[Data]
life = 1000
attack = 90
defence = 125
fall.defence_up = 100
liedown.time = 0
airjuggle = 25
sparkno = -1
guard.sparkno = -1
KO.echo = 0
 volume = 255
  IntPersistIndex = 0
FloatPersistIndex = 0
power = 6000

[Size]
xscale = 1           
yscale = 1           
ground.back = 16     
ground.front = 16    
air.back = 12        
air.front = 12       
height = 125          
attack.dist = 0 
proj.attack.dist = 0
proj.doscale = 0        
head.pos = 0, -118
mid.pos = -4, -86 
shadowoffset = 0 
draw.offset = 0,0  

[Velocity]
walk.fwd  = 3.4     
walk.back = -3.4     
run.fwd  = 6.2130434, 0    
run.back = -6.5,-1.8 
jump.neu = 0,-9.8   
jump.back = -4.05,2    
jump.fwd = 4.0,2       
runjump.back = -2.55,-8.1 
runjump.fwd = 4,-8.1      
airjump.neu = 0,-8.1      
airjump.back = -2.55      
airjump.fwd = 2.5      

[Movement]
airjump.num = 0   
airjump.height = 35  
yaccel = .57        
stand.friction = .85  
crouch.friction = .82
;---------------------------------------------------------------------------
;本体のVarの使用状況
; 2 - トムキラーProjID
; 4 - ボタン強弱判定
; 5 - 瞬間移動
;29 - 技ダメージ倍率
;30 - AIスイッチ
;33 - AIパターン
;35 - HITエフェクト用Var
;39 - 技ダメージ倍率
;40 - Gametime
;48
;50 - エフェクトランダム変数
;51 - エフェクトランダム変数
;54 - おろりん時間カウント
;55 - Sトミタイマー
;58 - 鬼巫女タイマー
;59 - エフェクトランダム変数

;---------------------------------------------------------------------------
;本体のFVarの使用状況
;22 - おろりんパワー維持用
;23 - 同上
;24 - 同上
;32 - おろりん時間カウント
;35 - おろりんパワー維持
;39 - 後光の性能調整

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;Common
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 0]
type = S
movetype= I
physics = S
sprpriority = 0

[state 0]
type = destroyself
trigger1 = ishelper

[State 0]
type = ChangeAnim
triggerall = name = "The black sun of Alsiel"
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0

[State 0]
type = VelSet
triggerall = name = "The black sun of Alsiel"
trigger1 = Time = 0
y = 0

[State 0]
type = VelSet
triggerall = name = "The black sun of Alsiel"
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0]
type = lifeset
trigger1 = name != "The black sun of Alsiel"
ignorehitpause = 1
value = 0

[State 0]
type = powerset
trigger1 = name != "The black sun of Alsiel"
ignorehitpause = 1
value = 0

[State 0]
type = VarRangeSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
value = 0

[State 0]
type = VarRangeSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
fvalue = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
sysvar(1) = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
sysvar(2) = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
sysvar(3) = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
sysvar(4) = 0
IgnoreHitPause = 1

[State 0]
type = changeanim
triggerall = name != "The black sun of Alsiel"
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 0]
type = statetypeset
trigger1 = name != "The black sun of Alsiel"
value = S
physics = N

[State 0]
type = VelSet
trigger1 = name != "The black sun of Alsiel"
x = 0
y = 0

[State 0]
type = CtrlSet
triggerall = name != "The black sun of Alsiel"
trigger1 = alive
value = 0

[State 0]
type = AssertSpecial
trigger1 = name != "The black sun of Alsiel" && !alive
flag = invisible

[State 0]
type = ChangeState
triggerall = name != "The black sun of Alsiel"
trigger1 = alive && time >= 20
value = 13121

[State 0]
type = ChangeState
triggerall = name != "The black sun of Alsiel"
trigger1 = !alive
value = 104010

[State 0]
type = ChangeState
trigger1 = name = "The black sun of Alsiel"
trigger1 = !alive
value = 14700

[Statedef 2333]
type = S
movetype= I
physics = S
anim = 2333
sprpriority = 0

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

[State 0]
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[state 0]
type = destroyself
trigger1 = ishelper

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

;---------------------------------------------------------------------------
; ジャンプスタート
;---------------------------------------------------------------------------

[Statedef 40]
type    = S
movetype= I
physics = S
anim = 40
ctrl = 0
sprpriority = 1

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

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

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

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

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

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

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

;---------------------------------------------------------------------------
; フロントステップ
;---------------------------------------------------------------------------

[Statedef 100]
type    = S
movetype= I
physics = N
anim = 100
sprpriority = 1

[State 100]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = 50

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

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

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

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

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

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

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

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

;---------------------------------------------------------------------------
; ダッシュ
;---------------------------------------------------------------------------

[Statedef 101]
type    = S
movetype= I
physics = S
anim = 101
sprpriority = 1

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

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

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

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

;---------------------------------------------------------------------------
; ステップ
;---------------------------------------------------------------------------

[Statedef 101]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 101
velset = 0,0

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

;---------------------------------------------------------------------------
; 空中
;---------------------------------------------------------------------------

[Statedef 102]
type    = A
movetype= I
physics = A
ctrl = 1
anim = 102
sprpriority = 1

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

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

;---------------------------------------------------------------------------
; 着地
;---------------------------------------------------------------------------

[Statedef 103]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 103
velset = 0,0

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

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

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

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

;---------------------------------------------------------------------------
; バックステップ
;---------------------------------------------------------------------------

[Statedef 105]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 104
velset = 0,0

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

;---------------------------------------------------------------------------
; 空中
;---------------------------------------------------------------------------

[Statedef 106]
type    = A
movetype= I
physics = A
ctrl = 1
anim = 105
sprpriority = 1

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

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

;---------------------------------------------------------------------------
; 着地
;---------------------------------------------------------------------------

[Statedef 107]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 106
velset = 0,0

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

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

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

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

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

[State -2]
type = NotHitBy
triggerall = palno = 10
trigger1 = -1
value = SCA,AA,AT,AP
ignorehitpause = 1
supermovetime = 999999999999
sausemovetime = 999999999999

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

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

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

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

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

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

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

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

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

[State -2]
type = NotHitBy
triggerall = palno = 10
trigger1 = -1
value = SCA,AA,AT,AP
ignorehitpause = 1
supermovetime = 999999999999
sausemovetime = 999999999999

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

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

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

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

[State -2]
type = NotHitBy
triggerall = palno = 10
trigger1 = -1
value = SCA,AA,AT,AP
ignorehitpause = 1
supermovetime = 999999999999
sausemovetime = 999999999999

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

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

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

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

[State -2]
type = NotHitBy
triggerall = palno = 10
trigger1 = -1
value = SCA,AA,AT,AP
ignorehitpause = 1
supermovetime = 999999999999
sausemovetime = 999999999999

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

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

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

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

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

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

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

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

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

[State -2]
type = NotHitBy
triggerall = palno = 10
trigger1 = -1
value = SCA,AA,AT,AP
ignorehitpause = 1
supermovetime = 999999999999
sausemovetime = 999999999999

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

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

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

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

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;ガード
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
;---------------------------------------------------------------------------

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

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

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

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

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

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
;---------------------------------------------------------------------------

[Statedef 151]
type    = S
movetype= I
physics = S

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

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

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

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

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
;---------------------------------------------------------------------------

[Statedef 152]
type    = C
movetype= I
physics = N
velset = 0,0

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

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

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

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
;---------------------------------------------------------------------------

[Statedef 153]
type    = C
movetype= I
physics = C

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

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

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

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

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
;---------------------------------------------------------------------------

[Statedef 154]
type    = A
movetype= I
physics = N
velset = 0,0

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

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

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

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
;---------------------------------------------------------------------------

[Statedef 155]
type    = A
movetype= I
physics = N
anim = 152

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

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

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

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

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

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

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;負け動作
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; タイムオーバー
;---------------------------------------------------------------------------

[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

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

[State 170]
type = PlaySnd
trigger1 = Time = 10
value = 20000,0
freqmul = 0.8+((random%2)*0.2)

;---------------------------------------------------------------------------
; 勝った動作１　
;---------------------------------------------------------------------------

[Statedef 180]
type = S

[State 180]
type = VarRandom
trigger1 = Time = 0
v = 48
range = 0,3

[State 180]
type = ChangeState
trigger1 = var(48) = 0
value = 181

[State 180]
type = ChangeState
trigger1 = var(48) = 1
value = 184

[State 180]
type = ChangeState
trigger1 = var(48) = 2
value = 186

[State 180]
type = ChangeState
trigger1 = var(48) = 3
value = 187

;---------------------------------------------------------------------------
; 勝った動作[天上天下]
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = time = 50
value = 10000,11
freqmul = 1.0+((random%2)*0.2)

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 182
id = 182
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999
removetime = -1
under = 0
trans = sub

[State 1000, 5]
type = RemoveExplod
trigger1 = time = 350
ID = 182

[State -2]
type = AssertSpecial
trigger1 = time > 350
trigger1 = (GameTime%2) = 1
flag = invisible

[State -2]
type = AssertSpecial
trigger1 = time > 350
flag = invisible

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

[State 181, 1]
type = Trans
trigger1 = win
trans = AddAlpha
alpha = 256-ifelse(time<257,time,256),ifelse(time<257,time,256)

[State 181, 1]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作　我より優れるものはなし
;---------------------------------------------------------------------------

[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = animelemtime(57) = 12
value = 182,0

[State 184]
type = PlaySnd
trigger1 = var(48) =  animelem = 9
value = 184,0

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

[State 184]
type = Trans
trigger1 = win
trans = AddAlpha
alpha = 256-ifelse(time<257,time,256),ifelse(time<257,time,256)

[State 184]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作　血を出す
;---------------------------------------------------------------------------

[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0

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

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 16
value = 10000,10
freqmul = 1.0+((random%2)*0.2)

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

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

[State 186]
type = Trans
trigger1 = win
trans = AddAlpha
alpha = 256-ifelse(time<257,time,256),ifelse(time<257,time,256)

[State 186]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作 ガイアとともにあり
;---------------------------------------------------------------------------
[Statedef 187]
type = S
ctrl = 0
anim = 183
velset = 0,0

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

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

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

[State 187]
type = Trans
trigger1 = win
trans = AddAlpha
alpha = 256-ifelse(time<257,time,256),ifelse(time<257,time,256)

[State 187]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0
range = 0,2

[State 180, 1]
type = VarRandom
triggerall = name = "The black sun of Alsiel"
trigger1 = Time = 0
v = 48
range = 0,2

[State 180, 1]
type = ChangeState
triggerall = name = "The black sun of Alsiel"
trigger1 = Var(48) = 0
value = 191

[State 180, 1]
type = ChangeState
triggerall = name = "The black sun of Alsiel"
trigger1 = Var(48) = 1
value = 18300

[State 180, 1]
type = ChangeState
triggerall = name = "The black sun of Alsiel"
trigger1 = Var(48) = 2
value = 19700


;---------------------------------------------------------------------------
; 登場 倒して見せよ
;---------------------------------------------------------------------------

[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0
range = 0,2

[State 191]
type = PlaySnd
trigger1 = animelem = 11
value = 2563,9
freqmul = 1.0+((random%2)*0.2)

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

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

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

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

[State 191] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[Statedef 18300]
type = S
ctrl = 0
anim = 18300
velset = 0,0
range = 0,2

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

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 1
value = 10000,64

[State -2]
type = ChangeState
triggerall = name != "The black sun of Alsiel"
trigger1 = animelem = 4
value = 104010

[State 2000, 6]
type = PlaySnd
trigger1 = time = 330
value = 10000,0

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[Statedef 19700]
type = S
ctrl = 0
anim = 19700
velset = 0,0
range = 0,2

[State 1020, 4];画面シェイク
type = EnvShake
trigger1 = animelem = 4
time = 15
ampl = -12
freq = 95
phase = 95

