; これはカンフーマン・・・ではなくTim-SkAiのＣＮＳファイルです。
; コメントを参考にしてＣＮＳを理解してください

; これはKFMの定数と状態のファイルです。
; 絶対記入し、削除はしないでください。
[Data]
  ;体力ゲージの初期値
life = 1200
  ;攻撃力（これ以上に設定すると強くなる）
attack = 100
  ;防御力（これ以上に設定すると強くなる）
defence = 100
  ;コンボをくらっている時にあがる防御力
fall.defence_up = 70
  ;倒れてから起上がるまでのフレーム数
liedown.time = 11
  ;空中でどれだけコンボが繋がるか（高くすると無限コンボになるので注意）
airjuggle = 15
  ;hitdefで設定していない時の基本ヒットスパークナンバー
sparkno = 2
  ;設定してない時のガードナンバー
guard.sparkno = 40
  ;KOした時に声にエコーをかけるか（１でＯＮ）
KO.echo = 0
 volume = 0
  IntPersistIndex = 0
FloatPersistIndex = 40

[Size]
xscale = 1           ;水平方向の縮尺（通常１）
yscale = 1           ;垂直方向の縮尺（通常１）
ground.back = 15     ;キャラの幅(後方,地上)
ground.front = 16    ;キャラの幅(前方,地上)
air.back = 12        ;キャラの幅(後方,空中)
air.front = 12       ;キャラの幅(前方,空中)
height = 125          ;キャラの高さ
attack.dist = 320    ;攻撃をした時相手がガード体制に入る最低距離
proj.attack.dist = 320;攻撃をした時相手がガード体制に入る最低距離（飛び道具）
proj.doscale = 0     ;上で設定した縮尺を飛び道具にも適用するか（１でＯＮ）   
head.pos = 0, -118   ;頭の大体の座標
mid.pos = -4, -86    ;体の中心の大体の座標
shadowoffset = 0     ;影の垂直方向のオフセット
draw.offset = 0,0    ;使用しない

[Velocity]
walk.fwd  = 3.4      ;前進の速度
walk.back = -3.4     ;後退の速度
run.fwd  = 6.2130434, 0    ;前ダッシュの速度（ホップする時はyを-にする）
run.back = -6.5,-1.8 ;後ダッシュの速度（ホップする時はyを-にする）
jump.neu = 0,-9.8    ;垂直ジャンプの速度
jump.back = -4.05,2    ;後ジャンプの速度
jump.fwd = 4.0,2       ;前ジャンプの速度
runjump.back = -2.55,-8.1 ;後ダッシュしながらのジャンプ速度(オプション)
runjump.fwd = 4,-8.1      ;前ダッシュしながらのジャンプ速度(オプション)
airjump.neu = 0,-8.1      ;２段ジャンプ以降の垂直ジャンプの速度(オプション)
airjump.back = -2.55      ;２段ジャンプ以降の後ジャンプの速度(オプション)
airjump.fwd = 2.5         ;２段ジャンプ以降の前ジャンプの速度

[Movement]
airjump.num = 1      ;空中でジャンプする回数
airjump.height = 35  ;空中でジャンプする最低限の高さ
yaccel = .57         ;重力
stand.friction = .85  ;立ち状態の摩擦係数
crouch.friction = .82 ;屈み状態の摩擦係数

;---------------------------------------------------------------------------
; ステイトの解説
; [Statedef STATENO]
; type = ?      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = ?  I/A/H    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = ?   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
; juggle = ?             その攻撃に使うジャグル数
;

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

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

[State -2, a];点滅
type = null;palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
time = 1
add = 255,255,255
mul = 255,255,255
color = 1
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 3
value = 700, 1

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

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

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

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

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

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

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

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

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

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




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

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

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

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

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

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0
;---------------------------------------------------------------------------
; ステップ
[Statedef 101]
type    = S
physics = S
ctrl = 0
anim = 101
velset = 0,0

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

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

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

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

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 103


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

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

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

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

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

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

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

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

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

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 107


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

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

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

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

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

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

[state a]
type = playsnd
trigger1 = time = 0
trigger1 = var(37) = -1432
value = S211,0
freqmul = 1.5

[State a]
type = palfx
trigger1 = time = 0
trigger1 = var(37) = -1432
add = 238,138,138
mul = 200,150,150
sinadd = 15,0,0,5
time = 30

[State 170]
type = Playsnd
trigger1 = var(31) = 1
trigger1 = time = 0
value = 2000,1

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

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(1) = 1
value = 171

[State 170]
type = changestate
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
trigger1 = DrawGame
value = 181

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

[State a]
type = ChangeState
trigger1 = roundno > 2
trigger1 = Win
value = 189

[state a]
type = playsnd
trigger1 = time = 0
trigger1 = var(37) = -1432
value = S211,0
freqmul = 1.5

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

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

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

[State 180]
type = ChangeState
trigger1 = var(2) = 2
trigger1 = var(1) = 0
value = 188

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

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

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

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 2
trigger1 = var(1) = 1
value = 187
;---------------------------------------------------------------------------
; 勝った動作[天上天下]
[Statedef 181]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State a]
type = palfx
trigger1 = time = 0
trigger1 = var(37) = -1432
add = 238,138,138
mul = 200,150,150
sinadd = 15,0,0,5
time = 30

[State 191, 3];天上天下
type = PlaySnd
triggerall = animelem = 9
trigger1 = var(37) = 1432
trigger1 = var(31) != 1
trigger1 = win
value = 181,0

[State 191, 3];倒してみせよ
type = PlaySnd
triggerall = animelem = 9
trigger1 = var(31) = 1
trigger2 = var(37) = -1432 && win
value = 190,0

[State 191, 3];倒してみせよ
type = PlaySnd
triggerall = animelem = 9
trigger1 = var(37) = -1432
trigger1 = DrawGame
value = 190,0

[State 191, 3]
type = null;PlaySnd
trigger1 = time = 120
value = 182,0

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 1
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 1000, 5]
type = null;Explod
trigger1 = animelem = 1
anim = 182
id = 182
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0


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

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

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

[State a]
type = palfx
trigger1 = time = 0
trigger1 = var(37) = -1432
add = 238,138,138
mul = 200,150,150
sinadd = 15,0,0,5
time = 30

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

[State 191, 3]
type = PlaySnd
triggerall = animelemtime(57) = 12
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 182,0

[State 191, 3]
type = PlaySnd
trigger1 = animelemtime(57) = 12
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
value = 182,0


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

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

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

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 1
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

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

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



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

[State a]
type = palfx
trigger1 = time = 0
trigger1 = var(37) = -1432
add = 238,138,138
mul = 200,150,150
sinadd = 15,0,0,5
time = 30

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

[State 1000, 5];出血
type = Explod
trigger1 = animelem = 3
anim = 187
id = 185
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 191, 3]
type = PlaySnd
triggerall = time = 100
trigger1 = var(37) = 1432
trigger1 = var(31) != 1
value = 182,0

[State 191, 3]
type = PlaySnd
triggerall = time = 60
trigger1 = var(31) = 1
value = 2000,0

[State 191, 3]
type = PlaySnd
trigger1 = time = 100
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
value = 182,0

[state a]
type = lifeadd
trigger1 = animelemtime(5) = 0
value = -50
kill = 0

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 5
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

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

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

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

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

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

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

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 6
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999





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

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover
;---------------------------------------------------------------------------
[Statedef 188];図に乗るな・・・ありえん！
type = S
movetype = I
physics = N
anim = 197

[State a]
type = palfx
trigger1 = time = 0
trigger1 = var(37) = -1432
add = 238,138,138
mul = 200,150,150
sinadd = 15,0,0,5
time = 30

[State 188]
type = ChangeAnim
trigger1 = anim = 197
trigger1 = animtime = 0
value = 895

[State 188]
type = playsnd
trigger1 = anim = 197
trigger1 = time = 0
value = 2000,0
channel = 18

[State 188]
type = playsnd
trigger1 = anim = 197
trigger1 = time = 80
value = 2000,1
channel = 12

[State 188]
type = playsnd
trigger1 = anim = 895
trigger1 = animelemtime(5) = 0
value = 2000,2
channel = 12

[State 188]
type = stopsnd
trigger1 = anim = 895
trigger1 = animtime = 0
channel = 12

[State 191, 3];斬る
type = PlaySnd
trigger1 = anim = 895
trigger1 = animelem = 5
value = 240,0

[State 1000, 5];出血
type = Explod
trigger1 = anim = 895
trigger1 = animelem = 3
anim = 896
id = 896
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = anim = 895
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 188]
type = lifeset
trigger1 = anim = 895
trigger1 = animelem = 5
value = 1

[State 188]
type = ChangeAnim
trigger1 = anim = 895
trigger1 = animtime = 0
value = 897

[State 188]
type = playsnd
trigger1 = anim = 897
trigger1 = animelemtime(1) = 0
value = 11,0

[State 188]
type = assertspecial
trigger1 = time = [0,300]
flag = roundnotover
;---------------------------------------------------------------------------
[Statedef 189];月明かりふんわり落ちてくる夜
type = S
physics = N
anim = 8880
velset = 0,0

[State 189]
type = playsnd
trigger1 = time = 0
value = S88888,3
volume = 200

[State 189]
type = envcolor
trigger1 = time < 255
value = 255-time,255-time,255-time
under = 1

[State 189]
type = envcolor
trigger1 = time >= 255
value = 0,0,0
under = 1

[State 189]
type = varrandom
trigger1 = 1
v = 44
range = 0,300
[State 189]
type = varrandom
trigger1 = 1
v = 45
range = 50,250

[State 189]
type = helper
trigger1 = (time%120) = 0
name = "tsukiakari-L"
HelperType = normal
stateno = 5150
pos = var(44),-300
postype = left
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 2.0
size.yscale = 2.0
ID = 1
IgnoreHitPause = 1
SuperMoveTime = 9999999999999999999999
PauseMoveTIme = 9999999999999999999999

[State 189]
type = helper
trigger1 = (time%45) = 0
name = "tsukiakari-M"
HelperType = normal
stateno = 5150
pos = var(45),-300
postype = left
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1.0
size.yscale = 1.0
ID = 2
IgnoreHitPause = 1
SuperMoveTime = 9999999999999999999999
PauseMoveTIme = 9999999999999999999999

[State 189]
type = helper
trigger1 = (time%20) = 0
name = "tsukiakari-S"
HelperType = normal
stateno = 5150
pos = var(44),-300
postype = left
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
ID = 3
IgnoreHitPause = 1
SuperMoveTime = 9999999999999999999999
PauseMoveTIme = 9999999999999999999999

[State 189]
type = Explod
trigger1 = numexplod(10) = 0
trigger1 = time > 30
id = 10
anim = 8504
sprpriority = -2
postype = left
pos = 130,20
bindtime = -1
supermove = 1
ownpal = 1
scale = 0.5,0.5
under = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 189]
type = trans
trigger1 = time < 255
trans = addalpha
alpha = 255-time,time

[State 189]
type = AssertSpecial
trigger1 = time = [255,1220]
flag = invisible

[State 189]
type = Assertspecial
trigger1 = time = [0,1130]
flag = RoundNotOver
flag2 = NoBG
flag3 = NoFG
;---------------------------------------------------------------------------
; 通常登場
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191]
type = ChangeState
trigger1 = p2name = "TOKI-TEN-KU" || p4name = "TOKI-TEN-KU"
value = 195

[State 191, 3]
type = PlaySnd
triggerall = Time= 1
trigger1 = var(31) = 1
value = 160, 0
channel = 2;(1:バイクのエンジン音・・・)

[State 193]
type = varrandom
trigger1 = RoundState = 0
v = 33
range = 0,1

[State 193]
type = playsnd
trigger1 = time = 1
trigger1 = var(31) = 3
value = 88888,0
channel = 2
volume = 255

[state a]
type = changestate
trigger1 = time = 1
trigger1 = var(31) = 1
value = 191

[state a]
type = changestate
trigger1 = time = 1
trigger1 = var(31) = 0
trigger1 = (palno = 6 || palno = 12)
trigger1 = var(33) = 1
value = 192

[state a]
type = changestate
trigger1 = time = 1
trigger1 = var(31) = 2
value = 193

[State a]
type  =ChangeState
trigger1 = time = 1
trigger1 = var(31) = 3
value = 194

[State a]
type = ChangeState
trigger1 = time = 1
trigger1 = var(31) = 4
value = 196

[State a]
type = ChangeState
trigger1 = time = 1
trigger1 = var(31) = 5
value = 197

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

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

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


[State 1000, 5]
type = Explod
trigger1 = animelemtime(11) = 1
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999


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

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------
[Statedef 191];（　*´ω｀*）< ヒャッハー！　女神様だぁーっ！
type = S
movetype = I
physics = N
poweradd = 0
velset = 0,0
anim = 193
ctrl = 0

[State 191, 3]
type = PlaySnd
trigger1 = Time= 1
value = 160, 0
channel = 2;(1:ダッシュ音)

[State 191]
type = ChangeAnim
trigger1 = anim = 193
trigger1 = time = 360
value = 194

[State 191]
type = ChangeAnim
trigger1 = anim = 194
trigger1 = animtime = 0
value = 8

[State 191]
type = playsnd
trigger1 = anim = 194
trigger1 = animelem = 1
value = 192,0

[State 888888]
type = BGpalfx
trigger1 = anim = 8
trigger1 = animelemtime(1) = 0
mul = 200,200,200
add = 200,200,200
time = 100
color = 256
invertall = 0

[State -2]
type = palfx
trigger1 = anim = 8
trigger1 = animelemtime(1) = 0
mul = 256,90,90
time = 360
add = 250,90,90
sinadd = 200,100,100,50
color = 256
invertall = 1

[State 1000, 5]
type = Explod
trigger1 = anim = 8
trigger1 = animelemtime(1) = 0
anim = 6010
sprpriority = -1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 1000, 5]
type = Explod
trigger1 = anim = 8
trigger1 = animelemtime(1) = 10
anim = 6011
sprpriority = 1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 2000, 6]
type = PlaySnd
trigger1 = anim = 8
trigger1 = animelemtime(1) = 0
value = 3000,3
IgnoreHitPause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = anim = 8
trigger1 = animelemtime(1) = 0
value = 192,1
IgnoreHitPause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = anim = 8
trigger1 = animelemtime(1) = 0
value = 190,1
IgnoreHitPause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = animelemtime(1) = 60
value = 2200,2
IgnoreHitPause = 1

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

[State 8]
type = ChangeState
trigger1 = anim = 8
trigger1 = animtime = 0
value = 0
ctrl  =1
IgnoreHitPause = 1
;---------------------------------------------------------------------------
; 真っ赤な誓い
[Statedef 192]
type = S
ctrl = 0
anim = 898
velset = 0,0

[State 192];真赤な誓いいいいいいぃぃぃぃぃぃぃぃぃぃ！
type = PlaySnd
trigger1 = animelemtime(1) = 0
value = 88888,1
IgnoreHitPause = 1

[State 191, 3];ﾄﾞｸﾞｼｬｧ
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = 2300,3

[State 191, 3];倒してみせよ
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = 190,0

[State 1200, Shake Screen]
type = EnvShake
trigger1 = AnimElemtime(4) = 0
time = 8
ampl = 3
freq = 188

[State 192]
type = Explod
trigger1 = animelemtime(3) = 0
anim = 199
id = 199
sprpriority = 7
postype = p1
pos = -16,-124
bindtime = -1
supermove = 0
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 193];（｀；ω；）< 畜生！　リア充爆発しろ！ クソったれがぁーっ！
type = S
ctrl = 0
anim = 197
velset = 0,0

[State 193];フフッ
type = playsnd
trigger1 = anim = 197
trigger1 = time = 1
value = 1100,0

[State 193];フフフフフ・・・
type = playsnd
trigger1 = anim = 197
trigger1 = time = 50
value = 2000,0

[State 193]
type = ChangeAnim
trigger1 = anim = 197
trigger1 = animtime = 0
value = 198

[State 1000, 5]
type = Explod
trigger1 = anim = 198
trigger1 = animelemtime(4) = 0
anim = 199
id = 199
sprpriority = 7
postype = p1
pos = -4,-107
bindtime = -1
supermove = 0
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 193];図に乗るな！
type = playsnd
trigger1 = anim = 198
trigger1 = animelemtime(4) = 0
value = 290,0

[State 193];ﾄﾞｸﾞｼｬｧ
type = playsnd
trigger1 = anim = 198
trigger1 = animelemtime(4) = 0
value = 2300,3

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

[State 195, 2]
type = ChangeState
trigger1 = anim = 198
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 194];ｺﾉﾒﾆｳｰ
type = S
ctrl = 0
anim = 197
velset = 0,0

[State 193]
type = ChangeAnim
trigger1 = anim = 197
trigger1 = p2stateno = 0
value = 198

[State 1000, 5]
type = Explod
trigger1 = anim = 198
trigger1 = animelemtime(4) = 0
anim = 199
id = 199
sprpriority = 7
postype = p1
pos = -4,-107
bindtime = -1
supermove = 0
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 193]
type = playsnd
trigger1 = anim = 198
trigger1 = animelemtime(4) = 0
value = 190,0

[State 193]
type = playsnd
trigger1 = anim = 198
trigger1 = animelemtime(4) = 0
value = 2300,3

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

[State 195, 2]
type = ChangeState
trigger1 = anim = 198
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

[State 191, 3];我のみを尊ぶ
type = PlaySnd
triggerall = animelem = 3
triggerall = var(1) = 0
trigger1 = var(37) = 1432
trigger1 = var(31) != 1
value = 195,0

[State 191, 3];我のみを尊ぶ
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(1) = 0
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 195,0

[State a]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(1) = 0
trigger1 = var(31) = 1
value = 2000,0

[State 195, 1]
type = CtrlSet
trigger1 = Time = 40
trigger1 = RoundState = 2
value = 1

