;弱解除
[Statedef 1000]
type = S
movetype = A
physics = N
anim = 1000
poweradd = 50
ctrl = 0
velset = 0
facep2 = 1

[State 1000, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1305, 1]
type = VarSet
trigger1 = time = 0
var(14) = 0
ignorehitpause = 1

[State 1305, 1]
type = VarSet
trigger1 = time = 0
var(15) = 0
ignorehitpause = 1

[State 1000, ParentVarset]
type = ParentVarset
trigger1 = time = 0
var(25) = 0
ignorehitpause = 1
persistent = 0

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 2,0
channel = 0
volume = 0

[State 1100, 1051]
type = VelSet
trigger1 = AnimElem = 7
x = -2

[State 200, ice]
type = Explod
trigger1 = AnimElem = 8, = 0
anim = 215
ID = 200
postype = p1
pos = -30,-29
bindtime = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
removetime = -2
ignorehitpause = 1
persistent = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 8,0
stateno = 1050
id = 1050
name = "harae"
pos = 55,-100
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 10
Movetype = I

[State 3301,4]
type = ChangeState
triggerall = animelem=13,>0
trigger1 = var(59) != 1
trigger1 = command = "ukei"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [0,40]
trigger2 = p2MoveType != H
trigger2 = P2StateNo != [120,155]
trigger2 = Random <= 200
value = 1100

[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------
;強解除
[Statedef 1010]
type = S
movetype = A
physics = N
anim = 1010
poweradd = 50
ctrl = 0
velset = 0
facep2 = 1

[State 1000, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1305, 1]
type = VarSet
trigger1 = time = 0
var(14) = 0
ignorehitpause = 1

[State 1305, 1]
type = VarSet
trigger1 = time = 0
var(15) = 0
ignorehitpause = 1

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 2,0
channel = 0
volume = 0

[State 1100, 1051]
type = VelSet
trigger1 = AnimElem = 7
x = -2

[State 200, ice]
type = Explod
trigger1 = AnimElem = 8, = 0
anim = 215
ID = 200
postype = p1
pos = -30,-19
bindtime = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
removetime = -2
ignorehitpause = 1
persistent = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 8,0
stateno = 1051
id = 1050
name = "harae"
pos = 55,-100
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 10
Movetype = I

[State 3301,4]
type = ChangeState
triggerall = animelem=13,>0
trigger1 = var(59) != 1
trigger1 = command = "ukei"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [0,40]
trigger2 = p2MoveType != H
trigger2 = P2StateNo != [120,155]
trigger2 = Random <= 200
value = 1100

[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


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

[Statedef 7000]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1010
sprpriority = 2

[State 1000, Helper]
type = Helper
triggerall = NumHelper(1055) = 0
trigger1 = Time = 22
trigger2 = Time = 23
helpertype = normal
name = "Espejo de Dimencion"
ID = 7002
stateno = 7002
pos = 0,-100
postype = p2
facing = 1
keyctrl = 0
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 1

[State 871, 速度加算]
type = Velset
trigger1 = time = 22
x = -8

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 22
trigger2 = Time = 24
trigger3 = Time = 26
value = 5,5

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 22
trigger2 = Time = 24
trigger3 = Time = 26
value = 5,4

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 7002]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 70022
sprpriority = 99
ctrl     = 0

[State 3100]
type = Hitdef
trigger1 = Time = 0
attr = S, HA
hitflag = MAF
guardflag = M
affecteam = E
animtype = Hard
priority = 5, Hit
damage = 60,25
pausetime = 0,2
guard.pausetime = 1,1
guard.sparkno = s500020
sparkno = s10103
sparkxy = 0,-60
hitsound = S6,5
guardsound = S200,6
ground.type = High
air.type = High
ground.slidetime = 20
guard.slidetime = 15
ground.hittime  = 20
air.hittime = 5
guard.ctrltime = 15
ground.velocity = 0,-8
guard.velocity = 0
air.velocity = 0,-8
airguard.velocity = 0,-8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = 0.58
fall = 5
sprpriority = 1
getpower = 20, 15
givepower = 10, 5
p2facing = 1

[State 3100]
type = Hitdef
trigger1 = Time = 3
trigger2 = Time = 6
trigger3 = Time = 9
trigger4 = Time = 12
attr = S, HA
hitflag = MAF
guardflag = M
affecteam = E
animtype = Hard
priority = 5, Hit
damage = 15,10
pausetime = 0,2
guard.pausetime = 1,1
guard.sparkno = s500020
sparkno = s10103
sparkxy = 0,-10
hitsound = S5,12
guardsound = S200,6
ground.type = High
air.type = High
ground.slidetime = 20
guard.slidetime = 15
ground.hittime  = 20
air.hittime = 5
guard.ctrltime = 15
ground.velocity = 2,-5
guard.velocity = 0
air.velocity = 2,-5
airguard.velocity = 2,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = 0.58
fall = 5
sprpriority = 1
getpower = 20, 15
givepower = 10, 5
p2facing = 1

[State -2]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 1
trigger3 = Time = 2
trigger4 = Time = 3
trigger5 = Time = 4
trigger6 = Time = 5
anim = 62435
sprpriority = 97
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 1,1

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
id = 7002

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

[Statedef 6000]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 1010
sprpriority = 2

[State 1000, Helper]
type = Helper
triggerall = NumHelper(1055) = 0
trigger1 = Time = 22
helpertype = normal
name = "Espejo de Dimencion"
ID = 6002
stateno = 6002
pos = 60,-110
postype = p1
facing = 1
keyctrl = 0
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 1

[State 871, 速度加算]
type = Velset
trigger1 = time = 22
x = -8

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 22
value = 5,3

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 22
value = 5,7

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 6002]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 12652
sprpriority = 99
ctrl     = 0

[State 3100]
type = Hitdef
trigger1 = Time = 0
attr = S, HA
hitflag = MAF
guardflag = M
affecteam = E
animtype = Hard
priority = 5, Hit
damage = 250,50
pausetime = 0,2
guard.pausetime = 1,1
guard.sparkno = s1070
sparkno = s1070
sparkxy = 0,10
hitsound = S6,5
guardsound = S200,6
ground.type = High
air.type = High
ground.slidetime = 20
guard.slidetime = 15
ground.hittime  = 20
air.hittime = 5
guard.ctrltime = 15
ground.velocity = -10,-7
guard.velocity = 0
air.velocity = -10,-7
airguard.velocity = -10,-7
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = 0.58
fall = 5
sprpriority = 1
getpower = 20, 15
givepower = 10, 5
p2facing = 1
p2stateno = 6060
palfx.time = 150
palfx.add = 0,-5,-5
palfx.invertall = 2
palfx.color = 2
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
id = 6002

;----------------------------------------------
[Statedef 6060]
movetype= H
velset = 0,0
ctrl = 0

[State 1000, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 6000, 3]
type = StateTypeSet
trigger1 = Pos Y = 0
statetype = S

[State 6000, 3]
type = StateTypeSet
trigger1 = Pos Y != 0
trigger2 = AnimTime = 0
statetype = A

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 6060

[State 1830]
type = SelfState
trigger1 = time = 200
value = 0
ctrl = 1

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

[Statedef 4566]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 4566
sprpriority = 2

[State 10000, sombras]
type = Afterimage
trigger1 = TIME = 0
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  -1
length  = 1
TimeGap = 1
FrameGap = 1

