[Statedef 8];図に乗るな！(笑)
type = S
movetype = I
physics = N
poweradd = 99999
velset = 0,0
anim = 8

[State 8]
type = assertspecial
trigger1 = 1
flag = noko
flag2 = nokosnd
IgnoreHitPause = 1

[State 888888]
type = BGpalfx
trigger1 = time = 0
mul = 220,220,220
add = 220,220,220
time = 120
color = 256
invertall = 0

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

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

[State 8]
type = nothitby
trigger1 = ((palno = [1,5]) || (palno = [7,11]))
value = SCA
time = 300
IgnoreHitPause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 3000,3
IgnoreHitPause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 190,1
IgnoreHitPause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = var(31) = 1
trigger1 = Time = 0
value = 2000,2
IgnoreHitPause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = var(31) != 1
trigger1 = Time = 0
value = 290,0
freqmul = 0.8
IgnoreHitPause = 1

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

[State 8]
type = LifeSet
trigger1 = (palno = 6 || palno = 12)
trigger2 = animtime = 0
value = LifeMax
IgnoreHitPause = 1

[State 8]
type = varset
trigger1 = ((palno = [1,5]) || (palno = [7,11]))
trigger1 = var(32) = 0
trigger1 = animtime = 0
var(32) = 1

[State 8]
type = ChangeState
trigger1 = animtime = 0
trigger2 = time > 500
value = 0
ctrl  =1
IgnoreHitPause = 1
;----------------------------------------------------------------
[Statedef 888887];自分
type = S
movetype = A
physics = N
anim = 893
velset = 0,0
sprpriority = 7
IgnoreHitPause = 1
ctrl = 0

;さあ
[State a]
type = PlaySnd
triggerall = Time = 0
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 2100,0

[State a]
type = PlaySnd
trigger1 = Time = 0
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 2100,0

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

;無に還ろう
[State a]
type = PlaySnd
triggerall = animelem = 7
trigger1 = var(37) = 1432
trigger2 = var(31) = 1
value = 2100,1

[State a]
type = PlaySnd
trigger1 = animelem = 7
trigger1 = var(37) = -1432
trigger1 = var(31) != 1
freqmul = 0.8
value = 2100,1

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

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

[State 2000, 2]
type = Pause
trigger1 = (palno != 6 && palno != 12)
trigger1 = time = 0
time = 24
movetime = 24
anim = -1

[State 1200, Shake Screen]
type = EnvShake
trigger1 = animelemtime(8) = 30
time = 280
ampl = 7
freq = 80

[State 888888]
type = envcolor
trigger1 = time = [0,320]
value = 0,0,0
under = 1

[State 2000, 6];音楽
type = PlaySnd
trigger1 = Time = 0
value = 2300,0

[State 888887]
type = ChangeState
trigger1 = time > 320
value = 0
ctrl = 1
IgnoreHitPause = 1
;----------------------------------------------------------------------
[Statedef 888888];ヘルパー
type = S
movetype = A
physics = S
poweradd = 0
velset = 0
sprpriority = 1000
anim = 892
ctrl = 0
SuperMovetime = 999999
PauseMovetime = 999999
IgnoreHitPause = 1

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

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

[State 80000]
type = targetlifeadd
trigger1 = (parent,palno = 6 || parent,palno = 12)
trigger1 = numtarget > 0
value = -9999999999999999999999999999
IgnoreHitPause = 1

[State 80000]
type = assertspecial
trigger1 = 1
flag = invisible
time = -1
IgnoreHitPause = 1

[State 10001]
type = AngleDraw
trigger1 = animelemtime(12) = [0,300]
trigger1 = (parent,palno = 6 || parent,palno = 12)
[State 10000]
type = Angleadd
trigger1 = 1
value = 20
[State 10000]
type = AngleMul
trigger1 = animelemtime(12) = [0,300]
value = 1.01

[State 10001]
type = AfterImage
triggerall = alive && RoundState = [0,3]
triggerall = time = 0
trigger1 = ((root,palno = [1,5]) || (root,palno = [7,11]))
trigger2 = root,var(37) = 1432 && (root,palno = 6 || root,palno = 12)
time = -1
PalBright   =  256, 12, 12
PalContrast =  256, 15, 15
PalAdd      = 1,-3,-3
PalMul      = 1.85,.85,.70
Trans = add
TimeGap  = 2
FrameGap = 2
length = 10
IgnoreHitPause = 1