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 19710
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

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

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 4
value = 2300,3

[State -2]
type = ChangeState
triggerall = name != "The black sun of Alsiel"
trigger1 = animelem = 4
value = 104010

[State 2000, 6]
type = PlaySnd
trigger1 = time = 140
value = 2300,1
freqmul = 1.0+((random%2)*0.2)

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;やられ動作
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; HITG_SHAKE
;---------------------------------------------------------------------------

[Statedef 5000]
type    = S
movetype= H
physics = N
velset = 0,0

[state 5000]
type = destroyself
trigger1 = ishelper

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 5000]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001

[State 5000]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5000]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITG_SLIDE
;---------------------------------------------------------------------------

[Statedef 5001]
type    = S
movetype= H
physics = S

[state 5001]
type = destroyself
trigger1 = ishelper

[State 5001]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5001]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 5001]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5001]
type = VelSet
trigger1 = HitOver
x = 0

[State 5001]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5001]
type = ChangeState
trigger1 = HitOver
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HITC_SHAKE
;---------------------------------------------------------------------------

[Statedef 5010]
type    = C
movetype= H
physics = N
velset = 0,0

[state 5010]
type = destroyself
trigger1 = ishelper

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 5010]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5010]
type = StateTypeSet
triggerall = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5010]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5011

[State 5010]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5010]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 5010]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5010]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITC_SLIDE
;---------------------------------------------------------------------------

[Statedef 5011]
type    = C
movetype= H
physics = C

[state 5011]
type = destroyself
trigger1 = ishelper

[State 5011]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5011]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 5011]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5011]
type = VelSet
trigger1 = HitOver
x = 0

[State 5011]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5011]
type = ChangeState
trigger1 = HitOver
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; HITA_SHAKE
;---------------------------------------------------------------------------

[Statedef 5020]
type    = A
movetype= H
physics = N
velset = 0,0

[state 5020]
type = destroyself
trigger1 = ishelper

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5020]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5020]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5020]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5020]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITA_UP
;---------------------------------------------------------------------------

[Statedef 5030]
type    = A
movetype= H
physics = N
ctrl = 0

[state 5030]
type = destroyself
trigger1 = ishelper

[State 5030]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0 
trigger2 = Pos Y >= 10 
value = 5040

[State 5030]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0 
trigger2 = Pos Y >= 10
value = 5050 

[State 5030]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035 

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
;---------------------------------------------------------------------------

[Statedef 5035]
type    = A
movetype= H
physics = N

[state 5035]
type = destroyself
trigger1 = ishelper

[State 5035]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] 
trigger1 = Anim != 5090 
value = 5035

[State 5035]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver  
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0   
trigger3 = Pos Y >= 10  
trigger4 = Time = 0     
trigger4 = Anim != 5035
value = 5040 

[State 5035]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver  
trigger2 = AnimTime = 0 
trigger3 = Vel Y > 0   
trigger3 = Pos Y >= 10  
trigger4 = Time = 0    
trigger4 = Anim != 5035 
value = 5050

;---------------------------------------------------------------------------
; HITA_RECOV
;---------------------------------------------------------------------------

[Statedef 5040]
type    = A
movetype= H
physics = N

[state 5040]
type = destroyself
trigger1 = ishelper

[State 5040]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 5040]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 5040]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
; HITA_FALL
;---------------------------------------------------------------------------

[Statedef 5050]
type    = A
movetype= H
physics = N

[state 5050]
type = destroyself
trigger1 = ishelper

[State 5050]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 5050]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 5050]
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 5050]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

;---------------------------------------------------------------------------
; HIT_TRIP (shaking)
;---------------------------------------------------------------------------

[Statedef 5070]
type    = A
movetype= H
physics = N
velset = 0,0

[state 5070]
type = destroyself
trigger1 = ishelper

[State 5070]
type = ChangeAnim 
trigger1 = 1
value = 5070

[State 5070]
type = ChangeState
trigger1 = HitShakeOver
value = 5071

[State 5070]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HIT_TRIP2
;---------------------------------------------------------------------------

[Statedef 5071]
type    = A
movetype= H
physics = N

[state 5071]
type = destroyself
trigger1 = ishelper

[State 5071]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5071]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5071]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HITL_SHAKE
;---------------------------------------------------------------------------

[Statedef 5080]
type    = L
movetype= H
physics = N
velset = 0,0

[state 5080]
type = destroyself
trigger1 = ishelper

[State 5080]
type = VarSet
trigger1 = time = 0
sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090)

[State 5080]
type = VarAdd
trigger1 = time = 0
trigger1 = (anim = [5081,5089]) || (anim = [5111,5119])
trigger1 = SelfAnimExist(sysvar(2) + (anim % 10))
sysvar(2) = anim % 10

[State 5080]
type = VarSet
trigger1 = time = 0
trigger1 = sysvar(2) = 5090
trigger1 = !SelfAnimExist(5090)
sysvar(2) = 5030

[State 5080]
type = ChangeAnim
trigger1 = 1
value = sysvar(2)

[State 5080, 4]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5081

[State 5080]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) != 0
value = 5030

;---------------------------------------------------------------------------
; HITL_SLIDE
;---------------------------------------------------------------------------

[Statedef 5081]
type    = L
movetype= H
physics = C

[state 5081]
type = destroyself
trigger1 = ishelper

[State 5081]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5081]
type = VelSet
trigger1 = HitOver
x = 0

[State 5081]
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1

[State 5081]
type = ChangeState
trigger1 = HitOver
value = 5110

;---------------------------------------------------------------------------
; HIT_BOUNCE
;---------------------------------------------------------------------------

[Statedef 5100]
type    = L
movetype= H
physics = N

[state 5100]
type = destroyself
trigger1 = ishelper

[State 5100]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100]
type = FallEnvShake
trigger1 = Time = 0

[State 5100]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100]
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110

[State 5100]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100]
type = HitFallDamage
trigger1 = Time = 3

[State 5100]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100]
type = PosFreeze
trigger1 = 1

[State 5100]
type = ChangeState
trigger1 = AnimTime = 0
value = 5101

[State 5100]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; HIT_BOUNCE
;---------------------------------------------------------------------------

[Statedef 5101]
type    = L
movetype= H
physics = N

[state 5101]
type = destroyself
trigger1 = ishelper

[State 5101]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101]
type = HitFallVel
trigger1 = Time = 0

[State 5101]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101]
type = VelAdd
trigger1 = 1
y = .4

[State 5101]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HIT_LIEDOWN
;---------------------------------------------------------------------------

[Statedef 5110]
type    = L
movetype= H
physics = N

[state 5110]
type = destroyself
trigger1 = ishelper

[State 5110]
type = FallEnvShake
trigger1 = Time = 0

[State 5110]
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110]
type = HitFallDamage
trigger1 = Time = 0

[State 5110]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110]
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110 + (anim % 10)

[State 5110]
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110

[State 5110]
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110]
type = VelMul
trigger1 = 1
x = 0.85

[State 5110]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

;---------------------------------------------------------------------------
; HIT_GETUP
;---------------------------------------------------------------------------

[Statedef 5120]
type    = L
movetype= I
physics = N

[state 5120]
type = destroyself
trigger1 = ishelper

[State 5120]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5120]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120]
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120]
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5120]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[State 1]
type = AssertSpecial
trigger1 = prevstateno = 104010 && !alive
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 13121]
type = lifeset
trigger1 = prevstateno = 104010 && !alive
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
trigger1 = prevstateno = 104010 && !alive
ignorehitpause = 1
value = 0

[state a]
type = destroyself
trigger1 = ishelper

[State 5150, 1]
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4]
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 6]
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7]
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

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

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

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

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

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

[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
velset = 0,0                
ctrl = 0                        
anim = 200                
poweradd = 20                   

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

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

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

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

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

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

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

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

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = 0
value = 210, var(6)

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

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

[State 210]
type = Explod
trigger1 = animelem = 7
anim = 22068
id = 211
sprpriority = 5
postype = p1
pos = 60,-70
bindtime = 1
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

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

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

[State 210]
type = Projectile
trigger1 = AnimElem = 8
attr = S, NA
projanim = 22136
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.1 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,10
sparkno = s22109 + var(35)
sparkxy = 40, -69
hitsound   = s310,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3
envshake.time = 7
envshake.ampl = 7

[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = MAFDP
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = s2562,31
p2facing = 1
pausemovetime = 99990000000
supermovetime = 99990000000

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

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

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

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

[State 240]
type = PlaySnd
trigger1 = animelem = 4
value = 10000,45

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

[State 240]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,-40
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

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

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

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

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

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

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

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

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 22068
id = 211
sprpriority = 5
postype = p1
pos = 24,-88
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = Projectile
trigger1 = animelem = 4
attr = S, NA
animtype  = high
damage    = 98
getpower = 136,136
projanim = 22130
projhitanim = -1
projid = 22130
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = 50,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
nochainID = 1200

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

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

[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 20
ctrl = 0
anim = 400
sprpriority = 2

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 30
ctrl = 0
anim = 430
sprpriority = 2

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

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

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

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

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

[State 430]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;==========================================================================================
;==========================================================================================
;屈み強キック
;==========================================================================================
;==========================================================================================

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

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

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

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

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

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

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

[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 50
ctrl = 0
anim = 600
sprpriority = 2

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

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

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

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

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

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

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

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

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

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

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

[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 50
ctrl = 0
anim = 630
sprpriority = 2

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

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

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

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

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

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

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

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

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

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

;---------------------------------------------------------------------------
;空中ふっ飛ばし攻撃
[Statedef 690]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 690
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
;trigger1 = var(1) = 0
value = 210,var(6)

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

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 22068
id = 211
sprpriority = 5
postype = p1
pos = 31,-57
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = Projectile
trigger1 = animelem = 2
attr = A, NA
animtype  = hard
damage    = 98
getpower = 120,120
guardflag = MA
projanim = 22130
projhitanim = -1
projid = 22130
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
pausetime = 11,12
sparkno = s7001
sparkxy = 50,-75
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
nochainID = 1200

;---------------------------------------------------------------------------
;緊急回避前
;---------------------------------------------------------------------------

[Statedef 700]
poweradd= 0
ctrl = 0
anim = 700
velset = 0,0
sprpriority = 2

[State 700]
type = NotHitBy
trigger1 = 1
value = SCA

[state 700]
type = playerpush
trigger1 = 1
value = 0

[state 700]
type = posset
trigger1 = time = 0
y = 0

[State 700]
type = PlaySnd
trigger1 = animelem = 1
value = 190,1

[State 700]
type = velset
trigger1 = Time = 0
x = 0

[State 700]
type = velset
trigger1 = animelem = 2
x = 12

[State 700]
type = velset
trigger1 = animelem = 4
x = 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = time = 0
anim = 19100
id = 19100
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 700]
type = AfterImage
trigger1 = time = 0
time = 15
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 2
TimeGap  = 1

[State 700] 
type = turn 
triggerall = animelem = 4
trigger1 = p2dist x< 0 
value = 1

[State 700]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;緊急回避後ろ
;---------------------------------------------------------------------------

[Statedef 701]
poweradd= 0
ctrl = 0
anim = 3031
sprpriority = 2
velset = 0,0

[state 701]
type = posset
trigger1 = time = 0
y = 0

[State 701]
type = NotHitBy
trigger1 = 1
value = SCA

[state 701]
type = playerpush
trigger1 = 1
value = 0

[State 701]
type = PlaySnd
trigger1 = animelem = 1
value = 190,1

[State 701]
type = velset
trigger1 = animelem = 2
x = -12

[State 701]
type = velset
trigger1 = animelem = 5
x = 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = time = 0
anim = 19100
id = 19100
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 700]
type = AfterImage
trigger1 = time = 0
time = 15
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 2
TimeGap  = 1

[State 701]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ダウン回避
;---------------------------------------------------------------------------

