enemy,stateno != [105,106])
trigger1 = enemy,stateno != 110
trigger1 = enemy,stateno != 115
v = 20
value = enemy,anim
ignorehitpause = 1

[State -2]
type = parentvarset
trigger1 = ishelper(50410)
trigger1 = var(31) != gametime+321119
trigger1 = movereversed
v = 21
value = enemy,anim
ignorehitpause = 1

[State -2]
type = parentvarset
trigger1 = ishelper(50410)
trigger1 = var(31) != gametime+321119
trigger1 = movereversed
v = 22
value = stateno
ignorehitpause = 0;1

[State -2];1つはリセットせず保存しとく
type = parentvarset
trigger1 = ishelper(50410)
trigger1 = var(31) != gametime+321119
trigger1 = movereversed
v = 23
value = stateno
ignorehitpause = 0

[State -2]
type = parentvarset
trigger1 = ishelper(50410)
trigger1 = var(31) != gametime+321119
trigger1 = movereversed
v = 24
value = stateno
ignorehitpause = 1

[State -2]
type = parentvarset
trigger1 = ishelper(50310)
trigger1 = var(31) != gametime+321119
;trigger1 = movereversed
v = 25
value = enemy,anim
ignorehitpause = 1

[State -2]
type = parentvarset
trigger1 = ishelper(50310)
trigger1 = var(31) != gametime+321119
trigger1 = movereversed
v = 26
value = stateno
ignorehitpause = 0;1

[State -2]
type = SelfState
trigger1 = ishelper(50410)
trigger1 = var(31) != gametime+321119
value = 50411
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
trigger1 = ishelper(50110)
trigger1 = var(31) != gametime+321119
value = 50112
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
trigger1 = ishelper(50310)
trigger1 = var(31) != gametime+321119
value = 50310
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2];PCイカれる前に…
type = varset
triggerall = !ishelper
trigger1 = p2name = "Chu-goku"
v = 14
value = 80000
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "Kyuketsuki"&&enemy,palno = 11
v = 14
value = 200
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = ""||p2name = "MUAHAHAHAHAHAHAHAHA"
v = 14
value = 944
ignorehitpause = 1

;論外なのかはわからないけど、何しても攻撃が当たらず削ることすらできないため。
;手持ちのが古いのだろうか。見た限りそもそもファントムの仕様じゃ無理なのかも。
[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "Matsugami"
v = 14
value = 20001
ignorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = p2name = "Matsugami"
v = 20
value = 20000
ignorehitpause = 1

[State -2];死ななかったor3回やってひっかかってくれなかったorなんか(AI)
type = varset
triggerall = !ishelper
triggerall = enemy,alive
triggerall = var(59)
trigger1 = p2stateno = var(14)
trigger2 = numhelper(100500)
trigger2 = helper(100500),var(10) = 3
trigger3 = var(14) = [5000,5150] ;不具合防止…になるか
v = 14
value = 0
ignorehitpause = 1

[State -2]
type = null;;;varset
triggerall = !ishelper
triggerall = enemy,alive
triggerall = var(59)
trigger1 = p2stateno = var(14)
trigger2 = numhelper(100500)
trigger2 = helper(100500),var(10) = 3
v = 20
value = 0
ignorehitpause = 1

[State -2];死ななかったor3回やってひっかかってくれなかったorなんか(AI)
type = null;;;varset
triggerall = !ishelper
triggerall = enemy,alive
triggerall = var(59)
trigger1 = p2stateno = var(22);&&!(var(9)-enemy,life>=1)
trigger2 = numhelper(100500)
trigger2 = helper(100500),var(10) = 3
v = 21
value = 0
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
triggerall = enemy,alive
triggerall = var(59)
trigger1 = p2stateno = var(22);&&!(var(9)-enemy,life>=1)
trigger2 = numhelper(100500)
trigger2 = helper(100500),var(10) = 3
trigger3 = var(22) = [5000,5150] ;不具合防止…になるか
v = 22
value = 0
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
triggerall = enemy,alive
triggerall = var(59)
trigger1 = var(23) = [5000,5150] ;不具合防止…になるか
v = 23
value = 0
ignorehitpause = 1

