;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;立ち
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 0]
type = S
physics = S
sprpriority = 0

[state 0]
type = destroyself
trigger1 = ishelper

[state a]
type = turn
triggerall = name = "The Will Of Universe"
triggerall = time = 0
triggerall = prevstateno = 20
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[State 0]
type = ChangeAnim
triggerall = name = "The Will Of Universe"
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0]
type = VelSet
triggerall = name = "The Will Of Universe"
trigger1 = Time = 0
y = 0

[State 0]
type = VelSet
triggerall = name = "The Will Of Universe"
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0]
type = lifeset
trigger1 = name != "The Will Of Universe"
ignorehitpause = 1
value = 0

[State 0]
type = powerset
trigger1 = name != "The Will Of Universe"
ignorehitpause = 1
value = 0

[State 0]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
value = 0

[State 0]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
fvalue = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(1) = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(2) = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(3) = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(4) = 0
IgnoreHitPause = 1

[State 0]
type = changeanim
triggerall = name != "The Will Of Universe"
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 0]
type = statetypeset
trigger1 = name != "The Will Of Universe"
value = S
physics = N

[State 0]
type = VelSet
trigger1 = name != "The Will Of Universe"
x = 0
y = 0

[State 0]
type = CtrlSet
triggerall = name != "The Will Of Universe"
trigger1 = alive
value = 0

[State 0]
type = AssertSpecial
trigger1 = name != "The Will Of Universe" && !alive
flag = invisible

[State 0]
type = ChangeState
triggerall = name != "The Will Of Universe"
trigger1 = alive && time >= 20
value = 13121

[State 0]
type = ChangeState
triggerall = name != "The Will Of Universe"
trigger1 = !alive
value = 104010

[State 0]
type = ChangeState
triggerall = name = "The Will Of Universe"
trigger1 = !alive
value = 5050

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;ジャンプスタート
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;ダッシュ
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 101]
type    = S
physics = S
anim = 101
sprpriority = 1

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

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

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;ステップ
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 101]
type    = S
physics = S
ctrl = 0
anim = 101
velset = 0,0

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

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

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;着地
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 103]
type    = S
physics = N
ctrl = 0
anim = 103
velset = 0,0

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

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

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;バックステップ
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 105]
type    = S
physics = S
ctrl = 0
anim = 104
velset = 0,0

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

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

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;着地
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 107]
type    = S
physics = N
ctrl = 0
anim = 106
velset = 0,0

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

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

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;SGUARDHIT (shaking)
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 150]
type    = S
movetype= I
physics = N
velset = 0,0

[state 150]
type = destroyself
trigger1 = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;タイムオーバー
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

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

[State 170]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover

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

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

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

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;勝った動作
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

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

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

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

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

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

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

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

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;勝った動作
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 187]
type = S
ctrl = 0
anim = 183
velset = 0,0

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

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

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

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

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

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;登場
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0

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

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

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

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

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

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;挑発の動作
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 60
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 240]
type = Explod
trigger1 = animelem = 4
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 240]
type = PlaySnd
trigger1 = animelem = 4
value = 2562, 11

[State 240]
type = Envcolor
trigger1 = projhit35600 >= 1
ignorehitpause = 1
value = 255, 0, 0
time = 1
under = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 240]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 240]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.4

[State 240]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 2

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

[state 240]
type = posadd
trigger1 = animelem = 3
x = 4

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

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

[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 60
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 245]
type = Explod
trigger1 = animelem = 4
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 245]
type = PlaySnd
trigger1 = animelem = 4
value = 2562, 11

[State 245]
type = Envcolor
trigger1 = projhit35600 >= 1
ignorehitpause = 1
value = 255, 0, 0
time = 1
under = 1
supermove = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 245]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 245]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.4

[State 245]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 2

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

[state 245]
type = posadd
trigger1 = animelem = 3
x = 4

[State 245]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 60
ctrl = 0
anim = 640
sprpriority = 2

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

[State 640]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

[State 640]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 10

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[state 1]
type = changestate
trigger1 = ishelper
value = 2999900
IgnoreHitPause = 1

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
value = 0
IgnoreHitPause = 1

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(4) = 0
IgnoreHitPause = 1

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

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

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

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

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

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

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

[state 1]
type = changestate
trigger1 = ishelper
value = 2999900
IgnoreHitPause = 1

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
value = 0
IgnoreHitPause = 1

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(4) = 0
IgnoreHitPause = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 0]
type = Explod
trigger1 = time >= 0
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 50,-96
random = 40,100
bindtime = 1
under = 0
ownpal = 1
vel = 4 + (random%4),-2 + (random%4)
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = Animelem = 7
trigger2 = Animelem = 9
id = 22133
anim = 22133
sprpriority = 5
postype = p1
pos = 50,-96
bindtime = -1
under = 0
ownpal = 1
scale = 0.1,0.5
ignorehitpause = 1

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

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

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

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

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

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

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

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

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

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

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

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


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


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

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

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

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

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

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

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

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

[State 0]
type = Explod
trigger1 = time >= 0
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 50,-96
random = 40,100
bindtime = 1
under = 0
ownpal = 1
vel = 4 + (random%4),-2 + (random%4)
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = Animelem = 7
trigger2 = Animelem = 9
id = 22133
anim = 22133
sprpriority = 5
postype = p1
pos = 50,-96
bindtime = -1
under = 0
ownpal = 1
scale = 0.1,0.5
ignorehitpause = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 1]
type = Explod
trigger1 = time >= 0
trigger1 = gametime%2 = 0
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5
[State 1]
type = Explod
trigger1 = time >= 0
trigger1 = gametime%2 = 0
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1

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

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

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

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


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


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

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

[State 0]
type = Explod
trigger1 = Animelem = 4
trigger2 = Animelem = 6
id = 22133
anim = 22133
sprpriority = 5
postype = p1
pos = 50,-95
bindtime = -1
under = 0
ownpal = 1
scale = 0.1,0.5
ignorehitpause = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 1]
type = Explod
trigger1 = time >= 0
trigger1 = gametime%4 = 0
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,0
random = 30,30
removetime = 35
vel = -4 + (random%8),-4 + (random%8)
facing = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5
[State 1]
type = Explod
trigger1 = time >= 0
trigger1 = gametime%4 = 0
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,0
random = 30,30
removetime = 35
vel = -3 + (random%6),-3 + (random%6)
facing = -1
ownpal = 1
ontop = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 1]
type = Explod
trigger1 = time >= 0
trigger1 = gametime%4 = 0
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,0
random = 30,30
removetime = 35
vel = -4 + (random%8),-4 + (random%8)
facing = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5
[State 1]
type = Explod
trigger1 = time >= 0
trigger1 = gametime%4 = 0
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,0
random = 30,30
removetime = 35
vel = -3 + (random%6),-3 + (random%6)
facing = -1
ownpal = 1
ontop = 1

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

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

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

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

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

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

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

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

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

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


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


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

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

[State 0]
type = Explod
trigger1 = Animelem = 4
trigger2 = Animelem = 6
id = 22133
anim = 22133
sprpriority = 5
postype = p1
pos = 50,-95
bindtime = -1
under = 0
ownpal = 1
scale = 0.1,0.5
ignorehitpause = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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


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

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

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

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

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

[state a]
type = varset
triggerall = var(30) != 1
triggerall = time = 0
trigger1 = command = "b"
trigger1 = prevstateno != 1450
v = 5
value = 3

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

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

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

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

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

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "b"
v = 5
value = 3

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

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

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

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

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

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

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

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = (command = "x")||(command = "a")||(command = "y")||(command = "b")||(command = "z")
v = 7
value = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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


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

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

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

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

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

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

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

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


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


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

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

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

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

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

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

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

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

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

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

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

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

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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 瞬間移動
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 1800]
type = A
ctrl = 0
anim = 1888
velset = 0,0

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

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

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

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

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "b"
trigger1 = time = 0
v = 5
value = 3

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

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

[State 1]
type = varrandom
triggerall = var(30) = 1
trigger1 = time = 0
trigger1 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
range = 0,3
v = 5

[state a]
type = varset
triggerall = var(30) = 1
trigger1 = time = 0
trigger1 = Enemy,NumHelper = 0 && Enemy,NumProj = 0
v = 5
value = 5

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2562,20

[State 0]
type = Explod
triggerall = pos Y >= 0
trigger1 = time = 0
id = 2553
anim = 2553
sprpriority = 0
postype = p1
pos = 0,0
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = time = 0
id = 22184
anim = 22184
sprpriority = 5
postype = p1
pos = 0,-75
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = time >= 0
trigger1 = time <= 10
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -4 + (random%8),-4 + (random%8)
facing = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = time >= 0
trigger1 = time <= 10
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -3 + (random%6),-3 + (random%6)
facing = -1
ownpal = 1
ontop = 1
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = time >= 0
trigger1 = time <= 10
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
ignorehitpause = 1

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 0
x = -120

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 1
x = -50

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 2
x = 50

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 3
x = 120

[state a]
type = posset
triggerall = animtime = 0
trigger1 = var(5) = 4
trigger2 = var(5) = 5
x = enemy,pos x

[state a]
type = changestate
trigger1 = animtime = 0
value = 1805

;==========================================================================================
;==========================================================================================
; 瞬間移動終わり
;==========================================================================================
;==========================================================================================

[Statedef 1805]
type = S
ctrl = 0
anim = 1889
velset = 0,0

[State a]
type = NotHitBy
triggerall = var(1) = 1
trigger1 = animelem = 7,<=6
value = SCA

[State a]
type = NotHitBy
triggerall = var(1) != 1
trigger1 = animelem = 3,<=2
value = SCA

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2562,20

[State 1400] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[State 0]
type = Explod
triggerall = pos Y >= 0
trigger1 = time = 0
id = 2553
anim = 2553
sprpriority = 0
postype = p1
pos = 0,0
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = time = 0
id = 22184
anim = 22184
sprpriority = 5
postype = p1
pos = 0,-75
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = time >= 0
trigger1 = time <= 10
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -4 + (random%8),-4 + (random%8)
facing = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = time >= 0
trigger1 = time <= 10
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -3 + (random%6),-3 + (random%6)
facing = -1
ownpal = 1
ontop = 1
ignorehitpause = 1
[State 0]
type = Explod
trigger1 = time >= 0
trigger1 = time <= 10
id = 22131
anim = 22131
sprpriority = 5
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
ignorehitpause = 1

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 4
x = -20

[state a]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 5
x = 20

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

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

[Statedef 2793]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 8
poweradd= 0
sprpriority = 9
anim = 22131
ctrl = 0

[State 2793]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2793]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2793]
type = Trans
trigger1 = 1
trans = add
alpha = 250,250

[state 2793]
type = velset
trigger1 = time = 0
y = -3

[state 2793]
type = destroyself
trigger1 = time >= 30

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

[Statedef 2794]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 8
poweradd= 0
sprpriority = 9
anim = 22131
ctrl = 0

[State 2793]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2793]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2793]
type = Trans
trigger1 = 1
trans = add
alpha = 250,250