[Statedef 702]
poweradd= 0
ctrl = 0
anim = 702
sprpriority = 2
velset = 0,0

[state 702]
type = posset
trigger1 = time = 0
y = 0

[State 702]
type = NotHitBy
trigger1 = 1
value = SCA

[state 702]
type = playerpush
trigger1 = animelem = 5,<=0
value = 0

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

[State 702]
type = velset
trigger1 = Time = 0
x = -4

[State 702]
type = veladd
trigger1 = vel x <= 0
trigger1 = gametime % 2
x = 0.4

[state 702]
type = velset
trigger1 = vel x >= 0
x = 0

[State 702]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; オロチ飛び道具1
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

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

[State 10000]
type = PlaySnd
trigger1 = Time = 3
value = 10000,15
volume = 255

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

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

[State 1050]
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

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

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

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

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

[State 1];トムキラー対策
type = selfstate
trigger1 = !ishelper
value = 0
ctrl = 1

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1065
ignorehitpause = 1

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

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

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

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

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

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

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


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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; オロチ飛び道具2
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 11610]
type    = S
movetype= I
physics = N
juggle  = 8
poweradd= 45
velset = 0,0
anim = 1050
ctrl = 0

[state a];はらえ
type = playsnd
trigger1 = animelem = 6
value = 10000,12

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

[state a]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -5

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
triggerall = numprojid(11610) = 0
trigger1 = Animelem = 8
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 99999999999
projsprpriority = 999999999999
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 8
damage = 45,10
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = s7002
guard.sparkno = S7012
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1

[State 1000, 2]
type = Projectile
triggerall = numprojid(11611) = 0
trigger1 = Animelem = 8
attr = S, SP
projanim = 11610
projhitanim = 11630
;projremovetime = 16
projid = 11611
projpriority = 99999999999
projsprpriority = 999999999999
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5
damage = Ceil(0.1 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = s7002
guard.sparkno = S7012
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1

[State 1000, 2]
type = Projectile
triggerall = numprojid(11612) = 0
trigger1 = Animelem = 8
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11612
projpriority = 99999999999
projsprpriority = 999999999999
projremove = 1
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 4
damage    = Ceil(0.025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = s7002
guard.sparkno = S7012
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; オロチ飛び道具3
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

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

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

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

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

[State 11101]
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

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

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

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

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

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

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

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

[State 1];トムキラー対策
type = selfstate
trigger1 = !ishelper
value = 0
ctrl = 1

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 11100
ignorehitpause = 1

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

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

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

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

[state 11100]
type = velset
trigger1 = p2bodydist X< 0 && Time >= 20
x = -5.5

[state 1]
type = velset
trigger1 = p2bodydist X > 0 && Time >= 20
x = 5.5

[state 11100]
type = velset
trigger1 = p2bodydist Y < 50 && Time >= 20
y = -2.0

[state 11100]
type = velset
trigger1 = p2bodydist Y > 50 && Time >= 20
y = 2.0

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


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

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

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

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

[State 11100]
type = ChangeState
triggerall =  1 && ishelper
trigger1 = Movecontact = 1
value = 11125

[State 11100]
type = ChangeState
trigger1 = time >= 60 && ishelper
value = 11125

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

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

[State 1];トムキラー対策
type = selfstate
trigger1 = !ishelper
value = 0
ctrl = 1

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 11122
ignorehitpause = 1

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

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

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

[state 11122]
type = velset
trigger1 = p2bodydist X< 0 && Time >= 20
x = -5.5

[state 11122]
type = velset
trigger1 = p2bodydist X > 0 && Time >= 20
x = 5.5

[state 11122]
type = velset
trigger1 = p2bodydist Y < 50 && Time >= 20
y = -2.0

[state 11122]
type = velset
trigger1 = p2bodydist Y > 50 && Time >= 20
y = 2.0

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


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

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

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

[State 11122]
type = ChangeState
triggerall = ishelper
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 11125

[State 11122]
type = ChangeState
triggerall = ishelper
trigger1 = Movecontact = 1
value = 11125

[State 11122]
type = ChangeState
trigger1 = time >= 60 && ishelper
value = 11125

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

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

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

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

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

[State 11125]
type = VarAdd
trigger1 = 21
v = 1
value = 1

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

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

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


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

;=================================================================================
;=================================================================================
オロチ飛び道具4
;=================================================================================
;=================================================================================

[Statedef 1150]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 80
ctrl = 0
velset = 0,0
anim = 1051
sprpriority = 2

[State 1110]
type = PlaySnd
trigger1 = Time = 3
value = 10000,15
volume = 255

[state 1110]
type = playsnd
trigger1 = animelem = 5
value = 1050,0

[state 1110]
type = playsnd
trigger1 = animelem = 5
value = 10000,36

[State 1110]
type = Explod
trigger1 = animelem = 5
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1150]
type = helper
triggerall = !ishelper
trigger1 = animelem = 7
id = 1110
persistent = 0
name = "monsyou"
pos = 80,-40
postype = P1
stateno = 1110
size.xscale = .5
size.yscale = .5
helpertype = player
keyctrl = 0
ownpal = 1

[State 1150]
type = helper
triggerall = !ishelper
trigger1 = animelem = 7
id = 1111
persistent = 0
name = "monsyou"
pos = 120,-120
postype = P1
stateno = 1110
size.xscale = .5
size.yscale = .5
helpertype = player
keyctrl = 0
ownpal = 1

[State 1150]
type = helper
triggerall = !ishelper
trigger1 = animelem = 7
id = 1112
persistent = 0
name = "monsyou"
pos = 160,-40
postype = P1
stateno = 1110
size.xscale = .5
size.yscale = .5
helpertype = player
keyctrl = 0
ownpal = 1

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

;=================================================================================
ヘルパー

[Statedef 1110]
type    = S
movetype= A
physics = N
anim = 1205
velset = 0,0
ctrl = 0

[State 1];トムキラー対策
type = selfstate
trigger1 = !ishelper
value = 0
ctrl = 1

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1110
ignorehitpause = 1

[State 1110]
type = trans
trigger1 = 1
trans = sub
ignorehitpause = 1

[State 1]
type = AngleDraw
trigger1 = time >= 40
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = 1
value = -13

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

[State 1110]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 1110
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1110]
type = Projectile
trigger1 = ishelper
trigger1 = (gametime%10) = 1
attr = S, NA
damage    = 15,5
guardflag = M
hitflag = MAF
projanim = 12060
projhitanim = -1
projid = 12060
projpriority = 99999999999999999999999
projsprpriority = 999999999999999999999999
projremove = 0
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
priority = 7, Hit
pausetime = 0,0
sparkno = s22109 + var(35)
hitsound = s2300,2
guard.sparkno = s22113
guardsound = s120,0
animtype = hard
sparkxy = 5, -5
getpower = 0
givepower = -1
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1

[State 1110]
type = parentvarset
trigger1 = var(9) - enemy,life>=1&&movehit=1
v = 3
value = 0

[State 1110]
type = varset
trigger1 = 1
v = 9
value = enemy,life

[state 1110]
type = veladd
trigger1 = time >= 40
x = .1

[state 1110]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300

;=====================================================================================
;=====================================================================================
; 紋章が回る
;=====================================================================================
;=====================================================================================
[Statedef 18100]
type    = S
movetype= I
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 18100
sprpriority = 5

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 2100, 3

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 1100, 1

[State 18100]
type = helper
triggerall = !ishelper
trigger1 = AnimElem = 6
id = 18101
persistent = 0
name = "monsyou"
pos = 70,-150
postype = P1
stateno = 18101
size.xscale = 0.7
size.yscale = 0.7
helpertype = player
keyctrl = 0
ownpal = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------
;ヘルパー
[Statedef 18101]
type    = S
movetype= A
physics = N
anim = 18101
velset = 0,0
ctrl = 0

[State 1]
type = selfstate
trigger1 = !ishelper
value = 0
ctrl = 1

[state hogo1]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 18101
ignorehitpause = 1

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

[State 180, 1]
type = VarRandom
trigger1 = time = 0
v = 48
range = 0,6

[State 1995, 3]
type = PalFX
trigger1 = var(48) = 0
time = 1
add = 0,0,0
mul = 0,256,256

[State 1995, 3]
type = PalFX
trigger1 = var(48) = 1
time = 1
add = 0,0,0
mul = 256,0,256

[State 1995, 3]
type = PalFX
trigger1 = var(48) = 2
time = 1
add = 0,0,0
mul = 256,256,0

[State 1995, 3]
type = PalFX
trigger1 = var(48) = 3
time = 1
add = 0,0,0
mul = 256,0,0

[State 3550]
type = PalFX
trigger1 = var(48) = 4
time = 1
add = 0,0,0
mul = 0,256,0

[State 3550]
type = PalFX
trigger1 = var(48) = 5
time = 1
add = 0,0,0
mul = 0,0,256

[State 3550]
type = PalFX
trigger1 = var(48) = 6
time = 1
add = 0,0,0
mul = 256,256,256

[State 1]
type = AngleDraw
trigger1 = animelemtime(12)
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = animelemtime(12)
value = -7

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

[state -2]
type = trans
trigger1 = 1
flag = sub

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

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 18101

[State 180, 1]
type = VarRandom
trigger1 = time = 35 || time = 51 || time = 71 || time = 91 || time = 111 || time = 131
v = 48
range = 0,5

[State 2]
type = Projectile
triggerall = var(48) = 0
trigger1 = time = 35 || time = 51 || time = 71 || time = 91 || time = 111 || time = 131
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 0,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2]
type = Projectile
triggerall = var(48) = 0
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0
projremovetime = 15
postype = p1
offset = 120,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 0
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0
projremovetime = 15
postype = p1
offset = -120,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 1
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0
projremovetime = 15
postype = p1
offset = 60,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 1
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0
projremovetime = 15
postype = p1
offset = -60,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkxy = -7,-40
hitsound   = s225,1
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 1
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0
projremovetime = 15
postype = p1
offset = -160,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 2
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15
postype = p1
offset = 140,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 2
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 72
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -100,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 2
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 72
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 40,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 3
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 92
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 100,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 3
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 92
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -80,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 3
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 92
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 10,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 4
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 112
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 20,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 4
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 112
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -80,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 4
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 112
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 160,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkxy = -7,-40
hitsound   = s225,1
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 5
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 132
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -10,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 5
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 132
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 100,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 5
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 132
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 60,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[state a];
type = playsnd
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132
value = 190,2

[state 11311]
type = destroyself
trigger1 = time = 178

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

[Statedef 22115]
type = S
movetype = A
physics = N
anim = 22222
ctrl = 0
juggle = 7
poweradd= 80
velset = 0,0
sprpriority = 2

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

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

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

[State 191]
type = PlaySnd
trigger1 = animelem = 13
value = 10000,11

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 40
value = s2562, 30

[State 1000, 5]
type = Explod
trigger1 = animelem = 55
anim = 22117
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 55
anim = 26500
id = 22117
sprpriority = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 700]
type = AfterImage
trigger1 = time = 0
time = 60
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 2
TimeGap  = 1

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

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

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

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

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

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

[State 700]
type = AfterImage
trigger1 = time = 0
time = 20
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 2
TimeGap  = 1

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

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

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

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

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

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

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

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

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

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 22116
sprpriority = 1
postype = p1
pos = -9,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 26500
sprpriority = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

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

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

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

[State 1];トムキラー対策
type = selfstate
trigger1 = !ishelper
value = 0
ctrl = 1

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 22121
ignorehitpause = 1

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

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

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 22121

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[state a]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 14

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

[state a]
type = poweradd
trigger1 = time = 0
value = var(5)*20

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

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

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

[state a]
type = varset
triggerall = time != 0
trigger1 = (command = "x")||(command = "a")||(command = "y")||(command = "b")||(command = "z")
trigger2 = var(30)
v = 7
value = 1

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

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

[state a]
type = changestate
triggerall = !var(30)
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 0)
value = 1450