[State 10001]
type = AfterImage
trigger1 = alive && RoundState = [0,3]
trigger1 = time = 0
trigger1 = root,var(37) = -1432 && (root,palno = 6 || root,palno = 12)
time = -1
PalBright   =  256, 12, 12
PalContrast =  256, 15, 15
PalAdd      = 1,-3,-3
PalMul      = 1.85,.85,.70
Trans = sub
TimeGap  = 2
FrameGap = 2
length = 15
IgnoreHitPause = 1

[State 80000]
type = BindToRoot
trigger1 = 1
pos = 10,-70
IgnoreHitPause = 1

[State 8888888]
type = hitdef
trigger1 = root,palno = [1,6]
trigger1 = Random > 500 && animelemtime(12) = [0,300]
attr = A, SP
animtype  = up
damage    = 3
getpower = 0,50
guardflag = -M
pausetime = 0,14
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 = 1
absolute = 1

[State 888888]
type = hitdef
triggerall = root,palno = [7,11]
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(12) = 50
trigger3 = animelemtime(12) = 100
trigger4 = animelemtime(12) = 150
trigger5 = animelemtime(12) = 200
trigger6 = animelemtime(12) = 250
attr = A, HT
animtype  = up
damage    = 5280,10
numhits = 100000
getpower = 0,-10
guardflag = MAFD
pausetime = 0,51
sparkno = s7002
sparkxy = -17,0
hitsound   = s2300,3
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-24.5
air.velocity = -4,-24.5
fall = 1
air,fall = 1
fall.damage = 15000
absolute = 1

[State 888888]
type = ReversalDef
trigger1 = (parent,palno = 6 || parent,palno = 12)
reversal.attr = SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT,AA,AP,AT
pausetime = 0,1
p2stateno = 900000
IgnoreHitPause = 1

[State -2, proj]
type = projectile
triggerall = (parent,palno = 6 || parent,palno = 12)
trigger1 = animelemtime(12) = [0,300]
trigger1 = GameTime%3 = 0
projID = 2950
projanim = 891
projhitanim = -1;888
projremove = 1
projremovetime = 15
attr = S,SA
hitby = MAFD
sparkno = -1
damage = 18
kill = 1
velocity = -3,0
accel = 0
projhits = 1
pausetime = 0,0
animtype = hard
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 60
Projstagebound = 60
ground.velocity = 0
guard.velocity = -11
air.velocity = 0
airguard.velocity = -4.5
offset = 0,-80
postype = p2
hitsound = -1;S190,2
getpower = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 888888]
type = destroyself
trigger1 = animtime = 0
trigger1 = animelemtime(12) = [100,500]
trigger2 = root,stateno != 888887
IgnoreHitPause = 1
;---------------------------------------------------------------------
[Statedef 888889]
type = S
movetype = I
physics = S
velset = 0,0
anim = 894
ctrl = 0
supermovetime = 9999999
pausemovetime = 9999999
IgnoreHitPause = 1

[State 888889]
type = AssertSpecial
trigger1 = 1
flag = invisible
IgnoreHitPause = 1

[State 888889]
type = NotHitBy
trigger1 = 1
value = SCA
IgnoreHitPause = 1

[State 888889]
type = HitBy
trigger1 = 1
value = C,HA
IgnoreHitPause = 1

[State 888889]
type = playerpush
trigger1 = 1
value = 0
IgnoreHitPause = 1

[State 888889]
type = HitOverRide
trigger1 = 1
attr = SCA
stateno = 888889
IgnoreHitPause = 1

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

[State 888889]
type = destroyself
trigger1 = root,stateno != 888887 && root,stateno != 888
trigger2 = root,stateno = 888887 && numhelper(893) = 0
trigger3 = enemy,alive = 0
trigger4 = alive = 0
trigger5 = time >= 5
trigger6 = movetype = H
IgnoreHitPause = 1
;---------------------------------------------------------------------
[Statedef 900000];相手
type = S
movetype = I
physics = N
velset = 0,0
poweradd = -powermax
anim = anim
ctrl = 0
IgnoreHitPause = 1

[State 900000]
type = NotHitBy
trigger1 = 1
value = SCA
IgnoreHitPause = 1

[State 900000]
type = Lifeset
trigger1 = (name != "TOKI-TEN-KU") && (palno != 12)
value = 0
IgnoreHitPause = 1

[State 900000]
type = PosSet
trigger1 != alive
trigger1 != IsHelper
X = 0
Y = 1000
IgnoreHitPause = 1

[State 900000]
type = lifeadd
triggerall = (name != "TOKI-TEN-KU") && (palno != 12)
trigger1 != IsHelper
value = -999999999999999999
IgnoreHitPause = 1

[State 900000]
type = varset
trigger1 = IsHelper = 1
trigger1 = time = 0
var(50) = prevstateno
IgnoreHitPause = 1