[State -2, HELPER]
type = Helper
triggerall = !IsHelper
triggerall = (palno = 6 || palno = 12)
triggerall = numhelper(8888) < 1
triggerall = alive
trigger1 = RoundState != 2
name = "O"
HelperType = Player
stateno = 150
pos = 0,-70
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 0.9
size.yscale = 0.9
ID = 8888
IgnoreHitPause = 1
SuperMoveTime = 9999999999999999999999
PauseMoveTIme = 9999999999999999999999

[State -2, HELPER]
type = Helper
triggerall = !IsHelper
trigger1 = (palno = 6 || palno = 12)
trigger1 = numhelper(88888) < 1
name = "YOKOYOKO"
HelperType = Player
stateno = 150
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
ID = 88888
IgnoreHitPause = 1
SuperMoveTime = 9999999999999999999999
PauseMoveTIme = 9999999999999999999999


[State a]
type = Assertspecial
trigger1 = palno = 6 || palno = 12
flag = Intro

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = ifelse(RoundState>2,0,1)
;---------------------------------------------------------------------------
[Statedef 196];カンフー入門
type = S
ctrl = 0
anim = 197
velset = 0,0

[State 196]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 196];ﾄﾞｸﾞｼｬｧ
type = playsnd
trigger1 = anim = 240
trigger1 = animelemtime(3) = 0
value = 2300,3

[State 191, 3]
type = PlaySnd
trigger1 = anim = 240
trigger1 = AnimElem = 3
freqmul = 2.0
value = 11,0

[State 191, 3]
type = PlaySnd
trigger1 = anim = 240
trigger1 = AnimElem = 3
value = 210,0

[State 196]
type = ChangeAnim
trigger1 = time = 70
value = 240

[State 196]
type = Explod
trigger1 = RoundState != 0
persistent = 0
anim = 899
postype = p1
pos = 260, -90
velocity = -4.2, -7
accel = 0, .32
removetime = 48
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 196]
type = Explod
trigger1 = anim = 240
trigger1 = animelemtime(3) = 0
anim = 199
postype = p1
pos = 60, -80
removetime = 24
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 196]
type = Explod
trigger1 = anim = 240
trigger1 = animelemtime(3) = 0
anim = 241
postype = p1
pos = 0,0
removetime = 14
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 196]
type = ChangeState
trigger1 = anim = 240
trigger1 = animtime = 0
value = 0
;---------------------------------------------------------------------------
[Statedef 197];神父ソンズ（待ち
type = S
ctrl = 0
anim = 8880
velset = 0,0

[State 198]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 198]
type = trans
trigger1 = 1
trans = addalpha
alpha = 0,256

[State 198]
type = ChangeState
trigger1 = p2stateno = 0
trigger1 = enemy,time = 120
value = 198
;---------------------------------------------------------------------------
[Statedef 198];神父ソンズ(AMEN
type = S
ctrl = 0
anim = 8880
velset = 0,0

[State 198]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 198]
type = Playsnd
trigger1 = anim = 8880
trigger1 = time = 0
value = S88888,2
volume = 255

[State 198]
type = ChangeAnim
trigger1 = anim = 8880
trigger1 = time = 300
value = 8881

[State 198]
type = trans
trigger1 = anim = 8880
trans = addalpha
alpha = -45+time,255-time

[State 198]
type = ChangeAnim
trigger1 = anim = 8881
trigger1 = time = 580
value = 8882

[State 198]
type = Explod
trigger1 = anim = 8882
trigger1 = animelemtime(6) = 1
anim = 8879
postype = p1
pos = 0, 0
removetime = 63
Supermovetime = 9999999
Pausemovetime = 9999999

[State 198]
type = envshake
trigger1 = anim = 8882
trigger1 = animelemtime(14) = 0
time = 8

[State 198]
type = Playsnd
trigger1 = anim = 8882
trigger1 = animelemtime(14) = 0
value = S2300,3
volume = -100

[State 198]
type = ChangeAnim
trigger1 = anim = 8882
trigger1 = time = 880
value = 8883

[State 198]
type = Changeanim
trigger1 = anim = 8883
trigger1 = time = 940
value = 8884

[State 198]
type = Changeanim
trigger1 = anim = 8884
trigger1 = time = 979
value = 8885

[State 198]
type = envshake
trigger1 = anim = 8885
trigger1 = animelemtime(3) = 0
time = 120
freq = 200

[State 198]
type = Playsnd
trigger1 = anim = 8885
trigger1 = animelemtime(3) = [0,2]
value = S1300,1
volume = 255
freqmul = 0.5

[State 198]
type = Changestate
trigger1 = anim = 8885
trigger1 = time = 1150
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 遠距離立ち・弱・パンチ・の動作
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 200                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 191, 3]
type = PlaySnd
triggerall = animelem = 2
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 200,var(6)

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 200,var(6)

[state a]
type = ctrlset
trigger1 = animelem = 3
value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 210, 1]
type = PlaySnd
triggerall = time > 10
trigger1 = (time%5)=0
value = 240,1;1200, 0
freqmul = 3.0
;---------------------[エフェクト]

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time > 10
trigger1 = (time%5)=1
anim = 8500
id = 8500
sprpriority = 7
postype = p1
pos = 39,-94
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 5
under = 0
scale = 0.3,0.3
random = 10,10
Supermovetime = 9999999999
Pausemovetime = 9999999999
[State 240, 2]
type = projectile
triggerall = time > 10
trigger1 = (time%5)=1
projID = 8501
projanim = 8501
projhitanim = 8502
projremove = 1
projremovetime = 120
attr = A,NP
hitby = MA
guardflag = MA
sparkno = -1
damage = 18,5
kill = 1
velocity = 5
accel = 0,0.08
projhits = 1
pausetime = 0,12
animtype = light
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 120
Projstagebound = 120
ground.velocity = -3,-2
guard.velocity = -11
air.velocity = -3,-2
airguard.velocity = -4.5,-5
offset = 29,-94
postype = p1
hitsound = S211, 0
p2getp1stateno = 0

;---------------------------------------------------------------------------
; 近距離立ち・弱・パンチ・の動作
[Statedef 205]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 205                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 191, 3]
type = PlaySnd
triggerall = Animelem = 2
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 200,var(6)

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 200,var(6)

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = time = 2
anim = 8500
id = 8500
sprpriority = 7
postype = p1
pos = 29,-84
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 5
under = 0
scale = 0.3,0.3
random = 10,10
Supermovetime = 9999999999
Pausemovetime = 9999999999
[State 240, 2]
type = projectile
trigger1 = time = 2
projID = 8501
projanim = 8501
projhitanim = 8502
projremove = 1
projremovetime = 120
attr = A,NP
hitby = MA
guardflag = MA
sparkno = -1
damage = 18,5
kill = 1
velocity = 5
accel = 0,0.08
projhits = 1
pausetime = 0,5
animtype = light
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 120
Projstagebound = 120
ground.velocity = -3,-2
guard.velocity = -11
air.velocity = -3,-2
airguard.velocity = -4.5,-5
offset = 29,-84
postype = p1
hitsound = S211, 0
p2getp1stateno = 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[state a]
type = ctrlset
trigger1 = animelem = 3
value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;遠距離強パンチ
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 210

[State 191, 3]
type = PlaySnd
triggerall = animelem = 3
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 210, var(6)

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 210, var(6)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 211, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -10,0
bindtime = 1
supermove = 0
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 7
anim = 8500
id = 8500
sprpriority = 7
postype = p1
pos = 49,-64
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 5
under = 0
scale = 0.7,0.7
random = 10,10
Supermovetime = 9999999999
Pausemovetime = 9999999999
[State 240, 2]
type = projectile
trigger1 = animelem = 7
projID = 8501
projanim = 1011
projhitanim = 888
projremove = 1
projremovetime = 120
attr = A,NP
hitby = MA
guardflag = MA
sparkno = S8502
damage = 100,5
kill = 1
velocity = 10,0
accel = 0,0
projhits = 1
pausetime = 10,12
animtype = hard
projemisstime = 1
projepriority = 300000
projespriority = 4
Projedgebound = 120
Projstagebound = 120
ground.velocity = -3,-2
guard.velocity = -11
air.velocity = -3,-2
airguard.velocity = -4.5,-5
offset = 49,-64
postype = p1
hitsound = S199,1
p2getp1stateno = 0

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 近距離立ち・強・パンチ・の動作
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 2

[State 191, 3]
type = PlaySnd
triggerall = animelem = 2
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 210, var(6)

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 210, var(6)

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 211, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 5
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -20,0
bindtime = 1
supermove = 0
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 6
anim = 8500
id = 8500
sprpriority = 7
postype = p1
pos = 49,-64
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 5
under = 0
scale = 0.3,0.3
random = 10,10
Supermovetime = 9999999999
Pausemovetime = 9999999999
[State 240, 2]
type = projectile
trigger1 = animelem = 6
projID = 8501
projanim = 1011
projhitanim = 888
projremove = 1
projremovetime = 20
attr = A,NP
hitby = MA
guardflag = MA
sparkno = S8502
damage = 120,5
kill = 1
velocity = 0,0
accel = 0,0
projhits = 1
pausetime = 10,12
animtype = hard
projemisstime = 1
projepriority = 300000
projespriority = 4
Projedgebound = 120
Projstagebound = 120
ground.velocity = -3,-2
guard.velocity = -11
air.velocity = -3,-2
airguard.velocity = -4.5,-5
offset = 49,-64
postype = p1
hitsound = S199,1
p2getp1stateno = 0

[State 215, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;遠距離 立ち・弱・キック
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State 191, 3]
type = PlaySnd
triggerall = AnimElem = 1
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 200,var(6)

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 200,var(6)

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 1000, 5];攻撃エフェクト1
type = Explod
trigger1 = animelem = 3
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 77,-91
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 1000, 5];攻撃エフェクト2
type = Explod
trigger1 = animelem = 4
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 35,-21
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 240, 2]
type = projectile
trigger1 = animelem = 3
projID = 8501
projanim = 891
projhitanim = -1
projremove = 1
projremovetime = 10
attr = A,NP
hitby = MA
guardflag = MA
sparkno = S7000
damage = 20,5
kill = 1
velocity = 0,0
accel = 0,0
projhits = 1
pausetime = 10,12
animtype = hard
projemisstime = 1
projepriority = 300000
projespriority = 4
Projedgebound = 120
Projstagebound = 120
ground.velocity = -3,-12
guard.velocity = -11
air.velocity = -3,-12
airguard.velocity = -4.5,-5
air.fall = 1
offset = 77,-91
postype = p1
hitsound = S300,0
p2getp1stateno = 0

[State 240, 2]
type = projectile
trigger1 = animelem = 4
projID = 8501
projanim = 891
projhitanim = -1
projremove = 1
projremovetime = 10
attr = A,NP
hitby = MA
guardflag = MA
sparkno = S7000
damage = 20,5
kill = 1
velocity = 0,0
accel = 0,0
projhits = 1
pausetime = 10,12
animtype = hard
projemisstime = 1
projepriority = 300000
projespriority = 4
Projedgebound = 120
Projstagebound = 120
ground.velocity = -3,-12
guard.velocity = -11
air.velocity = -3,-12
airguard.velocity = -4.5,-5
air.fall = 1
offset = 35,-21
postype = p1
hitsound = S300,0
p2getp1stateno = 0

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;近距離 立ち・弱・キック
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 235
sprpriority = 2

[State 191, 3]
type = PlaySnd
triggerall = AnimElem = 1
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 200,var(6)

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 200,var(6)

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 1000, 5];攻撃エフェクト1
type = Explod
trigger1 = animelem = 3
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 33,-20
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 1000, 5];攻撃エフェクト2
type = Explod
trigger1 = animelem = 4
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 62,-54
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 240, 2]
type = projectile
trigger1 = animelem = 3
projID = 8501
projanim = 891
projhitanim = -1
projremove = 1
projremovetime = 10
attr = A,NP
hitby = MA
guardflag = MA
sparkno = S7000
damage = 20,5
kill = 1
velocity = 0,0
accel = 0,0
projhits = 1
pausetime = 10,12
animtype = hard
projemisstime = 1
projepriority = 300000
projespriority = 4
Projedgebound = 120
Projstagebound = 120
ground.velocity = -3,-12
guard.velocity = -11
air.velocity = -3,-12
airguard.velocity = -4.5,-5
air.fall = 1
offset = 77,-91
postype = p1
hitsound = S300,0
p2getp1stateno = 0

[State 240, 2]
type = projectile
trigger1 = animelem = 4
projID = 8501
projanim = 891
projhitanim = -1
projremove = 1
projremovetime = 10
attr = A,NP
hitby = MA
guardflag = MA
sparkno = S7000
damage = 20,5
kill = 1
velocity = 0,0
accel = 0,0
projhits = 1
pausetime = 10,12
animtype = hard
projemisstime = 1
projepriority = 300000
projespriority = 4
Projedgebound = 120
Projstagebound = 120
ground.velocity = -3,-12
guard.velocity = -11
air.velocity = -3,-12
airguard.velocity = -4.5,-5
air.fall = 1
offset = 35,-21
postype = p1
hitsound = S300,0
p2getp1stateno = 0

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;遠距離 立ち・強・キック
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 191, 3]
type = PlaySnd
triggerall = AnimElem = 3
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 210,var(6)

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 210,var(6)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 240, 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 240, 2]
type = projectile
trigger1 = animelem = 3
projID = 8501
projanim = 891
projhitanim = -1
projremove = 1
projremovetime = 10
attr = A,NP
hitby = MA
guardflag = MA
sparkno = S7000
sparkxy = 50,-50
damage = 120,5
kill = 1
velocity = 0,0
accel = 0,0
projhits = 1
pausetime = 10,12
animtype = hard
projemisstime = 1
projepriority = 300000
projespriority = 4
Projedgebound = 120
Projstagebound = 120
ground.velocity = -3,-12
guard.velocity = -11
air.velocity = -3,-12
airguard.velocity = -4.5,-5
air.fall = 1
offset = 0,-90
postype = p1
hitsound = S240,0
p2getp1stateno = 0

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

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

;---------------------------------------------------------------------------
; 近距離立ち・強・キック
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 245
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 191, 3]
type = PlaySnd
triggerall = time = 1
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 210,var(6)

[State 191, 3]
type = PlaySnd
trigger1 = time = 1
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 210,var(6)

[State 240, 2]
type = projectile
trigger1 = animelem = 4
projID = 8501
projanim = 891
projhitanim = -1
projremove = 1
projremovetime = 10
attr = A,NP
hitby = MA
guardflag = MA
sparkno = S7000
sparkxy = 50,0
damage = 60,5
kill = 1
velocity = 0,0
accel = 0,0
projhits = 1
pausetime = 10,12
animtype = hard
projemisstime = 1
projepriority = 300000
projespriority = 4
Projedgebound = 120
Projstagebound = 120
ground.velocity = -3,-12
guard.velocity = -11
air.velocity = -3,-12
airguard.velocity = -4.5,-5
air.fall = 1
offset = 0,-90
postype = p1
hitsound = S310,0
p2getp1stateno = 0
[State 240, 2]
type = projectile
trigger1 = animelem = 10
projID = 8501
projanim = 891
projhitanim = -1
projremove = 1
projremovetime = 10
attr = A,NP
hitby = MAFD
guardflag = MA
sparkno = S7000
sparkxy = 50,0
damage = 30,5
kill = 1
velocity = 0,0
accel = 0,0
projhits = 1
pausetime = 10,4
animtype = hard
projemisstime = 1
projepriority = 300000
projespriority = 4
Projedgebound = 120
Projstagebound = 120
ground.velocity = -3,12
guard.velocity = -11
air.velocity = -3,12
airguard.velocity = -4.5,-5
air.fall = 1
fall.recovery = 0
fall.damage = 90
offset = 0,-90
postype = p1
hitsound = S310,0
p2getp1stateno = 0

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


;---------------------------------------------------------------------------
; ふっ飛ばし攻撃
[Statedef 290]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 290
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 211, 0

[State 191, 3]
type = PlaySnd
triggerall = AnimElem = 1
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 290, 0

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 290, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -36,-18
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 240, 2]
type = projectile
trigger1 = animelem = 4
projID = 8501
projanim = 891
projhitanim = -1
projremove = 1
projremovetime = 10
attr = S,NP
hitby = MAFD
guardflag = MA
sparkno = S7003
sparkxy = 50,0
damage = 180,15
kill = 1
velocity = 0,0
accel = 0,0
projhits = 1
pausetime = 10,4
animtype = hard
projemisstime = 1
projepriority = 300000
projespriority = 4
Projedgebound = 120
Projstagebound = 120
ground.velocity = -10,-2
guard.velocity = -11
air.velocity = -10,-2
airguard.velocity = -4.5,-5
fall = 1
fall.recovery = 0
offset = 0,-90
postype = p1
hitsound = S225,1
p2getp1stateno = 0

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

;---------------------------------------------------------------------------
; ガードキャンセルふっ飛ばし攻撃
[Statedef 291]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -500
ctrl = 0
velset = 0,0
anim = 291
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = Time = 0
value = 221, 0

[State 191, 3]
type = PlaySnd
triggerall = AnimElem = 1
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 290, 0

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 290, 0

[State 700, 2];無敵の状態を作る
type = NotHitBy
triggerall = 1
trigger1 = 1
value = SCA

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

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

;---------------------------------------------------------------------------
;屈み・弱・パンチ
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 400
sprpriority = 2

[State 191, 3]
type = PlaySnd
triggerall = AnimElem = 1
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 200,var(6)

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 200,var(6)

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

[State 400, 3]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み・強・パンチ
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 30
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 221, 0

[State 191, 3]
type = PlaySnd
triggerall = AnimElem = 2
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 210,var(6)

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 210,var(6)

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み・弱・キック
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 430
sprpriority = 2

[State 191, 3]
type = PlaySnd
triggerall = AnimElem = 1
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 200,var(6)

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 200,var(6)

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

[State 400, 3]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み・強・キック
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 30
ctrl = 0
anim = 440
sprpriority = 2