[State -2]
type = varadd
triggerall = !ishelper
trigger1 = palno = 12
trigger1 = roundstate < 3
trigger1 = alive
v = 27
value = 0
gnorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = palno = 12
trigger1 = roundstate < 3
trigger1 = alive
v = 28
value = 0
ignorehitpause = 1


[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate != 2
trigger2 = projcontact = 1
trigger2 = numtarget
trigger2 = target,ishelper = 0
v = 29
value = 0
gnorehitpause = 1
[State -2]
type = varset
triggerall = !ishelper
trigger1 = projcontact = 1
trigger1 = !numtarget
v = 29
value = 1
gnorehitpause = 1


;[State -2]
;type = null;varset
;trigger1 = roundstate = 0
;trigger1 = roundno = 1
;v = 30
;value = 3

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
trigger1 = roundno = 1
v = 39
value = 4
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
trigger1 = roundno = 1
v = 40
value = 5
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
trigger1 = roundno = 1
v = 41
value = 6
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
trigger1 = roundno = 1
v = 42
value = 7
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
trigger1 = roundno = 1
v = 43
value = 8
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
trigger1 = roundno = 1
v = 44
value = 9
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
trigger1 = roundno = 1
v = 45
value = 0
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
trigger1 = roundno = 1
v = 46
value = 1
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
trigger1 = roundno = 1
v = 47
value = 2
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
trigger1 = roundno = 1
v = 48
value = 3
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
trigger1 = roundno = 1
v = 49
value = 4
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
trigger1 = roundno = 1
v = 50
value = 5
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
trigger1 = roundno = 1
v = 51
value = 6
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
trigger1 = roundno = 1
v = 52
value = 7
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
trigger1 = roundno = 1
v = 53
value = 8
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
trigger1 = roundno = 1
v = 54
value = 9
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
trigger1 = roundno = 1
v = 55
value = 0
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
trigger1 = roundno = 1
v = 56
value = 1
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
trigger1 = roundno = 1
v = 57
value = 2
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
trigger1 = roundno = 1
v = 58
value = 3
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 4
value = 1
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 5
value = 2
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 6
value = 3
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 7
value = 4
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 8
value = 5
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 9
value = 6
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 10
value = 7
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 11
value = 8
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 12
value = 9
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 13
value = 0
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 14
value = 1
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 15
value = 2
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 16
value = 3
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 17
value = 4
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 18
value = 5
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 19
value = 6
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 20
value = 7
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 21
value = 8
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 22
value = 9
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 23
value = 0
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 24
value = 1
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 25
value = 2
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 26
value = 3
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 27
value = 4
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 28
value = 5
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 29
value = 6
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 30
value = 7
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 31
value = 8
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 32
value = 9
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 33
value = 0
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 34
value = 1
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 35
value = 2
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 36
value = 3
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 37
value = 4
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 38
value = 5
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 39
value = 6
ignorehitpause = 1

[State -2]
type = posset
triggerall = !ishelper
triggerall = palno != [10,11]
trigger1 = pos Y > 40
y = 0
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
fv = 3
value = 0
ignorehitpause = 1

[State -2]
type = varset
triggerall = palno = 12
triggerall = !ishelper
trigger1 = fvar(3) >= 8000 || fvar(3) <= -1
fv = 3
value = 0

[State -2]
type = varadd
triggerall = palno = 12
triggerall = !ishelper
triggerall = roundstate = 2
triggerall = stateno != 50300
trigger1 = 1
fv = 3
value = 1

[State -2]
type = lifeadd
triggerall = palno = 12
triggerall = !ishelper
triggerall = roundstate = 2
triggerall = var(35) != 10
triggerall =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) = 8000
value = lifemax/2
kill = 0
ignorehitpause = 1


[State -2]
type = varset
triggerall = !ishelper
triggerall = palno = 12
trigger1 = var(31) != gametime+321119
v = 42
value = 8
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
triggerall = palno = 12
trigger1 = var(31) != gametime+321119
v = 43
value = 2
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
triggerall = palno = 12
trigger1 = var(31) != gametime+321119
v = 44
value = 4
ignorehitpause = 1