[State 900000]
type = varset
trigger1 = IsHelper = 1
trigger1 = time = 0
var(51) = anim
IgnoreHitPause = 1

[State 900000]
type = varset
trigger1 = IsHelper = 1
var(52) = 1
IgnoreHitPause = 1

[State 900001]
type = velset
trigger1 = 1
X = 0
Y = 0
IgnoreHitPause = 1

[State 900001]
type = projectile
trigger1 = IsHelper
projID = 4444
projanim = var(50)
projhits = 88888
postype = p2
supermovetime = 999000	
pausemovetime = 999000
projremove = 1
projremovetime = 1
attr = C,HA
hitflag = MAFD
guardflag = MA
damage = 88888888888888888,88888888888888888
givepower = 0
getpower = 0
pausetime = 0,0
persistent = 0
p1stateno = var(51)
IgnoreHitPause = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 900001]
type = destroyself
trigger1 = IsHelper

;-----------------------------------------------------------------------
[Statedef 888]
type = S
movetype = A
physics = S
velset = 0,0
anim = 8886
ctrl = 0
IgnoreHitPause = 1

[State 888]
type = ReversalDef
trigger1 = (palno = 6 || palno = 12)
reversal.attr = SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT,AA,AP,AT
pausetime = 0,5
hitsound = -1
p2stateno = 900001
IgnoreHitPause = 1

[State 888]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nofg
flag3 = nobardisplay

[State 888]
type = SuperPause
trigger1 = (palno != 6 && palno != 12)
trigger1 = anim = 8886
trigger1 = time = 0
time = 25
movetime = 25
anim = -1
poweradd = -3000

[State 888]
type = PlaySnd
trigger1 = anim = 8886
trigger1 = Time = 0
value = 3000,3
IgnoreHitPause = 1

[State 888]
type = PlaySnd
trigger1 = anim = 8886
trigger1 = Time = 0
value = 190,1
IgnoreHitPause = 1

[State 2000, 6]
type = PlaySnd
triggerall = anim = 8886
triggerall = Time = 0
triggerall = var(6) = 0
trigger1 = var(31) = 1
trigger2 = var(37) = 1432
value = 290,0
freqmul = 1.05
IgnoreHitPause = 1
[State 2000, 6]
type = PlaySnd
triggerall = anim = 8886
triggerall = Time = 0
triggerall = var(6) = 0
trigger1 = var(31) = 1
trigger2 = var(37) = 1432
value = 290,0
IgnoreHitPause = 1
[State 2000, 6]
type = PlaySnd
triggerall = anim = 8886
triggerall = Time = 0
triggerall = var(6) = 0
trigger1 = var(31) = 1
trigger2 = var(37) = 1432
value = 290,0
freqmul = 0.95
IgnoreHitPause = 1

[State 2000, 6]
type = PlaySnd
triggerall = anim = 8886
triggerall = Time = 0
triggerall = var(6) = 1
trigger1 = var(31) = 1
trigger2 = var(37) = 1432
value = 1000,0
freqmul = 1.05
IgnoreHitPause = 1
[State 2000, 6]
type = PlaySnd
triggerall = anim = 8886
triggerall = Time = 0
triggerall = var(6) = 1
trigger1 = var(31) = 1
trigger2 = var(37) = 1432
value = 1000,0
IgnoreHitPause = 1
[State 2000, 6]
type = PlaySnd
triggerall = anim = 8886
triggerall = Time = 0
triggerall = var(6) = 1
trigger1 = var(31) = 1
trigger2 = var(37) = 1432
value = 1000,0
freqmul = 0.95
IgnoreHitPause = 1

[State 2000, 6]
type = PlaySnd
triggerall = anim = 8886
triggerall = Time = 0
triggerall = var(6) = 2
trigger1 = var(31) = 1
trigger2 = var(37) = 1432
value = 2000,3
freqmul = 1.05
IgnoreHitPause = 1
[State 2000, 6]
type = PlaySnd
triggerall = anim = 8886
triggerall = Time = 0
triggerall = var(6) = 2
trigger1 = var(31) = 1
trigger2 = var(37) = 1432
value = 2000,3
IgnoreHitPause = 1
[State 2000, 6]
type = PlaySnd
triggerall = anim = 8886
triggerall = Time = 0
triggerall = var(6) = 2
trigger1 = var(31) = 1
trigger2 = var(37) = 1432
value = 2000,3
freqmul = 0.95
IgnoreHitPause = 1