[State 0, 3]
type = VelSet
trigger1 = Time = 5
x = 10

[State 0, 3]
type = VelSet
trigger1 = Time = 13
x = 100

[State 3100]
type = Hitdef
trigger1 = Time = 0
attr = S, HA
hitflag = MAF
guardflag = M
affecteam = E
animtype = Hard
priority = 5, Hit
damage = 150,10
pausetime = 0,2
guard.pausetime = 1,1
guard.sparkno = s10151
sparkno = s10103
sparkxy = 0,-85
hitsound = S6,5
guardsound = S200,6
ground.type = High
air.type = High
ground.slidetime = 20
guard.slidetime = 15
ground.hittime  = 20
air.hittime = 5
guard.ctrltime = 15
ground.velocity = 8,-9
guard.velocity = 8
air.velocity = 8,-9
airguard.velocity = 8,-9
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = 0.58
fall = 5
sprpriority = 1
getpower = 20, 15
givepower = 10, 5
p2facing = 1
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50

[State 2000]
type = Explod
trigger1 = time = 6
trigger2 = time = 12
trigger3 = time = 13
trigger4 = time = 15
anim = 4567
pos = -10,0
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 12
value = s6,10

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 12
value = s6,11

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------
;弱解除（飛び道具） ヘルパー
[Statedef 1050]
type = S
physics = N
movetype = A
ctrl = 0
anim = 1050
sprpriority = 3

[State a]
type = Afterimage
triggerall = stateno != [190,192]
trigger1 = roundstate != 0
trigger1 = TIME = 0
trans = add
PalContrast =  150, -150, -150
PalBright = 0,0,0
time    =  -1
length  = 20
TimeGap = 1
FrameGap = 1

[State 9000, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1000, 2]
type = PlaySnd
trigger1 = time = 0
value = 5,3
volume = 0

[State 1100, Velocity]
type = VelSet
trigger1 = time = 1
x = 3

[State 1051, 2]
type = Projectile
trigger1 = time = 1
projpriority = 1
attr = S, SP
projID = 1050
projanim = 1051
projshadow = 68,68,68;0,0,0;
projremovetime = -1
projhits = 1
projmisstime = 0
projremove = 1
projhitanim = -1
;projcancelanim = 1070
offset = 0,0
velocity = vel X, vel Y
hitflag = MA
damage = Ceil(27*root, fvar(0)),10
getpower = 50,50
givepower = 20,20
animtype = Hard
guardflag = MA
pausetime = 4,4
pausemovetime = 0
sparkno = S10102
guard.sparkno = S10152
sparkxy = 10,0
hitsound = S200,2
guardsound = S200,6
air.type = high
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -2,0
air.velocity = -4,-7
airguard.velocity = -3.6,-2
guard.hittime = 21
guard.velocity = -2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle = ifelse(parent,var(12),16,3)
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1


[State 1000, ParentVarset]
type = null;Varset
trigger1 = root,ProjCancelTime(1050) = 1
var(25) = 1
ignorehitpause = 1
persistent = 0

[State 1000, ParentVarset]
type = null;Varset
trigger1 = root,projhittime(1050) = 1
var(25) = 2
ignorehitpause = 1
persistent = 0

[State 1010, end];root,
type = null;ChangeState
triggerall = time > 1
trigger1 = var(25) = 1
value = 1055
ignorehitpause = 1

[State 1010, end]
type = null;ChangeState
triggerall = time > 1
trigger1 = var(25) = 2
value = 1060
ignorehitpause = 1


[State 1010, end]
type = ChangeState
triggerall = time > 1
;trigger1 = !root,NumProjID(1050)
trigger1 = root,ProjCancelTime(1050) = 1
value = 1055
ignorehitpause = 1

[State 1010, end]
type = ChangeState
triggerall = time > 1
;trigger1 = !root,NumProjID(1050)
trigger1 = root,projhittime(1050) = 1;trigger1 = root,ProjHit(1050) = 1
value = 1060
ignorehitpause = 1

[state 1051, destroyself]
type = destroyself
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40

;----------------------------------------------
;強解除（飛び道具） ヘルパー
[Statedef 1051]
type = S
physics = N
movetype = A
ctrl = 0
anim = 1050
sprpriority = 3

[State a]
type = Afterimage
triggerall = stateno != [190,192]
trigger1 = roundstate != 0
trigger1 = TIME = 0
trans = add
PalContrast =  150, 500, 500
PalBright = 0,0,0
time    =  -1
length  = 20
TimeGap = 1
FrameGap = 1

[State 9000, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1000, 2]
type = PlaySnd
trigger1 = time = 0
value = 5,3
volume = 0

[State 1100, Velocity]
type = VelSet
trigger1 = time = 1
x = 5

[State 1051, 2]
type = Projectile
trigger1 = time = 1
projpriority = 1
attr = S, SP
projID = 1050
projanim = 1051
projshadow = 68,68,68;0,0,0;
projremovetime = -1
projhits = 1
projmisstime = 0
projremove = 1
projhitanim = -1
;projcancelanim = 1070
offset = 0,0
velocity = vel X, vel Y
hitflag = MA
damage = Ceil(27*root, fvar(0)),10
getpower = 50,50
givepower = 20,20
animtype = Hard
guardflag = MA
pausetime = 4,4
pausemovetime = 0
sparkno = S10102
guard.sparkno = S10152
sparkxy = 10,0
hitsound = S200,2
guardsound = S200,6
air.type = high
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -2,0
air.velocity = -4,-7
airguard.velocity = -3.6,-2
guard.hittime = 21
guard.velocity = -2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle = ifelse(parent,var(12),16,3)
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1

[State 1010, end]
type = ChangeState
triggerall = time > 1
;trigger1 = !root,NumProjID(1050)
trigger1 = root,ProjCancelTime(1050) = 1
value = 1055
ignorehitpause = 1

[State 1010, end]
type = ChangeState
triggerall = time > 1
;trigger1 = !root,NumProjID(1050)
trigger1 = root,projhittime(1050) = 1;trigger1 = root,ProjHit(1050) = 1
value = 1060
ignorehitpause = 1

[state 1051, destroyself]
type = destroyself
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40

;----------------------------------------------
;解除（飛び道具と相殺） ヘルパー
[Statedef 1055]
type = S
physics = N
movetype = A
ctrl = 0
anim = 1070
sprpriority = 3

[State 9000, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

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

[State 1000, ParentVarset]
type = null;ParentVarset
trigger1 = time = 0
var(25) = 0
persistent = 0

[state 1051, destroyself]
type = destroyself
trigger1 = AnimTime = 0

;----------------------------------------------
;解除（多段ヒット飛び道具） ヘルパー
[Statedef 1060]
type = S
physics = N
movetype = A
ctrl = 0
anim = 1060
sprpriority = 3

[State 9000, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1000, 2]
type = PlaySnd
trigger1 = time = 5
value = 5,4
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 5,5
volume = 0

[State 1100, Velocity]
type = VelSet
trigger1 = time = 1
x = 1

[State 1051, 2]
type = Projectile
trigger1 = time = 1
projpriority = 1
attr = S, SP
projID = 1060
projanim = 1061
projshadow = 68,68,68
projremovetime = 42
projhits = 7
projmisstime = 2
projremove = 1
projhitanim = -1
offset = 0,0
velocity = vel X, vel Y
hitflag = MAF
damage = Ceil(27*root, fvar(0)),10
getpower = 50,50
givepower = 20,20
animtype = Hard
guardflag = MA
pausetime = 4,5
pausemovetime = 0
sparkno = S10102
guard.sparkno = S10152
sparkxy = 10,10
hitsound = S200,2
guardsound = S200,6
air.type = high
ground.type = high
ground.slidetime = 4
ground.hittime = 4
ground.velocity = -2,0
air.velocity = -4,-0.5
airguard.velocity = -3,-2
guard.hittime = 4
guard.velocity = -2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle = ifelse(parent,var(12),16,3)
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 0