[state 2795]
type = null;velset
trigger1 = time = [0,14]
x = -0.5

[state 2795]
type = null;velset
trigger1 = time = [15,30]
x = -6

[state 2795]
type = velset
trigger1 = time = 0
x = -5

[State 1414]
type = veladd
trigger1 = Time > 0
y = -1 + (random%3)

[state 2793]
type = destroyself
trigger1 = time >= 30

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

[Statedef 2795]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 8
poweradd= 0
sprpriority = 99
anim = 22131
ctrl = 0

[State 2793]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2793]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2793]
type = Trans
trigger1 = 1
trans = add
alpha = 250,250

[state 2795]
type = velset
trigger1 = time = 0
x = 8

[State 1414]
type = veladd
trigger1 = Time > 0
y = -2 + (random%5)

[state 2793]
type = destroyself
trigger1 = time >= 30

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;ハイパーアーマー
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 188888]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22120
ownpal = 1

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

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

[State 1]
type = ChangeAnim
trigger1 = 1
value = root,Anim
elem = root,AnimElemNo(0)
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

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

[state 1]
type = nothitby
trigger1 = roundstate != 2
trigger2 = root,stateno = [22115,22117]
trigger3 = root,stateno = 1450
trigger4 = root,stateno = 1301
trigger5 = root,stateno = 1800
trigger6 = root,stateno = [2300,2302]
trigger7 = root,stateno = 2400
trigger8 = root,stateno = [22075,22077]
trigger9 = root,stateno = 3250
trigger10= root,stateno = [2200,2210]
value = SCA
ignorehitpause = 1

[State 1]
type = NotHitBy
trigger1 = root,palno = [7,11]
trigger1 = time <= 30
trigger2 = root,palno = 12
trigger2 = time <= 60
value = SCA
ignorehitpause = 1

[State 0]
type = lifeadd
trigger1 = 1
value = lifemax
kill = 0
ignorehitpause = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;バリア
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 288888]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22132
ownpal = 1

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

[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = s22133
hitsound = s2562,31
p2stateno = IfElse((root,var(29)>=1),103999,13121)
getpower = (Const(data.power))/8
ignorehitpause = 1

[State 1]
type = HitDef
trigger1 = root,var(54) > 100
trigger1 = root,fvar(35) < 2000
trigger1 = gametime%10 = 0
attr = S,NA
hitflag = 
sparkno = -1
hitsound = -1
numhits = 0
ignorehitpause = 1

[state 1]
type = targetstate
triggerall = numtarget
trigger1 = target,ishelper
value = 2999900
ignorehitpause = 1

[state 1]
type = targetdrop
triggerall = numtarget
trigger1 = root,alive = 0
trigger2 = target,ishelper
ignorehitpause = 1

[state 1]
type = targetstate
triggerall = numtarget && root,var(29) <= 1
trigger1 = movehit = 1
trigger1 = target,stateno != 10380
trigger1 = target,stateno != 13121
value = 13121
ignorehitpause = 1
[state 1]
type = targetstate
triggerall = numtarget && root,var(29) >= 1
trigger1 = movehit = 1
trigger1 = target,stateno != [103999,104006]
value = 103999
ignorehitpause = 1
[state 1]
type = targetstate
triggerall = numtarget
trigger1 = root,var(29) >= 1 && enemy,life <= enemy,lifemax*0.3
trigger2 = root,var(29) >= 1 && roundstate >= 3
value = 5150
ignorehitpause = 1

[State 1]
type = targetLifeAdd
triggerall = root,fvar(35)>=2000&&(root,var(30)!=1||root,var(30)!=0&&root,fvar(28)=0)
triggerall = numtarget
trigger1 = (gametime%10) = 1
value = -(enemy,lifemax*(0.004+((enemy,movetype=A)*0.02)))
absolute = 1
ignorehitpause = 1
[State 1]
type = targetLifeAdd
triggerall = numtarget
trigger1 = enemy,life <= enemy,lifemax*0.3
trigger2 = root,var(29) >= 1 && roundstate >= 3
value = -9999999999
absolute = 1
ignorehitpause = 1

[state 0]
type = parentvarset
trigger1 = RoundState <= 2 && root,anim = 0 && root,ctrl = 0 && root,var(54) <= 40
trigger1 = movehit = 1
fv = 25
value = 1
ignorehitpause = 1

[State 0]
type = lifeadd
trigger1 = 1
value = lifemax
kill = 0
ignorehitpause = 1

[State 1]
type = ChangeState
trigger1 = (root,stateno=22050||root,stateno=2205)
value = 288890+(root,stateno=2205)
ignorehitpause = 1

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

[Statedef 288890]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22177
ownpal = 1

[State 1]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg

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

[state 1]
type = varset
triggerall = numtarget
trigger1 = numtarget&&target,ishelper=0||root,fvar(20)!=0
v = 10
value = (RoundState<=2)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = varset
trigger1 = root,fvar(38)=2
trigger1 = root,time<150&&enemy,movereversed
trigger2 = root,time>=150
v = 11
value = (root,time<150)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = s22133
hitsound = s2562,31
p2stateno = 169995

[State 1]
type = AttackDist
trigger1 = 1
value = 0

[state 1]
type = targetdrop
triggerall = numtarget
trigger1 = target,ishelper

[State 1]
type = targetpowerAdd
triggerall = numtarget
trigger1 = 1
value = -(enemy,Const(data.power))
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = targetLifeAdd
triggerall = numtarget
trigger1 = (gametime%(1+((root,time<150)*3)))=1
value = -9999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = targetstate
triggerall = numtarget
trigger1 = root,stateno=22050&&root,time>=150
value = 169995
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = targetstate
triggerall = numtarget
trigger1 = var(11)!=0&&root,fvar(38)=2
trigger1 = enemy,alive&&root,time<150
value = 169995
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Projectile
trigger1 = root,palno=12&&root,stateno=22050&&(root,time=[30,170])&&var(10)!=0
trigger1 = (GameTime%6)=1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
numhits = 0
damage    = 21474836
getpower = 0,0
givepower = -(enemy,Const(data.power))
hitflag = MAFD
guardflag = 
pausetime = 2,1
guard.pausetime = 2,1
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -0.2,-0.5
air.velocity = -0.2,-0.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000
ignorehitpause = 1

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

[State 0]
type = lifeadd
trigger1 = 1
value = lifemax
kill = 0
ignorehitpause = 1

[State 1]
type = ChangeState
trigger1 = root,stateno != 22050
value = 288888

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

[Statedef 288891]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22177
ownpal = 1

[State 1]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

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

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

[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = s22133
hitsound = s2562,31
p2stateno = 2636

[State 1]
type = AttackDist
trigger1 = 1
value = 0

[state 1]
type = targetdrop
triggerall = numtarget
trigger1 = target,ishelper

[State 1]
type = targetpowerAdd
triggerall = numtarget
trigger1 = 1
value = -(enemy,Const(data.power))
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = targetLifeAdd
triggerall = numtarget
trigger1 = root,stateno=2205&&(root,time=[20,220])
value = -9999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = targetstate
triggerall = numtarget
trigger1 = root,stateno=2205&&(root,time=[20,220])&&(GameTime%3) = 1
value = 2636
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

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

[State 0]
type = lifeadd
trigger1 = 1
value = lifemax
kill = 0
ignorehitpause = 1

[State 1]
type = ChangeState
trigger1 = root,stateno != 2205
value = 288888


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;相手状態
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 103999]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = -2,-6

[state 1]
type = changestate
trigger1 = ishelper
value = 2999900
IgnoreHitPause = 1

[State 1]
type = lifeadd
triggerall = prevstateno != [19000,19035]
trigger1 = time = 0
ignorehitpause = 1
value = -(Ceil(0.1 * Const(data.life)))
absolute = 1

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
value = 0
IgnoreHitPause = 1

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(4) = 0
IgnoreHitPause = 1

[state a]
type = destroyself
trigger1 = ishelper

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 5050, 1]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

[State -2]
type = SelfState
trigger1 = time >= 200
value = 0
ctrl = 1

[State 821, 4]
type = changeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 104000

;---------------------------------------------------------------------------
;相手制御
;相手地面
;---------------------------------------------------------------------------

[Statedef 104000]
type    = L
movetype= I
physics = N

[state a]
type = destroyself
trigger1 = ishelper

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

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

[State 10382]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 10382]
type = FallEnvShake
trigger1 = Time = 0

[State 10382]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 10382]
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 10382]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 10382]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 10382]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 104002

[State 10382]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10382]
type = HitFallDamage
trigger1 = Time = 3

[State 10382]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10382]
type = PosFreeze
trigger1 = 1

[State -2]
type = SelfState
trigger1 = time >= 300
value = 0
ctrl = 1

[State 10382]
type = ChangeState
trigger1 = AnimTime = 0
value = 104001

;---------------------------------------------------------------------------
;相手地面
;---------------------------------------------------------------------------

[Statedef 104001]
type    = L
movetype= I
physics = N

[state a]
type = destroyself
trigger1 = ishelper

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

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

[State 10383]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 10383]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 10383]
type = HitFallVel
trigger1 = Time = 0

[State 10383]
type = PosSet
trigger1 = Time = 0
y = 20

[State 10383]
type = VelAdd
trigger1 = 1
y = .4

[State 10383]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 104002

;---------------------------------------------------------------------------
;相手地面
;---------------------------------------------------------------------------

[Statedef 104002]
type    = L
movetype= I
physics = N

[state a]
type = destroyself
trigger1 = ishelper

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 10384]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10384]
type = FallEnvShake
trigger1 = Time = 0

[State 10384]
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 10384]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 10384]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 10384]
type = HitFallDamage
trigger1 = Time = 0

[State 10384]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10384]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 10384]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10384]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10384]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10384]
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110 + (anim % 10)

[State 10384]
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110

[State 10384]
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 5150

[State 10384]
type = ChangeState
triggerall = alive
trigger1 = Time >= 30
value = 104004

[State -2]
type = SelfState
trigger1 = time >= 300
value = 0
ctrl = 1

[State 10384]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 10384]
type = VelMul
trigger1 = 1
x = 0.85

;---------------------------------------------------------------------------
;相手起き上がり
;---------------------------------------------------------------------------

[Statedef 104004]
type    = L
movetype= I
physics = N

[state a]
type = destroyself
trigger1 = ishelper

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 10385]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10385] 
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 10385]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 10385]
type = VelSet
trigger1 = Time = 0
x = 0

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10385]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 10385]
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 10385]
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State -2]
type = SelfState
trigger1 = time >= 300
value = 0
ctrl = 1

[State 10385]
type = ChangeState
trigger1 = AnimTime = 0
value = 104005
ctrl = 0

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

[Statedef 104005]
type = S
physics = S
sprpriority = 0
movetype = I
ctrl = 0

[State a] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state a]
type = destroyself
trigger1 = ishelper

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

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

[State a]
type = PalFX
trigger1 = (GameTime%2) = 1
time = 1
add = 100,100,180
ignorehitpause = 1

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(4) = 0
IgnoreHitPause = 1

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 1]
type = lifeset
trigger1 = command = "holdup" || command = "holddown" && Random <= 25
ignorehitpause = 1
value = life - (Ceil((IfElse((command = "holdup"),0.004,1.0)) * Const(data.life)))