[state a]
type = changestate
triggerall = roundstate = 2
triggerall = var(30)
triggerall = var(18) = [0,12]
trigger1 = (var(7) = 1)&&(time >= 10)
value = 1450

[state a]
type = changestate
triggerall = !var(30)
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 10)
value = 1450

[state a];AI
type = changestate
triggerall = roundstate = 2
triggerall = var(30)
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 10)
trigger1 = random<50
value = 1450

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

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

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

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1412
ignorehitpause = 1

[state a]
type = playsnd
trigger1 = time = 0
value = 2551,0
volume = 255

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 10165
id = 10005
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 30
supermove = 0
ignorehitpause = 1
under = 0

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

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22108
sprpriority = 999999999999
postype = p1
pos = 0,-100
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

[State 1000, ステート変更]
type = ModifyExplod
trigger1 = time <= 10
id = 10005
scale = 0.8,0.1*time

[State 1000, ステート変更]
type = ModifyExplod
trigger1 = time > 20
id = 10005
scale = 0.1*(30-time),1

[State 1110]
type = Explod
trigger1 = GameTime%15= 1
anim = 22133
sprpriority = 1
postype = p1
pos = 0,-5
vel = 0,0
bindtime = -1
ignorehitpause =1
under = 0
ownpal = 1
trans = sub
scale = 1.0,0.2

[State a];光の粒
type = Explod
trigger1 = time >= 0
trigger1 = GameTime%3 = 1
anim = 22131
sprpriority = 99999998
postype = p1
pos = root,var(50),root,var(51)
bindtime = 1
ownpal = 1
trans = sub
persistent = 1
ignorehitpause = 1
vel = 0,-5
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1412];画面揺れ
type = EnvShake
trigger1 = time = 0
time = 20
ampl = -15
freq = 95
phase = 95

[State 2];攻撃の指定
type = Projectile
trigger1 = time = 0
attr = S, SP
animtype  = hard
damage    = 58-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 22150
projhitanim = -1
projid = 22150
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

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

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

[Statedef 1400]
type = A
ctrl = 0
anim = 18888
velset = 0,0

[state a];人間操作時
type = varset
triggerall = var(30) != 1
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0
[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "a"
trigger1 = time = 0
v = 5
value = 1
[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 2
[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "b"
trigger1 = time = 0
v = 5
value = 3
[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "z"
trigger1 = time = 0
v = 5
value = 4
[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "c"
trigger1 = time = 0
v = 5
value = 5

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

[state -2]
type = palfx
triggerall = !ishelper
trigger1 = 1
time = 1
ignorehitpause = 1

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

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1931
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

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

[State 1]
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-90
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-90
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 99999999
postype = p1
pos = -5,-90
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 0
x = -120
[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 1
x = -50
[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 2
x = 50
[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 3
x = 120
[state a]
type = posset
triggerall = animtime = 0
trigger1 = var(5) = 4
trigger2 = var(5) = 5
x = enemy,pos x

[state a];終了動作へ
type = changestate
trigger1 = animtime = 0
value = 1401

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

[Statedef 1401]
type = S
ctrl = 0
anim = 18889
velset = 0,0

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

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

[state -2]
type = palfx
triggerall = !ishelper
trigger1 = 1
time = 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1932
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22066
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-90
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-90
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 99999999
postype = p1
pos = -5,-90
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1

[state a];移動制御
type = posset
trigger1 = time = 0
y = 0
[state a]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 4
x = -20
[state a]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 5
x = 20

[State z];空中なら51へ
type = ChangeState
trigger1 = StateType = A
trigger1 = AnimTime = 0
value = 51
ctrl = 1

[state z];地上なら立ちに戻す
type = changestate
trigger1 = StateType = S
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1950]
type = A
ctrl = 0
anim = 3000
velset = 0,0

[State 1950]
type = NotHitBy 
trigger1 = 1
value = SCA

[state 1950]
type = varset
triggerall = var(30) != 1
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[state 1950]
type = varset
triggerall = var(30) != 1
trigger1 = command = "a"
trigger1 = time = 0
v = 5
value = 1

[state 1950]
type = varset
triggerall = var(30) != 1
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 2

[state 1950]
type = varset
triggerall = var(30) != 1
trigger1 = command = "b"
trigger1 = time = 0
v = 5
value = 3

[state 1950]
type = varset
triggerall = var(30) != 1
trigger1 = command = "z"
trigger1 = time = 0
v = 5
value = 4

[state 1950]
type = varset
triggerall = var(30) != 1
trigger1 = command = "c"
trigger1 = time = 0
v = 5
value = 5

[state 1950]
type = varset
triggerall = var(30) = 1
trigger1 = time = 0
v = 5
value = 5-((enemynear,backEdgeDist<=90)*random%5)

[State 1950]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,59

[State 1950]
type = PlaySnd
trigger1 = animelem = 5
value = 10000,30

[state -2]
type = palfx
triggerall = !ishelper
trigger1 = 1
time = 1
ignorehitpause = 1

[State 1950]
type = Explod
trigger1 = animelem = 5
anim = 3014
id = 3014
sprpriority = 0
postype = p1
pos = -33,-123
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 1950]
type = Explod
trigger1 = animelem = 5
anim = 3052
sprpriority = 0
postype = p1
pos = 0,-70
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 1]
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-90
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-90
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 99999999
postype = p1
pos = -5,-90
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1

[state 1950]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 0
x = -120

[state 1950]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 1
x = -50

[state 1950]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 2
x = 50

[state 1950]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 3
x = 120

[state 1950]
type = posset
triggerall = animtime = 0
trigger1 = var(5) = 4
trigger2 = var(5) = 5
x = enemy,pos x

[state 1950]
type = changestate
trigger1 = animtime = 0
value = 1955

;---------------------------------------------------------------------------
;終了
;---------------------------------------------------------------------------

[Statedef 1955]
type = S
ctrl = 0
anim = 3001
velset = 0,0

[State 1955]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[state -2]
type = palfx
triggerall = !ishelper
trigger1 = 1
time = 1
ignorehitpause = 1

[State 1955]
type = PlaySnd
trigger1 = animtime = 0 
value = 40,0

[State 1955] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[state 1955]
type = posset
trigger1 = time = 0
y = 0

[state 1955]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 4
x = -20

[state 1955]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 5
x = 20

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-90
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-90
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 99999999
postype = p1
pos = -5,-90
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1

[State 1955]
type = Explod
trigger1 = time = 0
anim = 3015
id = 3015
sprpriority = 0
postype = p1
pos = -35,-122
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 1955]
type = Explod
trigger1 = time = 0
anim = 3053
sprpriority = 0
postype = p1
pos = 0,-70
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[state 1955]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;=================================================================================
;=================================================================================
グラウディースフィア
;=================================================================================
;=================================================================================

[Statedef 1800]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = 60
velset   = 0,0
anim     = 22101
ctrl     = 0
sprpriority = 3

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 10000,36

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 10000,42

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = 10000,52

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = 10000,37

[State 1000]
type = Helper
trigger1 = AnimElem = 6
stateno = 1801
pos = 32,-85
id = 1601
size.xscale = 0.2
size.yscale = 0.2

[State 1000]
type = Helper
trigger1 = AnimElem = 6
stateno = 1802
pos = 80,-85
id = 1601
size.xscale = 0.2
size.yscale = 0.2

[State 1000]
type = Helper
trigger1 = time = 16
stateno = 1801
pos = 128,-85
id = 1601
size.xscale = 0.2
size.yscale = 0.2

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=================================================================================
ヘルパー

[Statedef 1801]
anim = 10900
sprpriority = 100
velset = 2,0

[State 1];トムキラー対策
type = selfstate
trigger1 = !ishelper
value = 0
ctrl = 1

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1801
ignorehitpause = 1

[State 1000]
type = PosSet
trigger1 = 1
y = -85+(80*sin(0.1*time))

[State 1000]
type = Explod
trigger1 = GameTime%5 = 0
anim = 10910
scale = 0.2,0.2
ontop = 1

[State 1000]
type = Explod
trigger1 = GameTime%5 = 0
anim = 11000
scale = 0.3,0.3
ontop = 1

[State 1000]
type = Projectile
trigger1 = GameTime%10 = 1
projid = 22180
projanim = 22179
projremove = 1
projremovetime = 1
projhits = 1
getpower = 5
ownpal = 0
attr = S, SP
animtype = Hard
damage = 30
hitflag = MAFPD
guardflag = M
hitsound = s10000,35
guardsound = s10000,35
pausetime = 10,10
sparkno = s22100
guard.sparkno = -1
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = 0,-5
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
fall = 1
palfx.time = 60
palfx.add = 64,64,128
palfx.mul = 256,256,256
palfx.sinadd = 150,150,150,5
palfx.color = 0
palfx.invertall = 0

[State 1000]
type = DestroySelf
trigger1 = time > 300

;=================================================================================
ヘルパー


[Statedef 1802]
anim = 10900
sprpriority = 100
velset = 2,0

[State 1];トムキラー対策
type = selfstate
trigger1 = !ishelper
value = 0
ctrl = 1

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1802
ignorehitpause = 1

[State 1000]
type = PosSet
trigger1 = 1
y = -85-(80*sin(0.1*time))

[State 1000]
type = Explod
trigger1 = GameTime%5 = 0
anim = 10910
scale = 0.1,0.1
ontop = 1

[State 1000]
type = Explod
trigger1 = GameTime%5 = 0
anim = 11000
scale = 0.3,0.3
ontop = 1

[State 1000]
type = Projectile
trigger1 = GameTime%10 = 1
projid = 22181
projanim = 22179
projremove = 1
projremovetime = 1
projhits = 1
getpower = 5
ownpal = 0
attr = S, SP
animtype = Hard
damage = 30
hitflag = MAFPD
guardflag = M
hitsound = s10000,35
guardsound = s10000,35
pausetime = 10,10
sparkno = s22100
guard.sparkno = -1
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = 0,-5
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
fall = 1
palfx.time = 60
palfx.add = 64,64,128
palfx.mul = 256,256,256
palfx.sinadd = 150,150,150,5
palfx.color = 0
palfx.invertall = 0

[State 1000]
type = DestroySelf
trigger1 = time > 300

;=================================================================================
;=================================================================================
3wayオロチ
;=================================================================================
;=================================================================================

[Statedef 1210]
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 22105
poweradd = 40
sprpriority = 2
juggle = 2

[State 10000]
type = PlaySnd
trigger1 = AnimElem = 7
value = 10000,44

[State 10000]
type = Helper
trigger1 = AnimElem = 7
stateno = 1201
pos = 0,0

[State 10000]
type = Helper
trigger1 = AnimElem = 7
stateno = 1202
pos = 0,-52

[State 10000]
type = Helper
trigger1 = AnimElem = 7
stateno = 1203
pos = 0,-52

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=================================================================================
ヘルパー

[Statedef 1201]
anim = 22104
sprpriority = 99999
velset = 6,0

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

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 128, 128

[State 700]
type = AfterImage
trigger1 = time = 0
time = 40
PalBright   =   0,  0,  0
PalContrast = 100,100,100
PalAdd      =  0, 0, 0
PalMul      = 1,1,1
trans = add
frameGap  = 2
TimeGap  = 1

[State 1000, ステート変更]
type = VarSet
trigger1 = root,projcontacttime(40070) = 1
var(0) = 1

[State 1000, ステート変更]
type = DestroySelf
trigger1 = FrontEdgeDist <= -100

[State 1100, 5]
type = Projectile
trigger1 = GameTime%2 = 1
trigger1 = var(0) = 0
projanim = 22179
projid = 40070
projremove = 0
projremovetime = 2
velocity = 6
attr = A, SP
damage = 131,33
animtype = Heavy
getpower = 50
givepower = 0
guardflag = M
hitflag = MA
pausetime = 0,23
sparkno = s503
guard.sparkno = s503
sprpriority = 3
sparkxy = 0,0
hitsound = s0,17
guardsound = s0,17
ground.type = High
ground.slidetime = 28
ground.hittime = 28 
ground.velocity = -10
air.velocity = -4,-6.6
air.fall = 1
fall.recover = 0
yaccel = 0.4