[State 1000, VarSet]
type = null;VarSet
trigger1 = time = 0
ignorehitpause = 1
var(10) = 0

[State 1000, VarSet]
type = null;VarSet
trigger1 = root,ProjContactTime(1060) = 1
ignorehitpause = 1
var(10) = 1

[State 3001, VarSet]
type = null;VarAdd
trigger1 = var(10)
ignorehitpause = 1
var(10) = 1

[State 1000, 0]
type = null;PosFreeze
trigger1 = var(10)
value = 1
ignorehitpause = 1
persistent = 1

[State 1010, end]
type = ChangeState
triggerall = time > 1
trigger1 = time = 42
trigger2 = FrontEdgeDist <= -40
value = 1065

[state 1051, destroyself]
type = null;destroyself
triggerall = time > 1
trigger1 = !root,NumProjID(1060)

;----------------------------------------------
;解除（多段ヒット飛び道具） ヘルパー終わり
[Statedef 1065]
type = S
physics = N
movetype = A
ctrl = 0
anim = 1065
sprpriority = 3

[State 9000, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[state 1051, destroyself]
type = destroyself
trigger1 = AnimTime = 0


;---------------------------------------------------------------------------
;誓約
[Statedef 1100]
type     = S
movetype = A
physics  = S
juggle = 3
poweradd = 50
ctrl     = 0
velset   = 0,0
anim  = 240
sprpriority = 2
facep2 = 1

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 200,10

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0
value = 2,1
channel = 0
volume = 255

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,1
volume = 255

[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 200

[State 200, ice]
type = Explod
trigger1 = AnimElem = 3
anim = 245
ID = 200
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
accel = .1, 0
ownpal = 1
removeongethit = 0
removetime = -2
persistent = 0

[state 1000, posadd]
type = posadd
trigger1 = animelem = 3
x = 6

[State 241, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 126, 10
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -60
hitsound = S200,3
guardsound = S200,6
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.hittime  = 15
;guard.ctrltime = 9
ground.velocity = -2,-6
guard.velocity = -10
air.velocity = -2,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -10
getpower = 25,25
givepower = 10,10
persistent = 0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 5
Movetype = I

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

;---------------------------------------------------------------------------
;弱顕斎
[Statedef 1200]
type     = S
movetype = A
physics  = S
juggle = ifelse(var(12),16,3)
poweradd = 50
ctrl     = 0
velset   = 0,0
anim  = 1200
sprpriority = 2
facep2 = 1

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,9
volume = 255

[State 200, ice]
type = Explod
trigger1 = Movehit
anim = 1250
ID = 200
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
removeongethit = 0
removetime = -2
persistent = 0
ignorehitpause = 1

[State 241, HitDef]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = var(16) = 0
attr = S, SA
hitflag = MAF
guardflag = MA
animtype = Up
priority = 3,Hit
pausetime = 30, 30
damage = 54, 10
fall.damage = 144
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -67
hitsound = S200,3
guardsound = S200,6
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.hittime  = 15
;guard.ctrltime = 9
ground.velocity = 0,-13.5
guard.velocity = -9
air.velocity = 0,-13.5
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -10
getpower = 25,25
givepower = 10,10
persistent = 0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .51
ID = 1200
nochainID = 1200
kill = 0
fall.kill = 1

[State 1305, 1]
type = Varset
trigger1 = MoveHit = 1
var(12) = 0
ignorehitpause = 0

[State 240, 4]
type = ChangeState
trigger1 = MoveHit
trigger1 = numtarget
value = 1230
ignorehitpause = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 6
Movetype = I

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

;---------------------------------------------------------------------------
;強顕斎
[Statedef 1210]
type     = S
movetype = A
physics  = S
juggle = 0;ifelse(var(12),16,3)
poweradd = 50
ctrl     = 0
velset   = 0,0
anim  = 1210
sprpriority = 2
facep2 = 1

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,9
volume = 255

[State 1000,4]
type = helper
trigger1 = AnimElem = 5
stateno = 1220
id = 1220
name = "Dageki"
pos = 0,0
postype = P1
helpertype = normal
keyctrl = 0

[State 240, 4]
type = ChangeState
triggerall = AnimElem >= 5
trigger1 = NumHelper(1220) = 0
;trigger2 = NumProjID(1265) = 1
value = 1230
ignorehitpause = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 6
Movetype = I

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

;---------------------------------------------------------------------------
;強顕斎（打撃エフェクト）ヘルパー
[Statedef 1220]
type = S
physics = N
movetype = A
ctrl = 0
anim = 1255
sprpriority = 3

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

[State 241, HitDef]
type = HitDef
trigger1 = time = 0
trigger1 = parent,var(12) = 0
trigger1 = parent,var(16) < 5
attr = S, SA
hitflag = MAF
guardflag = MA
animtype = Up
priority = 3,Hit
pausetime = 6, 6
damage = 72, 10
fall.damage = 162
guard.pausetime = 6, 6
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -67
hitsound = S200,3
guardsound = S200,5
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.hittime  = 15
;guard.ctrltime = 9
ground.velocity = 0,-13.5
guard.velocity = -9
air.velocity = 0,-12.5
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 25,25
givepower = 10,10
;air.juggle = ifelse(parent,var(12),16,8) 
persistent = 0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .51
kill = 0
fall.kill = 1

[State 1305, 1]
type = ParentVarset
trigger1 = stateno = 1220
trigger1 = MoveHit = 1
var(12) = 0
ignorehitpause = 0

[State 1305, 1]
type = ParentVaradd
trigger1 = stateno = 1220
trigger1 = MoveHit = 1
var(16) = 1
ignorehitpause = 0

[State 1000,4]
type = helper
;trigger1 = AnimElem = 5,0
trigger1 = MoveHit
trigger1 = numtarget
stateno = 1250
id = 1250
name = "harae"
pos = 55,-100
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0
ignorehitpause = 0

[State 114, 3]
type = ReversalDef
trigger1 = AnimElem = 5
reversal.attr = SCA,NP,SP
hitflag = P
pausetime = 0,0
numhits = 0
sparkno = -1
sparkxy = 0,0
;hitsound = S4,9
persistent = 0
p1stateno = 1260

[state 1051, destroyself]
type = destroyself
triggerall = time > 0
trigger1 = parent, stateno != 1210
trigger2 = parent, movetype = H
trigger3 = Movehit
trigger4 = Time = 20


;---------------------------------------------------------------------------
;顕斎ヒット終了
[Statedef 1230]
type     = S
movetype = I
physics  = S
juggle = 0
poweradd = 0
ctrl  = 0
velset   = 0,0
anim  = 1230
sprpriority = 2

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

;----------------------------------------------
;強顕斎ヒット（解除）（多段ヒット飛び道具） ヘルパー
[Statedef 1250]
type = S
physics = N
movetype = A
ctrl = 0
anim = 1060
sprpriority = 3

[State 9000, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1000, 2]
type = PlaySnd
trigger1 = time = 5
value = 5,4
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 5,5
volume = 0