[State 1]
type = lifeset
trigger1 = alive
ignorehitpause = 1
value = life - (Ceil(0.002 * Const(data.life)))

[State 1]
type = lifeset
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

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

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
value = 0

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] 
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

[State 0, 4]
type = ChangeState
triggerall = alive
trigger1 = command = "holdfwd" || command = "holdback"
value = 104006
ctrl = 0

[State 0, 4]
type = selfState
triggerall = alive
trigger1 = time >= 500
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 歩き
;---------------------------------------------------------------------------

[Statedef 104006]
type    = S
physics = N
sprpriority = 0
movetype = I
ctrl = 0

[State a] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state a]
type = destroyself
trigger1 = ishelper

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

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(4) = 0
IgnoreHitPause = 1

[State a]
type = PalFX
trigger1 = (GameTime%2) = 1
time = 1
add = 100,100,180
ignorehitpause = 1

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 1]
type = lifeset
trigger1 = command = "holdup" || command = "holddown" && Random <= 25
ignorehitpause = 1
value = life - (Ceil((IfElse((command = "holdup"),0.004,1.0)) * Const(data.life)))

[State 1]
type = lifeset
trigger1 = (GameTime%4) = 1
ignorehitpause = 1
value = life - (Ceil(0.001 * Const(data.life)))

[State 1]
type = lifeset
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

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

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21
value = 21

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

[State 0, 4]
type = ChangeState
triggerall = alive
trigger1 = !(command = "holdfwd" || command = "holdback")
value = 104005
ctrl = 0

[State 0, 4]
type = selfState
triggerall = alive
trigger1 = time >= 500
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;投げられている相手
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 14200]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state 1]
type = changestate
trigger1 = ishelper
value = 2999900
IgnoreHitPause = 1

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
value = 0
IgnoreHitPause = 1

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(4) = 0
IgnoreHitPause = 1

[State 1]
type = AssertSpecial
trigger1 = time <= 25
flag = invisible

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

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

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

[state a]
type = velset
trigger1 = time = 0
x = 0
y = -60

[state a]
type = veladd
trigger1 = 1
y = 1.4

[State 821, 3] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -(Ceil(0.06 * Const(data.life)))
absolute = 1

[State 13121]
type = lifeset
triggerall = enemynear,name="The Will Of Universe"&&enemynear,palno=12
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="The Will Of Universe"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 1020, 4]
type = EnvShake
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
time = 10
ampl = -5
freq = 95
phase = 95

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;立ち輪ヘルパー
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 22175]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22175
ownpal = 1

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

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

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

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

[State 0]
type = BindToRoot
trigger1 = 1
pos = -5,-90
ignorehitpause = 1

[State 0]
Type = AngleDraw
trigger1 = 1
Value = gametime*1.5*(1+random%100)*0.1
Scale = (ifelse((gametime%120<=59),((gametime%60*0.01)/0.6),(1-(gametime%60*0.01)/0.6)))*1.5,1.5
ignorehitpause = 1

[state a]
type = destroyself
trigger1 = root,anim != 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;Varのラウンド持ち越し
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = 1
value = 0
farst = 2
last = 59
persistent = 0

[State 5900, 2] ;Clear all float variables
type = null;VarRangeSet
trigger1 = 1
fvalue = 0
persistent = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
[Statedef -2]

[State 0]
Type = DisplayToClipboard
trigger1 = 1
text = "V31=%d,V32=%d,V33=%d,V34=%d"
params = var(31),var(32),var(33),var(34)
ignorehitpause = 1
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Config
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;常時AIオンスイッチ。常時AIを入れます
;シンデルマン等に何も出来ないまま倒される、等と言った事がなくなります
;要はゾンビ耐性。ただし常時AIが入るので当然人操作は不可になります
[State 1]
type = varset
trigger1 = !ishelper
v = 30
value = 1        ;1on 0off

;12P 「無に還ろう」に混線バグ（汎用オロチキラー）搭載
;非常に強力ですがバグが出る可能性も高いのでバグが出る場合はオフにしてください
;また↓の変数リセットスイッチもONにしていると変数リセット効果も付加されます
[State 1]
type = varset
triggerall = !ishelper
trigger1 = palno = 12
fv = 34
value = 1        ;1on 0off

;12P 変数リセットスイッチ。
;ONにすると不具合が出る可能性がありますが、変数書換でしか倒せないような敵を倒せるようになります
[State 1]
type = varset
triggerall = !ishelper
trigger1 = palno = 12
fv = 37
value = 1        ;1on 0off

;12P 「光を降らす」にヘルパー当身改(トムキラー)付加
;ほぼすべてのヘルパーに対応していますが完璧ではありません。バグが出る場合はOFFにしてください
;基本はタイプAを選択してください
[State 1]
type = varset
triggerall = !ishelper
trigger1 = palno = 12
fv = 38
value = 1        ;1〜2on 0off

;value = 1       タイプA  一般的なトムキラー。安定性や殺傷力共にBより上
;value = 2       タイプB  敵ヘルパーを確保し次のトムキラーに備える特殊型
;

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

[state -2, a];右向き設定
type = varset
trigger1 = var(10) = 0
trigger1 = facing = 1
v = 10
value = 1

[state -2, a];左向き設定
type = varset
trigger1 = var(10) = 0
trigger1 = facing = -1
v = 10
value = 2

[State -2, 1]
type = stopSnd
trigger1 = stateno != 100
channel = 1

[state a]
type = removeexplod
trigger1 = movetype = H
id = 2200


[state a]
type = stopsnd
trigger1 = movetype = H
channel = 3

[state a]
type = stopsnd
trigger1 = stateno != 1055
channel = 5

[State -2, 3]
type = stopSnd
trigger1 = MoveType = H
channel = 2

[State -2, 4]
type = varadd
trigger1 = 1
v = 15
value = -1

[state a]
type = varset
trigger1 = movetype = H
v = 13
value = 0

[State 180, 1]
type = VarRandom
trigger1 = 1
v = 6
range = 0,2

[state -2, a]
type = varset
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
v = 1
value = 0

[state -2, a]
type = varset
trigger1 = palno = 7
trigger2 = palno = 8
trigger3 = palno = 9
trigger4 = palno = 10
trigger5 = palno = 11
trigger6 = palno = 12
v = 1
value = 1

[state -2, a]
type = varadd
trigger1 = 1
persistent = 0
ignorehitpause = 1
v = 4
value = -1

[state -2, a]
type = pause
trigger1 = var(4) >= 1
trigger1 = gametime % 2
persistent = 0
ignorehitpause = 1
time = 1

[state a];
type = removeexplod
trigger1 = MoveType = H
id = 185

[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 1470

[State -2 ,a]
type = removeexplod
trigger1 = MoveType = H
ID = 4000

[state -2 ,a]
type = removeexplod
trigger1 = MoveType = H
id = 4200

[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1655

[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1860

[state a]
type = stopsnd
trigger1 = MoveType = H
channel = 1

;***************************************************************************
;===========================================================================
;特殊
;===========================================================================
;***************************************************************************

[State -1]
type = Explod
triggerall = !ishelper
trigger1 = anim = 0 && numexplod(89784) = 0
anim = 182
id = 89784
sprpriority = 0
postype = p1
pos = 0,5
bindtime = -1
under = 0
ownpal = 1
removetime = -1
ignorehitpause = 1
[State 0]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
ID = 89784
ignorehitpause = 1

[State -1]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%8) = 1
id = 164912
anim = 22133
sprpriority = 5
postype = p1
pos = -5,-90
bindtime = -1
under = 0
ownpal = 1
scale = 0.5,0.5
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999
[State 0]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
ID = 164912
ignorehitpause = 1

[State -2]
type = helper
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = numhelper(22175) = 0
id = 22175
name = "wakka"
pos = -5,-90
postype = P1
stateno = 22175
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 0.3
size.yscale = 0.3
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%20) = 1
anim = 22123
id = 22123
sprpriority = 99
postype = p1
pos = 0,-85
bindtime = -1 
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999
[State -1]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%35) = 1
anim = 22123
id = 22123
sprpriority = 99
postype = p1
pos = 20,-60
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999
[State -1]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%30) = 1
anim = 22123
id = 22123
sprpriority = 99
postype = p1
pos = -20,-40
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999
[State -1]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%40) = 1
anim = 22122
id = 22123
sprpriority = 99
postype = p1
pos = -10,-10
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999
[State -1]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%46) = 1
anim = 22122
id = 22123
sprpriority = 99
postype = p1
pos = -10,-10
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999
[State -1]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%49) = 1
anim = 22122
id = 22123
sprpriority = 99
postype = p1
pos = 0,-30
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999
[State -1]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%46) = 1
anim = 22124
id = 22123
sprpriority = 99
postype = p1
pos = 10,-10
bindtime = -1 
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999
[State -1]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%38) = 1
anim = 22124
id = 22123
sprpriority = 99
postype = p1
pos = 10,-10
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999
[State -1]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%42) = 1
anim = 22124
id = 22123
sprpriority = 99
postype = p1
pos = 0,-30
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999
[State a]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = var(50),var(51)
bindtime = 1
under = 0
ownpal = 1
vel = 0,-3
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

;---------------------
[State -1]
type = Projectile
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%2) = 1
attr = S, SA
projanim = 3459
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 1
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1
ignorehitpause = 1

[State -2]
type = Projectile
triggerall = ishelper(288888)
trigger1 = root,stateno != 22050 && root,stateno != 2205
trigger1 = var(3) != gametime && enemynear,movetype != H
attr = S, NA
projanim = 22177
projid = 22177
projremovetime = 50
priority = 7 
postype = p1
offset = 0,0
velocity = 0
animtype = diagup
damage = 200+(root,power/4)+(enemynear,lifemax*0.4)
numhits = 0
getpower = 0
givepower = -99999999999,-99999999999
hitflag = MAF
guardflag = 
pausetime = 0,20
sparkno = -1
sparkxy = 0,0
hitsound = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -27.5,-2
air.velocity = -27.5,-2
fall = 1
air.fall = 1
fall.recover = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
;エフェクトランダム変数
;---------------------------------------------------------------------------

[State 1]
type = varrandom
trigger1 = 1
range = -55,55
v = 50

[State 1]
type = varrandom
trigger1 = 1
range = 0,-60
v = 51

[State 1]
type = varrandom
trigger1 = 1
range = -40,-130
v = 53

[State 1]
type = varrandom
trigger1 = 1
range = -75,75
v = 52

[State -2]
type = Varset
trigger1 = stateno != 22077
var(40) = 0

[State -2]
Type = VarSet
trigger1 = 1
var(35) = 0
IgnoreHitPause = 1

[State -2]
Type = VarSet
trigger1 = Random <= 300
var(35) = 1
IgnoreHitPause = 1

[State -2]
Type = VarSet
trigger1 = Random <= 300
var(35) = 2
IgnoreHitPause = 1

[State -2]
Type = VarSet
trigger1 = Random <= 300
var(35) = 3
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;時間カウント
;---------------------------------------------------------------------------