;=================================================================================
ヘルパー

[Statedef 1202]
anim = 22104
sprpriority = 99999
velset = 6,-6

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

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 128, 128

[State 700]
type = AfterImage
trigger1 = time = 0
time = 40
PalBright   =   0,  0,  0
PalContrast = 100,100,100
PalAdd      =  0, 0, 0
PalMul      = 1,1,1
trans = add
frameGap  = 2
TimeGap  = 1

[State 1000, ステート変更]
type = AngleDraw
trigger1 = 1
value = 45

[State 1000, ステート変更]
type = VarSet
trigger1 = root,projcontacttime(40080) = 1
var(0) = 1

[State 1000, ステート変更]
type = DestroySelf
trigger1 = FrontEdgeDist <= -100

[State 1100, 5]
type = Projectile
trigger1 = GameTime%2 = 1
trigger1 = var(0) = 0
projanim = 22179
projid = 40080
projremove = 0
projremovetime = 2
velocity = 6,-6
attr = A, SP
damage = 131,33
animtype = Heavy
getpower = 50
givepower = 0
guardflag = M
hitflag = MA
pausetime = 0,23
sparkno = s503
guard.sparkno = s503
sprpriority = 3
sparkxy = 0,0
hitsound = s0,17
guardsound = s0,17
ground.type = High
ground.slidetime = 28
ground.hittime = 28 
ground.velocity = -10
air.velocity = -4,-6.6
air.fall = 1
fall.recover = 0
yaccel = 0.4

;=================================================================================
ヘルパー

[Statedef 1203]
anim = 22104
sprpriority = 99999
velset = 0,-6

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

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 128, 128

[State 700]
type = AfterImage
trigger1 = time = 0
time = 40
PalBright   =   0,  0,  0
PalContrast = 100,100,100
PalAdd      =  0, 0, 0
PalMul      = 1,1,1
trans = add
frameGap  = 2
TimeGap  = 1

[State 1000, ステート変更]
type = AngleDraw
trigger1 = 1
value = 80

[State 1000, ステート変更]
type = VarSet
trigger1 = root,projcontacttime(40090) = 1
var(0) = 1

[State 1000, ステート変更]
type = DestroySelf
trigger1 = abs(Pos Y) > 300

[State 1100, 5]
type = Projectile
trigger1 = GameTime%2 = 1
trigger1 = var(0) = 0
projanim = 22179
projid = 40090
projremove = 0
projremovetime = 2
velocity = 0,-6
attr = A, SP
damage = 131,33
animtype = Heavy
getpower = 50
givepower = 0
guardflag = M
hitflag = MA
pausetime = 0,23
sparkno = s503
guard.sparkno = s503
sprpriority = 3
sparkxy = 0,0
hitsound = s0,17
guardsound = s0,17
ground.type = High
ground.slidetime = 28
ground.hittime = 28 
ground.velocity = -10
air.velocity = -4,-6.6
air.fall = 1
fall.recover = 0
yaccel = 0.4

;=================================================================================
;=================================================================================
エクスプロージョンスフィアΩ
;=================================================================================
;=================================================================================

[Statedef 1700]
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 290
poweradd = 50
sprpriority = 2
juggle = 2

[State 10000]
type = Helper
trigger1 = time = 16
stateno = 1720
pos = 86,-86
size.xscale = 0.3
size.yscale = 0.3

[State 1100]
type = PlaySnd
trigger1 = time = 0
value = 10000,41
volume = 255

[State 1100]
type = PlaySnd
trigger1 = time = 4
value = 3500,8
volume = 255

[State 10000]
type = ChangeState
trigger1 = time > 38
value = 1710

[Statedef 1710]
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 0
poweradd = 0
sprpriority = 2
juggle = 2

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=================================================================================
ヘルパー

[Statedef 1720]
sprpriority = 4
anim = 10910

[State 1];トムキラー対策
type = selfstate
trigger1 = !ishelper
value = 0
ctrl = 1

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1720
ignorehitpause = 1

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

[State 1000]
type = VelSet
trigger1 = 1
x = (P2Dist X)/10
y = (P2Dist Y+(enemynear(0),const(size.mid.pos.y)))/10

[State 1000]
type = VarRandom
trigger1 = 1
v = 48
range = 0,360

[State 2000]
type = Explod
trigger1 = time < 140
anim = 22131
pos = Ceil(100*cos(pi*var(48)/180)),Ceil(100*sin(pi*var(48)/180))
vel = -10*cos(pi*var(48)/180)+vel X,-10*sin(pi*var(48)/180)+vel Y
removetime = 10
ownpal = 1

[State 1000]
type = DestroySelf
trigger1 = time > 140

[State 1000]
type = Projectile
trigger1 = GameTime%3 = 1
projanim = 22179
projid = 22183
projremove = 0
projremovetime = 2
velocity = 0,-6
attr = A, SP
damage = 2,1
animtype = Heavy
getpower = 2
givepower = 0
guardflag = M
hitflag = MAFPD
pausetime = 0,23
sparkno = s22100
guard.sparkno = s22113
sprpriority = 3
sparkxy = 0,0
hitsound = s10000,35
guardsound = s10000,35
ground.type = High
ground.slidetime = 28
ground.hittime = 28 
ground.velocity = 20
air.velocity = -4,20
air.fall = 1
fall.recover = 0
yaccel = 0.4
fall = 1

[Statedef 1080]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 10000
sprpriority = 2

[State 1000, 1]
type = PlaySnd
trigger1 = time = 20
value = 10000,74

[State 1000, 1]
type = PlaySnd
trigger1 = time = 18
value = 801,1

[State 1000, 1]
type = PlaySnd
trigger1 = time = 20
value = 11,1

[State 240, 4]
type = Explod
trigger1 = time = 30
anim = 10060
id = 10004
removetime = 40
scale = 0.6,0.6
pos = 30,-90
ownpal = 1
sprpriority = 999

[State 240, 4]
type = ModifyExplod
trigger1 = time > 30
trigger1 = time <= 40
id = 10004
scale = 0.09*(time-30),1

[State 240, 4]
type = ModifyExplod
trigger1 = time > 50
id = 10004
scale = 0.6,0.05*(70-time)

[State 2]
type = Projectile
trigger1 = time = 20
attr = S, SP
animtype  = hard
damage    = 80
getpower = 61,61
guardflag = M
projanim = 10140
projhitanim = -1
projid = 10140
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0
projremovetime = 35
postype = p1
offset = 10,-90
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = -1
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0

[State 1080]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 30080]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 18600
poweradd= -3000
ctrl     = 0
sprpriority = 2

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 24
movetime = 24
anim = -1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,47

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 3500,10

[State 30070]
type = PlaySnd
trigger1 = Time = 80
value = 10000,14

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

[State 30080]
type = Turn
trigger1 = P2dist X < 0

[State 30080]
type = ReversalDef
trigger1 = palno = [11,12]
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
p2stateno = 30082
pausetime = 0,2
ignorehitpause = 1

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

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

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

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

[State 30080]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 30081]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2310
ctrl     = 0
sprpriority = 10

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

[State 30081]
type = EnvShake
triggerall = win
trigger1 = animelem = 7
trigger2 = animelem = 18
time = 15
ampl = -12
freq = 95
phase = 95

[State 30081]
type = EnvColor
triggerall = win
trigger1 = animelem = 7
trigger2 = animelem = 18
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 30081]
type = Explod
triggerall = win
trigger1 = animelem = 7
anim = 22110
sprpriority = 9
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 30081]
type = Explod
triggerall = win
trigger1 = animelem = 18
anim = 22111
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 30081]
type = Explod
triggerall = win
trigger1 = animelem = 8
anim = 2311
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 1

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

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

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

[state 30081]
type = playsnd
trigger1 = animelem = 5
value = 10000,30

[State 30081]
type = PlaySnd
triggerall = win
trigger1 = animelem = 17
value = 2300,1
volume = 255

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

[State 11052, !]
type = PlaySnd
triggerall = !win
trigger1 = Time = 110
value = 10000, 52

[State 191, 3]
type = PlaySnd
triggerall = !win
trigger1 = Time = 110
value = 20000,0
freqmul = 1.5+((random%2)*0.2)

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

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

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

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

[State 30082]
type = ChangeState
triggerall = name = "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

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

[State 30082]
type = PlaySnd
triggerall = ishelper = 0
trigger1 = enemy,time > 33
persistent = 0
value = s11,0
volume = 255

[State 30082]
type = ChangeAnim2
triggerall = name != "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = 1
value = 5011
ignorehitpause = 1

[State 30082]
type = Turn
triggerall = name != "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = P2dist X < 0
persistent = 0
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = 1
persistent = 0
x = 0
y = 0
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = enemy,name = "The black sun of Alsiel"
trigger1 = enemy,stateno = 30081
trigger1 = enemy,time > 165
x = -3
y = -5;1
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = enemy,name != "The black sun of Alsiel"
x = -3
y = -5
ignorehitpause = 1

[State 30082]
type = PosSet
triggerall = name != "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = 1
y = -5
ignorehitpause = 1

[State 30082]
type = LifeSet
triggerall = name != "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 30082]
type = PowerSet
triggerall = name != "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 30082]
type = SelfState
triggerall = name != "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = enemy,name = "The black sun of Alsiel"
trigger1 = enemy,stateno = 30081
trigger1 = enemy,time > 165
trigger2 = enemy,name != "The black sun of Alsiel"
value = 5050
ignorehitpause = 1

[State 30082]
type = SelfState
triggerall = name = "The black sun of Alsiel"&&palno=[10,12]
trigger1 = time >= 0
trigger2 = var(40) != gametime
value = 24620
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
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trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
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trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
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[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1

[Statedef 300810]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2005
ctrl     = 0
sprpriority = 10

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

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

[State 11001]
type = EnvShake
trigger1 = animelem = 7
trigger3 = animelem = 18
time = 17
ampl = -17
freq = 95
phase = 95

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

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
trigger2 = animelem = 8
anim = 22110
sprpriority = 7
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 22111
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

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

[State 1]
type = targetlifeadd
trigger1 = time = 0
value = lifemax/2
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 30081]
type = playsnd
trigger1 = animelem = 5
value = 10000,30

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 7
value = 10000,48

[State 2000, 6];抜く
type = PlaySnd
trigger1 = animelem = 9
value = 240,0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 18
value = 10000,49

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 17
value = 10000,10

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

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

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

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

[State 30082]
type = ChangeState
triggerall = name = "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[State 30082]
type = ChangeAnim2
triggerall = name != "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = 1
value = 5011
ignorehitpause = 1

[State 30082]
type = Turn
triggerall = name != "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = P2dist X < 0
persistent = 0
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = 1
persistent = 0
x = 0
y = 0
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = enemy,name = "The black sun of Alsiel"
trigger1 = enemy,stateno = 300810
trigger1 = enemy,time > 120
x = -7
y = -5
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = enemy,name != "The black sun of Alsiel"
x = -3
y = -5
ignorehitpause = 1

[State 30082]
type = PosSet
triggerall = name != "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = 1
y = -5
ignorehitpause = 1

[state a]
type = lifeadd
triggerall = name != "The black sun of Alsiel"
trigger1 = enemy,time = 117
value = -450

[State 30082]
type = LifeSet
triggerall = name != "The black sun of Alsiel"
trigger1 = enemy,time >= 117
trigger1 = life = 1
value = 0
ignorehitpause = 1

[State 30082]
type = SelfState
triggerall = name != "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = enemy,name = "The black sun of Alsiel"
trigger1 = enemy,stateno = 300810
trigger1 = enemy,time > 120
trigger2 = enemy,name != "The black sun of Alsiel"
value = 5050
ignorehitpause = 1