[State -2]
type = varset
triggerall = !ishelper
triggerall = palno = 12
trigger1 = loseko&&life>0
v = 39
value = 0
ignorehitpause = 1

[State -2]
type = varset
triggerall = !ishelper
triggerall = palno = 12
trigger1 = loseko&&life>0
v = 40
value = 3

[State -2]
type = varset
triggerall = !ishelper
triggerall = palno = 12
trigger1 = loseko&&life>0
v = 41
value = 4

;-----------------------------------
[State -2]
type = PlaySnd
triggerall = name != "Phantom Mizuchi JP"
trigger1 = roundstate >= 2&&time=30
value = 2000,2
freqmul = 1.3+((random%8)*0.1)


[State -2]
type = ChangeState
triggerall = name != "Phantom Mizuchi JP"&&stateno!=171010
trigger1 = roundstate >= 2&&time>=60
value = 50510



[State -2]
type = Helper
triggerall = !ishelper
triggerall = roundstate < 2&&numhelper(30100)<5&&(palno=11||palno=12)
trigger1 = p2name = "F1" || p4name = "F1"
ID = 30100
name = "30100"
stateno = 30100
pos = 0,999999999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State -2]
type = Helper
triggerall = !ishelper
triggerall = roundstate < 2&&numhelper(30100)<5&&(palno=11||palno=12)
trigger1 = p2name = "F1" || p4name = "F1"
ID = 30100
name = "30100"
stateno = 30100
pos = 0,999999999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State -2]
type = Helper
triggerall = !ishelper
triggerall = roundstate < 2&&numhelper(30100)<5&&(palno=11||palno=12)
trigger1 = p2name = "F1" || p4name = "F1"
ID = 30100
name = "30100"
stateno = 30100
pos = 0,999999999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State -2]
type = Helper
triggerall = !ishelper
triggerall = roundstate < 2&&numhelper(30100)<5&&(palno=11||palno=12)
trigger1 = p2name = "F1" || p4name = "F1"
ID = 30100
name = "30100"
stateno = 30100
pos = 0,999999999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State -2]
type = Helper
triggerall = !ishelper
triggerall = roundstate < 2&&numhelper(30100)<5&&(palno=11||palno=12)
trigger1 = p2name = "F1" || p4name = "F1"
ID = 30100
name = "30100"
stateno = 30100
pos = 0,999999999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1


[State -2]
type = helper
triggerall = !ishelper
triggerall = roundstate <2&&(palno =11||palno=12)
trigger1 = p2name = "F1" || p4name = "F1"
id = 301000
name = "kill"
pos = 0,1000
postype = P1
stateno = 301000
helpertype = normal;player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State -2]
type = null;helper
triggerall = !ishelper
triggerall = roundstate = 2&&(palno = 11 || palno = 12)
triggerall = numhelper(301000) = 0
trigger1 = p2name = "F1" || p4name = "F1"
id = 301000
name = "kill"
pos = 0,1000
postype = P1
stateno = 301000
helpertype = normal;player
keyctrl = 0
ownpal = 1
ignorehitpause = 1



[State -2]
type = Helper
triggerall = roundstate = 2
triggerall = numhelper(30100) < 5
trigger1 = (palno = 11||palno=12)&&numenemy
trigger1 = p2name = "F1" || p4name = "F1"
ID = 30100
name = "f1kill"
stateno = 30100
pos = 0,999999999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State -2]
type = Helper
triggerall = roundstate = 2
triggerall = numhelper(3010000) < 2
trigger1 = (palno=11||palno=12)&&numenemy
trigger1 = p2name = "F1" || p4name = "F1"
ID = 3010000
name = "3010000"
stateno = 3010000
pos = 0,899999999+99999999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State -2]
type = Helper
triggerall = roundno = 1
triggerall = roundstate < 2
triggerall = numhelper(3010000) < 2
trigger1 = (palno=11||palno=12)&&numenemy
trigger1 = p2name = "F1" || p4name = "F1"
ID = 3010000
name = "3010000"
stateno = 3010000
pos = 0,899999999+99999999
postype = p1
facing = 1
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1