[state a]
type = parentvarset
triggerall = ishelper(188888)
triggerall = root,var(31) = 0
trigger1 = life = 0
trigger1 = var(3) != gametime
v = 31
value = stateno
IgnoreHitPause = 1
[state a]
type = parentvarset
triggerall = ishelper(288888)
triggerall = root,var(31) = 0
trigger1 = life = 0
trigger1 = var(3) != gametime
v = 31
value = stateno
IgnoreHitPause = 0

[state a]
type = parentvarset
triggerall = ishelper(188888)
triggerall = root,var(31) != 0
triggerall = root,var(32) = 0
trigger1 = life = 0
trigger1 = var(3) != gametime
v = 32
value = stateno
IgnoreHitPause = 1
[state a]
type = parentvarset
triggerall = ishelper(288888)
triggerall = root,var(31) != 0
triggerall = root,var(32) = 0
trigger1 = life = 0
trigger1 = var(3) != gametime
v = 32
value = stateno
IgnoreHitPause = 0

[state a]
type = parentvarset
triggerall = ishelper(188888)
triggerall = root,var(31) != 0
triggerall = root,var(32) != 0
triggerall = root,var(33) = 0
trigger1 = life = 0
trigger1 = var(3) != gametime
v = 33
value = stateno
IgnoreHitPause = 1
[state a]
type = parentvarset
triggerall = ishelper(288888)
triggerall = root,var(31) != 0
triggerall = root,var(32) != 0
triggerall = root,var(33) = 0
trigger1 = life = 0
trigger1 = var(3) != gametime
v = 33
value = stateno
IgnoreHitPause = 0

[state a]
type = varset
triggerall = !ishelper
trigger1 = var(31) = [288888,288891]
var(31) = 0
IgnoreHitPause = 1
[state a]
type = parentvarset
triggerall = ishelper(188888) || ishelper(288888)
trigger1 = life != 0
trigger1 = var(3) != gametime
trigger1 = stateno = root,var(31)
var(31) = 0
IgnoreHitPause = 1

[state a]
type = varset
triggerall = !ishelper
trigger1 = var(32) = [288888,288891]
trigger2 = stateno != 2205
trigger2 = var(32) = var(31)
var(32) = 0
IgnoreHitPause = 1
[state a]
type = varset
triggerall = !ishelper && stateno = 2205
trigger1 = var(32) = 0
var(32) = var(31)
IgnoreHitPause = 1
[state a]
type = parentvarset
triggerall = ishelper(188888) || ishelper(288888)
trigger1 = life != 0
trigger1 = var(3) != gametime
trigger1 = stateno = root,var(32)
var(32) = 0
IgnoreHitPause = 1

[state a]
type = varset
triggerall = !ishelper
trigger1 = var(33) = [288888,288891]
trigger2 = stateno != 2205
trigger2 = var(33) = var(31)
trigger3 = stateno != 2205
trigger3 = var(33) = var(32)
var(33) = 0
IgnoreHitPause = 1
[state a]
type = varset
triggerall = !ishelper && stateno = 2205
trigger1 = var(33) = 0
var(33) = var(31)
IgnoreHitPause = 1
[state a]
type = parentvarset
triggerall = ishelper(188888) || ishelper(288888)
trigger1 = life != 0
trigger1 = var(3) != gametime
trigger1 = stateno = root,var(33)
var(33) = 0
IgnoreHitPause = 1

[state a]
type = varset
triggerall = !ishelper
trigger1 = enemynear,movehit
trigger2 = enemynear,movereversed
v = 34
value = enemynear,anim
IgnoreHitPause = 1

[state a]
type = varadd
triggerall = palno = 12
trigger1 = roundstate = 2
v = 54
value = 1
IgnoreHitPause = 1
[State a]
type = varset
triggerall = palno = 12
trigger1 = roundstate != 2
trigger2 = roundstate = 2 && fvar(32) != 1
trigger3 = roundstate = 2 && fvar(32)!= 0 && var(54)>=6700
v = 54
value = ((roundstate=2&&fvar(32)!=1)*5800)
IgnoreHitPause = 1

[state 1]
type = varset
triggerall = !ishelper
trigger1 = palno=12&&fvar(38)=2&&stateno!=22050
fv = 18
value = 0
ignorehitpause = 1

[state 1]
type = varset
triggerall = !ishelper
trigger1 = palno=12&&(stateno=22100||enemy,numprojid(96968484321)>=1||RoundState!=2)
fv = 19
value = (stateno!=22100)*RoundState=2
ignorehitpause = 1

[state 1]
type = varset
triggerall = !ishelper
triggerall = palno=12
trigger1 = numtarget
trigger1 = target,ishelper=0
fv = 20
value = (RoundState<=2)
ignorehitpause = 1

[State 1] 
type = varset
triggerall = !ishelper
triggerall = palno = 12
trigger1 = RoundState = 2 && (GameTime%50) = 1
trigger2 = RoundState != 2
fv = 22
value = 0+((RoundState = 2)*enemy,life)
ignorehitpause = 1

[State 1] 
type = varset
triggerall = !ishelper
triggerall = palno = 12 && var(54) < 5700
trigger1 = RoundState = 2 && (GameTime%55) = 1
trigger1 = fvar(22) != 0 && enemy,life >= fvar(22)
trigger2 = fvar(22) != 0 && enemy,life < fvar(22)
trigger3 = RoundState != 2
fv = 23
value = IfElse((RoundState = 2),IfElse((fvar(22) != 0 && enemy,life < fvar(22)),0,1),0)
ignorehitpause = 1

[state 1]
type = varadd
triggerall = !ishelper
trigger1 = palno = 12 && roundstate = 2 && fvar(23) = 1 && var(54) < 5700
fv = 24
value = 1+((enemy,life>=enemy,lifemax&&enemy,power>=enemy,powermax)*80)
ignorehitpause = 1
[State 1]
type = varset
triggerall = !ishelper
triggerall = palno = 12
trigger1 = roundstate != 2 || fvar(23) = 0 || numtarget || var(54) >= 5700
fv = 24
value = 0
ignorehitpause = 1

[state -2]
type = varset
triggerall = !ishelper
trigger1 = palno = 12 && RoundState <= 2 && anim = 0 && ctrl = 0 && var(54) <= 40
trigger1 = enemynear,movetype=A&&(enemynear,numproj>=1||enemynear,numhelper>=1)||enemynear,anim!=0&&p2bodydist X <= 60||enemynear,vel x != 0
trigger2 = palno = 12 && RoundState>=3
fv = 25
value = (RoundState<=2)
ignorehitpause = 1

[state -1]
type = varset
triggerall = !ishelper
triggerall = palno=12
trigger1 = var(29) >= 1
trigger2 = roundstate != 2
trigger3 = life>=lifemax
fv = 26
value = 0
ignorehitpause = 1
[state -1]
type = varadd
triggerall = !ishelper
trigger1 = numhelper(188888)
trigger1 = helper(188888),gethitvar(damage)
trigger1 = palno = 12
fv = 26
value = 1
ignorehitpause = 1

[state -1]
type = varset
triggerall = !ishelper
trigger1 = palno=12&&(fvar(28)!=[0,2])
fv = 28
value = 0
ignorehitpause = 1
[state -1]
type = varset
triggerall = !ishelper
trigger1 = palno=12&&fvar(28)!=0&&(fvar(24)>=2150&&var(54)>=2150||fvar(25)=1||fvar(29)!=0&&RoundState<=2&&var(54)<=40&&random<=100)
fv = 28
value = 0
ignorehitpause = 1

[state -1]
type = varset
triggerall = !ishelper
trigger1 =palno=12&&roundstate>=3&&(drawgame||lose||win)
fv = 29
value = (!win)
ignorehitpause = 1

[State 1]
type = varset
triggerall = !ishelper && palno = 12
trigger1 = roundno = 1 && roundstate < 2
trigger2 = roundstate >= 2 && var(3) != gametime
fv = 32
value = 1-(roundstate>=2&& var(3)!=gametime)
ignorehitpause = 1
[State 1]
type = varset
triggerall = !ishelper && palno = 12
trigger1 = numexplod(2211325)
fv = 32
value = 0
ignorehitpause = 1

[State 1]
type = varset
triggerall = !ishelper
trigger1 = palno = 12 && (GameTime%20) = 1
fv = 35
value = power
ignorehitpause = 1

[State 1]
type = varset
triggerall = !ishelper
trigger1 = numhelper(288888)
trigger1 = palno=12&&(helper(288888),stateno=288889)&&enemy,numhelper>=2&&enemy,movetype=A
fv = 36
value = enemy,stateno
ignorehitpause = 1

;---------------------------------------------------------------------------
;技ダメージ倍率
;---------------------------------------------------------------------------

[State -2] ;パワーアップ中
type = varset
triggerall = !ishelper
trigger1 = var(29) >= 1
var(39) = 3-(palno=12)

[State -2] ;通常
type = varset
triggerall = !ishelper
trigger1 = var(29) <= 1
var(39) = 1

[state a]
type = varadd
triggerall = !ishelper
trigger1 = 1
v = 29
value = -1

[state a]
type = varset
triggerall = !ishelper
trigger1 = palno != 12 && roundstate != 2
v = 29
value = 0

;---------------------------------------------------------------------------
;体点滅
;---------------------------------------------------------------------------

[State -1]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
var(21) = 1

[State -1]
type = varset
triggerall = !ishelper
trigger1 = roundstate = 0
var(22) = 1

[State -1]
type = varset
triggerall = !ishelper
trigger1 = var(21) <= 1
var(22) = 3

[State -1]
type = varset
triggerall = !ishelper
trigger1 = var(21) >= 150
var(22) = 2

[State -1]
type = varadd
triggerall = !ishelper
trigger1 = var(22) = 3
var(21) = 5

[State -1]
type = varadd
triggerall = !ishelper
trigger1 = var(22) = 2
var(21) = -5

[State a]
type = PalFX
trigger1 = !ishelper
trigger1 = var(29) <= 1
trigger1 = stateno != [190,192]
trigger1 = roundstate != 0
time = 2
add = var(21),var(21),var(21)
ignorehitpause = 1

[State a]
type = PalFX
trigger1 = !ishelper
trigger1 = var(29) <= 1
trigger1 = stateno != [190,192]
trigger1 = roundstate != 0
trigger1 = var(21) <= 40
time = 2
add = var(21)-40,var(21)-40,var(21)-40
ignorehitpause = 1
color = 0

[State 1]
type = AllPalfx
triggerall = !ishelper
trigger1 = stateno = 2205 && time = 210
sinadd = 255, 255, 255, 100
time = 40
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

;---------------------------------------------------------------------------
;キー判別
;---------------------------------------------------------------------------

[state a]
type = varset
triggerall = !ishelper
trigger1 = command = "holdup"
v = 56
value = 2

[state a]
type = varset
triggerall = !ishelper
trigger1 = command = "holddown"
v = 56
value = 3

[state a]
type = varset
triggerall = !ishelper
trigger1 = command != "holddown"
trigger1 = command != "holdup"
v = 56
value = 0

[state -2]
type = varset
triggerall = !ishelper
trigger1 = 1
fv = 33
value = (projhit22183=1)