[State 30082]
type = SelfState
triggerall = name = "The black sun of Alsiel"&&palno=[10,12]
trigger1 = time >= 0
trigger2 = var(40) != gametime
value = 24620
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[Statedef 10000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -3000
anim = 10150
ctrl = 0

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

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22166
sprpriority = -1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 22167
sprpriority = 1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 10000,73

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 10000,47

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 10000,46

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3500,0
volume = 250

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3500,8
volume = 250

[state a]
type = changestate
trigger1 = animtime = 0
value = 10001

;-----------------------------------------
;攻撃
;-----------------------------------------
[Statedef 10001]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 10155
ctrl = 0

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 2200,0

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nokoslow
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 10000,67
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2200,2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 70
value = 2200,2

[State 30051]
type = Explod
trigger1 = Time = 0
anim = 10120
id = 10120
sprpriority = 999999999
postype = left
pos = 0,0
bindtime = -1
supermove = 0
removetime = 200
under = 0
ownpal = 1
ontop = 1
trans = sub

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

[State 2616]
type = Projectile
trigger1 = (GameTime%7) = 1
attr = A, NA
projanim = 22179
projhitanim = -1
projid = 100000000
projpriority = 999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p2
offset = 0,-50
velocity = 0
animtype  = hard
damage    = 35,7
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = s2,15
guard.sparkno = -1
guardsound = s1,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0;-2
fall = 1
air.fall = 1
fall.recover = 1;0

[State 2616]
type = Projectile
triggerall = numprojid(1101000) = 0
trigger1 = (GameTime%7) = 1
attr = A, NA
projanim = 22152
projhitanim = -1
projid = 1101000
projpriority = 999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p2
offset = 0,-50
velocity = 0
animtype  = hard
damage    = 35,7
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = s2,15
guard.sparkno = -1
guardsound = s1,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0;-2
fall = 1
air.fall = 1
fall.recover = 1;0

[State 2616]
type = Projectile
triggerall = !ishelper
trigger1 = (GameTime%9) = 1
trigger1 = p2movetype != A
trigger2 = (GameTime%9) = 1
trigger2 = p2movetype = A&&time >= 80
attr = A, NA
projanim = 99999
projhitanim = -1
projid = 100000
projpriority = 999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p2
offset = 0,-50
velocity = 0
animtype  = hard
damage    = 25,7
getpower = 0,0
givepower = 0,0
guardflag = ;M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = s2,15
guard.sparkno = -1
guardsound = s1,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0;-2
fall = 0;1
air.fall = 1
fall.recover = 1

[State 2616]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
triggerall = (GameTime%8) = 1
triggerall = numprojid(999999) = 0
trigger1 = time >= 100
trigger1 = p2movetype != A
trigger2 = (GameTime%8) = 1
trigger2 = p2movetype = A&&time >= 150
attr = A, NA
projanim = 99999
projhitanim = -1
projid = 999999
projpriority = 999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p2
offset = 0,-50
velocity = 0
animtype  = hard
damage    = 25,7;35,7
getpower = 0,0
givepower = 0,0
guardflag = ;M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = s2,15
guard.sparkno = -1
guardsound = s1,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0;-2
fall = 0;1
air.fall = 1
fall.recover = 1;0

[State 2616]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
trigger1 = (GameTime%7) = 1
trigger1 = time >= 100
trigger1 = p2movetype != A
trigger2 = (GameTime%7) = 1
trigger2 = p2movetype = A&&time >= 150
attr = A, NA
projanim = 99999
projhitanim = -1
projid = 10000001
projpriority = 999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = back
offset = 160,-90
velocity = 0
animtype  = hard
damage    = 15,7;35,7
getpower = 0,0
givepower = 0,0
guardflag = ;M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = s2,15
guard.sparkno = -1
guardsound = s1,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0;-2
fall = 0;1
air.fall = 1
fall.recover = 1;0

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

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

[state 11332] 
type = targetlifeadd
triggerall = palno = [11,12]
triggerall = numtarget
trigger1 = p2stateno != 100000000
trigger1 = (GameTime%7) = 1
value = -2
pausemovetime = 9990000 
supermovetime = 9990000
absolute = 1

[State 2000]
type = ReversalDef
triggerall = !ishelper&&palno = [11,12]
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
pausetime = 0,2
p2stateno = 100000000
ignorehitpause = 1

[state 23000]
type = changestate
trigger1 = time >= 230
value = 10002

;---------------------------------------------------------------------------
;終了
;---------------------------------------------------------------------------

[Statedef 10002]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 10160
ctrl = 0

[State 23001]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

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

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

[Statedef 10050]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 910013]
type = SelfState
triggerall = name = "The black sun of Alsiel"
trigger1 = time >= 0
trigger2 = var(40) != gametime
value = 24620
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 26350]
type = destroyself
trigger1 = ishelper

[State 26350]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 26350]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[state 1]
type = changestate
trigger1 = time > 600
value = 30201010

[Statedef 30201010]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 30201]
type = lifeset
triggerall = name != "The black sun of Alsiel"
trigger1 = life < lifemax/3
value = 0
ignorehitpause = 1

[State 30201]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 910013]
type = SelfState
triggerall = name = "The black sun of Alsiel"
trigger1 = time >= 0
trigger2 = var(31) != gametime
value = 24620
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 30201]
type = AssertSpecial
trigger1 = ishelper
flag = invisible

[State 30201]
type = PlayerPush
trigger1 = 1
value = -1

[State 30201]
type = NotHitBy
trigger1 = 1
value = SCA

[State 30201]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 30201]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[state 30201]
type = destroyself
trigger1 = ishelper&&time>=1

[State 30201] 
type = changestate
trigger1 = !ishelper&&time >= 8
value = 30202010

[Statedef 30202010]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 30202]
type = destroyself
trigger1 = ishelper

[State 30202]
type = lifeset
triggerall = name != "The black sun of Alsiel"
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 30202]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 910013]
type = SelfState
triggerall = name = "The black sun of Alsiel"
trigger1 = time >= 0
trigger2 = var(40) != gametime
value = 24620
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 30202]
type = PlayerPush
trigger1 = 1
value = -1

[State 30202]
type = NotHitBy
trigger1 = 1
value = SCA

[State 30202]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 30202]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 30202]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 30202]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 30202]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[Statedef 16900]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -5000
anim = 2201
ctrl = 0

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "OmegaTH"	;オメガトムハンクス
trigger2 = p2name = "youwilldiemortal"	;Abomb_defeatable
trigger3 = p2name = "D.O.G."	;Goddess Justice
trigger4 = p2name = "MUAHAHAHAHAHAHAHAHA";Abomb
trigger5 = p2name = "Ultimate Chimera";uchimera
value = 2000

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

[State 3100]
type = SuperPause
trigger1 = AnimElem = 4
anim = -1
movetime = 30
time = 30
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,58

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 11,1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2200,0

[State 23000]
type = envcolor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2

[state a]
type = changestate
trigger1 = animtime = 0
value = 16905

[Statedef 16905]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2206
ctrl = 0

[State 16905]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nokoslow
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,61
volume = 250

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 20
value = 2563,5
channel = 10

[State 23000]
type = EnvColor
trigger1 = time <= 320
ignorehitpause = 1
value = 255,255,255
under = 2

[State -2]
type = BGPalFx
trigger1 = time <= 320
add = 256,256,256
sinadd = -256,-256,-256,480
time = 120
ignorehitpause = 1

[State 1];拡散する光の粒-7
type = Explod
trigger1 = time < 320
trigger1 = Gametime%2 = 0
anim = 22132
sprpriority = 99999999999997
ownpal = 1
ontop = 1
postype = left
pos = 120,-180
vel = -7+ (random%14),-7 + (random%14)
facing = -1
id = 2601
trans = sub

[State 1];拡散する光の粒-6
type = Explod
trigger1 = time < 320
trigger1 = Gametime%2 = 0
anim = 22132
sprpriority = 99999999999997
ownpal = 1
ontop = 1
postype = left
pos = 120,-180
vel = -6+ (random%12),-6 + (random%12)
facing = -1
id = 2601
trans = sub

[State 1];拡散する光の粒-5
type = Explod
trigger1 = time < 320
trigger1 = Gametime%2 = 0
anim = 22132
sprpriority = 99999999999997
ownpal = 1
ontop = 1
postype = left
pos = 120,-180
vel = -5+ (random%10),-5 + (random%10)
facing = -1
id = 2601
trans = sub

[State 1];拡散する光の粒-4
type = Explod
trigger1 = time < 320
trigger1 = Gametime%2 = 0
anim = 22132
sprpriority = 99999999999997
ownpal = 1
ontop = 1
postype = left
pos = 120,-180
vel = -4 + (random%8),-4 + (random%8)
facing = -1
id = 2601
trans = sub

[State 1];拡散する光の粒-3
type = Explod
trigger1 = time < 320
trigger1 = Gametime%2 = 0
anim = 22132
sprpriority = 99999999999997
ownpal = 1
ontop = 1
postype = left
pos = 120,-180
vel = -3 + (random%6),-3 + (random%6)
facing = -1
id = 2601
trans = sub

[State 11051]
type = Explod
trigger1 = Time = 0
anim = 26000
id = 26000
sprpriority = 99999999999999999999999999999
BindTime = -1
removetime = 320
pos = 120,-180
ownpal = 1
PauseMoveTime = 99999999
SuperMoveTime = 99999999

[State 2000]
type = ModifyExplod
trigger1 = time <= 140
scale = 0.0072*time,0.0072*time
id = 26000

[State 6920, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 28000
ID = 28000
pos = 120,-180
SprPriority = 1
BindTime = -1
OwnPal = 0
RemoveTime = 322
PauseMoveTime = 99999999
SuperMoveTime = 99999999

[State 2000]
type = ModifyExplod
trigger1 = time <= 140
scale = 0.007*time,0.007*time
id = 28000

[State 16905]
type = NotHitBy 
trigger1 = 1
value = SCA

[state 2000];死狂い１
type = Projectile
trigger1 = time > 0
trigger1 = time <= 30
trigger1 = GameTime%3 = 0
projanim = 99999
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = -99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 89023
[state 2000];死狂い２
type = Projectile
trigger1 = time > 30
trigger1 = time <= 60
trigger1 = GameTime%3 = 0
projanim = 99999
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = 99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 89024
[state 2000];超即死＆トムキラー
type = Projectile
trigger1 = time > 60
trigger1 = time <= 330
trigger1 = GameTime%3 = 0
projanim = 99999
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = 99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 5150

[State 2000]
type = TargetLifeAdd
trigger1 = 1
value = -9999999999
absolute = 1
ignorehitpause = 1

[State 2000];死狂い１
type = TargetState
trigger1 = time > 0
trigger1 = time <= 30
value = 89023
ignorehitpause = 1
[State 2000];死狂い２
type = TargetState
trigger1 = time > 30
trigger1 = time <= 60
value = 89024
ignorehitpause = 1

[State 2000];死狂い１
type = ReversalDef
trigger1 = time > 0
trigger1 = time <= 30
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 89023
pausetime = 0,2
ignorehitpause = 1

[State 2000];死狂い２
type = ReversalDef
trigger1 = time > 30
trigger1 = time <= 60
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 89024
pausetime = 0,2
ignorehitpause = 1

[State 2000];超即死＆トムキラー
type = ReversalDef
trigger1 = time > 60
trigger1 = time <= 330
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 1000044
pausetime = 0,2
ignorehitpause = 1

[State 1]
type = helper
triggerall = roundstate = 2 && palno != 1
trigger1 = numhelper(500002) = 0
id = 500002
persistent = 0
name = "Tomkiller"
pos = 0,0
postype = P1
stateno = 500002
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 16905]
type = targetLifeAdd
trigger1 = palno = [11,12]
trigger1 = numtarget > 0
value = -9999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000]
type = Helper
trigger1 = time = 0
stateno = 17000
pos = 90,-180