[State 1100, Velocity]
type = VelSet
trigger1 = time = 1
x = 1

[State 1051, 2]
type = Projectile
trigger1 = time = 1
projpriority = 1
attr = S, SP
projID = 1060
projanim = 1061
projshadow = 68,68,68
projremovetime = 42
projhits = 8
projmisstime = 2
projremove = 1
projhitanim = -1
offset = 0,0
velocity = vel X, vel Y
hitflag = MAF
damage = Ceil(27*root, fvar(0)),10
getpower = 50,50
givepower = 20,20
animtype = Up
guardflag = MA
pausetime = 4,6
pausemovetime = 0
sparkno = S10102
guard.sparkno = S10152
sparkxy = 10,10
hitsound = S200,2
guardsound = S200,6
air.type = high
ground.type = high
ground.slidetime = 4
ground.hittime = 4
ground.velocity = -4,-4.5
air.velocity = -4,-4.5
airguard.velocity = -3,-2
guard.hittime = 4
guard.velocity = -2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle = 0;ifelse(parent,var(12),16,3)
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
ownpal = 0

[State 1000, VarSet]
type = null;VarSet
trigger1 = time = 0
ignorehitpause = 1
var(10) = 0

[State 1000, VarSet]
type = null;VarSet
trigger1 = root,ProjContactTime(1060) = 1
ignorehitpause = 1
var(10) = 1

[State 3001, VarSet]
type = null;VarAdd
trigger1 = var(10)
ignorehitpause = 1
var(10) = 1

[State 1000, 0]
type = null;PosFreeze
trigger1 = var(10)
value = 1
ignorehitpause = 1
persistent = 1

[State 1010, end]
type = ChangeState
triggerall = time > 1
trigger1 = time = 42
trigger2 = FrontEdgeDist <= -40
value = 1065

[state 1051, destroyself]
type = null;destroyself
triggerall = time > 1
trigger1 = !root,NumProjID(1060)

;----------------------------------------------
;強顕斎　飛び道具反射 ヘルパー
[Statedef 1260]
type = A
movetype= I
physics = N
ctrl = 0
anim = 1260
sprpriority = 0
velset = 0,0

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

[State 1000,4]
type = helper
trigger1 = time = 0
stateno = 1250
id = 1250
name = "harae"
pos = 70,-100
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0
ignorehitpause = 0

[State 1000,4]
type = helper
trigger1 = time = 0
stateno = 1265
id = 1265
name = "hansya"
pos = 55,-80
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0
ignorehitpause = 0

[State 1115,1]
type = DestroySelf
trigger1 = time = 1

;----------------------------------------------
;強顕斎　反射した飛び道具 ヘルパー
[Statedef 1265]
type = S
physics = N
movetype = A
ctrl = 0
anim = 1265
sprpriority = 3

[State 1170, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1000, 2]
type = PlaySnd
trigger1 = time = 0
value = 5,4
volume = 0

[State 1100, Velocity]
type = VelSet
trigger1 = time = 1
x = 10

[State 1051, 2]
type = Projectile
trigger1 = time = 1
projpriority = 1
attr = S, SP
projID = 1265
projanim = 1266
projshadow = 68,68,68
projremovetime = -1
projhits = 1
projremove = 1
projhitanim = -1
offset = 20,0
velocity = vel X, vel Y
hitflag = MAF
damage = Ceil(90*root, fvar(0)),10
getpower = 50,50
givepower = 20,20
animtype = Hard
guardflag = MA
pausetime = 4,4
pausemovetime = 0
sparkno = S10102
guard.sparkno = S10152
sparkxy = -25,-70
hitsound = S200,2
guardsound = S200,6
air.type = high
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -4,-6
air.velocity = -4,-6
airguard.velocity = -3.6,-2
guard.hittime = 16
guard.velocity = -9
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle = ifelse(parent,var(12),16,3)
fall = 1
air.fall = 1
fall.recover = 0
ownpal = 1

[state 1051, destroyself]
type = destroyself
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40

[State 900, 4]
type = ChangeState
triggerall = time > 1
trigger1 = !root,NumProjID(1265)
value = 1266

;---------------------------------------------------------------------------
;強顕斎　反射した飛び道具 ヘルパー（消滅）
[Statedef 1266]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 1070

[State 1170, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

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

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;弱糺
[Statedef 1300]
type     = S
movetype = A
physics  = S
juggle = ifelse(var(12),16,3)
poweradd = 50
ctrl     = 0
velset   = 0,0
anim  = 1300
sprpriority = 2
facep2 = 1

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,2
channel = 0
volume = 0

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,6
volume = 0

[State -2]
type = Explod
trigger1 = Time = 12
anim = 6333
sprpriority = 49
postype = p1
velset = 0,0
pos = 30,-94
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.7,1.7

[State -2]
type = Explod
trigger1 = Time = 14
anim = 6333
sprpriority = 49
postype = p1
velset = 0,0
pos = 55,-94
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.5,1.5

[State -2]
type = Explod
trigger1 = Time = 16
anim = 6333
sprpriority = 49
postype = p1
velset = 0,0
pos = 80,-94
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.4,1.3

[State -2]
type = Explod
trigger1 = Time = 18
anim = 6333
sprpriority = 49
postype = p1
velset = 0,0
pos = 105,-94
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.4,1.1

[State 114, 3]
type = ReversalDef
trigger1 = time <= 24;AnimElem <= 3
reversal.attr = SCA,AA
hitflag = MA
pausetime = 8,8
numhits = 0
sparkno = -1
sparkxy = 0,0
;hitsound = S4,9
persistent = 0
p1stateno = 1320

[State 241, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
hitflag = MAF
guardflag = MA
animtype = Up
priority = 3,Hit
pausetime = 12, 12
damage = 108, 10
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -75
hitsound = S200,4
guardsound = S200,6
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.hittime  = 15
;guard.ctrltime = 9
ground.velocity = -6,-6.5
guard.velocity = -7
air.velocity = -6,-6.5
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -12
guard.cornerpush.veloff = -12
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -12
getpower = 25,25
givepower = 10,10
persistent = 0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .51

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 5
Movetype = I

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

;---------------------------------------------------------------------------
;強糺
[Statedef 1310]
type     = S
movetype = A
physics  = S
juggle = ifelse(var(12),16,3)
poweradd = 50
ctrl     = 0
velset   = 0,0
anim  = 1310
sprpriority = 2
facep2 = 1

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,2
channel = 0
volume = 0

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,6
volume = 0

[State -2]
type = Explod
trigger1 = Time = 12
anim = 6333
sprpriority = 49
postype = p1
velset = 0,0
pos = 30,-94
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.7,1.7

[State -2]
type = Explod
trigger1 = Time = 14
anim = 6333
sprpriority = 49
postype = p1
velset = 0,0
pos = 55,-94
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.5,1.5

[State -2]
type = Explod
trigger1 = Time = 16
anim = 6333
sprpriority = 49
postype = p1
velset = 0,0
pos = 80,-94
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.4,1.3

[State -2]
type = Explod
trigger1 = Time = 18
anim = 6333
sprpriority = 49
postype = p1
velset = 0,0
pos = 105,-94
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.4,1.1

[State 114, 3]
type = ReversalDef
trigger1 = time <= 13
reversal.attr = SCA,AA
hitflag = MA
pausetime = 8,8
numhits = 0
sparkno = -1
sparkxy = 0,0
;hitsound = S4,9
persistent = 0
p1stateno = 1320