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

[State a]
type = EnvColor
triggerall = !ishelper
trigger1 = projhit1050 = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 1

[State 1000, 9]
type = Envcolor
triggerall = !ishelper
trigger1 = projHit22079 = 1 
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 5
supermove = 1

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

[State 1000, 5]
type = Explod
triggerall = !ishelper
trigger1 = Projhit3459 = 1 || Projhit35904 = 1 || Projhit22519 = 1
anim = 22109 + var(35)
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
triggerall = !ishelper
trigger1 = ProjHit20000 = 1 || projhit22182 = 1 || projhit22183 = 1
anim = 22109 + var(35)
sprpriority = 100
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
triggerall = !ishelper
trigger1 = ProjHit22079 = 1
anim = 22109 + var(35)
sprpriority = 100
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
triggerall = !ishelper
trigger1 = ProjGuarded22079 = 1
anim = 22113
sprpriority = 100
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = !ishelper&&palno=12&&roundstate>=2
trigger1 = fvar(32)!=1
trigger1 = !numexplod(2211325)
anim = 0
id=2211325
removetime = -1
sprpriority = 100
postype = left
pos = 0,10000
bindtime = 1
ignorehitpause =1
under = 0
ownpal = 1
PauseMoveTime = 9999999

;---------------------------------------------------------------------------
[State -1]
type = palfx
triggerall = !ishelper
trigger1 = var(29) >= 1
time = 1
mul = 255,255,255
color = 0
invertall = 1
ignorehitpause = 1

[State -2]
type = EnvColor
triggerall = !ishelper
trigger1 = projhit35900 = 1
persistent = 0
time = 2
value = 255,255,255
under = 1
invertall = 1
ignorehitpause = 1

[State -2]
type = PlaySnd
triggerall = !ishelper
trigger1 = projhit22182 = 1 || projhit22183 = 1
value = 2300,2
ignorehitpause = 1

[State -2]
type = PosSet
triggerall = !ishelper
triggerall = RoundState = 2
trigger1 = stateno = [0,12]
trigger1 = floor(Pos Y) < -20
y = 0
ignorehitpause = 1

[State -2]
type = screenbound
trigger1 = ishelper
value = 0
movecamera = 0
ignorehitpause = 1

[State -1]
type = bindtoroot
trigger1 = ishelper(188888) || ishelper(288888)
ignorehitpause = 1

[State -1]
type = CtrlSet
trigger1 = !ishelper && stateno = 0 && ctrl = 0 && roundstate = 2 && enemynear,stateno != 0
value = 1
ignorehitpause = 1
[State -1]
type = CtrlSet
trigger1 = !ishelper && stateno = (104005 || 104006 || 103999 || 104000 || 104001 || 104004) && ctrl = 1
value = 0
ignorehitpause = 1

[State -2]
type = StateTypeSet
triggerall = !ishelper
triggerall = var(1) = 1
trigger1 = stateno = [40,52]
MoveType = I
ignorehitpause = 1

[State -2]
type = Trans
trigger1 = palno = 12 && !ishelper && fvar(32) != 1
trans = addalpha
alpha = 200,230
ignorehitpause = 1

[State -2]
type = attackMulSet
trigger1 = 1
value = 1+((var(29)>=1)*(2-(palno=12)))
ignorehitpause = 1

[State -2]
type = defenceMulSet
trigger1 = var(1) != 1
value = 1.2
ignorehitpause = 1

[State 0]
type = AssertSpecial
trigger1 = !ishelper
flag = NoStandGuard
flag2 = NoCrouchGuard
flag3 = NoairGuard
ignorehitpause = 1

[State 0]
type = AssertSpecial
triggerall = !ishelper && roundstate = 4
trigger1 = stateno != 170
trigger1 = stateno != 184
trigger1 = stateno != 186
trigger1 = stateno != 187
trigger1 = stateno != 5150
flag = roundnotover
ignorehitpause = 1

[State 0]
type = AssertSpecial
triggerall = !ishelper && palno = 12 && fvar(32) != 1
trigger1 = enemynear,alive
flag = noko
ignorehitpause = 1

[State -2]
type = PlayerPush
triggerall = !ishelper && palno = 12
trigger1 = var(29) >= 1
value = 0
ignorehitpause = 1

[State 1]
type = NotHitBy
trigger1 = !ishelper && palno = [1,6]
trigger1 = movetype = A
time = 1
value = SCA
ignorehitpause = 1
[State 1]
type = NotHitBy
trigger1 = !ishelper && palno = [7,12]
time = -1
value = SCA
ignorehitpause = 1

[State 1]
type = Targetlifeadd
triggerall = !ishelper
triggerall = numtarget
trigger1 = numhelper(2401)
trigger1 = helper(2401),stateno=2410&&helper(2401),animtime = 0
value = Ceil(-0.35 * enemy,Const(data.life)) - 1
absolute = 1
ignorehitpause = 1
[state 0]
type = targetlifeadd
triggerall = !ishelper
triggerall = numtarget
trigger1 = projhit22079 >= 1
value = Ceil(-0.003 * enemy,Const(data.life))
absolute = 1
ignorehitpause = 1
[State 0]
type = targetlifeadd
triggerall = !ishelper
triggerall = numtarget
trigger1 = projhit35902 >= 1
value = (Ceil(-0.005 * enemy,Const(data.life))) * var(39)
absolute = 1
ignorehitpause = 1
[State 1]
type = targetLifeAdd
triggerall = !ishelper && palno = 12
triggerall = numtarget
trigger1 = stateno = 22050 || stateno = 2205 && time >= 20
value = -99999999999
absolute = 1
ignorehitpause = 1
[State -2]
type = targetLifeAdd
triggerall = !ishelper && palno = 12
triggerall = numtarget
trigger1 = enemy,life <= (Ceil(0.3 * enemy,Const(data.life)))
trigger2 = var(29) >= 1 && roundstate >= 3
value = -99999999999
absolute = 1
ignorehitpause = 1
[state a]
type = targetstate
triggerall = !ishelper
triggerall = numtarget
trigger1 = enemy,alive = 0 && enemy,statetype = S
value = 10380
ignorehitpause = 1
[state a]
type = targetstate
triggerall = !ishelper
triggerall = numtarget
trigger1 = stateno = 22050 && enemy,alive = 0
value = 104010
ignorehitpause = 1
[state 1]
type = targetstate
triggerall = !ishelper && palno = 12
triggerall = numtarget
trigger1 = (target,stateno != [49000,49100]) && stateno = 22050 && time >= 150
value = 49000
ignorehitpause = 1
[State 1]
type = Targetstate
triggerall = !ishelper
triggerall = numtarget
trigger1 = numhelper(2401)
trigger1 = helper(2401),stateno=2410&&helper(2401),animtime = 0
value = 2416
ignorehitpause = 1
[state 1]
type = targetstate
triggerall = !ishelper && stateno != 22050 && stateno != 2205
triggerall = numtarget
trigger1 = var(29) >= 1 && enemy,life <= (Ceil(0.3 * enemy,Const(data.life)))
trigger2 = var(29) >= 1 && roundstate >= 3
value = 5150
ignorehitpause = 1
[State -2]
type = targetpowerAdd
triggerall = !ishelper && palno = 12
triggerall = numtarget
trigger1 = enemy,life <= (Ceil(0.3 * enemy,Const(data.life)))
value = -(Ceil(1 * enemy,Const(data.power)))
ignorehitpause = 1

[State -2]
Type = LifeSet
triggerall = !ishelper && palno = 12 && alive
trigger1 = var(29) >= 1
trigger2 = fvar(32) != 1
trigger3 = roundstate < 2
trigger4 = var(30)=0&&fvar(26)<=36&&life<=1
trigger5 = var(30)!=0&&fvar(26)<=88&&fvar(28)=0&&life<=1
;trigger6 = var(30)!=0&&fvar(28)=0&&roundstate>=3
Value = lifemax
IgnoreHitPause = 1
[State -2]
Type = LifeSet
triggerall = !ishelper
triggerall = var(1) = 1 && palno != 12 && alive
trigger1 = var(29) >= 1
Value = fvar(39)
IgnoreHitPause = 1

[State -1]
type = lifeadd
triggerall = !ishelper
trigger1 = numhelper(188888)
trigger1 = helper(188888),gethitvar(damage) = [1,(lifemax*0.1)]
trigger1 = var(29)<=1&&(var(30)=0||var(30)!=0&&palno!=12)
value = -Ceil(lifemax*(((life>=0)*0.002)+((life>=lifemax*0.02)*0.004)+((life>=lifemax*0.1)*0.01)+((life>=lifemax*0.2)*0.065)))
absolute = 1
ignorehitpause = 1
[State -1]
type = lifeadd
triggerall = !ishelper
trigger1 = numhelper(188888)
trigger1 = helper(188888),gethitvar(damage) = [1,(lifemax*0.1)]
trigger1 = var(29)<=1&&var(30)!=0&&palno=12&&(fvar(28)=[0,2])
value = -Ceil(lifemax*(((life>=0)*(0.001+(0.001*fvar(28))))+((life>=lifemax*0.02)*(0.002+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.005+(0.004*fvar(28))))+((life>=lifemax*0.2)*(0.01+(0.045*fvar(28))))))
absolute = 1
ignorehitpause = 1
[State -1]
type = lifeadd
triggerall = !ishelper
trigger1 = numhelper(188888)
trigger1 = helper(188888),gethitvar(damage) = [1,(lifemax*0.1)]
trigger1 = var(29)<=1&&var(30)!=0&&palno=12&&(fvar(28)=[1,2])&&enemy,life<enemy,lifemax*0.95
value = -Ceil(lifemax*(((life>=0)*(0.002+(0.001*fvar(28))))+((life>=lifemax*0.02)*(0.003+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.004+(0.001*fvar(28))))))
absolute = 1
ignorehitpause = 1
[State -1]
type = lifeadd
triggerall = !ishelper && palno = 12
triggerall = var(29) >= 1 || fvar(28) = 0 || fvar(32) != 1
trigger1 = stateno = [9000,9050]
trigger2 = stateno = [10210,10220]
trigger3 = stateno = 10380
trigger4 = stateno = [13120,13121]
trigger5 = stateno = [19000,19050]
trigger6 = stateno = [49000,49050]
trigger7 = stateno = [103999,104006]
trigger8 = stateno = 104010
trigger9 = stateno = [169994,169995]
value = lifemax
kill = 0
ignorehitpause = 1

[State 1]
type = poweradd
triggerall = !ishelper && roundstate = 2 && var(1)!=1
trigger1 = (GameTime%4) = 1
value =2+((life<lifemax/4)*(powermax/1000))
ignorehitpause = 1
[state a]
type = powerset
triggerall = !ishelper && palno = 12
trigger1 = var(54) >= 5700 || fvar(24)>=2150&&var(54)>=2150
value = (Const(data.power))
ignorehitpause = 1
[state -1]
type = powerset
triggerall = !ishelper
trigger1 = palno=12&&!(stateno=2300||stateno =2400||stateno=22075||stateno=2999||stateno=3250||stateno=2200)&&fvar(35)-power>=1
value = fvar(35)-power
ignorehitpause = 1