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

[State 191, 3]
type = PlaySnd
triggerall = time = 1
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 210,var(6)

[State 191, 3]
type = PlaySnd
trigger1 = time = 1
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 210,var(6)

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1



;---------------------------------------------------------------------------
;空中・弱・パンチ
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 2

[State 191, 3]
type = PlaySnd
triggerall = AnimElem = 1
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 200,var(1)

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 200,var(1)

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

;---------------------------------------------------------------------------
;空中・強・パンチ
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 610
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 220, 1

[State 191, 3]
type = PlaySnd
triggerall = time = 2
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 210,var(6)

[State 191, 3]
type = PlaySnd
trigger1 = time = 2
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 210,var(6)
;---------------------------------------------------------------------------
;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 191, 3]
type = PlaySnd
triggerall = AnimElem = 1
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 200,var(6)

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 200,var(6)

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0
;---------------------------------------------------------------------------
;空中・強・キック
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 640
sprpriority = 2

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

[State 191, 3]
type = PlaySnd
triggerall = time = 2
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 210,var(6)

[State 191, 3]
type = PlaySnd
trigger1 = time = 2
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 210,var(6)
;---------------------------------------------------------------------------
;空中ふっ飛ばし攻撃
[Statedef 690]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 690
sprpriority = 2

[State 191, 3]
type = PlaySnd
triggerall = AnimElem = 1
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 210,var(6)

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 210,var(6)

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 211, 0

[State 240, 2]
type = projectile
trigger1 = animelemtime(2) = 0
projID = 8501
projanim = 891
projhitanim = -1
projremove = 1
projremovetime = 2
attr = S,NP
hitby = M
guardflag = MA
sparkno = S7003
sparkxy = 50,0
damage = 220,25
kill = 1
velocity = 0,0
accel = 0,0
projhits = 1
pausetime = 0,4
animtype = hard
projemisstime = 1
projepriority = 300000
projespriority = 4
Projedgebound = 120
Projstagebound = 120
ground.velocity = -10,-2
guard.velocity = -11
air.velocity = -10,-2
airguard.velocity = -4.5,-5
fall = 1
fall.recovery = 0
offset = 0,-90
postype = p1
hitsound = S225,1
p2getp1stateno = 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -29,-13
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999
;---------------------------------------------------------------------------
;タクティカルステップ
[Statedef 700]
; type = S      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = I    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = N   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
poweradd= -500
ctrl = 0
anim = 700
velset = 0,0
sprpriority = 2

[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
trigger3 = prevstateno = [200,499]
value = -500

[State -2, a];点滅
type = null;palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
trigger3 = prevstateno = [200,499]
time = 5
add = 0,0,176
mul = 0,0,176
color = 1
ignorehitpause = 1

[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

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

[state a]
type = null;playerpush
trigger1 = animelem = 7,<=0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 700, 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = 0

[State 600, 1]
type = velset
trigger1 = animelem = 2
x = 8

[State 600, 1]
type = velset
trigger1 = animelem = 4
x = 0

[State 50, 4];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = 15
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1






[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;緊急回避後ろ
[Statedef 701]
; type = S      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = I    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = S   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
poweradd= 0
ctrl = 0
anim = 701
sprpriority = 2
velset = 0,0

[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -1000

[State 700, 2];無敵の状態を作る
type = NotHitBy
triggerall = 1
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = SCA

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

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = animelem = 8,<=0
value = SCA

[state a]
type = playerpush
trigger1 = animelem = 8,<= 0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 700, 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = 0

[State 600, 1]
type = velset
trigger1 = animelem = 4
x = -6

[State 600, 1]
type = velset
trigger1 = animelem = 8
x = 0


[State 50, 4];←成功したときの残像
type = AfterImage
trigger1 = time = 0
time = 33
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 0,0,0
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1




[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ダウン回避
[Statedef 702]
; type = S      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = I    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = S   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
poweradd= 0
ctrl = 0
anim = 702
sprpriority = 2
velset = 0,0

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

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

[state a]
type = playerpush
trigger1 = animelem = 5,<=0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 702, 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = -4

[State 600, 1]
type = veladd
trigger1 = vel x <= 0
trigger1 = gametime % 2
x = 0.4

[state a]
type = velset
trigger1 = vel x >= 0
x = 0


[State 50, 4];←成功したときの残像
type = null;AfterImage
trigger1 = time = 0
time = 33
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 0,0,0
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1




[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1








;---------------------------------------------------------------------------
;門客人(あらはばき)
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げている自分
[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 8
sprpriority = 2

;---------------------[サウンド]
[State 810, Grab Sound];掴み
type = PlaySnd
trigger1 = time = 3
value = 800, 0

[State 810, Grab Sound];浮き
type = PlaySnd
trigger1 = AnimElem = 2
value = 801, 0

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 5
value = 190, 2

[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelemtime(6) = 6
value = 240, 0


[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = animelemtime(6) = 6
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1


[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 7080
sprpriority = 3
postype = p1
velset = 0,0
pos = 47,-89
bindtime = 1
supermove = 0
under = 0
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 1000, 5];ヒットエフェクト
type = Explod
trigger1 = animelemtime(6) = 6
anim = 7002
sprpriority = 5
postype = p1
velset = 0,0
pos = 60,-129
bindtime = 1
supermove = 0
under = 0
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 2
anim = 810
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,0
bindtime = 1
removetime = 40
supermove = 0
under = 0
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 1000, 5];足元消滅
type = Explod
trigger1 = animelem = 5
anim = 811
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 1000, 5];火柱
type = Explod
trigger1 = animelem = 6
anim = 812
sprpriority = 3
postype = p1
velset = 0,0
pos = 60,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999


;:::相手

[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 32,0


[state a]
type = targetstate
trigger1 = animelemtime(6) = 6
value = 806


[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelemtime(6) = 6
value = -173

;:::

[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1;animelem = 1
edge = 60,0

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

;---------------------------------------------------------------------------
;投げられている相手
[Statedef 805]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

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

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

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

[state b]
type = null;velset
trigger1 = time = 26
x = 0
y = 0


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



;---------------------------------------------------------------------------
;投げられている相手2
[Statedef 806]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

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

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

[State 821, 1] ;これは重力これは毎フレーム事に0.4の力が加わります
type = VelAdd
Trigger1 = 1;animelem = 3,>= 0
y = .4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;---------------------------------------------------------------------------
;レッグスルー
[Statedef 850]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;投げている自分
[Statedef 851]
type    = S
movetype= A
physics = N
anim = 850
sprpriority = 5

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

;---------------------[サウンド]
[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800, 0

[State 810, Grab Sound];叩きつけ
type = PlaySnd
trigger1 = AnimElem = 6
value = 850, 2


;---------------------[エフェクト]
[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 7080
sprpriority = 3
postype = p1
velset = 0,0
pos = 47,-89
bindtime = 1
supermove = 0
under = 0
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999
;---------------------[位置設定]
[state a]
type = posadd
trigger1 = animelem = 2
x = 8
y = -12

[state a]
type = posadd
trigger1 = animelem = 3
y = 12

[state a]
type = posadd
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
x = -16

[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = animelem = 5
edge = 60,121

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 6
time = 9
ampl = -5
freq = 95
phase = 95

;---------------------[相手の制御]
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0

[State 801, 2]
type = TargetBind
trigger1 = animelem = 3
pos = 54,-72

[State 801, 2]
type = TargetBind
trigger1 = animelem = 4
pos = 35,-84

[State 801, 2]
type = TargetBind
trigger1 = animelem = 5
pos = -25,-85

[State 801, 2]
type = TargetBind
trigger1 = animelem = 6
pos = -45,0


[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelem = 6
value = -167

;:::相手

[State 821, 3] 
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;投げられている相手
[Statedef 855]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

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

[state a]
type = velset
trigger1 = animelem = 9
x = 5
y = -4

[State 821, 1] ;これは重力これは毎フレーム事に0.4の力が加わります
type = VelAdd
Trigger1 = animelem = 9,>= 0
y = .4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 弱解除
[Statedef 1000]
type    = S
movetype= I
physics = N
juggle  = 8
poweradd= 45
velset = 0,0
anim = 1000
ctrl = 0

;---------------------[効果音]
[State a]
type = PlaySnd
triggerall = animelem = 6
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 1000,0

[State a]
type = PlaySnd
trigger1 = animelem = 6
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 1000,0

[state a];発射
type = playsnd
trigger1 = animelem = 7
value = 1000,1

;---------------------[位置設定]
[state a]
type = null;posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[state a]
type = velset
trigger1 = animelem = 7
x = -5

[state a]
type = veladd
trigger1 = vel x <= 0
x = 0.3

[state a]
type = velset
trigger1 = vel x >= 0
x = 0

;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999
;---------------------[ヘルパー呼び出し]
;-2を見てね

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = power >= 500
trigger1 = command = "誓約"
trigger1 = animelem >= 8
value = 1100

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


; 鏡(?)ヘルパー
[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
velset = 4,0
ctrl = 0
anim = 1010

[State -2]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 8]
type = playerpush
trigger1 = 1
value = 0

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitby
trigger1 = IsHelper && (parent,palno != 6 && parent,palno != 12)
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = IsHelper && (parent,palno != 6 && parent,palno != 12)
attr = SCA,NP,SP,HP
stateno = 1015


;---------------------[攻撃の指定]
[State 10001]
type = AfterImage
trigger1 = alive && RoundState = [0,3]
trigger1 = time = 0
time = -1
PalBright   =  265, 125, 120
PalContrast =  200, 150, 150
PalAdd      = -1,-3,-3
PalMul      = 1.85,.85,.70
Trans = add
TimeGap  = 1
FrameGap = 1
length = 15
IgnoreHitPause = 1

[State 10001]
type = assertspecial
trigger1 = 1
flag = invisible
time = -1

[State 10001]
type = SelfState
trigger1 = IsHelper
trigger1 = p2bodydist X = [-30,30]
trigger1 = time > 60
value = 1015

[State -2, オーラ]
type = Explod
trigger1 = (GameTime%2) = 0
trigger1 = time > 20
trigger1 = numExplod(88) < 25
trigger1 = IsHelper
anim = 888
postype = p1
pos = 0,0
random = 80,80
velocity = 0,0
removetime = 28
persistent = 1
scale = (palno*0.1),(palno*0.1)
ownpal = 1
sprpriority = 1
removeongethit = 0
ID = 88
IgnoreHitPause = 1
SuperMoveTime = 888888
PauseMoveTime = 888888

[State 1001]
type = projectile
triggerall = numprojID(1250) < 3
trigger1 = (GameTime%5) = 0
trigger1 = time > 20
trigger1 = IsHelper && (parent,palno != 6 && parent,palno != 12)
projID = 1250
projanim = 888
projhitanim = -1
projremove = 1
projremovetime = 15
attr = A,SP
hitby = MAFDP
sparkno = -1
damage = 2,9
kill = 1
velocity = 0,0
accel = 0
projhits = 5
pausetime = 0,0
animtype = hard
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 60
Projstagebound = 60
ground.velocity = -10,-2
guard.velocity = -11
air.velocity = -10,-2
airguard.velocity = -4.5,-5
offset = 0,0
postype = p1
hitsound = -1
getpower = 0
air.fall = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 1001]
type = projectile
triggerall = numprojID(1250) < 3
trigger1 = (GameTime%5) = 0
trigger1 = time > 20
trigger1 = IsHelper && (parent,palno = 6 || parent,palno = 12)
projID = 1250
projanim = 888
projhitanim = -1
projremove = 1
projremovetime = 15
attr = A,SP
hitby = MAFDP
sparkno = -1
damage = 65
kill = 1
velocity = 0,0
accel = 0
projhits = 5
pausetime = 0,0
animtype = hard
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 60
Projstagebound = 60
ground.velocity = 0,2500
guard.velocity = -11
air.velocity = 0,2500
airguard.velocity = -4.5,-5
offset = 0,0
postype = p1
hitsound = -1
getpower = 0
fall = 1
fall.recovery = 0
p2stateno = 5100
Supermovetime = 9999999999
Pausemovetime = 9999999999
;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 150


; 鏡(?)ヘルパー2
[Statedef 1012]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
velset = 8,0
ctrl = 0
anim = 1010

[State -2]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 8]
type = playerpush
trigger1 = 1
value = 0
;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitby
trigger1 = IsHelper && (parent,palno != 6 && parent,palno != 12)
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = IsHelper && (parent,palno != 6 && parent,palno != 12)
attr = SCA,NP,SP,HP
stateno = 1015


;---------------------[攻撃の指定]
[State 10001]
type = AfterImage
trigger1 = alive && RoundState = [0,3]
trigger1 = time = 0
time = -1
PalBright   =  265, 125, 120
PalContrast =  200, 150, 150
PalAdd      = -1,-3,-3
PalMul      = 1.85,.85,.70
Trans = add
TimeGap  = 1
FrameGap = 1
length = 15
IgnoreHitPause = 1

[State 10001]
type = assertspecial
trigger1 = 1
flag = invisible
time = -1

[State 10001]
type = SelfState
trigger1 = IsHelper
trigger1 = p2bodydist X = [-30,30]
trigger1 = time > 60
value = 1015

[State 1001]
type = projectile
triggerall = numprojID(1250) < 5
trigger1 = (GameTime%5) = 0
trigger1 = time > 20
trigger1 = IsHelper
projID = 1250
projanim = 888
projhitanim = -1
projremove = 1
projremovetime = 15
attr = A,SA
hitby = MAFDP
guardflag = MA
sparkno = -1
damage = 20,10
kill = 1
velocity = 0,0
accel = 0
projhits = 5
pausetime = 0,0
animtype = hard
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 60
Projstagebound = 60
ground.velocity = -20,-12
guard.velocity = -11
air.velocity = -20,-12
airguard.velocity = -4.5,-5
offset = 0,0
postype = p1
hitsound = -1
getpower = 0
air.fall = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 1001]
type = projectile
triggerall = numprojID(1250) < 5
trigger1 = (GameTime%5) = 0
trigger1 = time > 20
trigger1 = IsHelper && (parent,palno = 6 || parent,palno = 12)
projID = 1250
projanim = 888
projhitanim = -1
projremove = 1
projremovetime = 15
attr = A,SA
hitby = MAFDP
guardflag = MA
sparkno = -1
damage = 66666666666666666666666666
kill = 1
velocity = 0,0
accel = 0
projhits = 5
pausetime = 0,0
animtype = hard
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 60
Projstagebound = 60
ground.velocity = 0,2500
guard.velocity = -11
air.velocity = 0,2500
airguard.velocity = -4.5,-5
offset = 0,0
postype = p1
hitsound = -1
getpower = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 120

; 鏡(?)ヘルパー消滅
[Statedef 1015]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1015

[State -2]
type = targetstate
trigger1 = numtarget > 0 && (root,palno = 6 || root,palno = 12)
trigger1 = enemynear,stateno = [5000,5149]
value = 88000
IgnoreHitPause = 1

[State -2]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0
;---------------------[効果音]
[state a];
type = playsnd
trigger1 = time = 0
value = 190,2

[State 8]
type = playerpush
trigger1 = 1
value = 0

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 強解除
[Statedef 1001]
type    = S
movetype= I
physics = N
juggle  = 8
poweradd= 45
velset = 0,0
anim = 1001
ctrl = 0

;---------------------[効果音]
[State a]
type = PlaySnd
triggerall = animelem = 6
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 1000,0

[State a]
type = PlaySnd
trigger1 = animelem = 6
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 1000,0

[state a];発射
type = playsnd
trigger1 = animelem = 7
value = 1000,1

;---------------------[位置設定]
[state a]
type = null;posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[state a]
type = velset
trigger1 = animelem = 7
x = -5

[state a]
type = veladd
trigger1 = vel x <= 0
x = 0.3

[state a]
type = velset
trigger1 = vel x >= 0
x = 0

;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999
;---------------------[ヘルパー呼び出し]
;-2を見てね

;---------------------[立ちステートに戻る]
[state a]
type = changestate
trigger1 = power >= 500
trigger1 = command = "誓約"
trigger1 = animelem >= 8
value = 1100

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



;---------------------------------------------------------------------------
;誓約
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= -500
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State a]
type = PlaySnd
triggerall = animelem = 3
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 1100,0

[State a]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 1100,0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1100, 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
vel = 1,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

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

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



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;弱顕斎
[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2


;---------------------[効果音]
[State 210, 1]
type = PlaySnd
triggerall = time > 10
trigger1 = (time%5)=0
value = 240,1;1200, 0
freqmul = 3.0
;---------------------[エフェクト]

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time > 10
trigger1 = (time%5)=0
anim = 8500
id = 8500
sprpriority = 7
postype = p1
pos = 39,-94
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 5
under = 0
scale = 0.3,0.3
random = 10,10
Supermovetime = 9999999999
Pausemovetime = 9999999999

;---------------------[攻撃判定]
[State 240, 2]
type = projectile
triggerall = time > 10
triggerall = (palno != 6 && palno != 12)
trigger1 = (time%5)=1
projID = 8501
projanim = 8501
projhitanim = 8502
projremove = 1
projremovetime = 120
attr = A,SP
hitby = MAFDP
guardflag = MA
sparkno = -1
damage = 28,5
kill = 1
velocity = 3,-(random/250)
accel = 0,0.08
projhits = 1
pausetime = 0,22
animtype = light
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 120
Projstagebound = 120
ground.velocity = -3,-2
guard.velocity = -11
air.velocity = -3,-2
airguard.velocity = -4.5,-5
offset = 39,-94
postype = p1
hitsound = S211, 0
p2getp1stateno = 0

[State 240, 2]
type = projectile
triggerall = time > 10
triggerall = (palno = 6 || palno = 12)
trigger1 = (time%5)=1
projID = 8501
projanim = 8501
projhitanim = 8502
projremove = 1
projremovetime = 120
attr = A,SP
hitby = MAFDP
guardflag = MA
sparkno = -1
damage = 28,5555555555555555555
kill = 1
velocity = 3,-(random/250)
accel = 0,0.08
projhits = 1
pausetime = 0,22222222222222
animtype = light
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 120
Projstagebound = 120
ground.velocity = -3,-2
guard.velocity = -11
air.velocity = -3,-2
airguard.velocity = -4.5,-5
offset = 39,-94
postype = p1
hitsound = S211, 0
p2getp1stateno = 0