[State 241, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
hitflag = MAF
guardflag = MA
animtype = Up
priority = 3,Hit
pausetime = 12, 12
damage = 90, 10
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -75
hitsound = S200,4
guardsound = S200,6
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.hittime  = 15
;guard.ctrltime = 9
ground.velocity = -6,-6.5
guard.velocity = -7
air.velocity = -6,-6.5
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -12
guard.cornerpush.veloff = -12
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -12
getpower = 25,25
givepower = 10,10
persistent = 0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .51

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 5
Movetype = I

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

;---------------------------------------------------------------------------
;糺　カウンター攻撃
[Statedef 1320]
type = S
movetype = A
physics  = S
juggle = ifelse(var(12),16,3)
poweradd = 0
ctrl  = 0
velset  = 0,0
anim  = 1320
sprpriority = 2

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,2
volume = 0

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,6
volume = 0

[State 200, ice]
type = Explod
trigger1 = AnimElem = 2, = 0
anim = 1350
ID = 1350
postype = p1
pos = 0,-20
bindtime = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
removetime = -2
ignorehitpause = 1
persistent = 0

[State 241, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
hitflag = MAF
guardflag = MA
animtype = Up
priority = 3,Hit
pausetime = 12, 12
damage = 150, 10
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -75
hitsound = S200,3
guardsound = S200,6
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.hittime  = 15
;guard.ctrltime = 9
ground.velocity = -6,-6.5
guard.velocity = -7
air.velocity = -6,-6.5
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 25,25
givepower = 10,10
persistent = 0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .51

[State 1000,4]
type = helper
trigger1 = AnimElem = 3
stateno = 1265
id = 1265
name = "hansya"
pos = 55,-80
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0
ignorehitpause = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 5
Movetype = I

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

;---------------------------------------------------------------------------
; 弱御大
[Statedef 1400]
type = A
movetype = A
physics  = N
juggle = 0
poweradd = 50
ctrl  = 0
anim  = 1400
velset = 0,0
sprpriority = 2

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,7
channel = 0
volume = 255

[State 600,1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,6

[State 1210, Velocity]
type = VelSet
trigger1 = AnimElemTime(1) = 1
x = 1.8

[State 1210, Velocity]
type = VelSet
trigger1 = AnimElemTime(4) = 1
x = -2
y = -3.5

[State 1210, Velocity]
type = VelAdd
trigger1 = AnimElemTime(4) > 1
y = .45

[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 200

[State 200, ice]
type = Explod
trigger1 = AnimElem = 2, = 0
anim = 215
ID = 200
postype = p1
pos = -25,-20
bindtime = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
removetime = -2
ignorehitpause = 1
persistent = 0

[State 114, 3]
type = ReversalDef
trigger1 = time <= 5
reversal.attr = SCA,AA,AP
hitflag = MA
pausetime = 8,8
numhits = 0
sparkno = -1
sparkxy = 0,0
;hitsound = S4,9
persistent = 0

[State 640, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 154, 10
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -15, -55
hitsound = S200,4
guardsound = S200,6
ground.type = High
air.type = High
ground.slidetime = 14
ground.hittime = 14
air.hittime = 14
guard.hittime  = 14
;guard.ctrltime = 14
ground.velocity = -4,-6
guard.velocity = -12
guard.slidetime = 17
guard.hittime = 17
guard.ctrltime = 17
air.velocity = -3.5,-6
airguard.velocity = -6.5,-3
ground.cornerpush.veloff = -8.5
guard.cornerpush.veloff = -8.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 50,50
givepower = 25,25
persistent = 0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 4
Movetype = I

[State 1000,end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1420
ctrl = 0

;---------------------------------------------------------------------------
; 強御大
[Statedef 1410]
type = A
movetype = A
physics  = N
juggle = 0
poweradd = 50
ctrl  = 0
anim  = 1410
velset = 0,0
sprpriority = 2

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,7
channel = 0
volume = 255

[State 600,1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,6

[State 1210, Velocity]
type = VelSet
trigger1 = AnimElemTime(1) = 1
x = 1.8

[State 1210, Velocity]
type = VelSet
trigger1 = AnimElemTime(4) = 1
x = -2
y = -3.5

[State 1210, Velocity]
type = VelAdd
trigger1 = AnimElemTime(4) > 1
y = .45

[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 200

[State 200, ice]
type = Explod
trigger1 = AnimElem = 2, = 0
anim = 215
ID = 200
postype = p1
pos = -25,-20
bindtime = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
removetime = -2
ignorehitpause = 1
persistent = 0

[State 114, 3]
type = ReversalDef
trigger1 = time <= 5
reversal.attr = SCA,AA,AP
hitflag = MA
pausetime = 8,8
numhits = 0
sparkno = -1
sparkxy = 0,0
;hitsound = S4,9
persistent = 0

[State 640, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 154, 10
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -15, -55
hitsound = S200,4
guardsound = S200,6
ground.type = High
air.type = High
ground.slidetime = 14
ground.hittime = 14
air.hittime = 14
guard.hittime  = 14
;guard.ctrltime = 14
ground.velocity = -4,-6
guard.velocity = -12
guard.slidetime = 17
guard.hittime = 17
guard.ctrltime = 17
air.velocity = -3.5,-6
airguard.velocity = -6.5,-3
ground.cornerpush.veloff = -8.5
guard.cornerpush.veloff = -8.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 50,50
givepower = 25,25
persistent = 0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 4
Movetype = I

[State 1000,end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1420
ctrl = 0

;----------------------------------------------
;御大着地
[Statedef 1420]
type = S
movetype = I
physics = S
anim = 1420
velset = 0,0

[State 1002, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1305, 1]
type = null;VarSet
trigger1 = time = 0
var(14) = 0
ignorehitpause = 1

[State 1305, 1]
type = null;VarSet
trigger1 = time = 0
var(15) = 0
ignorehitpause = 1

[State 1002, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
[Statedef 1025]
type     = A
movetype = H
physics  = N
velset   = 0,0

[State 1028, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5051)
value = 1025

[State 1028, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5051)
value = 5051

[State 1025, ChangeState]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1026
;-------------------------------------------------------------------------------
[Statedef 1026]
type     = A
movetype = H
physics  = N

[State 1026, HitVelSet]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1026, VelAdd]
type = VelAdd
trigger1 = 1
y = .35

[State 1026, ScreenBound]
type = ScreenBound
triggerall = Pos Y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 1026, ChangeState]
type = ChangeState
triggerall = Pos Y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1027

[State 1026, SelfState]
type = SelfState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100
;-------------------------------------------------------------------------------
[Statedef 1027]
type     = A
movetype = H
physics  = N

[State 1027, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1027, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1027, PosFreeze]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1027, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1027, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = F7,4

[State 1027, エフェクト表示]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor(ScreenPos Y) - 50
postype = Back
sprpriority = -1

[State 1027, エフェクト表示]
type = Explod
trigger1 = Time = 0
anim = F73
pos = 0, floor(ScreenPos Y) - 50
postype = Back
sprpriority = 5

[State 1027, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 1027

[State 1027, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1028
;-------------------------------------------------------------------------------

[Statedef 1028]
type     = A
movetype = H
physics  = N

[State 1028, Velset]
type = VelSet
trigger1 = Time = 0
y = -6

[State 1028, Velset]
type = VelSet
trigger1 = Time = 0
x = 4.6

[State 1028, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1028, VelAdd]
type = VelAdd
trigger1 = 1
y = .35

[State 1028, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 1028, SelfState]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;----------------------------------------------
; 火闌降A
[Statedef 1500]
type = S
movetype = A
physics = N
anim = 1500
poweradd = 50
ctrl = 0
velset = 0
facep2 = 0