[State 0]
type = HitOverride
trigger1 = !ishelper
attr = SCA,AA,AT,AP
time = -1
slot = 1
stateno = 5000
ignorehitpause = 1

[State -2]
type = SelfState
triggerall = ishelper(169991)
trigger1 = var(3) != gametime
value = 0
ignorehitpause = 1
[State -2]
type = SelfState
triggerall = ishelper(169992)
trigger1 = var(3) != gametime
trigger2 = stateno != 169992
value = 169992
ignorehitpause = 1
[State -2]
type = SelfState
triggerall = ishelper(188888)
trigger1 = var(3) != gametime
trigger2 = stateno != 188888
value = 188888
ignorehitpause = 1
[State -2]
type = SelfState
triggerall = ishelper(288888)
trigger1 = var(3) != gametime
trigger2 = stateno != [288888,288891]
value = 288888 + 2*(root,stateno = 22050) + 3*(root,stateno = 2205)
ignorehitpause = 1
[State -1]
type = selfstate
triggerall = !ishelper && palno = 12
triggerall = var(29) >= 1 || fvar(28) = 0 || fvar(32) != 1
trigger1 = stateno = [9000,9050]
trigger2 = stateno = [10210,10220]
trigger3 = stateno = 10380
trigger4 = stateno = [13120,13121]
trigger5 = stateno = [19000,19050]
trigger6 = stateno = [49000,49050]
trigger7 = stateno = [103999,104006]
trigger8 = stateno = 104010
trigger9 = stateno = [169994,169995]
value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ignorehitpause = 1
[State -1]
type = selfstate
triggerall = !ishelper
trigger1 = var(3) != gametime
value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ignorehitpause = 1

;***************************************************************************
;===========================================================================
;---------------------------------------------------------------------------
[Statedef -3]; 常時監視ステート
;---------------------------------------------------------------------------
;===========================================================================
;***************************************************************************


[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 107 
trigger3 = stateno = 103 
value = 40, 0


[State -3, 2];ジャンプ音
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) <= 0
value = 40, 1

[State -3, 2];ジャンプ音
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) > 1
value = 40, 2

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 105 
value = 105, 0

[State -3, 3];ダッシュの音止め
type = stopSnd
trigger1 = stateno != 100
channel = 1


;ダメージ時のエフェクトの消去
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 2405

;ダメージ時のエフェクトの消去
[State 1]
type = removeexplod
trigger1 = stateno != 0
ID = 22063


;ダメージ時のエフェクトの消去
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 1000

;ニュートラルポーズ以外のエフェクト消去
[State 1]
type = removeexplod
trigger1 = anim != 0
ID = 22123

[State 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 0]
type = varset
trigger1 = 1
var(3) = gametime
ignorehitpause = 1

[State -1]
type = helper
trigger1 = palno=12&&(stateno=2205&&time=[20,220])&&!ishelper&&fvar(34)!=0
trigger1 = numhelper(169991)<=10
id = 169991
name = "The Will Of Universe"
pos = 0,0
postype = P1
stateno = 169991
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1]
type = helper
trigger1 = palno=12&&(stateno=22050&&time<150)&&!ishelper&&fvar(32)!=0&&fvar(38)!=0
trigger1 = numhelper(169992)=0&&enemynear,numprojid(169994)>=1
trigger2 = palno=12&&(stateno=2205&&time=[20,220])&&!ishelper&&fvar(34)!=0
trigger2 = numhelper(169992)=0&&roundstate=2
id = 169992
name = "The Will Of Universe"
pos = 0,0
postype = P1
stateno = 169992
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = helper
triggerall = palno = 12
trigger1 = numhelper(169993) = 0
id = 169993
name = "toki"
pos = 0,0
postype = P1
stateno = 169993
helpertype = normal
keyctrl = 0
ownpal = 0
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = helper
triggerall = palno = [7,12]
trigger1 = numhelper(188888) = 0
id = 188888
name = "armor"
pos = 0,0
postype = P1
stateno = 188888
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = helper
triggerall = palno = 12
trigger1 = numhelper(288888) = 0
id = 288888
name = "godfild"
pos = 0,0
postype = P1
stateno = 288888
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999


;---------------------------------------------------------------------------
; HITG_SHAKE
;---------------------------------------------------------------------------

[Statedef 5000]
type    = S
movetype= H
physics = N
velset = 0,0

[state 5000]
type = destroyself
trigger1 = ishelper

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 5000]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001

[State 5000]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5000]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITG_SLIDE
;---------------------------------------------------------------------------

[Statedef 5001]
type    = S
movetype= H
physics = S

[state 5001]
type = destroyself
trigger1 = ishelper

[State 5001]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5001]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 5001]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5001]
type = VelSet
trigger1 = HitOver
x = 0

[State 5001]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5001]
type = ChangeState
trigger1 = HitOver
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HITC_SHAKE
;---------------------------------------------------------------------------

[Statedef 5010]
type    = C
movetype= H
physics = N
velset = 0,0

[state 5010]
type = destroyself
trigger1 = ishelper

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 5010]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5010]
type = StateTypeSet
triggerall = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5010]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5011

[State 5010]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5010]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 5010]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5010]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITC_SLIDE
;---------------------------------------------------------------------------

[Statedef 5011]
type    = C
movetype= H
physics = C

[state 5011]
type = destroyself
trigger1 = ishelper

[State 5011]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5011]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 5011]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5011]
type = VelSet
trigger1 = HitOver
x = 0

[State 5011]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5011]
type = ChangeState
trigger1 = HitOver
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; HITA_SHAKE
;---------------------------------------------------------------------------

[Statedef 5020]
type    = A
movetype= H
physics = N
velset = 0,0

[state 5020]
type = destroyself
trigger1 = ishelper

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5020]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5020]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5020]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5020]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITA_UP
;---------------------------------------------------------------------------

[Statedef 5030]
type    = A
movetype= H
physics = N
ctrl = 0

[state 5030]
type = destroyself
trigger1 = ishelper

[State 5030]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0 
trigger2 = Pos Y >= 10 
value = 5040

[State 5030]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0 
trigger2 = Pos Y >= 10
value = 5050 

[State 5030]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035 

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
;---------------------------------------------------------------------------

[Statedef 5035]
type    = A
movetype= H
physics = N

[state 5035]
type = destroyself
trigger1 = ishelper

[State 5035]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] 
trigger1 = Anim != 5090 
value = 5035

[State 5035]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver  
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0   
trigger3 = Pos Y >= 10  
trigger4 = Time = 0     
trigger4 = Anim != 5035
value = 5040 

[State 5035]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver  
trigger2 = AnimTime = 0 
trigger3 = Vel Y > 0   
trigger3 = Pos Y >= 10  
trigger4 = Time = 0    
trigger4 = Anim != 5035 
value = 5050

;---------------------------------------------------------------------------
; HITA_RECOV
;---------------------------------------------------------------------------

[Statedef 5040]
type    = A
movetype= H
physics = N

[state 5040]
type = destroyself
trigger1 = ishelper

[State 5040]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 5040]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 5040]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
; HITA_FALL
;---------------------------------------------------------------------------

[Statedef 5050]
type    = A
movetype= H
physics = N

[state 5050]
type = destroyself
trigger1 = ishelper

[State 5050]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

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

[State 5050]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 5050]
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 5050]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

;---------------------------------------------------------------------------
; HIT_TRIP (shaking)
;---------------------------------------------------------------------------

[Statedef 5070]
type    = A
movetype= H
physics = N
velset = 0,0

[state 5070]
type = destroyself
trigger1 = ishelper

[State 5070]
type = ChangeAnim 
trigger1 = 1
value = 5070

[State 5070]
type = ChangeState
trigger1 = HitShakeOver
value = 5071

[State 5070]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HIT_TRIP2
;---------------------------------------------------------------------------

[Statedef 5071]
type    = A
movetype= H
physics = N

[state 5071]
type = destroyself
trigger1 = ishelper

[State 5071]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5071]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5071]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HITL_SHAKE
;---------------------------------------------------------------------------

[Statedef 5080]
type    = L
movetype= H
physics = N
velset = 0,0

[state 5080]
type = destroyself
trigger1 = ishelper

[State 5080]
type = VarSet
trigger1 = time = 0
sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090)

[State 5080]
type = VarAdd
trigger1 = time = 0
trigger1 = (anim = [5081,5089]) || (anim = [5111,5119])
trigger1 = SelfAnimExist(sysvar(2) + (anim % 10))
sysvar(2) = anim % 10

[State 5080]
type = VarSet
trigger1 = time = 0
trigger1 = sysvar(2) = 5090
trigger1 = !SelfAnimExist(5090)
sysvar(2) = 5030

[State 5080]
type = ChangeAnim
trigger1 = 1
value = sysvar(2)

[State 5080, 4]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5081

[State 5080]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) != 0
value = 5030

;---------------------------------------------------------------------------
; HITL_SLIDE
;---------------------------------------------------------------------------

[Statedef 5081]
type    = L
movetype= H
physics = C

[state 5081]
type = destroyself
trigger1 = ishelper

[State 5081]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5081]
type = VelSet
trigger1 = HitOver
x = 0

[State 5081]
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1

[State 5081]
type = ChangeState
trigger1 = HitOver
value = 5110

;---------------------------------------------------------------------------
; HIT_BOUNCE
;---------------------------------------------------------------------------

[Statedef 5100]
type    = L
movetype= H
physics = N

[state 5100]
type = destroyself
trigger1 = ishelper

[State 5100]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100]
type = FallEnvShake
trigger1 = Time = 0

[State 5100]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100]
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110

[State 5100]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100]
type = HitFallDamage
trigger1 = Time = 3

[State 5100]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100]
type = PosFreeze
trigger1 = 1

[State 5100]
type = ChangeState
trigger1 = AnimTime = 0
value = 5101

[State 5100]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; HIT_BOUNCE
;---------------------------------------------------------------------------

[Statedef 5101]
type    = L
movetype= H
physics = N

[state 5101]
type = destroyself
trigger1 = ishelper

[State 5101]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101]
type = HitFallVel
trigger1 = Time = 0

[State 5101]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101]
type = VelAdd
trigger1 = 1
y = .4

[State 5101]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HIT_LIEDOWN
;---------------------------------------------------------------------------

[Statedef 5110]
type    = L
movetype= H
physics = N

[state 5110]
type = destroyself
trigger1 = ishelper

[State 5110]
type = FallEnvShake
trigger1 = Time = 0

[State 5110]
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110]
type = HitFallDamage
trigger1 = Time = 0

[State 5110]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110]
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110 + (anim % 10)

[State 5110]
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110

[State 5110]
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110]
type = VelMul
trigger1 = 1
x = 0.85

[State 5110]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

;---------------------------------------------------------------------------
; HIT_GETUP
;---------------------------------------------------------------------------