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;弱顕斎終了
[Statedef 1202]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1202
sprpriority = 2

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
;投げられている相手
[Statedef 1205]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
trigger1 = animexist(5051) = 1
value = 5051

[state a]
type = velset
trigger1 = time = 0
x = 0
y = -13

[state a]
type = veladd
trigger1 = 1
y = 0.49

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

[State 821, 3] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -98


[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;強顕斎
[Statedef 1201]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1201
sprpriority = 2


;---------------------[効果音]
;---------------------[効果音]
[State 210, 1]
type = PlaySnd
triggerall = time > 10
trigger1 = (time%3)=0
value = 1200, 0
freqmul = 3.0
;---------------------[エフェクト]

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time > 10
trigger1 = (time%3)=0
anim = 8500
id = 8500
sprpriority = 7
postype = p1
pos = 30,-164
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 5
under = 0
scale = 0.3,0.3
random = 10,10
Supermovetime = 9999999999
Pausemovetime = 9999999999

;---------------------[攻撃判定]
[State 240, 2]
type = projectile
triggerall = time > 10
triggerall = (palno != 6 && palno != 12)
trigger1 = (time%3)=1
projID = 8501
projanim = 8501
projhitanim = 8502
projremove = 1
projremovetime = 120
attr = A,SP
hitby = MAFDP
guardflag = MA
sparkno = -1
damage = 18,5
kill = 1
velocity = 10,7-(random/250)
accel = 0,0
projhits = 1
pausetime = 0,22
animtype = light
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 120
Projstagebound = 120
ground.velocity = -3,-2
guard.velocity = -11
air.velocity = -3,-2
airguard.velocity = -4.5,-5
offset = 30,-164
postype = p1
hitsound = S211, 0
p2getp1stateno = 0

[State 240, 2]
type = projectile
triggerall = time > 10
triggerall = (palno = 6 || palno = 12)
trigger1 = (time%3)=1
projID = 8501
projanim = 8501
projhitanim = 8502
projremove = 1
projremovetime = 120
attr = A,SP
hitby = MAFDP
guardflag = MA
sparkno = -1
damage = 18,5000000000000000000
kill = 1
velocity = 10,7-(random/250)
accel = 0,0
projhits = 1
pausetime = 0,222222222222222
animtype = light
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 120
Projstagebound = 120
ground.velocity = -3,-2
guard.velocity = -11
air.velocity = -3,-2
airguard.velocity = -4.5,-5
offset = 30,-164
postype = p1
hitsound = S211, 0
p2getp1stateno = 0



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



;強顕斎終了
[Statedef 1203]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1203
sprpriority = 2

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 弱糺
[Statedef 1300]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -500
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 211, 0

[State a]
type = PlaySnd
triggerall = animelem = 4
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 1300,0

[State a]
type = PlaySnd
trigger1 = animelem = 4
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 1300,0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -36,-18
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 1700, 0];カウンター判定
type = ReversalDef
triggerall = (palno != 6 && palno != 12)
trigger1 = time = 0
reversal.attr = SCA, NA, SA
hitflag = M-
priority = 4, Miss
pausetime = 7,8
sparkno = S7012
hitsound = S121,0
p2facing = 1
p1stateno = 1310

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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 強糺
[Statedef 1301]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -500
ctrl = 0
velset = 0,0
anim = 1301
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 211, 0

[State a]
type = PlaySnd
triggerall = animelem = 4
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 1300,0

[State a]
type = PlaySnd
trigger1 = animelem = 4
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 1300,0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -36,-18
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 1700, 0];カウンター判定
type = ReversalDef
triggerall = (palno != 6 && palno != 12)
trigger1 = time = 0
reversal.attr = SCA, NA, SA
hitflag = M-
priority = 4, Miss
pausetime = 7,8
sparkno = S7012
hitsound = S121,0
p2facing = 1
p1stateno = 1310

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



; 糺カウンター
[Statedef 1310]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1310
sprpriority = 2

;---------------------[無敵の状態を作る]
[State 1];
type = NotHitBy
trigger1 = animelem = 5,<=0
value = SCA

;---------------------[]
[State 200, 1];糺
type = PlaySnd
trigger1 = animelem = 1
value = 1300, 0

[State 240, 1];発射
type = PlaySnd
trigger1 = animelem = 2
value = 1300, 1


;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 1
anim = 1305
id = 211
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999
;---------------------[飛び道具]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP
projanim = 1306
projhitanim = 1015
projid = 1000
projpriority = 1
projsprpriority = 4
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 28,-73
velocity = 7
damage = 144,10
animtype = Hard
guardflag = MA
pausetime = 0,12
sparkno = S7002
guard.sparkno = S7012
sparkxy = 20,0
hitsound = S190,2
guardsound = S121,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999

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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 火闌降
[Statedef 1400]
type    = S
movetype= I
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1400
sprpriority = 2



;---------------------[コマンド判定]
[state a]
type = varset
triggerall = time = 0
triggerall = var(30) = 0
trigger1 = command = "b"
trigger1 = prevstateno != 1400
trigger2 = prevstateno = 1400
trigger2 = var(5) = 2
v = 5
value = 3

[state a]
type = varset
triggerall = time = 0
triggerall = var(30) = 0
trigger1 = command = "y"
trigger1 = prevstateno != 1400
trigger2 = prevstateno = 1400
trigger2 = var(5) = 1
v = 5
value = 2

[state a]
type = varset
triggerall = time = 0
triggerall = var(30) = 0
trigger1 = command = "a"
trigger1 = prevstateno != 1400
trigger2 = prevstateno = 1400
trigger2 = var(5) = 0
v = 5
value = 1

[state a]
type = varset
triggerall = var(30) = 0
triggerall = time = 0
trigger1 = command = "x"
;trigger1 = prevstateno != 1400
v = 5
value = 0


[State a]
type = varrandom
trigger1 = var(30) = 1
v = 5
range = 0,3

;[state a]
;type = varset
;triggerall = time = 0
;trigger3 = var(30) = 1
;trigger3 = p2bodydist X = [150,220]
;trigger4 = var(30) = 1
;trigger4 = prevstateno = 1400
;trigger4 = var(5) = 2
;v = 5
;value = 3

;[state a]
;type = varset
;triggerall = time = 0
;triggerall = var(30) = 0
;trigger3 = var(30) = 1
;trigger3 = p2bodydist X = [100,155]
;trigger4 = var(30) = 1
;trigger4 = prevstateno = 1400
;trigger4 = var(5) = 1
;v = 5
;value = 2

;[state a]
;type = varset
;triggerall = time = 0
;triggerall = var(30) = 0
;trigger3 = var(30) = 1
;trigger3 = p2bodydist X = [50,100]
;trigger4 = var(30) = 1
;trigger4 = prevstateno = 1400
;v = 5
;value = 1

;[state a]
;type = varset
;triggerall = var(30) = 0
;triggerall = time = 0
;trigger1 = command = "x"
;trigger1 = prevstateno != 1400
;trigger2 = var(30) = 1
;trigger2 = p2bodydist X = [0,50]
;v = 5
;value = 0
;---------------------[ゲージ増加]
[state a]
type = poweradd
trigger1 = time = 0
value = var(5)*30

;---------------------[ゲージ増加]
[state a]
type = varset
trigger1 = prevstateno != 1400
v = 13
value = 0

[state a]
type = varset
trigger1 = prevstateno = 1400
v = 13
value = 1

;---------------------[変数指定]
[state a];コマンド受付判定初期化
type = varset
trigger1 = time = 0
v = 7
value = 0


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

;---------------------[効果音]
;ここだ/そこか/ここか/そこだ
[State a]
type = PlaySnd
triggerall = animelem = 2
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 1400,var(5)

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 1400,var(5)

[state a];
type = playsnd
trigger1 = animelem = 1
value = 801,1

;---------------------[ヘルパー呼び出し]
;-2を見てね



;---------------------[連続]
[state a]
type = changestate
trigger1 = (var(7) = 1)&&(var(5) = 2)&&(animtime = 0)
trigger2 = (var(7) = 1)&&(var(5) = 1)&&(animtime = 0)
trigger3 = (var(7) = 1)&&(var(5) = 0)&&(time != 0)
value = 1400


;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



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

[State -2]
type = AssertSpecial
trigger1 = IsHelper
flag = invisible

[State -2]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 8]
type = playerpush
trigger1 = 1
value = 0
;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

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

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

;---------------------[]
[state a];
type = playsnd
trigger1 = animelem = 12
value = 190,2

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 12
anim = 1415
id = 1415
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 10001]
type = AfterImage
trigger1 = 1
time = -1
PalBright   =  256, 120, 120
PalContrast =  256, 150, 150
PalAdd      = 13,3,3
PalMul      = 5.85,.85,.70
Trans = add
TimeGap  = 1
FrameGap = 1
length = 3
IgnoreHitPause = 1

;---------------------[攻撃の指定]
[State -2, proj]
type = projectile
triggerall = IsHelper && (parent,palno != 6 && parent,palno != 12)
trigger1 = movetype = A
trigger1 = animelemtime(8) =0 
projID = 1900
projanim = 1410
projhitanim = -1
projremove = 1
projremovetime = 30
attr = S,SP
hitby = MAFD
sparkno = s7002
sparkxy = -7,-40
damage = 100
kill = 1
velocity = 0,0
accel = 0
projhits = 1
pausetime = 0,60
animtype = hard
projemisstime = 1
projepriority = 3000
projespriority = 4000
Projedgebound = 60
Projstagebound = 60
ground,hittime = 100
ground.velocity = -10,2
guard.velocity = -11
air.velocity = 0,2
airguard.velocity = -4.5,-5
offset = 0,0
postype = p1
hitsound   = s240,0
getpower = 500
fall = 1
fall.recovery = 0
fall.damage = 88
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State -2, proj]
type = projectile
triggerall = IsHelper && (parent,palno = 6 || parent,palno = 12)
trigger1 = movetype = A
trigger1 = numprojID(1900) < 1
projID = 1900
projanim = 1410
projhitanim = -1
projremove = 1
projremovetime = 30
attr = S,SP
hitby = MAFD
sparkno = s7002
sparkxy = -7,-40
damage = -1000000000000000000
kill = 1
velocity = 0,0
accel = 0
projhits = 20
pausetime = 0,10000000000
animtype = hard
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 60
Projstagebound = 60
ground.velocity = 0,2500
guard.velocity = -11
air.velocity = 0,2500
airguard.velocity = -4.5,-5
offset = 0,0
postype = p1
hitsound   = s240,0
getpower = 1000
fall = 1
fall.recovery = 0
fall.damage = 888888888888888888888888
Supermovetime = 9999999999
Pausemovetime = 9999999999

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


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0

; 火柱消滅
[Statedef 1411]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1411

[State -2]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 8]
type = playerpush
trigger1 = 1
value = 0
;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;投げられている相手
[Statedef 1420]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 1];
type = null;NotHitBy
trigger1 = enemy,stateno != 2101
value = SCA

[state a]
type = velset
trigger1 = time = 0
x = -4
y = -7

[state a]
type = veladd
trigger1 = 1
y = 0.4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; ？？？？？・火柱
[Statedef 1450]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1450
sprpriority = 2


[State -2]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0
;---------------------[コマンド判定]
[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "x"
trigger1 = prevstateno != 1450
v = 5
value = 0

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

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

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

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


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

[state a]
type = varset
trigger1 = time != 0
trigger1 = command = "a"
v = 5
value = 1

[state a]
type = varset
trigger1 = time != 0
trigger1 = command = "y"
v = 5
value = 2

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

[state a]
type = varset
trigger1 = time != 0
trigger1 = command = "z"
v = 5
value = 4

;---------------------[回数制限]
[state a]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 3

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


;---------------------[ゲージ増加]
[state a]
type = poweradd
trigger1 = time = 0
value = var(5)*20

;---------------------[ゲージ増加]
[state a]
type = varset
trigger1 = prevstateno != 1450
v = 13
value = 0

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

;---------------------[変数指定]
[state a];コマンド受付判定初期化
type = varset
trigger1 = time = 0
v = 7
value = 0


[state a];コマンド受付判定
type = varset
trigger1 = time != 0
trigger1 = (command = "x")||(command = "a")||(command = "y")||(command = "b")||(command = "z")
v = 7
value = 1

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

;---------------------[効果音]
[state a];
type = playsnd
trigger1 = animelem = 1
value = 801,1

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "hasira"
pos = 70*var(5)+40,0
postype = P1
stateno = 1412
helpertype = normal
keyctrl = 0
ownpal = 1





;---------------------[連続]
[state a]
type = changestate
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 10)
;trigger2 = (var(7) = 1)&&(time >= 5)
;trigger3 = (var(7) = 1)&&(var(5) = 0)&&(time >= 5)
value = 1450


;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



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

[State -2]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0
;---------------------[位置設定]
[state a]
type = posset
trigger1 = time = 0
trigger1 = IsHelper && parent,var(5) = 4
x = enemy,pos x 
;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

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

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

;---------------------[]
[state a];
type = playsnd
trigger1 = animelem = 12
value = 1450,0

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 12
anim = 1415
id = 1415
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999
;---------------------[]
[State 1020, 4]
type = EnvShake
trigger1 = animelem = 12
time = 20
ampl = -8
freq = 95
phase = 95
;---------------------[攻撃の指定]
[State -2, proj]
type = projectile
triggerall = IsHelper && (parent,palno = 6 || parent,palno = 12)
trigger1 = movetype = A
trigger1 = numprojID(1900) < 1
projID = 1900
projanim = 1410
projhitanim = -1
projremove = 1
projremovetime = 30
attr = S,SP
hitby = MAFD
sparkno = s7002
sparkxy = -7,-40
damage = -1000000000000000000
kill = 1
velocity = 0,0
accel = 0
projhits = 20
pausetime = 0,10000000000
animtype = hard
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 60
Projstagebound = 60
ground.velocity = 0,2500
guard.velocity = -11
air.velocity = 0,2500
airguard.velocity = -4.5,-5
offset = 0,0
postype = p1
hitsound   = s240,0
getpower = 1000
fall = 1
fall.recovery = 0
fall.damage = 888888888888888888888888
Supermovetime = 9999999999
Pausemovetime = 9999999999


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


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0









;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 弱御大
[Statedef 1500]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 61
ctrl = 0
velset = 2,0
anim = 1500
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 211, 0

[State a]
type = PlaySnd
triggerall = animelem = 2
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 1500,0

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 1500,0


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -29,-13
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

[state a];完全打撃防御
type = reversaldef
trigger1 = time = 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
pausetime = 1,12
sparkno = s7012
sparkxy = 15,0
hitsound = s121,0
numhits = 0

[state a]
type = velset
trigger1 = animelem = 4
x = -2
y = -4

[state a]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.4

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


;---------------------[着地ステートに移行]
[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1510

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 強御大
[Statedef 1501]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 61
ctrl = 0
velset = 2,0
anim = 1501
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 211, 0

[State a]
type = PlaySnd
triggerall = animelem = 2
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 1500,0

[State a]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 1500,0


[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -29,-13
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

[state a]
type = velset
trigger1 = animelem = 4
x = -2
y = -4

[state a]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.4

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


;---------------------[着地ステートに移行]
[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1510



; 御大着地
[Statedef 1510]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = -1.5,0
anim = 1510
sprpriority = 2

[State 200, 1];着地音
type = PlaySnd
trigger1 = animelem = 1
value = 40, 0

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

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

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



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; ？・飛び道具
[Statedef 1050]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 45
velset = 0,0
anim = 1050
ctrl = 0

;---------------------[効果音]
[state a];発射
type = playsnd
trigger1 = animelem = 7
value = 1050,0

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

;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999
;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1065
helpertype = normal
keyctrl = 0
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999

;---------------------[立ちステートに戻る]

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


; 飛び道具ヘルパー
[Statedef 1065]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 6,0
ctrl = 0
anim = 1065

;---------------------[無敵処理]
;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 1061
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animtime = 0
anim = 1063
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999
;---------------------[攻撃の指定]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SP
projanim = 1062
;projhitanim = 2011
projremovetime = 16
projid = 1050
projpriority = 16
projsprpriority = 16
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 2
postype = p1
getpower = 0,0
offset = 0,0
velocity = 0
damage = 45,10
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = s7002
guard.sparkno = S7012
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999
;---------------------[消滅]
[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;？？・弱鏡・前
[Statedef 1150]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2


;---------------------[効果音]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 210, 1]
type = PlaySnd
trigger1 = movehit
value = 1150, 0
ignorehitpause = 1
Persistent = 0


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

;---------------------[エフェクト]

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit
anim = 1210
id = 1210
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

;---------------------[攻撃判定]
[State 240, 2]
type = projectile
triggerall = (palno != 6 && palno != 12)
trigger1 = movecontact = 0
trigger1 = enemy,stateno != 1420
attr = S, SA
animtype  = hard
damage    = 78,10
priority = 7
getpower = 121,121
guardflag = MA
pausetime = 29,30
guard.pausetime = 7,8
sparkno = s7003
sparkxy = -15,-95
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-13),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150
kill = 0

;---------------------[相手制御]
[state a]
type = targetstate
trigger1 = movehit
value = 1205

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = movehit
value = 1202


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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;？？？・弱鏡・斜め
[Statedef 1250]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1201
sprpriority = 2


;---------------------[効果音]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 210, 1]
type = PlaySnd
trigger1 = movehit
value = 1150, 0
ignorehitpause = 1
Persistent = 0


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

;---------------------[エフェクト]

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit
anim = 1211
id = 1211
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