[State 1000, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1305, 1]
type = VarSet
trigger1 = time = 0
var(10) = 0
ignorehitpause = 1

[State 1305, 1]
type = null;VarSet
trigger1 = time = 0
var(14) = 0
ignorehitpause = 1

[State 1305, 1]
type = null;VarSet
trigger1 = time = 0
var(20) = 0
ignorehitpause = 1

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,6
channel = 0
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,9
volume = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 1;,0
stateno = 1595
id = 1595
name = "Honosusori"
pos = 65, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 6
Movetype = I

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori1"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [20,40]
trigger2 = p2MoveType = I
trigger2 = Random = [81,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [40,130]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 50
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType = H
trigger4 = p2StateNo = [120,155]
trigger4 = Random <= 20
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [40,130]
trigger5 = p2MoveType != H
trigger5 = enemynear,Vel X > 0
trigger5 = Random <= 50
var(10) = 1
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori2"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 2
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori3"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,220]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 3
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori4"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random <= 50
var(10) = 4
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori5"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [0,40]
trigger2 = Random <= 80
var(10) = 5
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori6"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [40,130]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [131,190]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [40,130]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [0,90]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
trigger6 = var(59) = 1
trigger6 = p2MoveType = H
trigger6 = enemynear,numproj
trigger6 = random%5 = 0
var(10) = 6
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori7"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [91,160]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 7
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori8"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [211,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,240]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [161,210]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 8
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori9"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [241,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random = [51,100]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [211,280]
trigger4 = p2bodydist Y = [-190,0]
trigger4 = enemynear,Vel X < 0
trigger4 = p2MoveType = H
trigger4 = p2StateType = A
trigger4 = p2StateNo = [5000,5999]
trigger4 = random%5 = 0
var(10) = 9
ignorehitpause = 1

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 1
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1500

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 2
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1510

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 3
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1520

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 4
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1530

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 5
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1540

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 6
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1550

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 7
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1560

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 8
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1570

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 9
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1580

[State 1000, end]
type = ChangeState
trigger1 = !var(10)
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------
; 火闌降B
[Statedef 1510]
type = S
movetype = A
physics = N
anim = 1500
poweradd = 50
ctrl = 0
velset = 0
facep2 = 0

[State 1000, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1305, 1]
type = VarSet
trigger1 = time = 0
var(10) = 0
ignorehitpause = 1

[State 1305, 1]
type = null;VarSet
trigger1 = time = 0
var(14) = 0
ignorehitpause = 1

[State 1305, 1]
type = null;VarSet
trigger1 = time = 0
var(20) = 0
ignorehitpause = 1

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,3
channel = 0
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,9
volume = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 1;,0
stateno = 1595
id = 1595
name = "Honosusori"
pos = 130, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 6
Movetype = I

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori1"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [20,40]
trigger2 = p2MoveType = I
trigger2 = Random = [81,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [40,130]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 50
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType = H
trigger4 = p2StateNo = [120,155]
trigger4 = Random <= 20
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [40,130]
trigger5 = p2MoveType != H
trigger5 = enemynear,Vel X > 0
trigger5 = Random <= 50
var(10) = 1
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori2"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 2
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori3"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,220]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 3
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori4"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random <= 50
var(10) = 4
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori5"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [0,40]
trigger2 = Random <= 80
var(10) = 5
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori6"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [40,130]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [131,190]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [40,130]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [0,90]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
trigger6 = var(59) = 1
trigger6 = p2MoveType = H
trigger6 = enemynear,numproj
trigger6 = random%5 = 0
var(10) = 6
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori7"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [91,160]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 7
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori8"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [211,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,240]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [161,210]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 8
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori9"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [241,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random = [51,100]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [211,280]
trigger4 = p2bodydist Y = [-190,0]
trigger4 = enemynear,Vel X < 0
trigger4 = p2MoveType = H
trigger4 = p2StateType = A
trigger4 = p2StateNo = [5000,5999]
trigger4 = random%5 = 0
var(10) = 9
ignorehitpause = 1

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 1
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1500

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 2
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1510

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 3
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1520

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 4
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1530

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 5
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1540

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 6
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1550

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 7
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1560

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 8
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1570

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 9
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1580

[State 1000, end]
type = ChangeState
trigger1 = !var(10)
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------
; 火闌降C
[Statedef 1520]
type = S
movetype = A
physics = N
anim = 1500
poweradd = 50
ctrl = 0
velset = 0
facep2 = 0

[State 1000, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1305, 1]
type = VarSet
trigger1 = time = 0
var(10) = 0
ignorehitpause = 1

[State 1305, 1]
type = null;VarSet
trigger1 = time = 0
var(14) = 0
ignorehitpause = 1

[State 1305, 1]
type = null;VarSet
trigger1 = time = 0
var(15) = 0
ignorehitpause = 1

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,5
channel = 0
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,9
volume = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 1;,0
stateno = 1595
id = 1595
name = "Honosusori"
pos = 195, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 6
Movetype = I

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori1"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [20,40]
trigger2 = p2MoveType = I
trigger2 = Random = [81,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [40,130]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 50
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType = H
trigger4 = p2StateNo = [120,155]
trigger4 = Random <= 20
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [40,130]
trigger5 = p2MoveType != H
trigger5 = enemynear,Vel X > 0
trigger5 = Random <= 50
var(10) = 1
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori2"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 2
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori3"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,220]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 3
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori4"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random <= 50
var(10) = 4
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori5"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [0,40]
trigger2 = Random <= 80
var(10) = 5
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori6"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [40,130]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [131,190]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [40,130]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [0,90]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
trigger6 = var(59) = 1
trigger6 = p2MoveType = H
trigger6 = enemynear,numproj
trigger6 = random%5 = 0
var(10) = 6
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori7"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [91,160]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 7
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori8"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [211,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,240]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [161,210]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 8
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori9"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [241,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random = [51,100]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [211,280]
trigger4 = p2bodydist Y = [-190,0]
trigger4 = enemynear,Vel X < 0
trigger4 = p2MoveType = H
trigger4 = p2StateType = A
trigger4 = p2StateNo = [5000,5999]
trigger4 = random%5 = 0
var(10) = 9
ignorehitpause = 1

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 1
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1500

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 2
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1510

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 3
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1520

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 4
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1530

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 5
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1540

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 6
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1550

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 7
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1560

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 8
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1570

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 9
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1580

[State 1000, end]
type = ChangeState
trigger1 = !var(10)
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------
; 火闌降D
[Statedef 1530]
type = S
movetype = A
physics = N
anim = 1500
poweradd = 50
ctrl = 0
velset = 0
facep2 = 0

[State 1000, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1305, 1]
type = VarSet
trigger1 = time = 0
var(10) = 0
ignorehitpause = 1

[State 1305, 1]
type = null;VarSet
trigger1 = time = 0
var(14) = 0
ignorehitpause = 1

[State 1305, 1]
type = null;VarSet
trigger1 = time = 0
var(15) = 0
ignorehitpause = 1

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,4
channel = 0
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,9
volume = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 1;,0
stateno = 1595
id = 1595
name = "Honosusori"
pos = 260, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 6
Movetype = I