[State -2];色
type = PalFx
triggerall = !ishelper
triggerall = numhelper(100510)
triggerall = palno = 11
triggerall = roundstate >= 0
triggerall =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
trigger1 = helper(100510),var(5) = 0
add = 0,0,0
sinadd = 100,100,100,80
time = 80
ignorehitpause = 1
[State -2];色
type = PalFx
triggerall = !ishelper
triggerall = numhelper(100510)
triggerall = palno = 11
triggerall = roundstate >= 0
triggerall =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
trigger1 = helper(100510),var(5) > 0
add = 0,256,256
sinadd = 0,256,256,80
time = 80
ignorehitpause = 1
[State -2]
type = lifeset
triggerall = palno = 11
triggerall = !ishelper
trigger1 = roundstate = 2
trigger1 = var(32) = 1200
trigger1 = var(3) != 900
value = 0

[State -2]
type = varadd
triggerall = var(59)
triggerall = palno = 11
triggerall = numhelper(100510)
triggerall = roundstate = 2
triggerall = var(32) != 1200
triggerall = !ishelper
triggerall =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(100510),GetHitVar(damage) <= 99
trigger1 = helper(100510),GetHitVar(damage) >= 1
trigger1 = var(32) <= 1000
trigger1 = enemy,life != 0
trigger1 = helper(100510),var(58) > 600
v = 32
value = 20
[State -2]
type = varadd
triggerall = !var(59)
triggerall = palno = 11
triggerall = numhelper(100510)
triggerall = roundstate = 2
triggerall = var(32) != 1200
triggerall = !ishelper
triggerall =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(100510),GetHitVar(damage) <= 99
trigger1 = helper(100510),GetHitVar(damage) >= 1
trigger1 = var(32) <= 1000
trigger1 = enemy,life != 0
v = 32
value = 20
[State -2]
type = varadd
triggerall = palno = 11
triggerall = numhelper(100510)
triggerall = roundstate = 2
triggerall = var(32) != 1200
triggerall = !ishelper
triggerall =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(100510),GetHitVar(damage) <= 99
trigger1 = helper(100510),GetHitVar(damage) >= 1
trigger1 = var(32) >= 1000
trigger1 = enemy,life < lifemax/2
trigger1 = enemy,life != 0
trigger1 = var(3) != 900
v = 32
value = 10
[State -2]
type = varadd
triggerall = palno = 11
triggerall = numhelper(100510)
triggerall = roundstate = 2
triggerall = !ishelper
triggerall = var(32) != 1200
triggerall = numhelper(100510)
triggerall =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(100510),var(5) > 0
trigger1 = (gametime%100) = 1
v = 32
value = -10

[State -2]
type = varset
triggerall = var(59)
triggerall = palno = 11
trigger1 = numhelper(100510)
v = 59
value = 1
[State -2]
type = varset
triggerall = palno = 11
triggerall = numhelper(100510)
trigger1 = helper(100510),var(3) = 1
v = 59
value = 1