;---------------------[攻撃判定]
[State 240, 2]
type = projectile
triggerall = (palno != 6 && palno != 12)
trigger1 = movecontact = 0
trigger1 = enemy,stateno != 1420
attr = S, SA
animtype  = hard
damage    = 78,10
priority = 7
getpower = 121,121
guardflag = MA
pausetime = 29,30
guard.pausetime = 7,8
sparkno = s7003
sparkxy = -15,-124
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-13),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150
kill = 0

;---------------------[相手制御]
[state a]
type = targetstate
trigger1 = movehit
value = 1205

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = movehit
value = 1203


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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;？？・強鏡・前
[Statedef 1151]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1151
sprpriority = 2

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = animelem = 5,<=0
value = SCA
time = 1

;---------------------[効果音]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

;---------------------[エフェクト]

[State 1000, 5];攻撃エフェクト
type = null;Explod
trigger1 = animelem = 5
anim = 1160
id = 1210
sprpriority = 5
postype = p1
pos = 10,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0


;---------------------[攻撃判定]
;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 5
id = 1050
persistent = 0
name = "kagami"
pos = 0,0
postype = P1
stateno = 1160
helpertype = normal
keyctrl = 0
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999
;---------------------[立ちステートに戻る]

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



; 鏡(?)ヘルパー待機
[Statedef 1160]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
sprpriority = 5
ctrl = 0
anim = 1160

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

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

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1161

;---------------------[]
[state a]
type = changestate
trigger1 = p2BodyDist X < 60
trigger1 = enemy,movetype != H
value = 1161


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0


; 鏡(?)ヘルパー攻撃
[Statedef 1161]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0.05,0
ctrl = 0
anim = 1163

[state a]
type = posadd
trigger1 = time = 0
x = 49
y = -95

[state a]
type = veladd
trigger1 = 1
x = 0.07

;---------------------[効果音]
[state a];
type = playsnd
trigger1 = time = 5
value = 801,1

[state a];
type = playsnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 190,2

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[移動]
[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 16

;---------------------[エフェクト]
[State 1000, 5];
type = Explod
trigger1 = time = 0
anim = 1161
id = 1012
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
removetime = 45
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 1000, 5];
type = Explod
trigger1 = time = 45
anim = 1162
id = 1013
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999
;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = projectile
triggerall = (palno != 6 && palno != 12)
trigger1 = time = 0
trigger2 = movecontact = 7
attr = A, SP
animtype  = up
damage    = 34,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-4
air.velocity = -4,-4.5
fall = 1
air.fall = 1
fall.recover = 0


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 45



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;？？・強鏡・斜め
[Statedef 1251]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1251
sprpriority = 2

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = animelem = 5,<=0
value = SCA
time = 1

;---------------------[効果音]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

;---------------------[エフェクト]
;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 5
id = 1050
persistent = 0
name = "kagami"
pos = 0,0
postype = P1
stateno = 1260
helpertype = normal
keyctrl = 0
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999
;---------------------[立ちステートに戻る]

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


; 鏡(?)ヘルパー待機
[Statedef 1260]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
sprpriority = 5
ctrl = 0
anim = 1260

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

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

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1261

;---------------------[]
[state a]
type = changestate
trigger1 = p2BodyDist X < 55
trigger1 = enemy,movetype != H
value = 1261


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0


; 鏡(?)ヘルパー攻撃
[Statedef 1261]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0.025,-0.025
ctrl = 0
anim = 1263

[state a]
type = posadd
trigger1 = time = 0
x = 20
y = -142

[state a]
type = veladd
trigger1 = 1
x = 0.035
y = -0.035

;---------------------[効果音]
[state a];
type = playsnd
trigger1 = time = 5
value = 801,1

[state a];
type = playsnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 190,2

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[移動]
[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 16

;---------------------[エフェクト]
[State 1000, 5];
type = Explod
trigger1 = time = 0
anim = 1261
id = 1012
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
removetime = 45
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 1000, 5];
type = Explod
trigger1 = time = 45
anim = 1262
id = 1013
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999
;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = projectile
triggerall = (palno != 6 && palno != 12)
trigger1 = time = 0
trigger2 = movecontact = 7
attr = A, SP
animtype  = up
damage    = 34,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-4.5
air.velocity = -4,-4.5
fall = 1
air.fall = 1
fall.recover = 0


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = time = 45


;---------------------------------------------------------------------------
; ！？・死祟
[Statedef 1999]
type = S
ctrl = 0
anim = 1999
velset = 0,0

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

[State 1000, 5];出血
type = Explod
trigger1 = animelem = 3
anim = 1998
id = 185
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

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

[state a]
type = lifeadd
trigger1 = animelem = 5
value = -200
kill = 0

[state a]
type = poweradd
trigger1 = animelem = 5
value = 1000


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


;---------------------------------------------------------------------------
; ・・・　瞬間移動
[Statedef 1800]
type = A
ctrl = 0
anim = 1800
velset = 0,0

;---------------------[強弱判定]
[state a]
type = varset
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
trigger1 = command = "a"
trigger1 = time = 0
v = 5
value = 1

[state a]
type = varset
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 2

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

[state a]
type = varset
trigger1 = command = "z"
trigger1 = time = 0
v = 5
value = 4

[state a]
type = varset
trigger1 = command = "c"
trigger1 = time = 0
v = 5
value = 5

[State 180, 1];エフェクトランダム
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,1

;---------------------[効果音]
[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 3
value = 211,0

;---------------------[エフェクト]
[State 1000, 5]
type = Explod
trigger1 = animelem = 3
trigger1 = var(2) = 0
anim = 1801
id = 2201
sprpriority = 0
postype = p1
pos = 0,0
vel = 9,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
trigger1 = var(2) = 1
anim = 1802
id = 2201
sprpriority = 0
postype = p1
pos = 0,0
vel = -9,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999
;---------------------[位置設定]
[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 0
x = -120

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

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

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

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

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



; ・・・　瞬間移動終わり
[Statedef 1805]
type = S
ctrl = 0
anim = 1805
velset = 0,0

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

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

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

;---------------------[変数指定]
[State 180, 1];エフェクトランダム
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,1

;---------------------[エフェクト]
[State 1000, 5]
type = Explod
trigger1 = time = 0
trigger1 = var(2) = 0
anim = 1806
id = 2201
sprpriority = 0
postype = p1
pos = -72,0
vel = 9,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 1000, 5]
type = Explod
trigger1 = time = 0
trigger1 = var(2) = 1
anim = 1807
id = 2201
sprpriority = 0
postype = p1
pos = 72,0
vel = -9,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999

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




;---------------------------------------------------------------------------
; Varのラウンド持ち越し
[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
farst = 2
last = 59
value = 0

[State 5900, 2] ;Clear all float variables
type = null;VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190


;---------------------------------------------------------------------------
; ここから下に新しいステートを書くと分かりやすくていいと思います
;---------------------------------------------------------------------------
[Statedef 8600];やられ
type = A
Statetype = H
physics = N
anim = anim
ctrl = 0

[State 8600]
type = NotHitBy
trigger1 = 1
value = SCA

[State 8600]
type = DestroySelf
trigger1 = IsHelper

[State 8600]
type = poweradd
triggerall = !IsHelper
trigger1 = time = 0
value = -(powermax/10)

[State 8600]
type = Lifeadd
triggerall = !IsHelper
trigger1 = time = 0
value = -(Lifemax/20)
absolute = 1

[State 8600]
type = playsnd
triggerall = !IsHelper
trigger1 = time = 0
value = 11,0
freqmul = 1.0+(ifelse(random>666,0.5,ifelse(random<333,-0.2,0)))
volume = 255

[State 8600]
type = posadd
triggerall = !IsHelper
trigger1 = time = 0
Y = -5

[State 8600]
type = velset
triggerall = !IsHelper
trigger1 = time = 0
X = -10
Y = -10

[State 8600]
type = SelfState
triggerall = !IsHelper
trigger1 = time = 1
value = 5050
;----------------------------------------------------------------------------
[Statedef 8888, armor]
type = S
movetype = H
physics = N
anim = anim
poweradd = 100

[State 8888]
type = Lifeadd
trigger1 = palno = [1,5]
trigger1 = time = 0
value = -13
IgnoreHitPause = 1

[State 8888]
type = Lifeadd
trigger1 = palno = [7,11]
trigger1 = time = 0
value = -2
IgnoreHitPause = 1

[State 8888]
type = Lifeadd
trigger1 = palno = 12
trigger1 = time = 0
value = -1
IgnoreHitPause = 1

[State -2,nothitby]
type = NotHitBy
trigger1 = palno = [1,5]
value = SCA
time = 15
IgnoreHitPause = 1

[State -2,nothitby]
type = NotHitBy
trigger1 = palno = [7,11]
value = SCA
time = 45
IgnoreHitPause = 1

[State -2,nothitby]
type = NotHitBy
trigger1 = (palno = 6 || palno = 12)
value = SCA
time = 60
IgnoreHitPause = 1

[State 8888]
type = SelfState
trigger1 = 1
value = 0
IgnoreHitPause = 1
ctrl = 1
;--------------------------------------------------------------------------
[Statedef 8889, armor]
type = A
movetype = H
physics = N
anim = anim
poweradd = 100

[State 8888]
type = Lifeadd
trigger1 = palno = [1,5]
trigger1 = time = 0
value = -13
IgnoreHitPause = 1

[State 8888]
type = Lifeadd
trigger1 = palno = [7,11]
trigger1 = time = 0
value = -2
IgnoreHitPause = 1

[State 8888]
type = Lifeadd
trigger1 = palno = 12
trigger1 = time = 0
value = -1
IgnoreHitPause = 1

[State -2,nothitby]
type = NotHitBy
trigger1 = palno = [1,5]
value = SCA
time = 15
IgnoreHitPause = 1

[State -2,nothitby]
type = NotHitBy
trigger1 = palno = [7,11]
value = SCA
time = 30
IgnoreHitPause = 1

[State -2,nothitby]
type = NotHitBy
trigger1 = (palno = 6 || palno = 12)
value = SCA
time = 60
IgnoreHitPause = 1

[State 8888]
type = SelfState
trigger1 = 1
value = 50
IgnoreHitPause = 1
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 80000];紋章
type = S
movetype = I
physics = N
anim = 890
sprpriority = 0
IgnoreHitPause = 1
SuperMoveTime = 9999999999999999999999
PauseMoveTIme = 9999999999999999999999

[State 80000]
type = BindToparent
triggerall = IsHelper
trigger1 = 1
pos = -5,-90
IgnoreHitPause = 1

[State 8]
type = playerpush
triggerall = IsHelper
trigger1 = 1
value = 0

[State 80000]
type = nothitby
triggerall = IsHelper
trigger1 = 1
value = SCA
supermovetime = 99999999
pausemovetime = 99999999

[State a]
type = playsnd
trigger1 = enemynear,stateno = 8600 && enemynear,time = 0
value = 11,0
freqmul = 1.8+(ifelse(random>666,-0.5,ifelse(random<333,0.5,0)))
volume = 255

[State 10001]
type = AngleDraw
triggerall = IsHelper
trigger1 = 1
[State 10000]
type = Angleadd
triggerall = IsHelper
trigger1 = 1
value = -2

[State 10001]
type = AfterImage
triggerall = IsHelper && (parent,palno = 6 || parent,palno = 12)
trigger1 = alive && RoundState = [0,3]
trigger1 = time = 0
time = -1
PalBright   =  256, 55, 50
PalContrast =  256, 50, 50
PalAdd      = 256,-3,-3
PalMul      = 55.85,.85,.70
Trans = add
TimeGap  = 1
FrameGap = 2
length = 10
IgnoreHitPause = 1
[State 10001]
type = AfterImage
triggerall = IsHelper && (parent,palno != 6 && parent,palno != 12)
trigger1 = alive && RoundState = [0,3]
trigger1 = time = 0
time = -1
PalBright   =  50, 55, 255
PalContrast =  50, 50, 255
PalAdd      = -3,-3,255
PalMul      = .70,.85,55.85
Trans = add
TimeGap  = 1
FrameGap = 2
length = 10
IgnoreHitPause = 1

[State 2000, 当て身]
type = ReversalDef
triggerall = IsHelper && (parent,palno = 6 || parent,palno = 12)
trigger1 = 1
reversal.attr = SCA, NA, NP, NT, SA, SP, ST, HA, HP, HT, AA, AP, AT
pausetime = 0,0
numhits = 0
sparkno = -1
sparkxy = 5,5
hitsound = -1;S190,2
IgnoreHitPause = 1
[State 2000, 当て身]
type = ReversalDef
triggerall = IsHelper && (parent,palno != 6 && parent,palno != 12)
trigger1 = 1
reversal.attr = SCA, NA, NP, NT, SA, SP, ST, HA, HP, HT, AA, AP, AT
pausetime = 0,2
numhits = 0
sparkno = -1
sparkxy = 5,-25
p2stateno = 8600
hitsound = S240,1
IgnoreHitPause = 1

[State 80000]
type = targetLifeadd
triggerall = root,alive && numtarget > 0
trigger1 = RoundState > 2
trigger1 = (root,palno != 6 || root,palno != 12)
trigger1 = (target,life/target,lifemax)=1
value = -99999999999999999999999999
absolute = 1

[State 80000]
type = assertspecial
triggerall = IsHelper
trigger1 = 1
flag = invisible
flag2 = nokosnd
time = -1
IgnoreHitPause = 1

[State 80000]
type = assertspecial
triggerall = IsHelper
triggerall = enemy,life > 0
trigger1 = parent,var(31) != [0,5]
trigger2 = parent,var(55) != 555
flag = noko
flag2 = nomusic
time = -1
IgnoreHitPause = 1

[State 80000]
type = varset
triggerall = IsHelper
trigger1 = parent,var(31) != [0,5]
trigger2 = parent,var(55) != 555 && (parent,palno = 6 || parent,palno = 12)
var(38) = 999999999
IgnoreHitPause = 1

[State 80000]
type = varset
triggerall = IsHelper
trigger1 = var(38) = 0 && RoundState = [0,1]
var(38) = 1200
IgnoreHitPause = 1

[State 80000]
type = varset
triggerall = IsHelper
trigger1 = (parent,palno = 6 || parent,palno = 12)
trigger1 = time = 0
var(38) = 1200
IgnoreHitPause = 1

[State 80000]
type = varset
triggerall = IsHelper
trigger1 = parent,palno = [7,11]
trigger1 = parent,stateno = 8
var(38) = 1200
IgnoreHitPause = 1

[State 80000]
type = varset
triggerall = IsHelper
trigger1 = (parent,palno = 6 || parent,palno = 12)
trigger1 = parent,var(37) = -1432
var(38) = 999999999
IgnoreHitPause = 1

[State 80000]
type = varset
triggerall = IsHelper
trigger1 = parent,stateno = 8 && (parent,palno = 6 || parent,palno = 12)
var(38) = 999999999
IgnoreHitPause = 1

[State 80001]
type = varadd
triggerall = IsHelper && RoundState = 2
triggerall = (GameTime%2) = 0
triggerall = var(38) < 1200
triggerall = (parent,palno = 12)
trigger1 = p2movetype != A
trigger2 = p2bodydist X != [-60,60]
trigger3 = (GameTime%5) = 0
var(38) = 1
IgnoreHitPause = 1

[State 80001];6,12以外
type = varadd
triggerall = IsHelper && RoundState = 2
triggerall = parent,palno = [1,5]
triggerall = enemynear,movetype = A
triggerall = p2bodydist X = [-80,80]
trigger1 = (GameTime%30) = 0
var(38) = -(root,Lifemax/(root,palno*2))
IgnoreHitPause = 1
[State 80001];6,12以外
type = varadd
triggerall = IsHelper && RoundState = 2
triggerall = parent,palno = [7,11]
triggerall = enemynear,movetype = A
triggerall = p2bodydist X = [-80,80]
trigger1 = (GameTime%15) = 0
var(38) = -(root,Lifemax/(root,palno*3))
IgnoreHitPause = 1

[State 80001];6,元気
type = varadd
triggerall = IsHelper && RoundState = 2
triggerall = root,palno = 6
triggerall = enemynear,movetype = A
triggerall = p2bodydist X = [-160,160]
triggerall = var(38) >= 500
trigger1 = (GameTime%35) = 0
var(38) = -50
IgnoreHitPause = 1
[State 80001];12,元気
type = varadd
triggerall = IsHelper && RoundState = 2
triggerall = root,palno = 12
triggerall = enemy(0),movetype = A
triggerall = enemy(0),p2bodydist X = [-160,160]
triggerall = enemy(0),p2name = "TOKI-TEN-KU"
triggerall = var(38) >= 500
trigger1 = (GameTime%35) = 0 && enemy(0),time >= 5
var(38) = -100
IgnoreHitPause = 1

[State 80001];6,結構やるじゃん
type = varadd
triggerall = IsHelper && RoundState = 2
triggerall = root,palno = 6
triggerall = enemynear,movetype = A
triggerall = p2bodydist X = [0,100]
triggerall = var(38) = [250,500]
trigger1 = (GameTime%45) = 0
var(38) = -40
IgnoreHitPause = 1
[State 80001];12,結構やるじゃん
type = varadd
triggerall = IsHelper && RoundState = 2
triggerall = root,palno = 12
triggerall = enemy(0),movetype = A
triggerall = enemy(0),p2bodydist X = [0,100]
triggerall = enemy(0),p2name = "TOKI-TEN-KU"
triggerall = var(38) = [250,500]
trigger1 = (GameTime%45) = 0 && enemy(0),time >= 5
var(38) = -80
IgnoreHitPause = 1