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori1"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [20,40]
trigger2 = p2MoveType = I
trigger2 = Random = [81,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [40,130]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 50
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType = H
trigger4 = p2StateNo = [120,155]
trigger4 = Random <= 20
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [40,130]
trigger5 = p2MoveType != H
trigger5 = enemynear,Vel X > 0
trigger5 = Random <= 50
var(10) = 1
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori2"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 2
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori3"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,220]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 3
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori4"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random <= 50
var(10) = 4
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori5"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [0,40]
trigger2 = Random <= 80
var(10) = 5
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori6"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [40,130]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [131,190]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [40,130]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [0,90]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
trigger6 = var(59) = 1
trigger6 = p2MoveType = H
trigger6 = enemynear,numproj
trigger6 = random%5 = 0
var(10) = 6
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori7"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [91,160]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 7
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori8"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [211,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,240]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [161,210]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 8
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori9"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [241,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random = [51,100]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [211,280]
trigger4 = p2bodydist Y = [-190,0]
trigger4 = enemynear,Vel X < 0
trigger4 = p2MoveType = H
trigger4 = p2StateType = A
trigger4 = p2StateNo = [5000,5999]
trigger4 = random%5 = 0
var(10) = 9
ignorehitpause = 1

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 1
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1500

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 2
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1510

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 3
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1520

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 4
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1530

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 5
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1540

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 6
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1550

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 7
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1560

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 8
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1570

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 9
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1580

[State 1000, end]
type = ChangeState
trigger1 = !var(10)
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------
; 火闌降E
[Statedef 1540]
type = S
movetype = A
physics = N
anim = 1500
poweradd = 50
ctrl = 0
velset = 0
facep2 = 0

[State 1000, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1305, 1]
type = VarSet
trigger1 = time = 0
var(10) = 0
ignorehitpause = 1

[State 1305, 1]
type = null;VarSet
trigger1 = time = 0
var(14) = 0
ignorehitpause = 1

[State 1305, 1]
type = null;VarSet
trigger1 = time = 0
var(15) = 0
ignorehitpause = 1

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,6
channel = 0
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,9
volume = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 1;,0
stateno = 1595
id = 1595
name = "Honosusori"
pos = 0, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 6
Movetype = I

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori1"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [20,40]
trigger2 = p2MoveType = I
trigger2 = Random = [81,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [40,130]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 50
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType = H
trigger4 = p2StateNo = [120,155]
trigger4 = Random <= 20
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [40,130]
trigger5 = p2MoveType != H
trigger5 = enemynear,Vel X > 0
trigger5 = Random <= 50
var(10) = 1
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori2"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 2
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori3"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,220]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 3
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori4"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random <= 50
var(10) = 4
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori5"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [0,40]
trigger2 = Random <= 80
var(10) = 5
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori6"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [40,130]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [131,190]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [40,130]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [0,90]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
trigger6 = var(59) = 1
trigger6 = p2MoveType = H
trigger6 = enemynear,numproj
trigger6 = random%5 = 0
var(10) = 6
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori7"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [91,160]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 7
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori8"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [211,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,240]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [161,210]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 8
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori9"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [241,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random = [51,100]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [211,280]
trigger4 = p2bodydist Y = [-190,0]
trigger4 = enemynear,Vel X < 0
trigger4 = p2MoveType = H
trigger4 = p2StateType = A
trigger4 = p2StateNo = [5000,5999]
trigger4 = random%5 = 0
var(10) = 9
ignorehitpause = 1

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 1
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1500

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 2
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1510

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 3
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1520

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 4
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1530

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 5
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1540

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 6
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1550

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 7
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1560

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 8
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1570

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 9
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1580

[State 1000, end]
type = ChangeState
trigger1 = !var(10)
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------
; 火闌降A'
[Statedef 1550]
type = S
movetype = A
physics = N
anim = 1500
poweradd = 50
ctrl = 0
velset = 0
facep2 = 0

[State 1000, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1305, 1]
type = VarSet
trigger1 = time = 0
var(10) = 0
ignorehitpause = 1

[State 1305, 1]
type = null;VarSet
trigger1 = time = 0
var(14) = 0
ignorehitpause = 1

[State 1305, 1]
type = null;VarSet
trigger1 = time = 0
var(15) = 0
ignorehitpause = 1

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,6
channel = 0
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,9
volume = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 1;,0
stateno = 1595
id = 1595
name = "Honosusori"
pos = 65, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 2
stateno = 1595
id = 1595
name = "Honosusori"
pos = 85, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 6
Movetype = I

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori1"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [20,40]
trigger2 = p2MoveType = I
trigger2 = Random = [81,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [40,130]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 50
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType = H
trigger4 = p2StateNo = [120,155]
trigger4 = Random <= 20
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [40,130]
trigger5 = p2MoveType != H
trigger5 = enemynear,Vel X > 0
trigger5 = Random <= 50
var(10) = 1
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori2"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 2
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori3"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,220]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 3
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori4"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random <= 50
var(10) = 4
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori5"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [0,40]
trigger2 = Random <= 80
var(10) = 5
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori6"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [40,130]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [131,190]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [40,130]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [0,90]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
trigger6 = var(59) = 1
trigger6 = p2MoveType = H
trigger6 = enemynear,numproj
trigger6 = random%5 = 0
var(10) = 6
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori7"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [91,160]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 7
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori8"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [211,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,240]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [161,210]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 8
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori9"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [241,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random = [51,100]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [211,280]
trigger4 = p2bodydist Y = [-190,0]
trigger4 = enemynear,Vel X < 0
trigger4 = p2MoveType = H
trigger4 = p2StateType = A
trigger4 = p2StateNo = [5000,5999]
trigger4 = random%5 = 0
var(10) = 9
ignorehitpause = 1

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 1
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1500

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 2
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1510

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 3
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1520

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 4
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1530

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 5
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1540

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 6
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1550

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 7
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1560

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 8
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1570

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 9
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1580

[State 1000, end]
type = ChangeState
trigger1 = !var(10)
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------
; 火闌降B'
[Statedef 1560]
type = S
movetype = A
physics = N
anim = 1500
poweradd = 50
ctrl = 0
velset = 0
facep2 = 0

[State 1000, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1305, 1]
type = VarSet
trigger1 = time = 0
var(10) = 0
ignorehitpause = 1

[State 1305, 1]
type = null;VarSet
trigger1 = time = 0
var(14) = 0
ignorehitpause = 1

[State 1305, 1]
type = null;VarSet
trigger1 = time = 0
var(15) = 0
ignorehitpause = 1

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,3
channel = 0
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,9
volume = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 1;,0
stateno = 1595
id = 1595
name = "Honosusori"
pos = 130, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 2
stateno = 1595
id = 1595
name = "Honosusori"
pos = 150, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 6
Movetype = I

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori1"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [20,40]
trigger2 = p2MoveType = I
trigger2 = Random = [81,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [40,130]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 50
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType = H
trigger4 = p2StateNo = [120,155]
trigger4 = Random <= 20
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [40,130]
trigger5 = p2MoveType != H
trigger5 = enemynear,Vel X > 0
trigger5 = Random <= 50
var(10) = 1
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori2"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 2
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori3"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,220]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 3
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori4"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random <= 50
var(10) = 4
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori5"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [0,40]
trigger2 = Random <= 80
var(10) = 5
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori6"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [40,130]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [131,190]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [40,130]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [0,90]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
trigger6 = var(59) = 1
trigger6 = p2MoveType = H
trigger6 = enemynear,numproj
trigger6 = random%5 = 0
var(10) = 6
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori7"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [91,160]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 7
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori8"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [211,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,240]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [161,210]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 8
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori9"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [241,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random = [51,100]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [211,280]
trigger4 = p2bodydist Y = [-190,0]
trigger4 = enemynear,Vel X < 0
trigger4 = p2MoveType = H
trigger4 = p2StateType = A
trigger4 = p2StateNo = [5000,5999]
trigger4 = random%5 = 0
var(10) = 9
ignorehitpause = 1