[State 10050];アーマ11
type = null;lifeadd
triggerall = palno = 11
triggerall = roundstate = 2
triggerall = numhelper(100510)
trigger1 = helper(100510),GetHitVar(damage) <= 99
trigger1 = helper(100510),GetHitVar(damage) >= 1
value = -10
absolute = 1
[State 10050];アーマ11
type = lifeadd
triggerall = palno = 11
triggerall = roundstate = 2
triggerall = numhelper(100510)
trigger1 = !var(59)
trigger1 = life > 200
trigger1 = var(37) > 350
trigger1 = (gametime%10)= 0
trigger2 = var(59)
trigger2 = life > 200
trigger2 = var(37) > 350
trigger2 = (gametime%10)= 0
trigger2 = helper(100510),var(58) > 600
value = -2
absolute = 1
kill = 0
[State 10050]
type = lifeadd
triggerall = palno = 11
triggerall = roundstate = 2
triggerall = numhelper(100510)
trigger1 = life <= 100
trigger1 = var(32) != 1200
value = 80
kill = 0
[State 10050]
type = lifeadd
triggerall = palno = 11
triggerall = roundstate = 2
triggerall = numhelper(100510)
trigger1 = life = 200
trigger1 = stateno = 154
trigger1 = var(32) != 1200
trigger1 = command = "z"
value = -50
kill = 0
[State 10050]
type = lifeadd
triggerall = palno = 11
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = numhelper(100510)
trigger1 = life < 200
trigger1 = stateno = 154
trigger1 = var(32) != 1200
trigger1 = command = "z"
value = 10
kill = 0
[State 10050]
type = lifeadd
triggerall = palno = 11
;triggerall = !var(59)
triggerall = roundstate = 2
triggerall = numhelper(100510)
trigger1 = helper(100510),GetHitVar(damage) <= 99
trigger1 = helper(100510),GetHitVar(damage) >= 1
trigger1 = var(32) != 1200
trigger1 = life < 200
trigger1 = life > 160
value = -10
kill = 0
[State 10050]
type = poweradd
triggerall = palno = 11
triggerall = roundstate = 2
triggerall = numhelper(100510)
trigger1 = helper(100510),var(5) = 649
value = -2000
[state -2]
type = varadd
triggerall = palno = 11
triggerall = numhelper(100510)
trigger1 = helper(100510),var(5) = 649
var(36) = -2000
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = palno = 11
triggerall = roundstate = 2
triggerall = numhelper(100510)
trigger1 = helper(100510),var(1)-life>50;lifemax*0.1
trigger1 = var(32) != 1200
value=(helper(100510),var(1)-life)
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999

[State -2]
type = lifeset
triggerall = palno = 11
triggerall = alive
trigger1 = roundstate != 2
trigger1 = enemy,alive = 1
value = lifemax
ignorehitpause = 1

[State 50210]
type = HitBy
triggerall = !ishelper
triggerall = numhelper(100510)
triggerall = palno = 11
trigger1 = helper(100510),var(4) = 0
value = C,HP
value2 = C,HP
time = 2
ignorehitpause = 1
[State 50210]
type = HitBy
triggerall = !ishelper
triggerall = numhelper(100510)
triggerall = palno = 11
trigger1 = var(31) != gametime+321119
value = SCA,AA,AT,AP
value2 = SCA,AA,AT,AP
time = 2
ignorehitpause = 1
[State -2]
type = posset
triggerall = palno = 11
trigger1 = numhelper(100510)
trigger1 = helper(100510),var(4) > 0
y = 899999999+99999999
ignorehitpause = 1
[State -2]
type = posset
triggerall = palno = 11
trigger1 = numhelper(100510)
trigger1 = helper(100510),var(4) = 0
y = 0
ignorehitpause = 1

[State -2]
type = selfstate
triggerall = palno = 11&&!ishelper
trigger1 = !var(59)
trigger1 = stateno=155&&command="start"
trigger2 = roundstate >= 3
value = 151
ignorehitpause = 1
[State -2]
type = selfstate
triggerall = palno = 11&&!ishelper
trigger1 = stateno!=151&&stateno!=154&&stateno!=155
trigger2 = stateno=151&&command="start"
value = 154
ignorehitpause = 1
[State -2]
type = selfstate
triggerall = !var(59)
triggerall = palno = 11&&!ishelper
trigger1 = stateno=154&&command="start"
value = 155
ignorehitpause = 1

[State -2]
type = selfstate
triggerall = var(59)
triggerall = numhelper(100510)
triggerall = roundstate = 2
triggerall = palno = 11&&!ishelper
trigger1 = stateno != 155
trigger1 = helper(100510),var(10) > 0
trigger2 = stateno != 155
trigger2 = numhelper(100526)
trigger2 = helper(100526),var(0) > 0
value = 155
ignorehitpause = 1

[State -2]
type = parentvarset
trigger1 = ishelper(100523)
trigger1 = var(31) != gametime+321119
trigger1 = life = 0
v = 14
value = stateno
ignorehitpause = 1

[State -2]
type = parentvarset
trigger1 = ishelper(100523)
trigger1 = var(31) != gametime+321119
;trigger1 = life = 0 ;支障はなさげ
v = 20
value = enemy,anim
ignorehitpause = 1