[State 80001];6,ちょっとやばいかも〜
type = varadd
triggerall = IsHelper && RoundState = 2
triggerall = root,palno = 6
triggerall = enemynear,movetype = A
triggerall = p2bodydist X = [0,60]
triggerall = var(38) <= 250
trigger1 = (GameTime%60) = 0
var(38) = -35
IgnoreHitPause = 1
[State 80001];12,ちょっとやばいかも〜
type = varadd
triggerall = IsHelper && RoundState = 2
triggerall = root,palno = 12
triggerall = enemy(0),movetype = A
triggerall = enemy(0),p2bodydist X = [0,60]
triggerall = enemy(0),p2name = "TOKI-TEN-KU"
triggerall = var(38) <= 250
trigger1 = (GameTime%45) = 0 && enemy(0),time >= 5
var(38) = -65
IgnoreHitPause = 1

[State 88000]
type = targetlifeadd
triggerall = IsHelper && (parent,palno = 6 || parent,palno = 12)
triggerall = numtarget > 0
trigger1 = RoundState = 2
trigger1 = (GameTime%5)
value = -(enemy(0),lifemax/1000)
IgnoreHitPause = 1

[State 80000]
type = targetlifeadd
triggerall = IsHelper && (parent,palno = 6 || parent,palno = 12)
triggerall = parent,alive
trigger1 = RoundState > 2
value = -88888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888
IgnoreHitPause = 1

[State 80000, proj]
type = projectile
triggerall = IsHelper
triggerall = parent,palno = 6 || parent,palno = 12
trigger1 = p2bodydist X = [-50,50]
trigger1 = (gametime%1) = 0
trigger1 = (parent,stateno != 888887) && (parent,stateno != [2000,2100])
projID = 1966
projanim = 891
projhitanim = -1
projremove = 1
projremovetime = 1
attr = S,NA
hitby = MAFD
guardflag = MA
sparkno = -1
damage = 1
kill = 1
velocity = 0,0
accel = 0
projhits = 5
pausetime = 0,0
animtype = hard
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 60
Projstagebound = 60
ground.velocity = 0
guard.velocity = 0
air.velocity = 0
airguard.velocity = 0
offset = 0,0
postype = p1
hitsound = -1;S190,2
getpower = 0
p2stateno = prevstateno
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 80000]
type = targetlifeadd
triggerall = IsHelper && (parent,palno = 6 || parent,palno = 12)
triggerall = numtarget > 0
triggerall = parent,alive
triggerall = time > 50
trigger1 = parent,stateno = [2000,2100]
trigger2 = parent,stateno = 888887
trigger3 = parent,stateno = 888
;trigger3 = (p2stateno = [5000,5150]) && alive
value = -48876918764381973649187238147819847983476372863819878
IgnoreHitPause = 1

[State 80000]
type = targetstate
triggerall = IsHelper && (parent,palno = 6 || parent,palno = 12)
triggerall = numtarget > 0
triggerall = !Target,IsHelper
triggerall = enemy,alive
triggerall = time > 50
trigger1 = parent,stateno = 888887
trigger2 = parent,stateno = 888
trigger3 = Roundno > 2
trigger3 = (GameTime%(120/roundno)) = 0
value = 88000
IgnoreHitPause = 1

[State 80000]
type = targetstate
triggerall = IsHelper && (parent,palno = 6 || parent,palno = 12)
triggerall = numtarget > 0
triggerall = !Target,IsHelper
triggerall = enemy,alive
triggerall = time > 50
trigger1 = parent,stateno = [2000,2100]
trigger2 = Roundno > 2
trigger2 = (GameTime%(360/roundno)) = 0
value = 5110
IgnoreHitPause = 1

[State -2]
type = screenbound
triggerall = IsHelper
trigger1 = 1
value = 0
movecamera = 0

[State 80000]
type = nothitby
triggerall = IsHelper
trigger1 = 1
value = SCA

[State 80000]
type = destroyself
triggerall = IsHelper
trigger1 = RoundState = 4
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 88000]
type	= S
movetype = I
physics = N
poweradd = -powermax
anim = 5150
ctrl = 0
sprpriority = 1

[state 88000]
type = palfx
trigger1 = 1
time = 300
add = 10,10,10
mul = 10,10,10
invertall = 0
color = 256
IgnoreHitPause = 1

[State 88000]
type = NotHitBy
trigger1 = 1
value = SCA
time = 6

[State 88000]
type = Lifeset
triggerall = (name != "TOKI-TEN-KU") && (palno != 6 && palno != 12)
trigger1 = 1
value = 0
IgnoreHitPause = 1

[State 88000]
type = velset
trigger1 = 1
value = 0,0

[State 88000]
type = lifeadd
triggerall = (name != "TOKI-TEN-KU") && (palno != 6 && palno != 12)
trigger1 = RoundState <= 2
trigger1 = time = 0
value = -1000
IgnoreHitPause = 1
absolute = 1

[State 88000]
type = lifeadd
triggerall = (name != "TOKI-TEN-KU") && (palno != 6 && palno != 12)
trigger1 = RoundState <= 2
trigger1 = time > 0
value = -1
IgnoreHitPause = 1
absolute = 1

[State 88000]
type = lifeadd
triggerall = (name != "TOKI-TEN-KU") && (palno != 6 && palno != 12)
trigger1 = RoundState > 2
value = -88888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888
IgnoreHitPause = 1
absolute = 1

[State 88000]
type = SelfState
trigger1 = time = 50000
trigger2 = alive!
value = 0
ctrl = 1
IgnoreHitPause = 1

[State 88000]
type = HitFallDamage
triggerall = (name != "TOKI-TEN-KU") && (palno != 6 && palno != 12)
trigger1 = time = 0

[State 88000]
type = posset
trigger1 != alive
X = 0
Y = 299
IgnoreHitPause = 1

[State 88000]
type = SelfState
trigger1 = (name = "TOKI-TEN-KU") && palno = 12
value = 8
ctrl = 0
IgnoreHitPause = 1

[State 88000]
type = SelfState
trigger1 = RoundState > 2
trigger2 = time = 50000
value = 0
ctrl = 1
IgnoreHitPause = 1

[State 88000]
type = destroyself
trigger1 = IsHelper
;---------------------------------------------------------------------------
[Statedef 88800]
type = S
movetype = I
physics = N
velset = 0
anim = 0

[State 88800]
type = assertspecial
trigger1 = 1
flag = invisible
flag2 = nokosnd
time = -1
IgnoreHitPause = 1

[State 80000]
type = SuperPause
trigger1 = RoundState != 2
time = 9999999999999999999999
movetime = 9999999999999999999999
darken = 0
anim = -1

[State 80000]
type = Pause
trigger1 = RoundState != 2
time = 9999999999999999999999
movetime = 9999999999999999999999
anim = -1

[State 80000]
type = SuperPause
trigger1 = RoundState != 2
time = 0
movetime = 0
darken = 0
anim = -1

[State 80000]
type = Pause
trigger1 = RoundState != 2
time = 0
movetime = 0
anim = -1

[State 80000]
type = SuperPause
trigger1 = RoundState != 2
time = 0
movetime = 0
darken = 0
anim = -1

[State 80000]
type = Pause
trigger1 = RoundState != 2
time = 0
movetime = 0
anim = -1

[State 8]
type = playerpush
trigger1 = 1
value = 0

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

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

[State 88800]
type = DestroySelf
trigger1 = RoundState > 1
;---------------------------------------------------------------------------
; ここは-2のステートを書いてください、ヘルパー関係です
;---------------------------------------------------------------------------
[Statedef -2]

[State -2,　透過処理]
type = trans
triggerall = palno = 6 && RoundState = 2
triggerall = var(37) = 1432 && NumHelper(8888) = 1
trigger1 = Life >= 500 && (enemynear,p2bodydist X < -160 || enemynear,p2bodydist X > 160)
trigger2 = (Life = [250,500]) && enemynear,p2bodydist X > 100
trigger3 = Life < 250 && enemynear,p2bodydist X > 60
trans = addalpha
alpha = 150,150

[State -2,　透過処理]
type = trans
triggerall = palno = 12 && RoundState = 2
triggerall = var(37) = 1432 && NumHelper(8888) = 1
trigger1 = Life >= 500 && (enemy(0),p2bodydist X < -160 || enemy(0),p2bodydist X > 160)
trigger2 = (Life = [250,500]) && enemy(0),p2bodydist X > 100
trigger3 = Life < 250 && enemy(0),p2bodydist X > 60
trigger4 = enemy(0),time < 5
trans = addalpha
alpha = 150,150

[State -2]
type = trans
triggerall = palno = 6 || palno = 12
triggerall = RoundState = 2
trigger1 = var(37) = -1432
trans = addalpha
alpha = 150,120
;------------------------------------------------------------------------
;変数チェック
[State -2]
type = varset
trigger1 = RoundState = 0
var(37) = 1432

[State -2]
type = varset
triggerall = !IsHelper
trigger1 = (palno = 6 || palno = 12)
trigger1 = Stateno = 8
var(37) = -1432

[State -2]
type = varset
triggerall = !IsHelper
trigger1 = roundstate = 0
trigger2 = stateno = 8
var(55) = 555

[State -2]
type = lifeadd
triggerall = !IsHelper
trigger1 = (palno = 6 || palno = 12)
trigger1 = var(37) = -1432
trigger1 = Life < 600
trigger1 = RoundState < 4
value = 1200
IgnoreHitPause = 1

[State -2]
type = AssertSpecial
triggerall = !IsHelper
triggerall = (palno = 6 || palno = 12)
triggerall = enemy,life > 0
trigger1 = var(37) != -1432 && var(37) != 1432
trigger2 = var(55) != 555
flag = noko
;------------------------------------------------------------------------
;あ、ありえん
[State -2]
type = AssertSpecial
trigger1 = 1
flag = nokosnd

[State -2]
type = playsnd
triggerall = !IsHelper
triggerall = (palno != 6 && palno != 12)
triggerall = LoseKo
triggerall = stateno = 5150
trigger1 = time = 30
freqmul = 2.0
value = 11,0
lowpriority = 1
IgnoreHitPause = 1

[State -2]
type = playsnd
triggerall = !IsHelper
triggerall = (palno = 6 || palno = 12)
triggerall = LoseKo
triggerall = stateno = 5150
triggerall = time = 10 || time = 130
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
freqmul = 1.2
value = 11,0
lowpriority = 1
IgnoreHitPause = 1

[State -2]
type = playsnd
triggerall = !IsHelper
triggerall = (palno = 6 || palno = 12)
triggerall = LoseKo
triggerall = stateno = 5150
triggerall = time = 30 || time = 110
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
freqmul = 1.1
value = 11,0
lowpriority = 1
IgnoreHitPause = 1

[State -2]
type = playsnd
triggerall = !IsHelper
triggerall = (palno = 6 || palno = 12)
triggerall = LoseKo
triggerall = stateno = 5150
triggerall = time = 50 || time = 90
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 11,0
lowpriority = 1
IgnoreHitPause = 1

[State -2]
type = playsnd
triggerall = !IsHelper
triggerall = (palno = 6 || palno = 12)
triggerall = LoseKo
triggerall = stateno = 5150
triggerall = time = 70
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
freqmul = 0.9
value = 11,0
lowpriority = 1
IgnoreHitPause = 1

[State -2]
type = playsnd
triggerall = !IsHelper
triggerall = (palno = 6 || palno = 12)
triggerall = LoseKo
triggerall = stateno = 5150
triggerall = time = 90
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
freqmul = 0.8
value = 11,0
lowpriority = 1
IgnoreHitPause = 1

[State -2]
type = playsnd
triggerall = !IsHelper
trigger1 = (palno = 6 || palno = 12)
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
trigger1 = LoseKo
trigger1 = stateno = 5150
trigger1 = time = 10
freqmul = 0.6
value = 11,0
lowpriority = 1
IgnoreHitPause = 1
;------------------------------------------------------------------------
;フライングはやめんかー！
[State -2]
type = SelfState
triggerall = !IsHelper
triggerall = RoundState = 1 && RoundNo = 1
triggerall = stateno != 5900 && anim = 1 && stateno != 8 && Stateno != [190,194]
triggerall = var(37) != -1432
trigger1 = enemy,movetype = A
trigger2 = GetHitVar(damage)
trigger3 = enemy,Numproj > 1
trigger3 = enemy,movetype = A
trigger4 = numhelper(8888) = 1 && helper(8888),Stateno != 80000
trigger5 = var(37) != -1432 && numhelper(8888) = 0
trigger6 = stateno = [5000,5150]
trigger7 = numhelper(88888) >= 1 && helper(88888),stateno != 88800
trigger8 = enemy,numtarget > 0
value = 8
IgnoreHitPause = 1

[State -2]
type = SelfState
triggerall = !IsHelper
triggerall = RoundState = 1 && RoundNo > 1
triggerall = stateno = 5900 && stateno != 8 && anim = 1
triggerall = var(37) != -1432
trigger1 = enemy,movetype = A
trigger2 = GetHitVar(damage)
trigger3 = enemy,Numproj > 1
trigger3 = enemy,movetype = A
trigger4 = numhelper(8888) = 1 && helper(8888),Stateno != 80000
trigger5 = var(37) != -1432 && numhelper(8888) = 0
trigger6 = numhelper(88888) >= 1 && helper(88888),stateno != 88800
trigger7 = enemy,numtarget > 0
value = 8
IgnoreHitPause = 1

[State -2];イントロが止められないように
type = SuperPause
trigger1 = RoundState = 0
trigger1 = (palno = 6 || palno = 12)
time = 9999999999999999999999
movetime = 9999999999999999999999
darken = 0
anim = -1

[State -2]
type = Pause
trigger1 = RoundState = 0
trigger1 = (palno = 6 || palno = 12)
time = 9999999999999999999999
movetime = 9999999999999999999999
anim = -1

[State -2]
type = ChangeState
trigger1 = palno = 6 || palno = 12
trigger1 = roundno > 1 && RoundState < 2
trigger1 = stateno != 195 && numhelper(8888) = 0
value = 195
;------------------------------------------------------------------------
;終了後
[State -2]
type = selfstate
triggerall = !IsHelper
triggerall = alive
trigger1 = (palno = 6 || palno = 12)
trigger1 = RoundState > 2
trigger1 = stateno != 0 && (stateno != [170,200]) && (stateno != [50,52])
trigger1 = movetype != A && movetype != I
value = 50
IgnoreHitPause = 1
;------------------------------------------------------------------------
;かっこいいポーズ
[State -2]
type = changeanim
triggerall = !IsHelper
trigger1 = (palno = 6 || palno = 12)
trigger1 = stateno = 5900
trigger1 = anim != 1
value = 1
;------------------------------------------------------------------------
;ヘヴン状態！
[State -2]
type = SelfState
triggerall = !IsHelper
triggerall = RoundState = [2,3]
triggerall = stateno != 8
triggerall = var(37) != -1432
triggerall = (palno = 6 || palno = 12)
triggerall = alive
trigger1 = numhelper(8888) >= 1 && helper(8888),Stateno != 80000
trigger2 = var(37) != -1432 && numhelper(8888) = 0
value = 8
IgnoreHitPause = 1