[state 16905]
type = changestate
trigger1 = time >= 340
value = 16910

[Statedef 16910]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
ctrl = 0

[State 16910]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state 16910]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 17000]
anim = 40000

[State 1000]
type = VarRandom
trigger1 = 1
v = 48
range = 0,360

[State 2000]
type = Explod
trigger1 = time > 0
trigger1 = time <= 320
anim = 22165
pos = Ceil(400*cos(pi*var(48)/180)),Ceil(400*sin(pi*var(48)/180))
vel = -20*cos(pi*var(48)/180),-20*sin(pi*var(48)/180)
removetime = 20
ownpal = 1
scale = 2,2

;血の贖罪

[Statedef 11220]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -3000
anim = 11220
ctrl = 0

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

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,46

[State 191, 3]
type = PlaySnd
trigger1 = Time = 0
value = 10000,30
freqmul = 1.3+((random%2)*0.1)
volume = 250

[state a]
type = changestate
trigger1 = animtime = 0
value = 11225

;------------------------------------
[Statedef 11225]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 11225
ctrl = 0

[State 11225]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nokoslow
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 11225]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 191, 3]
type = PlaySnd
trigger1 = Time = 60
value = 10000,31
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 100
value = 10000,31
freqmul = 0.7+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 130
value = 20000,0
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 150
value = 10000,32
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 180
value = 10000,42
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 210
value = 10000,10
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 230
value = 10000,15
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 240
value = 10000,62
volume = 250

[State 11225]
type = PlaySnd
trigger1 = Time = 0||Time = 14||Time = 28||Time = 42||Time = 56
value = 10000,50
volume = 250

[State 11225]
type = PlaySnd
trigger1 = Time = 72
value = 10000,49
volume = 250

[State 11225]
Type = PlaySnd
trigger1 = Time = 85
trigger2 = Time = 109
trigger3 = Time = 133
trigger4 = Time = 157
trigger5 = Time = 181
trigger6 = Time = 205
trigger7 = Time = 229
Value = 10000,52
Channel = 5
ignorehitpause = 1

[State 11225]
Type = PlaySnd
trigger1 = Time = 85
trigger2 = Time = 109
trigger3 = Time = 133
trigger4 = Time = 157
trigger5 = Time = 181
trigger6 = Time = 205
trigger7 = Time = 229
Value = 10000,51
Channel = 5
ignorehitpause = 1

[State 11225]
type = EnvShake
trigger1 = Time = 0
trigger2 = Time = 15
trigger3 = Time = 30
trigger4 = Time = 45
trigger5 = Time = 60
trigger6 = Time = 70
time = 7
ampl = -7
freq = 95
phase = 95

[State 11225]
type = EnvShake
trigger1 = Time = 85
trigger2 = Time = 109
trigger3 = Time = 133
trigger4 = Time = 157
trigger5 = Time = 181
trigger6 = Time = 205
trigger7 = Time = 229
time = 13
ampl = -13
freq = 95
phase = 95

[State 11225]
type = Explod
trigger1 = Time = 0
anim = 11330
id = 11330
sprpriority = 9999999999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = add

[State 11225]
type = Explod
trigger1 = Time = 85
anim = 11333
id = 11334
sprpriority = 10
postype = back
pos = 0,0
BindTime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
ownpal = 1
ignorehitpause = 1
trans = sub

[State 11225]
type = Explod
trigger1 = Time = 109
anim = 11334
id = 11335
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,240
BindTime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
ownpal = 1
ignorehitpause = 1
trans = sub

[State 11225]
type = Explod
trigger1 = Time = 133
anim = 11333
id = 11336
sprpriority = 10
PosType = left
Facing = 1
pos = -50,-30
BindTime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
ownpal = 1
ignorehitpause = 1
trans = sub

[State 11225]
type = Explod
trigger1 = Time = 157
anim = 11333
id = 11337
sprpriority = 10
PosType = Right
Facing = -1
pos = 50,0
BindTime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
ownpal = 1
ignorehitpause = 1
trans = sub

[State 11225]
type = Explod
trigger1 = Time = 181
anim = 11334
id = 11338
sprpriority = 10
PosType = left
Facing = 1
pos = 0,240
BindTime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
ownpal = 1
ignorehitpause = 1
trans = sub

[State 11225]
type = Explod
trigger1 = Time = 205
anim = 11333
id = 11339
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,0
BindTime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
ownpal = 1
ignorehitpause = 1
trans = sub

[State 11225]
type = Explod
trigger1 = Time = 229
anim = 11334
id = 11340
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,240
BindTime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
ownpal = 1
ignorehitpause = 1
trans = sub

[State 11225]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2616]
type = Projectile
trigger1 = (GameTime%7) = 1
attr = A, NA
projanim = 22179
projhitanim = -1
projid = 300600
projpriority = 999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p2
offset = 0,-50
velocity = 0
animtype  = hard
damage    = 35,7
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = s2,15
guard.sparkno = -1
guardsound = s1,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0;-2
fall = 1
air.fall = 1
fall.recover = 1;0

[State 2616]
type = Projectile
triggerall = numprojid(11010) = 0
trigger1 = (GameTime%7) = 1
attr = A, NA
projanim = 22152
projhitanim = -1
projid = 11010
projpriority = 999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p2
offset = 0,-50
velocity = 0
animtype  = hard
damage    = 35,7
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = s2,15
guard.sparkno = -1
guardsound = s1,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0;-2
fall = 1
air.fall = 1
fall.recover = 1;0

[State 2616]
type = Projectile
triggerall = palno = [11,12]
trigger1 = Time = 0 || Time = 60 || Time = 120 || Time = 180 || Time = 240
attr = A, NA
projanim = 100000
projhitanim = -1
projid = 100000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 50,5
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 30,30
guard.pausetime = 0,5
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = s2,15
guard.sparkno = -1
guardsound = s1,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,-2
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 10050

[State 1]
type = ReversalDef
triggerall = palno = [11,12]
trigger1 = time <= 190
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 30201

[State 1]
type = ReversalDef
triggerall = palno = [11,12]
trigger1 = time <= 190
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 3020100

[state 1]
type = targetstate
trigger1 = time = 190
trigger2 = win
value = 30201

[state 1]
type = targetstate
trigger1 = time = 190
trigger2 = win
value = 3020100

[state 11225]
type = changestate
trigger1 = time >= 240
value = 11230

;---------------------------------
[Statedef 11230]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
ctrl = 0

[State 11230]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state 11230]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



;死の誘い
[Statedef 195]
type    = S
physics = N
velset = 0,0
juggle = 0
poweradd= -2000
sprpriority = 1
anim = 19600
ctrl = 0

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

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 195]
type = bgpalfx
trigger1 = 1
time = 10
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,0
invertall = 0
color = 0
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,46

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,47

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 140
value = 10000,30
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 310
value = 10000,40
volume = 255

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22166
sprpriority = -1
postype = p1
pos = -1,-120
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 22167
sprpriority = 1
postype = p1
pos = -1,-125
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 195]
type = helper
triggerall = !ishelper
trigger1 = time = 0
id = 24610
persistent = 0
name = "kagami"
pos = 0,0
postype = p1
stateno = 24610
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999

[state 0]
type = destroyself
trigger1 = ishelper
ignorehitpause = 1
[state 0]
type = lifeset
triggerall = name != "The black sun of Alsiel"
trigger1 = !ishelper
value = 0
ignorehitpause = 1
[state 0]
type = lifeadd
triggerall = name != "The black sun of Alsiel"
trigger1 = !ishelper
value = -lifemax
absolute = 1
ignorehitpause = 1
[state 0]
type = powerset
trigger1 = !ishelper
value = 0
ignorehitpause = 1
[state 0]
type = hitdef
triggerall = name != "The black sun of Alsiel"
trigger1 = !ishelper
damage = 0,0
attr = C,NP
id = 195
sparkno = -1
ignorehitpause = 1
[state 0]
type = changestate
trigger1 = loseko
value = 5150
ignorehitpause = 1
[state 0]
type = changestate
trigger1 = !ishelper
trigger1 = hitdefattr = C,NP
value = 24630
ignorehitpause = 1

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

[State 195]
type = statetypeset
trigger1 = ishelper
movetype = A
physics = N
ignorehitpause = 1

[state 195]
type = targetdrop
triggerall = numtarget > 0
trigger1 = time > 375
trigger2 = numtarget > 6
ignorehitpause = 1

[state 195]
type = targetstate
triggerall = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = roundstate = 3
value = 5150
ignorehitpause = 1

[State 195]
type = destroyself
triggerall = ishelper
trigger1 = time > 370 || root,time > 375
trigger2 = roundstate != 2
ignorehitpause = 1

[state 195]
type = posadd
trigger1 = time = [118,340]
trigger1 = random < 50
x = 50+((random%150)*0.5)

[state 195]
type = posadd
trigger1 = time = [118,340]
trigger1 = random < 50
x = -50+((random%150)*0.5)

[State 195]
type = statetypeset
triggerall = !ishelper
triggerall = time = [118,340]
trigger1 = random = [0,20]
trigger2 = random = [41,60]
trigger3 = random = [81,100]
movetype = A
ignorehitpause = 1

[State 195]
type = statetypeset
triggerall = !ishelper
triggerall = time = [118,340]
trigger1 = random = [21,40]
trigger2 = random = [61,80]
trigger3 = random = [101,120]
movetype = I
ignorehitpause = 1

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

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

[Statedef 1007000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= -3000
sprpriority = 1
anim = 3450
ctrl = 0

[State 2000]
type = Helper
triggerall = palno =[1,12]
trigger1 = AnimElem = 4
stateno = 313700
pos = 0,-120
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 2]
type = SuperPause
trigger1 = time = (RoundState<=2&&var(54)<=50)
time = 25
movetime = 25
anim = -1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,0
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 190,1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,11
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 0]
type = Projectile
triggerall = 1
trigger1 = AnimElem = 20 || AnimElem = 22 || AnimElem = 24 || AnimElem = 26 || AnimElem = 28 || AnimElem = 30 || AnimElem = 32 || AnimElem = 34 || AnimElem = 36 || AnimElem = 38
trigger2 = AnimElem = 40 || AnimElem = 42 || AnimElem = 44 || AnimElem = 46 || AnimElem = 48 || AnimElem = 50 || AnimElem = 52 || AnimElem = 54
attr = C, HA
projanim = 22150
projhitanim = -1
projid = 35904
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.002 * enemy,Const(data.life)) ,0
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = (enemy,const(size.mid.pos.x)),(enemy,const(size.mid.pos.y))
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-10
air.velocity = -0.5,-10
yaccel = .5
fall = 1
fall.recover = 0

[State 1]
type = Projectile
triggerall = 0
trigger1 = AnimElem = 20 || AnimElem = 22 || AnimElem = 24 || AnimElem = 26 || AnimElem = 28 || AnimElem = 30 || AnimElem = 32 || AnimElem = 34 || AnimElem = 36 || AnimElem = 38
trigger2 = AnimElem = 40 || AnimElem = 42 || AnimElem = 44 || AnimElem = 46 || AnimElem = 48 || AnimElem = 50 || AnimElem = 52 || AnimElem = 54
attr = C, HA
projanim = 22150
projhitanim = -1
projid = 35904
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.002 * enemy,Const(data.life)) ,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -7, -85
hitsound   = -1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-10
air.velocity = -0.5,-10
yaccel = .5
fall = 1
fall.recover = 0

[State 1]
type = lifeadd
trigger1 = time = 0
value = lifemax
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state a]
type = varset
trigger1 = time = 2
v = 29
value = ((var(1)=1)*400)+400+(((var(54)>=5700)*1700)+((fvar(24)>=2150&&var(54)>=2150)*1700))
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1]
type = varset
trigger1 = 1 && time = 1
fv = 39
value = life
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ビーム
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 10120]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -2000
anim = 2300
ctrl = 0