[State 2000, 6]
type = PlaySnd
triggerall = anim = 8886
triggerall = Time = 0
trigger1 = var(31) != 1
trigger1 = var(37) = -1432
value = 2100,1
freqmul = 0.85
IgnoreHitPause = 1
[State 2000, 6]
type = PlaySnd
triggerall = anim = 8886
triggerall = Time = 0
trigger1 = var(31) != 1
trigger1 = var(37) = -1432
value = 2100,1
freqmul = 0.8
IgnoreHitPause = 1
[State 2000, 6]
type = PlaySnd
triggerall = anim = 8886
triggerall = Time = 0
trigger1 = var(31) != 1
trigger1 = var(37) = -1432
value = 2100,1
freqmul = 0.75
IgnoreHitPause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = anim = 8886
trigger1 = Time = [100,200]
trigger1 = (GameTime%15) = 1
freqmul = 0.1
value = 300,0
IgnoreHitPause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = anim = 8886
trigger1 = Time = [80,145]
trigger1 = (GameTime%15) = 0
freqmul = 0.3
value = 240,0
IgnoreHitPause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = anim = 8886
trigger1 = Time = 0
freqmul = 0.2
value = 3000,0
IgnoreHitPause = 1

[State 888]
type = BGpalfx
trigger1 = anim = 8886
trigger1 = time = 0
mul = 0,0,0
add = 0,0,0
time = 190
color = 256
invertall = 0

[State 888]
type = palfx
trigger1 = anim = 8886
trigger1 = time = 0
trigger1 = var(37) = 1432
mul = 256,100,140
add = 256,100,140
sinadd = 80,0,0,10
time = 200
color = 256
invertall = 1

[State 888]
type = EnvShake
trigger1 = time = 80
time = 150
ampl = 7
freq = 100

[State 888]
type = Explod
trigger1 = anim = 8886
trigger1 = time = 0
anim = 6030
sprpriority = -1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 888]
type = Explod
trigger1 = anim = 8886
trigger1 = Time = 10
anim = 6031
sprpriority = 1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 888]
type = targetstate
trigger1 = (palno = 6 || palno = 12)
trigger1 = time > 150 && target,alive
value = 88000
IgnoreHitPause = 1

[State 888]
type = Explod
trigger1 = anim = 8886
trigger1 = animelemtime(6) = 0
anim = 8888
sprpriority = -2
postype = left
pos = -30,-30
bindtime = -1
supermove = 1
scale = 1.2,1.2
under = 1
ownpal = 1
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 888, proj]
type = projectile
triggerall = palno < 12
trigger1 = anim = 8886
trigger1 = time >= 80
projID = 2950
projanim = 891
projhitanim = -1
projremove = 1
projremovetime = 15
attr = S,HA
hitby = MAFD
guardflag = MA
sparkno = -1
damage = 3
kill = 1
velocity = -3,0
accel = 0
projhits = 1
pausetime = 0,0
animtype = hard
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 60
Projstagebound = 60
ground.velocity = 0,-11
guard.velocity = -11
air.velocity = 0,-5
airguard.velocity = -4.5
palfx.time = 120
palfx.add = 256, 23,24
palfx.sinadd = 122, 13,14, 5
palfx.invertall = 1
offset = 0,-80
postype = p2
hitsound = -1
getpower = 0
fall = 1
fall.recovery = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 888, proj]
type = projectile
triggerall = (palno = 6 || palno = 12)
trigger1 = anim = 8886
trigger1 = time >= 80
projID = 2950
projanim = 891
projhitanim = -1
projremove = 1
projremovetime = 15
attr = S,HA
hitby = MA
sparkno = -1
damage = 5
kill = 1
velocity = -3,0
accel = 0
projhits = 1
pausetime = 0,0
animtype = hard
projemisstime = 1
projepriority = 3
projespriority = 4
Projedgebound = 60
Projstagebound = 60
ground.velocity = 0,1010
guard.velocity = -11
air.velocity = 0,-5000
airguard.velocity = -4.5
palfx.time = 120
palfx.add = 256, 23,24
palfx.sinadd = 122, 13,14, 5
palfx.invertall = 1
offset = 0,-80
postype = p2
hitsound = -1
getpower = 0
fall = 1
fall.recovery = 0
fall.damage = 999999999999999999
p2getp1stateno = 0
Supermovetime = 9999999999
Pausemovetime = 9999999999

[State 888]
type = ChangeAnim
trigger1 = anim = 8886
trigger1 = time = 202
value = 8887

[State 888]
type = ChangeState
trigger1 = anim = 8887
trigger1 = animtime = 0
value = 0
ctrl = 1


;;;;;;;;;;;;;;;;;;;;;;;;