[State -2]
type = SelfState
triggerall = !IsHelper
triggerall = RoundState = [2,3]
triggerall = stateno != 8
triggerall = var(37) != -1432
triggerall = (palno = 6 || palno = 12)
triggerall = alive
trigger1 = var(37) != 1432 && var(37) != -1432
trigger2 = var(37) = -1432 && life < 1200
value = 8
IgnoreHitPause = 1
;------------------------------------------------------------------------
;死の宣告？
[State -2]
type = targetlifeadd
triggerall = RoundState > 2
triggerall = IsHelper
trigger1 = (parent,palno = 6 || parent,palno = 12) && parent,alive
value = -48876918764381973649187238147819847983476372863819878
IgnoreHitPause = 1
;------------------------------------------------------------------------
;終了後相手ステート
[State -2]
type = targetstate
triggerall = numtarget > 0 && Ishelper
triggerall = enemy,stateno != 5150
trigger1 = parent,palno = 6 || parent,palno = 12
trigger1 = enemy,alive = 0
trigger2 = parent,palno = 6 || parent,palno = 12
trigger2 = RoundState > 2
value = 5150
IgnoreHitPause = 1
;------------------------------------------------------------------------
;垂れ流し攻撃
[State -2, proj]
type = projectile
triggerall = !IsHelper
triggerall = (palno = 6 || palno = 12)
triggerall = numprojID(1950) < 1
triggerall = stateno != 888887 && stateno != 888 && stateno != [2000,2150]
trigger1 = movetype = A
trigger1 = (GameTime%120) = 0
projID = 1950
projanim = 889
projhitanim = 888
projremove = 1
projremovetime = 15
attr = S,HP
hitby = MA
sparkno = -1
damage = 888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888
kill = 1
velocity = 0,0
accel = 0
projhits = 5
pausetime = 0,0
animtype = hard
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 60
Projstagebound = 60
ground.velocity = 0,2500
guard.velocity = -11
air.velocity = 0,2500
airguard.velocity = -4.5,-5
offset = 0,-80
postype = p2
hitsound = -1;S190,2
getpower = -88888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888
fall = 1
fall.recovery = 0
fall.damage = 88888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888
p2stateno = 5000
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State -2, proj]
type = projectile
triggerall = (palno = 6 || palno = 12)
triggerall = RoundState < 3
trigger1 = var(37) = -1432
projID = 3950
projanim = 891
projhitanim = -1
projremove = 1
projremovetime = 1
attr = S,HT
hitby = MA
sparkno = -1
damage = 8888888888888888888888888
kill = 1
velocity = 0,0
accel = 0
projhits = 1
pausetime = 0,0
animtype = hard
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 60
Projstagebound = 60
ground.velocity = 0,2500
guard.velocity = -11
air.velocity = 0,2500
airguard.velocity = -4.5,-5
offset = 0,-80
postype = p2
hitsound = -1;S190,2
getpower = 0
fall = 1
fall.recovery = 0
fall.damage = 888888888888888888888
p2stateno = 88000
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State -2, proj]
type = projectile
triggerall = (palno = 6 || palno = 12)
triggerall = RoundState < 3
trigger1 = var(37) = -1432
projID = 3950
projanim = 891
projhitanim = -1
projremove = 1
projremovetime = 1
attr = S,ST
hitby = MA
sparkno = -1
damage = 8888888888888888888888888
kill = 1
velocity = 0,0
accel = 0
projhits = 1
pausetime = 0,0
animtype = hard
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 60
Projstagebound = 60
ground.velocity = 0,2500
guard.velocity = -11
air.velocity = 0,2500
airguard.velocity = -4.5,-5
offset = 0,-80
postype = p2
hitsound = -1;S190,2
getpower = 0
fall = 1
fall.recovery = 0
fall.damage = 888888888888888888888
p2stateno = 88000
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State -2, proj]
type = projectile
triggerall = (palno = 6 || palno = 12)
triggerall = RoundState < 3
trigger1 = var(37) = -1432
projID = 3950
projanim = 891
projhitanim = -1
projremove = 1
projremovetime = 1
attr = S,NT
hitby = MA
sparkno = -1
damage = 8888888888888888888888888
kill = 1
velocity = 0,0
accel = 0
projhits = 1
pausetime = 0,0
animtype = hard
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 60
Projstagebound = 60
ground.velocity = 0,2500
guard.velocity = -11
air.velocity = 0,2500
airguard.velocity = -4.5,-5
offset = 0,-80
postype = p2
hitsound = -1;S190,2
getpower = 0
fall = 1
fall.recovery = 0
fall.damage = 888888888888888888888
p2stateno = 88000
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State -2, proj]
type = projectile
triggerall = (palno = 6 || palno = 12)
triggerall = RoundState < 3
trigger1 = var(37) = -1432
projID = 2950
projanim = 891
projhitanim = -1
projremove = 1
projremovetime = 1
attr = S,HA
hitby = MAFD
sparkno = -1
damage = 888888888888888888888888888888888888888
kill = 1
velocity = 0,0
accel = 0
projhits = 1
pausetime = 0,0
animtype = hard
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 60
Projstagebound = 60
ground.velocity = 0,2500
guard.velocity = -11
air.velocity = 0,2500
airguard.velocity = -4.5,-5
offset = 0,-80
postype = p2
hitsound = -1;S190,2
getpower = 0
fall = 1
fall.recovery = 0
fall.damage = 88888888888888888888888888888
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State -2, proj]
type = projectile
triggerall = (palno = 6 || palno = 12)
triggerall = RoundState < 3
trigger1 = var(37) = -1432
projID = 2950
projanim = 891
projhitanim = -1;888
projremove = 1
projremovetime = 1
attr = S,SA
hitby = MAFD
sparkno = -1
damage = 888888888888888888888888888888888888888
kill = 1
velocity = 0,0
accel = 0
projhits = 1
pausetime = 0,0
animtype = hard
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 60
Projstagebound = 60
ground.velocity = 0,2500
guard.velocity = -11
air.velocity = 0,2500
airguard.velocity = -4.5,-5
offset = 0,-80
postype = p2
hitsound = -1;S190,2
getpower = 0
fall = 1
fall.recovery = 0
fall.damage = 88888888888888888888888888888
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State -2, proj]
type = projectile
triggerall = (palno = 6 || palno = 12)
triggerall = RoundState < 3
trigger1 = var(37) = -1432
projID = 2950
projanim = 891
projhitanim = -1
projremove = 1
projremovetime = 1
attr = S,NA
hitby = MAFD
sparkno = -1
damage = 888888888888888888888888888888888888888
kill = 1
velocity = 0,0
accel = 0
projhits = 1
pausetime = 0,0
animtype = hard
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 60
Projstagebound = 60
ground.velocity = 0,2500
guard.velocity = -11
air.velocity = 0,2500
airguard.velocity = -4.5,-5
offset = 0,-80
postype = p2
hitsound = -1;S190,2
getpower = 0
fall = 1
fall.recovery = 0
fall.damage = 88888888888888888888888888888
Supermovetime = 9999999999
Pausemovetime = 9999999999
;------------------------------------------------------------------------
;適当に
[State -2]
type = attackmulset
trigger1 = (palno = 6 || palno = 12)
value = 2

[State -2]
type = powerset
trigger1 = palno > 5
value = powermax
IgnoreHitPause = 1
;------------------------------------------------------------------------
;デバッグ
[State -2, ステータス]
Type = DisplayToClipboard
trigger1 = !IsHelper
Text = "LifeVAR:%d,Check:%d,Etime:%d,AI:%d"
Params = ifelse(numhelper(8888) = 1,(helper(8888),var(38)),Life),var(37),(enemy(0),time),var(30)
IgnoreHitPause = 1
;------------------------------------------------------------------------
;アーマー
[State -2];地上
type = HitOverRide
triggerall = ((palno = [1,5]) || (palno = [7,11]))
triggerall = stateno != [150,151]
triggerall = alive && RoundState < 4
triggerall = var(32) != 1
trigger1 = statetype = S || statetype = C || statetype = L
attr = SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT,AA,AP,AT
stateno = 8888
IgnoreHitPause = 1
[State -2,selfstate]
type = SelfState
triggerall = ((palno = [1,5]) || (palno = [7,11]))
triggerall = stateno != [150,151]
triggerall = statetype = S || Statetype = C || Statetype = L
triggerall = alive && RoundState < 4
triggerall = var(32) != 1
trigger1 = movetype = H
trigger2 = movereversed
trigger3 =  var(39) != GameTime
trigger4 = GetHitVar(damage)
trigger5 = GetHitVar(HitTime) >= 10
value = 8888
IgnoreHitPause = 1
[State -2,selfstate]
type = SelfState
triggerall = (palno = 6 || palno = 12)
triggerall = stateno != [150,151]
triggerall = statetype = S || Statetype = C || Statetype = L
triggerall = alive && RoundState < 4
trigger1 = movetype = H
trigger2 = movereversed
trigger3 =  var(39) != GameTime
trigger4 = GetHitVar(damage)
trigger5 = GetHitVar(HitTime) >= 10
value = 8888
IgnoreHitPause = 1

[State -2];空中
type = HitOverRide
triggerall = ((palno = [1,5]) || (palno = [7,11]))
triggerall = stateno != [150,151]
triggerall = alive && RoundState < 4
triggerall = var(32) != 1
trigger1 = statetype = A
attr = SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT,AA,AP,AT
stateno = 8889
IgnoreHitPause = 1
[State -2,selfstate]
type = SelfState
triggerall = ((palno = [1,5]) || (palno = [7,11]))
triggerall = stateno != [150,151]
triggerall = statetype = A
triggerall = alive && RoundState < 4
triggerall = var(32) != 1
trigger1 = movetype = H
trigger2 = movereversed
trigger3 =  var(39) != GameTime
trigger4 = GetHitVar(damage)
value = 8889
IgnoreHitPause = 1
[State -2,selfstate]
type = SelfState
triggerall = (palno = 6 || palno = 12)
triggerall = stateno != [150,151]
triggerall = statetype = A
triggerall = alive && RoundState < 4
trigger1 = movetype = H
trigger2 = movereversed
trigger3 =  var(39) != GameTime
trigger4 = GetHitVar(damage)
value = 8889
IgnoreHitPause = 1
;------------------------------------------------------------------------
;変数ライフ
[State -2]
type = lifeset
triggerall = !IsHelper
triggerall = NumHelper(8888) = 1
trigger1 = RoundState > 0
trigger1 = helper(8888),stateno = 80000
trigger1 = var(37) = 1432
value = helper(8888),var(38)
IgnoreHitPause = 1
;------------------------------------------------------------------------
;無敵
[State -2,nothitby]
type = NotHitBy
trigger1 = !IsHelper
value = SCA
time = -1
IgnoreHitPause = 1
;------------------------------------------------------------------------
;ヘルパー
[State -2, HELPER]
type = Helper
triggerall = !IsHelper
triggerall = numhelper(8888) < 1
triggerall = alive
trigger1 = RoundState = [0,1]
name = "O"
HelperType = Player
stateno = 150
pos = 0,-70
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 0.9
size.yscale = 0.9
ID = 8888
IgnoreHitPause = 1
SuperMoveTime = 9999999999999999999999
PauseMoveTIme = 9999999999999999999999

[State -2, HELPER]
type = Helper
triggerall = !IsHelper
trigger1 = (palno = 6 || palno = 12)
trigger1 = RoundState = [0,1]
trigger1 = numhelper(88888) < 1
trigger1 = alive
trigger1 = stateno = 0 || stateno = 5900 || anim = 1
name = "YOKOYOKO"
HelperType = Player
stateno = 150
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
ID = 88888
IgnoreHitPause = 1
SuperMoveTime = 9999999999999999999999
PauseMoveTIme = 9999999999999999999999

[State -2, HELPER];来いよベネット！　銃なんて捨ててかかってこい！
type = Helper
triggerall = !IsHelper
triggerall = palno = 6 || palno = 12
triggerall = NumHelper(8899) < 1
triggerall = NumHelper(893) = 1 || stateno = 888
triggerall = alive && RoundState = 2
triggerall = gametime%2=1
trigger1 = stateno = 888887
trigger1 = helper(893),animelemtime(12) = [0,300]
trigger2 = stateno = 888887
trigger2 = numhelper(8899) < 1
trigger3 = stateno = 888 && numhelper(8899) < 1
name = "Come on Benetto"
HelperType = player
stateno = 150
pos = 0,0
postype = p1
facing = 1
vfacing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
ID = 8899
IgnoreHitPause = 1
SuperMoveTime = 9999999999999999999999
PauseMoveTIme = 9999999999999999999999

[State -2, HELPER]
type = helper
triggerall = !IsHelper
trigger1 = Animelem = 8
trigger1 = stateno = 1000
id = 1000
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 150
facing = 1
vfacing = 1
helpertype = player
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999999999999999999999
PauseMoveTIme = 9999999999999999999999

[State -2, HELPER]
type = helper
triggerall = !IsHelper
trigger1 = Animelem = 8
trigger1 = stateno = 1001
id = 1001
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 150
facing = 1
vfacing = 1
helpertype = player
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999999999999999999999
PauseMoveTIme = 9999999999999999999999

[State -2, HELPER]
type = helper
triggerall = !IsHelper
triggerall = stateno = 1400
trigger1 = time = 1
trigger1 = palno >= 1
trigger2 = time = 4
trigger2 = palno >= 2
trigger3 = time = 8
trigger3 = palno >= 3
trigger4 = time = 12
trigger4 = palno >= 4
trigger5 = time = 16
trigger5 = palno >= 5
trigger6 = time = 20
trigger6 = palno >= 6
trigger7 = time = 24
trigger7 = palno >= 7
trigger8 = time = 28
trigger8 = palno >= 8
trigger9 = time = 32
trigger9 = palno >= 9
trigger10 = time = 36
trigger10 = palno >= 10
trigger11 = palno = 12
trigger11 = random = [555,666]
id = 1400
name = "hasira"
pos = 70*var(5)+40,0
postype = P1
stateno = 150
facing = 1
vfacing = 1
helpertype = player
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999999999999999999999
PauseMoveTIme = 9999999999999999999999

[State 2900, 1];
type = helper
triggerall = !IsHelper
trigger1 = Animelem = 8
trigger1 = stateno = 2100
id = 2100
name = "muni"
pos = -20,0
postype = P1
stateno = 150
facing = 1
vfacing = 1
helpertype = player
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999999999999999999999
PauseMoveTIme = 9999999999999999999999

[State -2, HELPER];野郎！　ぶっ殺してやる！
type = Helper
triggerall = !IsHelper
triggerall = NumHelper(893) < 1
triggerall = stateno = 888887
trigger1 = animelemtime(7) = 0
trigger2 = animelemtime(8) = 0
trigger3 = animelemtime(9) = 0
trigger4 = animelemtime(10) = 0
trigger5 = numhelper(893) = 0
trigger5 = gametime%2=0
name = "GIGA"
HelperType = player
stateno = 150
pos = 160,0
postype = back
facing = 1
vfacing = 1
keyctrl = 0
ownpal = 1
size.xscale = 4
size.yscale = 4
ID = 893
IgnoreHitPause = 1
SuperMoveTime = 9999999999999999999999
PauseMoveTIme = 9999999999999999999999
;------------------------------------------------------------------------
;ヘルパー管理
[State -2]
type = destroyself
triggerall = numhelper(8888) > 0 && IsHelper(8888)
triggerall = time = 0
trigger1 = helper(8888),stateno != 80000 && helper(8888),stateno != 150
trigger2 = parent,stateno = 8
trigger3 = movetype = H
trigger4 = movereversed
trigger5 = var(39) != GameTime
IgnoreHitPause = 1
[State -2]
type = destroyself
triggerall = numhelper(88888) > 0 && IsHelper(88888)
triggerall = time = 0 && RoundState != 0
trigger1 = helper(88888),stateno != 88800 && helper(88888),stateno != 150
trigger2 = parent,stateno = 8
trigger3 = movetype = H
trigger4 = movereversed
IgnoreHitPause = 1
[State -2]
type = destroyself
triggerall = numhelper(2100) > 0 && IsHelper(2100)
triggerall = time = 0
trigger1 = helper(2100),stateno != 2101 && helper(2100),stateno != 150
trigger2 = parent,stateno = 8
trigger3 = movetype = H
trigger4 = movereversed
trigger5 = var(39) != GameTime
IgnoreHitPause = 1
[State -2]
type = destroyself
triggerall = numhelper(1000) > 0 && IsHelper(1000)
triggerall = time = 0
trigger1 = (helper(1000),stateno != [1010,1015]) && helper(1000),stateno != 150
trigger2 = parent,stateno = 8
trigger3 = movetype = H
trigger4 = movereversed
trigger5 = var(39) != GameTime
IgnoreHitPause = 1
[State -2]
type = destroyself
triggerall = numhelper(1001) > 0 && IsHelper(1001)
triggerall = time = 0
trigger1 = (helper(1001),stateno != [1010,1015]) && helper(1001),stateno != 150
trigger2 = parent,stateno = 8
trigger3 = movetype = H
trigger4 = movereversed
trigger5 = var(39) != GameTime
IgnoreHitPause = 1
[State -2]
type = destroyself
triggerall = numhelper(1400) > 0 && IsHelper(1400)
triggerall = time = 0
trigger1 = (helper(1400),stateno != [1410,1411]) && helper(1400),stateno != 150
trigger2 = parent,stateno = 8
trigger3 = movetype = H
trigger4 = movereversed
trigger5 = var(39) != GameTime
IgnoreHitPause = 1
[State -2]
type = destroyself
triggerall = numhelper(893) > 0 && IsHelper(893)
triggerall = time = 0
trigger1 = helper(893),stateno != 888888 && helper(893),stateno != 150
trigger2 = parent,stateno = 8
trigger3 = movetype = H
trigger4 = movereversed
trigger5 = var(39) != GameTime
IgnoreHitPause = 1
[State -2]
type = destroyself
triggerall = numhelper(8899) > 0 && IsHelper(8899)
triggerall = time = 0
trigger1 = helper(8899),stateno != 888889 && helper(8899),stateno != 150
trigger2 = parent,stateno = 8
trigger3 = movetype = H
trigger4 = movereversed
trigger5 = var(39) != GameTime
IgnoreHitPause = 1
;------------------------------------------------------------------------
;図に乗るな（低）
[State -2]
type = palfx
triggerall = !IsHelper
trigger1 = (palno = 6 || palno = 12)
trigger1 = alive
trigger1 = stateno = 8
mul = 256,90,90
time = -1
add = 250,90,90
sinadd = 200,100,100,50
color = 256
invertall = 1
;------------------------------------------------------------------------
;低カラーを使うだと？　許せるっ！
[State -2]
type = SelfState
triggerall = !IsHelper
triggerall = palno = [7,11]
triggerall = var(32) != 1
triggerall = stateno != 8
triggerall = RoundState < 3
trigger1 = life < 600
trigger2 = TeamMode = Simul
trigger2 = !Partner,alive
value = 8
IgnoreHitPause = 1

[State -2]
type = powerset
triggerall = !IsHelper
trigger1 = palno = [1,5]
trigger1 = var(32) = 1
value = 9999999999
IgnoreHitPause = 1

[State -2]
type = varset
triggerall = !IsHelper
trigger1 = ((palno = [1,5]) || (palno = [7,11]))
trigger1 = RoundState = 0
var(30) = 0

[State -2]
type = varset
triggerall = !IsHelper
trigger1 = ((palno = [1,5]) || (palno = [7,11]))
trigger1 = RoundState = 0
var(32) = 0

[State -2,selfstate]
type = SelfState
triggerall = palno = [7,11]
triggerall = stateno != [150,151]
triggerall = statetype = A
triggerall = alive && RoundState < 4
triggerall = var(32) = 1
trigger1 = movereversed
trigger2 =  var(39) != GameTime
value = 50
IgnoreHitPause = 1

[State -2]
type = varset
trigger1 = palno = [7,11]
trigger1 = MoveType != H
var(34) = Life
IgnoreHitPause = 1
[State -2]
type = varset
triggerall = palno = [7,11]
trigger1 = MoveType = H
trigger2 = RoundState = 0
var(35) = Life
IgnoreHitPause = 1
[State -2]
type = LifeSet
trigger1 = palno = [7,11]
trigger1 = movetype = H
trigger1 = (var(34)-var(35)) >= 300
value = var(34)
IgnoreHitPause = 1
;------------------------------------------------------------------------
;その他
[State -2]
type = null;palfx
trigger1 = palno = 12
trigger1 = RoundState = 1
trigger1 = anim = 1
mul = 190,180,170
time = -1
add = 190,180,170
sinadd = 256,20,10,160
color = 256
invertall = 0

[State -2]
type = SelfState
triggerall = (palno = 6 || palno = 12)
triggerall = !IsHelper
trigger1 = alive && stateno = [5000,5150]
value = 8
IgnoreHitPause = 1