[Statedef 5120]
type    = L
movetype= I
physics = N

[state 5120]
type = destroyself
trigger1 = ishelper

[State 5120]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5120]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120]
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120]
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5120]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[State 1]
type = AssertSpecial
trigger1 = prevstateno = 104010 && !alive
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 13121]
type = lifeset
trigger1 = prevstateno = 104010 && !alive
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
trigger1 = prevstateno = 104010 && !alive
ignorehitpause = 1
value = 0

[state a]
type = destroyself
trigger1 = ishelper

[State 5150, 1]
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4]
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 6]
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7]
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 0]
type = selfstate
trigger1 = !ishelper && alive && name = "The Will Of Universe"
value = 50

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

[Statedef 169991]
type    = S
physics = S
anim = 22181

[State 169991]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 169991]
type = PlayerPush
trigger1 = 1
value = 0

[State 169991]
type = PosSet
trigger1 = 1
X = root, Pos X
Y = 140000000

[State 169991]
type = Projectile
trigger1 = time >= 1
attr = C,NP
projanim = 22177
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 2990900
projremovetime = 100
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
affectteam = F
guardflag = 
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 2]
type = pause
trigger1 = 1
time = 0
movetime = 0
ignorehitpause = 1

[State 2]
type = superpause
trigger1 = 1
time = 0
movetime = 0
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[State 3874]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 3874]
type = hitby
trigger1 = 1
value = C,NP
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 169991]
type = destroyself
trigger1 = root,stateno != 2205
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

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

[Statedef 169992]
type    = S
physics = S
anim = 22181

[State 169992]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 169992]
type = PlayerPush
trigger1 = 1
value = 0

[State 169992]
type = PosSet
trigger1 = Root,stateno = 22050
X = root, Pos X
Y = 2400

[State 169992]
type = PosSet
trigger1 = Root,stateno = 2205
trigger1 = Root,time = [20,70]
X = root, Pos X
Y = 240000000

[State 169992]
type = PosSet
trigger1 = Root,stateno = 2205
trigger1 = Root,time = [71,140]
X = root, Pos X
Y = 340000000

[State 169992]
type = PosSet
trigger1 = Root,stateno = 2205
trigger1 = Root,time = [141,210]
X = root, Pos X
Y = 440000000

[State 169992]
type = PosSet
trigger1 = Root,stateno = 2205
trigger1 = Root,time = [211,220]
X = root, Pos X
Y = 540000000

[State 3874]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 3874]
type = hitby
trigger1 = Root,stateno = 22050
value = C,NP
ignorehitpause = 1

[State 3874]
type = hitby
trigger1 = Root,stateno = 2205
trigger1 = Root,time = [20,70]
value = C,NT
ignorehitpause = 1

[State 3874]
type = hitby
trigger1 = Root,stateno = 2205
trigger1 = Root,time = [71,140]
value = C,NA
ignorehitpause = 1

[State 3874]
type = hitby
trigger1 = Root,stateno = 2205
trigger1 = Root,time = [141,210]
value = C,NP
ignorehitpause = 1

[State 3874]
type = hitby
trigger1 = Root,stateno = 2205
trigger1 = Root,time = [211,220]
value = C,ST
ignorehitpause = 1

[State 2]
type = destroyself
trigger1 = root,stateno != 2205
trigger1 = root,stateno != 22050
trigger2 = roundstate != 2
ignorehitpause = 1

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

[Statedef 169993]
type    = S
physics = S
anim = 22120

[State 169993]
type = BindtoRoot
trigger1 = 1

[State 2]
type = pause
trigger1 = roundstate != 2
time = 0
movetime = 0
ignorehitpause = 1

[State 2]
type = superpause
trigger1 = roundstate != 2
time = 0
movetime = 0
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[State 2]
type = pause
trigger1 = win
trigger2 = enemynear,life = 0
trigger3 = enemynear,stateno = 5150
time = 3
movetime = 3
persistent = 0
ignorehitpause = 1

[State 2]
type = superpause
trigger1 = win
trigger2 = enemynear,life = 0
trigger3 = enemynear,stateno = 5150
time = 3
movetime = 3
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
persistent = 0
ignorehitpause = 1

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

[Statedef 169995]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 169995]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 169995]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169995]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 169995]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 169995]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[state 169995]
type = varset
trigger1 = ishelper && time = 0
v = 2
value = prevstateno

[state 169995]
type = varset
trigger1 = ishelper && time = 0
v = 3
value = anim

[State 169995]
type = ChangeAnim
trigger1 = time = 0 && !ishelper
value = 5070

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
value = 0
IgnoreHitPause = 1

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(4) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(1) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(2) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(3) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(4) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(5) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(6) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(7) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(8) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(9) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(10) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(11) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(12) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(13) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(14) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(15) = 0

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(16) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(17) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(18) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(19) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(20) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(21) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(22) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(23) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(24) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(25) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(26) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(27) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(28) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(29) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(30) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(31) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(32) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(33) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(34) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(35) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(36) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(37) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(38) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(39) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(40) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(41) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(42) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(43) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(44) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(45) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(46) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(47) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(48) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(49) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(50) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(51) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(52) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(53) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(54) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(55) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(56) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(57) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(58) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(59) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(4) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(5) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(6) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(7) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(8) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(9) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(10) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(11) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(12) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(13) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(14) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(15) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(16) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(17) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(18) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(19) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(20) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(21) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(22) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(23) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(24) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(25) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(26) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(27) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(28) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(29) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(30) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(31) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(32) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(33) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(34) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(35) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(36) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(37) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(38) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(39) = 0
IgnoreHitPause = 1

[state 169995]
type = changestate
trigger1 = IfElse((ishelper),(time>=1),(time>=2))
value = IfElse((ishelper),169994,0)

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

[Statedef 169994]
type    = U
movetype= I
physics = N
sprpriority = 4

[State 169994]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[state 169994]
type = null;varset
trigger1 = ishelper&&root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP
v = 4
value = root,stateno

[state 169994]
type = null;varset
triggerall = ishelper&&time<14
trigger1 =root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP
v = 5
value = 1

[State 169994]
type = PosSet
trigger1 = ishelper
Y = 2400

[State 169994]
type = Projectile
trigger1 = time<=1&&enemynear,name="The Will Of Universe"&&enemynear,fvar(38)!=0&&ishelper
attr = C,NP
projanim = var(3)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 169994
projremovetime = 100
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = var(2)
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 169994]
type = Projectile
trigger1 = time>=30&&enemynear,name="The Will Of Universe"&&enemynear,fvar(38)=1&&ishelper&&root,alive
trigger1 =!(root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)
attr = C,NP
projanim = var(3)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 169994
projremovetime = 100
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = 40
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 169994]
type = Projectile
trigger1 =enemynear,time>=146&&enemynear,name="The Will Of Universe"&&enemynear,fvar(38)=2&&ishelper&&root,alive
trigger1 =!(root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)&&(root,stateno!=[40,52])
trigger1 =numprojid(169994)=0
attr = C,NP
projanim = var(3)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 169994
projremovetime = 100
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = (enemynear,time>=148)*40
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 169994]
type = null;Projectile
trigger1 = ishelper&&roundstate<=2&&time<=10
projanim = 0
projremove = 1
projremovetime = 1
projpriority = 1
projsprpriority = 1
projid = var(4)
attr = S,NA
offset = 0,2500
hitflag = M
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 169994]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169994]
type = ChangeState
trigger1 = !ishelper
value = 0

[State 169994]
type = destroyself
trigger1 = roundstate!=2||root,alive=0||enemynear,name="The Will Of Universe"&&enemynear,stateno!=22050&&enemynear,fvar(38)=2
trigger2 = enemynear,name="The Will Of Universe"&&enemynear,fvar(38)=1&&time>=30

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

[Statedef 2229900]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 2229900]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 2229900]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2229900]
type = PosSet
trigger1 = ishelper
Y = 2400

[State 2229900]
type = AssertSpecial
trigger1 = ishelper
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 2229900]
type = ChangeAnim
trigger1 = time=0&&!ishelper
value = 5070

[State 2229900]
type = Projectile
trigger1 = ishelper&&roundstate<=2&&time<=2
projanim = 0
projremove = 1
projremovetime = 1
projpriority = 1
projsprpriority = 1
projid = 96968484321
attr = S,NA
offset = 0,2500
hitflag = M
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 2229900]
type = null;helper
trigger1 = numhelper(96968484321)=0&&roundstate<=2&&time=0
id = 96968484321
persistent = 1
name = "flag"
pos = 0,0
postype = P1
stateno = 2229901
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 2229900]
type = changestate
trigger1 = IfElse((ishelper),enemynear,name="The Will Of Universe"&&(enemynear,stateno=22050),(time>=1))
value = IfElse((ishelper),169994,13120)

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

[Statedef 2229901]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = 0,0

[State 2229901]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 2229901]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2229901]
type = PosSet
trigger1 = 1
Y = 2500

[State 2229901]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 2229901]
type = ChangeAnim
trigger1 = time=0
value = 0

[state 2229901]
type = destroyself
trigger1 =roundstate!=2||root,alive=0
trigger2 =enemynear,name="The Will Of Universe"&&enemynear,stateno=22100

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

[Statedef 2229902]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = 0,0

[State 2229902]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 2229902]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2229902]
type = PosSet
trigger1 = 1
Y = 2500

[State 2229902]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2229902]
type = parentVarset
triggerall = time = 0
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1
trigger1 = (ishelper(1120)||ishelper(2000)||ishelper(2222))
trigger1 = root,var(46)>=1&&root,palno=12
var(42) = 2000

[State 2229902]
type = parentVaradd
triggerall = time >= 1
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1
trigger1 = (ishelper(1120)||ishelper(2000)||ishelper(2222))
trigger1 = root,var(46)>=1&&root,palno=12
trigger1 = (GameTime%10) = 1
var(47) = 1

[State 2229902]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 2229902]
type = ChangeAnim
trigger1 = time=0
value = 0

[state 2229902]
type = destroyself
trigger1 =roundstate!=2||root,alive=0

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

[Statedef 2999900]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 2999900]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 2999900]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2999900]
type = PosSet
trigger1 = ishelper
Y = 24002400

[State 2999900]
type = AssertSpecial
trigger1 = ishelper
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 2999900]
type = RemoveExplod
trigger1 = 1

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
value = 0
IgnoreHitPause = 1

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(4) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(1) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(2) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(3) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(4) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(5) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(6) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(7) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(8) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(9) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(10) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(11) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(12) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(13) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(14) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(15) = 0

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(16) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(17) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(18) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(19) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(20) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(21) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(22) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(23) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(24) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(25) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(26) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(27) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(28) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(29) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(30) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(31) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(32) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(33) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(34) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(35) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(36) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(37) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(38) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(39) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(40) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(41) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(42) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(43) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(44) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(45) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(46) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(47) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(48) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(49) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(50) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(51) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(52) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(53) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(54) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(55) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(56) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(57) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(58) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(59) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(4) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(5) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(6) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(7) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(8) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(9) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(10) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(11) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(12) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(13) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(14) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(15) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(16) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(17) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(18) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(19) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(20) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(21) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(22) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(23) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(24) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(25) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(26) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(27) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(28) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(29) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(30) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(31) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(32) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(33) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(34) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(35) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(36) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(37) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(38) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(39) = 0
IgnoreHitPause = 1