[State -2]
type = parentvarset
trigger1 = ishelper(100524)
trigger1 = var(31) != gametime+321119
trigger1 = movereversed
v = 21
value = enemy,anim
ignorehitpause = 1

[State -2]
type = parentvarset
trigger1 = ishelper(100524)
trigger1 = var(31) != gametime+321119
trigger1 = movereversed
v = 22
value = stateno
ignorehitpause = 0;1

[State -2];1つはリセットせず保存しとく
type = parentvarset
trigger1 = ishelper(100524)
trigger1 = var(31) != gametime+321119
trigger1 = movereversed
v = 23
value = stateno
ignorehitpause = 0

[State -2]
type = SelfState
trigger1 = ishelper(100523)
trigger1 = var(31) != gametime+321119
value = 1005232
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
trigger1 = ishelper(100524)
trigger1 = var(31) != gametime+321119
value = 1005242
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
trigger1 = ishelper(505010)
value = 50501
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 50110]
type = lifeset
triggerall = ishelper(100523)
trigger1 = life = 0
value = lifemax
ignorehitpause = 1

[State -2]
type = SelfState
triggerall = ishelper(50515)
trigger1 = var(31) != gametime+321119
value = 50516
ignorehitpause = 1

;[State 50210]
;type = null;NotHitBy
;triggerall = !ishelper
;triggerall = numhelper(100510)
;triggerall = palno = 11
;trigger1 = helper(100510),var(4) = 0
;value = SCA,AA,AT,AP
;time = 2
;ignorehitpause = 1

;[State 11331]
;type = ReversalDef
;trigger1 = 1
;reversal.attr = SCA,AA,AT,AP
;priority = 7, Hit
;pausetime = 0,9999999999999999999999999999999999
;p1stateno = 1133130
;numhits = 0
;p2getp1state = 0
;ignorehitpause = 1

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

[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
triggerall = !ishelper
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

[State a] 
type = null;afterimage
triggerall = palno = [11,12]
triggerall = stateno != 191;190
triggerall = stateno != 171000
triggerall = stateno != 171010
triggerall = stateno !=171020
trigger1 = roundstate > 0&&!ishelper
trigger1 = time = 0;trigger1 = GameTime%80 = 0
;trans = add
palcolor = 0
palcontrast =  0,0,0
palbright = 256,256,256
;palpostbright = 
;paladd = 
;palmul = 
time    =  -1
length  = 13
timegap = 1
framegap = 1

[State a] 
type = afterimage
triggerall = palno = 12
triggerall = stateno != 171020
triggerall = !ishelper
trigger1 = time = 0
trigger1 = var(3) = 900
;;trigger1 = numhelper(11355) = 0
;trigger1 = numhelper(113550) = 0
trans = add
palcontrast =  50,0,50
palbright = 0,0,0
time    =  -1
length  = 13
timegap = 1
framegap = 1
[state a];
type = afterimagetime
triggerall = palno = 12
triggerall = !ishelper
triggerall = stateno != [700,701]
triggerall = stateno != 50
trigger1 = var(3) != 900
trigger2 = roundstate >= 4
time = 0

[State a] 
type = afterimage
triggerall = palno = 10
triggerall = stateno != 171020
triggerall = !ishelper
trigger1 = time = 0
trans = add
palcontrast =  256,0,256
palbright = 0,0,0
time    =  -1
length  = 13
timegap = 1
framegap = 1

[state a];
type = afterimagetime
triggerall = palno = 10
trigger1 = !alive
trigger2 = stateno = 171020
trigger3 = roundstate >= 4
time = 0

[state a];
type = null;afterimagetime
trigger1 = numhelper(11355) = 0
trigger2 = numhelper(113550) = 0
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
triggerall = palno != [10,12]
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

[State a] 
type = afterimage
triggerall = palno = [10,12]
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(15) >= 1
trans = add
time = 30
palcontrast =  256,0,256
palbright = 0,0,0
time    =  -1
length  = 13
timegap = 1
framegap = 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