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 1
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1500

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 2
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1510

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 3
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1520

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 4
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1530

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 5
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1540

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 6
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1550

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 7
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1560

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 8
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1570

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 9
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1580

[State 1000, end]
type = ChangeState
trigger1 = !var(10)
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------
; 火闌降C'
[Statedef 1570]
type = S
movetype = A
physics = N
anim = 1500
poweradd = 50
ctrl = 0
velset = 0
facep2 = 0

[State 1000, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1305, 1]
type = VarSet
trigger1 = time = 0
var(10) = 0
ignorehitpause = 1

[State 1305, 1]
type = null;VarSet
trigger1 = time = 0
var(14) = 0
ignorehitpause = 1

[State 1305, 1]
type = null;VarSet
trigger1 = time = 0
var(15) = 0
ignorehitpause = 1

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,5
channel = 0
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,9
volume = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 1;,0
stateno = 1595
id = 1595
name = "Honosusori"
pos = 195, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 2
stateno = 1595
id = 1595
name = "Honosusori"
pos = 215, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 6
Movetype = I

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori1"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [20,40]
trigger2 = p2MoveType = I
trigger2 = Random = [81,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [40,130]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 50
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType = H
trigger4 = p2StateNo = [120,155]
trigger4 = Random <= 20
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [40,130]
trigger5 = p2MoveType != H
trigger5 = enemynear,Vel X > 0
trigger5 = Random <= 50
var(10) = 1
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori2"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 2
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori3"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,220]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 3
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori4"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random <= 50
var(10) = 4
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori5"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [0,40]
trigger2 = Random <= 80
var(10) = 5
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori6"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [40,130]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [131,190]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [40,130]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [0,90]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
trigger6 = var(59) = 1
trigger6 = p2MoveType = H
trigger6 = enemynear,numproj
trigger6 = random%5 = 0
var(10) = 6
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori7"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [91,160]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 7
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori8"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [211,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,240]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [161,210]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 8
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori9"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [241,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random = [51,100]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [211,280]
trigger4 = p2bodydist Y = [-190,0]
trigger4 = enemynear,Vel X < 0
trigger4 = p2MoveType = H
trigger4 = p2StateType = A
trigger4 = p2StateNo = [5000,5999]
trigger4 = random%5 = 0
var(10) = 9
ignorehitpause = 1

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 1
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1500

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 2
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1510

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 3
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1520

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 4
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1530

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 5
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1540

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 6
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1550

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 7
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1560

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 8
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1570

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 9
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1580

[State 1000, end]
type = ChangeState
trigger1 = !var(10)
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------
; 火闌降D'
[Statedef 1580]
type = S
movetype = A
physics = N
anim = 1500
poweradd = 50
ctrl = 0
velset = 0
facep2 = 0

[State 1000, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1305, 1]
type = VarSet
trigger1 = time = 0
var(10) = 0
ignorehitpause = 1

[State 1305, 1]
type = null;VarSet
trigger1 = time = 0
var(14) = 0
ignorehitpause = 1

[State 1305, 1]
type = null;VarSet
trigger1 = time = 0
var(15) = 0
ignorehitpause = 1

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,4
channel = 0
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,9
volume = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 1;,0
stateno = 1595
id = 1595
name = "Honosusori"
pos = 260, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 2
stateno = 1595
id = 1595
name = "Honosusori"
pos = 280, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 6
Movetype = I

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori1"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [20,40]
trigger2 = p2MoveType = I
trigger2 = Random = [81,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [40,130]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 50
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType = H
trigger4 = p2StateNo = [120,155]
trigger4 = Random <= 20
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [40,130]
trigger5 = p2MoveType != H
trigger5 = enemynear,Vel X > 0
trigger5 = Random <= 50
var(10) = 1
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori2"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 2
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori3"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,220]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 3
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori4"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random <= 50
var(10) = 4
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori5"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [0,40]
trigger2 = Random <= 80
var(10) = 5
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori6"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [40,130]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [131,190]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [40,130]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [0,90]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
trigger6 = var(59) = 1
trigger6 = p2MoveType = H
trigger6 = enemynear,numproj
trigger6 = random%5 = 0
var(10) = 6
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori7"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [91,160]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 7
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori8"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [211,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,240]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [161,210]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 8
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 99
trigger1 = var(59) != 1
trigger1 = command = "Honosusori9"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [241,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random = [51,100]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [211,280]
trigger4 = p2bodydist Y = [-190,0]
trigger4 = enemynear,Vel X < 0
trigger4 = p2MoveType = H
trigger4 = p2StateType = A
trigger4 = p2StateNo = [5000,5999]
trigger4 = random%5 = 0
var(10) = 9
ignorehitpause = 1

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 1
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1500

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 2
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1510

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 3
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1520

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 4
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1530

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 5
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1540

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 6
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1550

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 7
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1560

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 8
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1570

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 9
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1580

[State 1000, end]
type = ChangeState
trigger1 = !var(10)
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;----------------------------------------------
;火闌降 飛び道具 ヘルパー
[Statedef 1595]
type = S
physics = N
movetype = A
ctrl = 0
anim = 1550
sprpriority = 20

[State -2]
type = Explod
trigger1 = Time = 18
trigger2 = Time = 20
trigger3 = Time = 22
trigger4 = Time = 24
anim = 1553
sprpriority = 19
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 1,1

[State 1170, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1000, 2]
type = PlaySnd
trigger1 = time = 17
value = 9,17
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = time = 17
value = 9,18

[State -2]
type = Explod
trigger1 = Time = 20
trigger2 = Time = 21
anim = 1554
sprpriority = 50
postype = p1
velset = 0,0
pos = 0,3
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 1.5,1.6

[State -2]
type = Explod
trigger1 = Time = 18
trigger2 = Time = 19
trigger3 = Time = 22
trigger4 = Time = 24
trigger5 = Time = 26
trigger6 = Time = 28
anim = 1552
sprpriority = 18
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 1,1

[State 1051, 2]
type = Projectile
trigger1 = time = 17
projpriority = 7
attr = S, HP
projID = 1550
projanim = 1551
projshadow = 68,68,68
projremovetime = 10
projhits = 1
projremove = 1
projhitanim = -1
offset = 0,0
velocity = 0, 0
damage = 60,20
getpower = 50,50
givepower = 20,20
animtype = diagup
guardflag = M
hitflag = MAFD
pausetime = 0,4
pausemovetime = 0
sparkno = S10102
guard.sparkno = S10152
sparkxy = 0,(ceil(p2bodydist Y)-50)
hitsound = S5,12
guardsound = S200,6
air.type = low
ground.type = low
ground.slidetime = 55
ground.hittime = 55
ground.velocity = -2,-9
air.velocity = -2,-7.5
airguard.velocity = -3.6,-2
guard.hittime = 25
guard.velocity = -9
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle = ifelse(parent,var(12),20,1)
fall = 1
air.fall = 1
fall.recover = 0
ownpal = 1
yaccel = .53

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