[state 2229900]
type = destroyself
trigger1 = 1
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;ワイヤーダメージ
;---------------------------------------------------------------------------

[Statedef 10210];相手
type    = A
movetype= H
physics = N
velset = 0,0;-13,-.5

[state 1]
type = changestate
trigger1 = ishelper
value = 2999900
IgnoreHitPause = 1

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
value = 0
IgnoreHitPause = 1

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(4) = 0
IgnoreHitPause = 1

[State 13121]
type = lifeset
triggerall = enemynear,name="The Will Of Universe"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="The Will Of Universe"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 1021,0]
type = turn
Trigger1 = frontedgedist <= 0
value = 1

[State 1021,0]
type = velset
trigger1 = time = 1
x = -13
y = -.6

[State 840, 2]
type = afterimage
trigger1 = time = 5
time = 13
length = 3
PalBright   =   0,  0,  0
PalContrast = 255,255,255
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 2
ignorehitpause = 1

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 821, 1]
type = VelAdd
Trigger1 = time > 4
y = .14

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5010

[state 190]
type = changestate
Trigger1 = backedgedist <= 0
Trigger2 = frontedgedist <= 0
value = 10220

[Statedef 10220];相手2
type    = A
movetype= H
physics = N
velset = 3.5,-8.2

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5030

[State 9000, 1]
type = null;ScreenBound
trigger1 = 1
movecamera = 1,0

[State 9000, 1]
type = turn
trigger1 = time = 0
value = 1

[State 821, 1]
type = VelAdd
Trigger1 = time > 3
y = .5
x = .05

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 13121]
type    = A
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H

[State 13121]
type = lifeadd
trigger1 = time = 0
ignorehitpause = 1
value = -(Ceil(0.1 * Const(data.life)))
absolute = 1

[State 13121]
type = lifeset
triggerall = enemynear,name="The Will Of Universe"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="The Will Of Universe"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
value = 0
IgnoreHitPause = 1

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(4) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(1) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(2) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(3) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(4) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(5) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(6) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(7) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(8) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(9) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(10) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(11) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(12) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(13) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(14) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(15) = 0

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(16) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(17) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(18) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(19) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(20) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(21) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(22) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(23) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(24) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(25) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(26) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(27) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(28) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(29) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(30) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(31) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(32) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(33) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(34) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(35) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(36) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(37) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(38) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(39) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(40) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(41) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(42) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(43) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(44) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(45) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(46) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(47) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(48) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(49) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(50) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(51) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(52) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(53) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(54) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(55) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(56) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(57) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(58) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(59) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(4) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(5) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(6) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(7) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(8) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(9) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(10) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(11) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(12) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(13) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(14) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(15) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(16) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(17) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(18) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(19) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(20) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(21) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(22) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(23) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(24) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(25) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(26) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(27) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(28) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(29) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(30) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(31) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(32) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(33) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(34) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(35) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(36) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(37) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(38) = 0
IgnoreHitPause = 1

[State 1]
type = parentVarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(39) = 0
IgnoreHitPause = 1

[State 1]
type = changestate
triggerall = time = 0
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1
trigger1 = (ishelper(1120)||ishelper(2000)||ishelper(2222))
trigger1 = root,var(46)>=1&&root,palno=12
value = 2229902

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

[State 1]
type = statetypeset
trigger1 = time = 0
trigger1 = pos y = 0
value = S

[State 812,4]
type = changeanim
trigger1 =!ishelper
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[state 1]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="The Will Of Universe"&&enemynear,fvar(38)=2
v = 2
value = prevstateno

[state 1]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="The Will Of Universe"&&enemynear,fvar(38)=2
v = 3
value = anim

[state 1]
type = destroyself
trigger1 = ishelper&&time>=1&&enemynear,name="The Will Of Universe"&&enemynear,fvar(19)!=0&&enemynear,fvar(38)=2
trigger2 = ishelper&&time>=1&&enemynear,name="The Will Of Universe"&&enemynear,fvar(38)=1
trigger3 = ishelper&&time>=5

[state 1]
type = changestate
trigger1 = ishelper&&time>=1&&enemynear,name="The Will Of Universe"&&enemynear,fvar(19)!=1&&enemynear,fvar(38)=2
value = 2229900

[State 1]
type = changestate
trigger1 = time >=1&&!ishelper
value = 10380

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

[Statedef 13120]
type    = A
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H

[state 1]
type = destroyself
trigger1 = ishelper

[State 1]
type = PalFX
trigger1 = time = 0
time = 3
color = 0
add = 0,0,0
ignorehitpause = 1

[State 1]
type = PalFX
trigger1 = time = 3
time = 3
color = 0
add = 40,40,40
ignorehitpause = 1

[State 1]
type = PalFX
trigger1 = time = 5
time = 3
color = 0
add = 60,60,60
ignorehitpause = 1

[State 1]
type = statetypeset
trigger1 = time = 0
trigger1 = pos y = 0
value = S

[State 1]
type = PalFX
trigger1 = time >= 7
trigger1 = Time < 100
time = 2
color = 0
add = 35,35,35
ignorehitpause = 1

[State 812,4]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 4000, PalFX]
type = PalFX
trigger1 = Time % 3 = 0
trigger1 = Time >= 100
time = 1
color = 0
add = 35,35,35
ignorehitpause = 1

[State 103]
type = changestate
trigger1 = time = 120
value = 10380

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

[Statedef 10380]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeset
triggerall = enemynear,name="The Will Of Universe"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="The Will Of Universe"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 5050, 1]
type = ChangeAnim
trigger1 = time=0
value = 5070

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 104010]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,80

[State a] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

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

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

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

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 5050, 1]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 821, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5150

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 痺れ
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

[Statedef 9000]
type    = S
movetype= H
physics = N
velset = 0,0

[state 1]
type = changestate
trigger1 = ishelper
value = 2999900
IgnoreHitPause = 1

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
value = 0
IgnoreHitPause = 1

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(4) = 0
IgnoreHitPause = 1

[State 13121]
type = lifeadd
trigger1 = time = 0
ignorehitpause = 1
value = -(Ceil(0.01 * Const(data.life)))
absolute = 1

[State 13121]
type = lifeset
triggerall = enemynear,name="The Will Of Universe"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="The Will Of Universe"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = lifeadd
trigger1 = life <= (Ceil(0.05 * Const(data.life)))
value = -9999999
absolute = 1

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9000, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 9001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9001]
type    = S
movetype= H
physics = S

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9001, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 9010]
type    = C
movetype= H
physics = N
velset = 0,0

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9010, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 9011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9011]
type    = C
movetype= H
physics = C

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9011, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 9020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9020, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9030]
type    = A
movetype= H
physics = N
ctrl = 0

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0


[State 9030, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 9050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 9035

[Statedef 9035]
type    = A
movetype= H
physics = N

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9035, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 9050

[Statedef 9050]
type    = A
movetype= H
physics = N

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9050, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

;---------------------------------------------------------------------------
; 痺れ2
;---------------------------------------------------------------------------

[Statedef 19000]
type    = S
movetype= H
physics = N
velset = 0,0

[state 1]
type = changestate
trigger1 = ishelper
value = 2999900
IgnoreHitPause = 1

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
value = 0
IgnoreHitPause = 1

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(4) = 0
IgnoreHitPause = 1

[State 13121]
type = lifeadd
trigger1 = time = 0
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,var(5)=1&&!ishelper&&enemynear,numhelper(22121)>=1&&enemynear,palno=12
ignorehitpause = 1
value = -(Ceil(0.0005 * Const(data.life)))
absolute = 1

[State 13121]
type = lifeadd
trigger1 = time = 0
trigger1 = !(enemynear,name="The Will Of Universe"&&enemynear,var(5)=1&&!ishelper&&enemynear,numhelper(22121)>=1&&enemynear,palno=12)
ignorehitpause = 1
value = -(Ceil(0.01 * Const(data.life)))
absolute = 1

[State 13121]
type = lifeset
triggerall = enemynear,name="The Will Of Universe"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="The Will Of Universe"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = lifeadd
trigger1 = life <= (Ceil(0.05 * Const(data.life)))
value = -9999999
absolute = 1

[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 19001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19001]
type    = S
movetype= H
physics = S

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 19010]
type    = C
movetype= H
physics = N
velset = 0,0


[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 19011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19011]
type    = C
movetype= H
physics = C

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 19020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19030]
type    = A
movetype= H
physics = N
ctrl = 0


[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 19050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 19035

[Statedef 19035]
type    = A
movetype= H
physics = N

[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 19050

[Statedef 19050]
type    = A
movetype= H
physics = N

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

;---------------------------------------------------------------------------
; 痺れ3
;---------------------------------------------------------------------------

[Statedef 49000]
type    = S
movetype= H
physics = N
velset = 0,0

[state 1]
type = changestate
trigger1 = ishelper
value = 2999900
IgnoreHitPause = 1

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
value = 0
IgnoreHitPause = 1

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,fvar(37)=1&&!ishelper&&name!="The Will Of Universe"
sysvar(4) = 0
IgnoreHitPause = 1

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,palno=12
flag = invisible

[State 1]
type = lifeadd
trigger1 = 1
value = -9999999999
absolute = 1

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

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

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

[State 9000, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 49001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 49030

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 49001]
type    = S
movetype= H
physics = S

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,palno=12
flag = invisible

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

[State 9001, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 49010]
type    = C
movetype= H
physics = N
velset = 0,0

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,palno=12
flag = invisible

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

[State 9010, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 49011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 49030

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 49011]
type    = C
movetype= H
physics = C

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,palno=12
flag = invisible

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

[State 9011, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 49020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,palno=12
flag = invisible

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

[State 9020, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 49030

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 49030]
type    = A
movetype= H
physics = N
ctrl = 0

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,palno=12
flag = invisible

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

[State 9030, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 49050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 49035

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[Statedef 49035]
type    = A
movetype= H
physics = N

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,palno=12
flag = invisible

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

[State 9035, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 49050

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[Statedef 49050]
type    = A
movetype= H
physics = N

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,palno=12
flag = invisible

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

[State 9050, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[state a]
type = Changestate
trigger1 = !alive
value = 104010

[State 9050, 7]
type = ChangeState
triggerall = alive = 1
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 15100

[State 9050, 7]
type = ChangeState
triggerall = alive = 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

;---------------------------------------------------------------------------
; ダウン
;---------------------------------------------------------------------------

[Statedef 15100]
type    = L
movetype= H
physics = N

[State 1]
type = AssertSpecial
trigger1 = enemynear,name="The Will Of Universe"&&enemynear,palno=12&&(gametime%3)=1
flag = invisible

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

[State 1020, 4];画面シェイク
type = EnvShake
trigger1 = time = 0
time = 6
ampl = -6
freq = 95
phase = 95

[State 106, 3]
type = MakeDust
trigger1 = Time = 0
pos = -5,-2
spacing = 1

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

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
trigger1 = time = 0
value = 5100

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
trigger1 = time = 5
value = 5110

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.002

[State 5100, 7]
type = SelfState
trigger1 = Time >= 110
value = 5120 