[State -2]
type = changeanim
triggerall = (palno = 6 || palno = 12)
triggerall = !IsHelper
triggerall = time = 30 && anim != 171
trigger1 = stateno = 5150 && !alive
trigger2 = stateno = 5150 && loseko
value = 171
IgnoreHitPause = 1
;------------------------------------------------------------------------
[state -2, a];右向き設定
type = varset
triggerall = !IsHelper
trigger1 = var(10) = 0
trigger1 = facing = 1
v = 10
value = 1

[state -2, a];左向き設定
type = varset
triggerall = !IsHelper
trigger1 = var(10) = 0
trigger1 = facing = -1
v = 10
value = 2

[State -2, 1];ダッシュの音止め
type = stopSnd
triggerall = !IsHelper
trigger1 = stateno != 100
channel = 1

[state a];断鋼刃エフェクト消去
type = removeexplod
triggerall = !IsHelper
trigger1 = movetype = H
id = 2200


[state a];超火炎音止め
type = stopsnd
triggerall = !IsHelper
trigger1 = movetype = H
channel = 3

[state a]
type = stopsnd
triggerall = !IsHelper
trigger1 = stateno != 1055
channel = 5

[State -2, 3]
type = stopSnd
triggerall = !IsHelper
trigger1 = MoveType = H
channel = 2




[State -2, 4];ハイジャンプ判定
type = varadd
triggerall = !IsHelper
trigger1 = 1
v = 15
value = -1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::変数設定(多分ダメージ関係が殆ど)
[state a]
type = varset
triggerall = !IsHelper
trigger1 = movetype = H
v = 13
value = 0

;::::::::ボイス変更の乱数
[State 180, 1]
type = VarRandom
triggerall = !IsHelper
trigger1 = 1
v = 6
range = 0,2


;pal
[state -2, a]
type = varset
triggerall = !IsHelper
trigger1 = palno = [1,12]
v = 1
value = 0


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::スロー処理

[state -2, a];スロー処理をする時間のカウント
type = varadd
triggerall = !IsHelper
trigger1 = 1
persistent = 0
ignorehitpause = 1
v = 4
value = -1

[state -2, a];スロー処理
type = pause
trigger1 = palno != 6 && palno != 12
triggerall = !IsHelper
trigger1 = var(4) >= 1
trigger1 = gametime % 2
persistent = 0
ignorehitpause = 1
time = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;ダメージ時のエフェクト、サウンドの消去
;//////////////////////////////////////////////////////////////////////////
;ダメージ時のエフェクトの消去;死祟
[state a];
type = removeexplod
trigger1 = MoveType = H
id = 185


;ダメージ時のエフェクトの消去;ハウリングブル
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 1470

;ダメージ時のエフェクトの消去
[State -2 ,a]
type = removeexplod
trigger1 = MoveType = H
ID = 4000

;ダメージ時のエフェクトの消去
[state -2 ,a]
type = removeexplod
trigger1 = MoveType = H
id = 4200

[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1655

[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1860

;ダメージ時のサウンドの消去
[state a]
type = stopsnd
trigger1 = MoveType = H
channel = 1

;ダメージ時の残像の消去
[state a];
type = afterimagetime
trigger1 = MoveType = H
time = 0

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;勝利時のサウンドストップ
;//////////////////////////////////////////////////////////////////////////
;
[State 1]
type = AssertSpecial
;triggerall = Win
trigger1 = RoundState != 2 && RoundsExisted = 0
trigger2 = RoundState >= 3 && RoundsExisted != 0
flag = nomusic

[State 1]
type = varset
;triggerall = Win
trigger1 = RoundState != 2
v = 26
value = 0

[state a]
type = stopsnd
trigger1 = RoundState = 2
channel = 2


[state a]
type = playsnd
trigger1 = WinKO
trigger1 = RoundState = 3
trigger1 = var(12) = 0
trigger1 = palno != 12
IgnoreHitPause = 1
persistent = 0
value = 11,1

[State -2]
type = playsnd
trigger1 = WinKO
trigger1 = RoundState = 3
trigger1 = var(12) = 0
trigger1 = (palno = 6 || palno = 12)
value = 2300,3
channel = 15
loop = 0
lowpriority = 1
persistent = 1
IgnoreHitPause = 1

[State -2]
type = allpalfx
trigger1 = WinKO
trigger1 = RoundState = 3
trigger1 = var(12) = 0
trigger1 = (palno = 6 || palno = 12)
mul = 256,256,256
add = 256,256,256
time = 1
color = 256
invertall = 0

[state a]
type = varset
trigger1 = RoundState = 3
IgnoreHitPause = 1
v = 12
value = 1

[state a]
type = varset
trigger1 = RoundState = 2
IgnoreHitPause = 1
v = 12
value = 0

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;オロチのＫＯボイス消去(差し替えじゃないから楽だねぇ…)
;//////////////////////////////////////////////////////////////////////////
;
[State a]
type = assertspecial
triggerall = !IsHelper
trigger1 = var(1) = 1
trigger1 = p1name = "Mizuchi"
flag = nokosnd


;------------------------------------------------------------------------
;p2name設定

[State -2, VS 凶悪乙女]
type = varset
triggerall = !IsHelper
trigger1 = (p2name = "UNKNOWN"&& enemy,authorname = "hanma")|| (p4name = "UNKNOWN"&& enemy,authorname = "hanma");イグのん
trigger2 = (p2name = "Unknown"&& enemy,authorname = "SAMSARA")|| (p4name = "Unknown"&& enemy,authorname = "SAMSARA");神みずか
trigger3 = (p2name = "Kanna Binomikoto"&& enemy,authorname = "SAMSARA")|| (p4name = "Kanna Binomikoto"&& enemy,authorname = "SAMSARA");女神神奈
trigger4 = p2name = "SAMSARA003" || p4name = "SAMSARA003";神扇奈
trigger5 = p2name = "Omni-Psych Super Dizzy [LE] Version 3" || p4name = "Omni-Psych Super Dizzy [LE] Version 3";オムニサイコスーパーディズィー[LE]
trigger6 = p2name = "AxAyAzSSX" || p4name = "AxAyAzSSX";ADS2
trigger7 = p2name = "AxAyAzSSS" || p4name = "AxAyAzSSS";ADS
trigger8 = p2name = "Super Mizuka" || p4name = "Super Mizuka";スーパーみずか
trigger9 = p2name = "Karma" || p4name = "Karma";カルマさん
trigger10 = p2name = "Senna Kyodo" || p4name = "Senna Kyodo";ハイパー扇奈・・・のつもり
trigger11 = p2name = "Tenma" || p4name = "Tenma";天魔
trigger12 = p2name = "lunatic" || p4name = "lunatic";ルナティック
trigger13 = p2name = "R-kunagi" || p4name = "R-kunagi";神速久那妓
trigger14 = p2name = "RSP" || p4name = "RSP";Remilia Star Princess
trigger15 = p2name = "2ndRSP" || p4name = "2ndRSP";Remilia Star Princess2
trigger16 = p2name = "G-Sakuya" || p4name = "G-Sakuya";GOD長
trigger17 = p2name = "ore_no_moto_yome" || p4name = "ore_no_moto_yome";アイドル翡翠
trigger18 = p2name = "ore_no_ane" || p4name = "ore_no_ane";QOD幽々子
trigger19 = p2name = "Megalith" || p4name = "Megalith";紙子
trigger20 = p2name = "Uroboros" || p4name = "Uroboros";闇子
trigger21 = p2name = "Saku" || p4name = "Saku";朔
trigger22 = p2name = "Hinako Shijo" || p4name = "Hinako Shijo";すもうパワーにはまいったな！
trigger23 = p2name = "Iris" || p4name = "Iris";イリスorアイリス
trigger24 = p2name = "n-ri_ssj9" || p4name = "n-ri_ssj9";ネオリーパーイザビューSSJ9
trigger25 = p2name = "ss-iku" || p4name = "ss-iku";スーパーサディスティック(？)衣玖さん
trigger26 = p2name = "MOTHER" || p4name = "MOTHER";母
trigger27 = p2name = "Ayu Tukumiya" || p4name = "Ayu Tukumiya";つくみやあゆ
trigger28 = p2name = "M-Reimu" || p4name = "M-Reimu";禍霊夢
trigger29 = p2name = "Poltergeist" || p4name = "Poltergeist";ポルターガイスト
trigger30 = p2name = "RYUKO" || p4name = "RYUKO";竜子1st
trigger31 = p2name = "mechgoenikoex" || p4name = "mechgoenikoex";SMゲニ子
trigger32 = p2name = "mechhisuiex" || p4name = "mechhisuiex";SM翡翠
trigger33 = p2name = "Inverno" || p4name = "Inverno";インヴェルノ
trigger34 = p2name = "Mist" || p4name = "Mist";ミスト
trigger35 = p2name = "celene" || p4name = "celene";セレネ
trigger36 = p2name = "Ayu Tukimiya" || p4name = "Ayu Tukimiya";月宮あゆ
trigger37 = p2name = "yukkuri" || p4name = "yukkuri";	 ゆっくり
trigger38 = p2name = "siteittene!" || p4name = "siteittene!";していってね！
trigger39 = p2name = "yuyuyukkuriri" || p4name = "yuyuyukkuriri";ゆゆゆっくりり
trigger40 = p2name = "Absolute_White_Len" || p4name = "Absolute_White_Len";アブソリュート白レン
trigger41 = p2name = "AbaReimu" || p4name = "AbaReimu";あばれいむ
trigger42 = p2name = "ore_no_aijin" || p4name = "ore_no_aijin";大魔道士アリス
trigger43 = p2name = "ONI-MIKO-REIMU" || p4name = "ONI-MIKO-REIMU";鬼巫女
trigger44 = p2name = "The End of G Heaven Yuyuko" ||  p4name = "The End of G Heaven Yuyuko";ラファエル
trigger45 = p2name = "Michael-R" || p4name = "Michael-R";ミカエル-R
trigger46 = p2name = "orenoyome" || p4name = "orenoyome";石氏の嫁
trigger47 = p2name = "Grand Master" || p4name = "Grand Master";GM諏訪子
trigger48 = p2name = "H-Reimu" || p4name = "H-Reimu";本気になったMs.霊夢
trigger49 = p2name = "Code-Holder" || p4name = "Code-Holder";ババァ！俺だ！結婚し(ry
trigger50 = p2name = "systemer" || p4name = "systemer";システマー
v = 31
value = 1

[State -2, VS 凶悪乙女２]
type = varset
triggerall = !IsHelper
trigger1 = p2name = "S_Remilia" || p4name = "S_Remilia";神 キ ャ ラ な ん ぞ 使 っ て ん じ ゃ ね え ！
trigger2 = p2name = "S_Sakuya" || p4name = "S_Sakuya";無駄無駄無駄無駄無駄無駄！！！
trigger3 = p2name = "Scarlet Devil" || p4name = "Scarlet Devil";悪魔お嬢
trigger4 = p2name = "Acirno" || p4name = "Acirno";チル……誰だお前は！？
trigger5 = p2name = "wind_MCXX" || p4name = "wind_MCXX";楽園の牧師様
trigger6 = p2name = "Louise Francoise le Blanc de la Valliere" || p4name = "Louise Francoise le Blanc de la Valliere";くぎゅうううううぅ
trigger7 = p2name = "Dark Hikari Reiko" || p4name = "Dark Hikari Reiko";ダークなレイコ
trigger8 = p2name = "karin-san ex" || p4name = "karin-san ex";ｷｬｰｶﾘﾝｻｰﾝ
trigger9 = p2name = "dark_sakura" || p4name = "dark_sakura";黒桜
trigger10 = p2name = "WillOfFarm" || p4name = "WillOfFarm";農村意思
trigger11 = p2name = "Misuzu" || p4name = "Misuzu";みすず
trigger12 = p2name = "Crueltear=Relinquish" || p4name = "Crueltear=Relinquish";クルエルティア
v = 31
value = 1
;trigger? = p2name = "" || p4name = ""

[State -2,VS リア充(ぽい奴ら)]
type = varset
triggerall = !IsHelper
trigger1 = p2name = "G OROCHI"|| p4name = "G OROCHI";宇宙意思(&unknown)
trigger2 = p2name = "Death Star" || p4name = "DeathStar";デススター(&ADS)
trigger3 = p2name = "otto&wifes" || p4name = "otto&wifes";一夫多妻
trigger4 = p2name = "efreet" || p4name = "efreet";イフリート(黒は持っていないのでとりあえず)
trigger5 = p2name = "G Magaki" || p4name = "G Magaki";神禍忌(&パチュリー)
trigger6 = p2name = "New_Shiki_Nanaya" || p4name = "New_Shiki_Nanaya";神七夜,殺神貴等(リア充)
v = 31
value = 2

[State -2,VS 厨二]
type = varset
triggerall = !IsHelper
triggerall = enemynear,palno = 12
trigger1 = p2name = "New_Shiki_Tohno" || p4name = "New_Shiki_Tohno";ｺﾉﾒﾆｳｰ
v = 31
value = 3

[State -2,VS カンフー]
type = varset
triggerall = !IsHelper
trigger1 = p2name = "KUNG FU MAN" || p4name = "KUNG FU MAN";言わずと知れた
trigger2 = p2name = "Ultimate Kung Fu Man" || p4name = "Ultimate Kung Fu Man";功夫意思
trigger3 = p2name = "God Kung Fu Man" || p4name = "God Kung Fu Man";ゴッドkfm
trigger4 = p2name = "Alchemy Man" || p4name = "Alchemy Man";錬金術マン
trigger5 = p2name = "HYPER OMEGA CEAPEST LOLOL SECTOR8 KUNG FU MAN" || p4name = "HYPER OMEGA CEAPEST LOLOL SECTOR8 KUNG FU MAN";名前長過ぎだろjk……
trigger6 = p2name = "mekfm_ex" || p4name = "mekfm_ex";スーパーメカkfm
trigger7 = p2name = "Blackness Of G KFM" || p4name = "Blackness Of G KFM";地獄から来た男、ﾌﾞﾗｯｸﾈｽｵﾌﾞGｶﾝﾌｰﾏｯ!
trigger8 = p2name "Kung Fu Man Special" || p4name = "Kung Fu Man Special";死星の手下のkfm
trigger9 = p2name = "SHIN EVIL BURNING OROCHI LOLOL LV 100 KFM" || p4name = "SHIN EVIL BURNING OROCHI LOLOL LV 100 KFM";君も名前長いよ！
trigger10 = p2name = "rongai" || p4name = "rongai";論外マン(言動的な意味で)
trigger11 = p2name = "Lord_KFM" || p4name = "Lord_KFM";ロード(笑)kfm
trigger12 = p2name = "Surreal Kung Fu Man"|| p4name = "Surreal Kung Fu Man";色々シュールなkfm
trigger13 = p2name = "cheapest KFM!!!" || p4name = "cheapest KFM!!!";チーペストkfm
trigger14 = p2name = "Speady Kung Fu Man" || p4name = "Speady Kung Fu Man";スピーディーkfm
trigger15 = p2name ="Dirty Kung Fu Man"|| p4name = "Dirty Kung Fu Man";汚いなさすがkfmきたない
v = 31
value = 4

[State -2]
type = varset
triggerall = !IsHelper
trigger1 = p2name = "Devils eye" || p4name = "Devils eye";邪眼の旦那
v = 31
value = 5
;---------------------------------------------------------------------------
; ここから下は-3のステートを書いてください、ここに書いたものはゲーム中
; に条件が成立すればいつでも開始するステートです。
;---------------------------------------------------------------------------

[Statedef -3]

[State -3];OTHキラー使用可否スイッチ
type = varset
trigger1 = !IsHelper
var(40) = 1	
;            ↑
;ここの数値を切り替え。1(ON)か0(OFF)でお願いします。

[State -3]
type = ctrlset
trigger1 = RoundState < 2
value = 0

[State -3]
type = Varset
trigger1 = 1
v = 39
value = GameTime
IgnoreHitPause = 1

[State -3]
type = Explod
triggerall = !IsHelper
trigger1 = NumExplod(889) < 1
trigger1 = (GameTime%60) = [0,5]
anim = 888
id = 889
postype = p1
offset = 0,0
bindtime = -1
removetime = 20
scale = 1.0,0.2
sprpriority = -2
persistent = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State -3]
type = RemoveExplod
trigger1 = statetype = A || !alive
ID = 889

;ゲーム中に常にいつでも開始したいステート、ここでは「着地音」に使用しています
;下の条件は「52か106のステートに移動して１フレーム目に」と言う事です。
;52と106はバックステップとジャンプの着地のステートです。
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 107 
trigger3 = stateno = 103 
value = 40, 0


[State -3, 2];ジャンプ音
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) <= 0
value = 40, 1

[State -3, 2];ジャンプ音
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) > 1
value = 40, 2

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 105 
value = 105, 0

[State -3, 3];ダッシュの音止め
type = stopSnd
trigger1 = stateno != 100
channel = 1

;ダメージ時のエフェクトの消去
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 2405

;ダメージ時のエフェクトの消去
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 1000

[state a];残像消去
type = afterimagetime
trigger1 = movetype = H
time = 0

[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 5,0




;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ハイジャンプ処理
[State -3, 5];ハイジャンプ判定
type = varset
trigger1 = stateno = 10
trigger1 = time = 0
trigger2 = stateno = 100
v = 15
value = 20

[State -3, 5];ハイジャンプ消去
type = varset
trigger1 = stateno = 52
trigger1 = time = 0
v = 15
value = 0

; 小ジャンプ処理
[State -3, 5];小ジャンプ判定
type = varset
trigger1 = stateno = 40
trigger1 = command != "holdup"
v = 16
value = 1

[State -3, 5];小ジャンプ消去
type = varset
trigger1 = stateno = 40
trigger1 = command = "holdup"
v = 16
value = 0

[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 42
trigger1 = time = 1
trigger1 = var(15) >= 1
x = 5
;y = -9


[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 43
trigger1 = time = 1
trigger1 = var(15) >= 1
x = -5
;y = -9

[State -3, 5];小ジャンプ
type = veladd
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(16) = 1
y = 3

[State -3, 5]
type = AfterImage
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(15) >= 1
time = 10
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1