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "OmegaTH"	;オメガトムハンクス
trigger2 = p2name = "youwilldiemortal"	;Abomb_defeatable
trigger3 = p2name = "D.O.G."	;Goddess Justice
trigger4 = p2name = "MUAHAHAHAHAHAHAHAHA";Abomb
trigger5 = p2name = "Ultimate Chimera";uchimera
value = 2000

[State a];ライフバー等を消去
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2= nokoslow
flag3= nofg
ignorehitpause = 1

[State 3100];超必殺技発動の時間停止
type = SuperPause
trigger1 = AnimElem = 4
anim = -1
movetime = 30
time = 30
ignorehitpause = 1

[State a]
type = Helper
trigger1 = AnimElem = 4
stateno = 313700
pos = 0,-120
ownpal = 1
helpertype = player
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,66

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,46

[State 20000];無敵
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 23000]
type = envcolor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2

[state a]
type = changestate
trigger1 = animtime = 0
value = 10121
;-----------------------------------------------------
;ビーム
[Statedef 10121]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2301
ctrl = 0

[State 23000]
type = EnvColor
trigger1 = time <= 220
ignorehitpause = 1
value = 255,255,255
under = 2

[State 2101]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nokoslow
ignorehitpause = 1

[State ]
type = BGPalFx
trigger1 = time <= 220
add = 256,256,256
sinadd = -256,-256,-256,480
time = 120
ignorehitpause = 1

[State 20000];無敵
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 13
value = 3500,4
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 13
value = 10000,24
volume = 255

[State 2000]
type = Helper
triggerall = palno = [11,12]
trigger1 = time = 13
stateno = 313000
pos = 51,-88

[State 22076]
type = Projectile
trigger1 = p2movetype != A
trigger1 = (GameTime%6) = 1
attr = S, HA
projanim = 10140
projhitanim = -1
projid = 10140
projpriority = 999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p1
offset = 25,-88
projscale = 2,1
velocity = 0
animtype  = diagup
damage    = 1,0
getpower =-9999999999,-9999999999
givepower =0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-1;-6.5
air.velocity = -6,-1;.8
fall = 1
fall.recover = 0
juggle = 50

[State 1]
type = Projectile
trigger1 = time = [12,24]
trigger2 = time = [48,72]
trigger3 = time = [96,120]
trigger4 = time = [144,168]
trigger5 = time = [180,212]
attr = S, SP
projanim = 10140
projhitanim = -1
projid = 10140
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 25,-88
projscale = 2,1
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 1]
type = Projectile
triggerall = palno = [11,12]
trigger1 = time = [12,24]
trigger2 = time = [48,72]
trigger3 = time = [96,120]
trigger4 = time = [144,168]
trigger5 = time = [180,220]
attr = S, SP
projanim = 10140
projhitanim = -1
projid = 10140
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 25,-88
projscale = 2,1
velocity = 0
animtype  = Light
damage    = 30,5
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1
p2stateno = 213000

[state 11332] 
type = targetlifeadd 
triggerall = palno = [11,12]
trigger1 = time > 5
trigger1 = (gametime%2) = 1
value = -2
pausemovetime = 9990000 
supermovetime = 9990000
absolute = 1

[State 10121]
type = Explod
trigger1 = time = 0
anim = 10100
id = 211
postype = p1
pos = 15,-85
sprpriority = 999999999
supermove = 0
removetime = 220
ownpal = 1
removeongethit = 0
bindtime = -1

[State 10121]
type = Explod
trigger1 = time = 0
anim = 10100
id = 211
postype = p1
pos = 15,-85
sprpriority = 999999999
supermove = 0
removetime = 220
ownpal = 1
removeongethit = 0
bindtime = -1
scale = 0.75,0.75

[State 10121]
type = Explod
trigger1 = time = 0
anim = 10110
id = 211
postype = p1
pos = 25,-85
sprpriority = 999999999
supermove = 0
removetime = 220
ownpal = 1
removeongethit = 0
bindtime = -1
scale = 0.85,0.85

[State 10121]
type = Explod
trigger1 = time > 0
trigger1 = time <= 220
trigger1 = time%19 = 2
anim = 26550
bindtime = -1
ontop = 1

[State 10121]
type = Explod
trigger1 = time = 0
anim = 22068
id = 211
postype = p1
pos = 15,-85
sprpriority = 999999999
supermove = 0
removetime = 220
ownpal = 1
removeongethit = 0
bindtime = -1

[State 10121]
type = Explod
trigger1 = time = 0
anim = 22067
id = 211
sprpriority = 99
postype = p1
pos = 25,0
bindtime = -1
removetime = 220
supermove = 0
under = 0
ownpal = 1

[State 10121]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(59)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1]
type = EnvShake
trigger1 = (GameTime%3) = 1
time = 5
ampl = -3
freq = 95
phase = 95

[state a]
type = changestate
trigger1 = time = 220
value = 10122

;------------------------------------------------
; 終了
[Statedef 10122]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2302
ctrl = 0

[State 20000];無敵
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

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

[Statedef 213000]
type    = A
movetype= H
physics = N
velset = 0,0

[State 20000]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 20000]
type = NotHitBy
trigger1 = 1
value2 = SCA
ignorehitpause = 1

[State 20000]
type = ChangeState
triggerall = name = "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[State 20000]
type = DestroySelf
triggerall = name = "The black sun of Alsiel"
triggerall = ishelper
trigger1 = 1
ignorehitpause = 1

[State 20000]
type = LifeAdd
triggerall = name != "The black sun of Alsiel"||name = "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = 1
value = -3
ignorehitpause = 1

[State 20000]
type = PowerAdd
triggerall = name != "The black sun of Alsiel"||name = "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = 1
value = -6
ignorehitpause = 1

[State 20000]
type = SelfState
triggerall = name != "The black sun of Alsiel"||name = "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = enemy,name = "The black sun of Alsiel"
trigger1 = enemy,stateno != 10121
trigger2 = enemy,name != "The black sun of Alsiel"
value = 5050
ignorehitpause = 1

[State 20000]
type = ChangeState
triggerall = name != "The black sun of Alsiel"||name = "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = lose
value = 5150
ignorehitpause = 1

[State 20000]
type = AssertSpecial
trigger1 = name != "The black sun of Alsiel"||name = "The black sun of Alsiel"
trigger1 = ishelper
flag = invisible
ignorehitpause = 1

[State 20000]
type = BindToTarget
triggerall = name != "The black sun of Alsiel"||name = "The black sun of Alsiel"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = BindToParent
triggerall = name != "The black sun of Alsiel"||name = "The black sun of Alsiel"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = BindToRoot
triggerall = name != "The black sun of Alsiel"||name = "The black sun of Alsiel"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = VelSet
triggerall = name != "The black sun of Alsiel"||name = "The black sun of Alsiel"
triggerall = ishelper
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 20000]
type = PosSet
triggerall = name != "The black sun of Alsiel"||name = "The black sun of Alsiel"
triggerall = ishelper
trigger1 = 1
x = 0
y = 2500
ignorehitpause = 1

[State 20000]
type = Projectile
triggerall = name != "The black sun of Alsiel"||name = "The black sun of Alsiel"
triggerall = ishelper
trigger1 = 1
projanim = anim
projid = 18446744073709551616
projremove = 1
projremovetime = -1
projpriority = 99999
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999,99999
offset = 0,2500
attr = C,ST
hitflag = MAFPD
sparkno = -1
numhits = 0
p1stateno = (5000*lose)+50
persistent = 1
ignorehitpause = 1

[State 20000]
type = DestroySelf
triggerall = name != "The black sun of Alsiel"||name = "The black sun of Alsiel"
triggerall = ishelper
trigger1 = enemy,name = "The black sun of Alsiel"
trigger1 = enemy,stateno != 10121
trigger2 = enemy,name != "The black sun of Alsiel"
trigger3 = lose
ignorehitpause = 1

[Statedef 313000]
anim = 10140

[State 2000]
type = BindToRoot
trigger1 = 1
pos = 25,-88
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 213000
pausetime = 0,10
ignorehitpause = 1

[State 10000]
type = targetdrop
trigger1 = target,ishelper
ignorehitpause = 1

[state 2000]
type = destroyself
trigger1 = time > 190
ignorehitpause = 1

[State 2000]
type = DestroySelf
trigger1 = time > 180
trigger2 = root,stateno != 10121
ignorehitpause = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;　闇を降らす
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 2000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22061
ctrl = 0
poweradd = -5000

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

[State a];ライフバー等を消去
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2= nofg
ignorehitpause = 1

[State 3100];超必殺技発動の時間停止
type = SuperPause
trigger1 = AnimElem = 4
anim = -1
movetime = 30
time = 30
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,58
volume = -100

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 30
value = 10000,65
volume = 255

[State 1000, 5]
type = Explod
trigger1 = time = 30
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 30
anim = 1931
sprpriority = 0
postype = p1
pos = 0,-95
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 23000]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2

[state 2000]
type = changestate
trigger1 = animtime = 0
value = 2001
;-------------------------------------------------------------------------------------------------------
;攻撃中
[Statedef 2001]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 99998
ctrl = 0

[State 2001]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
ignorehitpause = 1

[State 23000]
type = EnvColor
trigger1 = time <= 230
ignorehitpause = 1
value = 255,255,255
under = 2

[State -2]
type = BGPalFx
trigger1 = time <= 230
add = 256,256,256
sinadd = -256,-256,-256,480
time = 120
ignorehitpause = 1

[State -2]
type = EnvShake
trigger1 = Time = 30
trigger2 = Time = 60
trigger3 = Time = 74
trigger4 = Time = 88
trigger5 = Time = 96
trigger6 = Time = 112
trigger7 = Time = 120
trigger8 = Time = 126
trigger9 = Time = 130
trigger10 = Time = 140
trigger11 = Time = 155
trigger12 = Time = 170
trigger13 = Time = 180
trigger14 = Time = 202
time = 10
ampl = -10
freq = 95
phase = 95

[State -2]
type = PlaySnd
trigger1 = Time = 30
trigger2 = Time = 60
trigger3 = Time = 74
trigger4 = Time = 88
trigger5 = Time = 96
trigger6 = Time = 112
trigger7 = Time = 120
trigger8 = Time = 126
trigger9 = Time = 130
trigger10 = Time = 140
trigger11 = Time = 155
trigger12 = Time = 170
trigger13 = Time = 180
trigger14 = Time = 202
value = 10000,24
ignorehitpause = 1

[State -2]
type = PlaySnd
trigger1 = Time = 30
trigger2 = Time = 60
trigger3 = Time = 74
trigger4 = Time = 88
trigger5 = Time = 96
trigger6 = Time = 112
trigger7 = Time = 120
trigger8 = Time = 126
trigger9 = Time = 130
trigger10 = Time = 140
trigger11 = Time = 155
trigger12 = Time = 170
trigger13 = Time = 180
trigger14 = Time = 202
value = 10000,53
ignorehitpause = 1

[State -2]
type = PlaySnd
trigger1 = Time = 30
trigger2 = Time = 60
trigger3 = Time = 74
trigger4 = Time = 88
trigger5 = Time = 96
trigger6 = Time = 112
trigger7 = Time = 120
trigger8 = Time = 126
trigger9 = Time = 130
trigger10 = Time = 140
trigger11 = Time = 155
trigger12 = Time = 170
trigger13 = Time = 180
trigger14 = Time = 202
value = 11,1
ignorehitpause = 1

[State -2]
type = PlaySnd
trigger1 = Time = 30
trigger2 = Time = 60
trigger3 = Time = 74
trigger4 = Time = 88
trigger5 = Time = 96
trigger6 = Time = 112
trigger7 = Time = 120
trigger8 = Time = 126
trigger9 = Time = 130
trigger10 = Time = 140
trigger11 = Time = 155
trigger12 = Time = 170
trigger13 = Time = 180
trigger14 = Time = 202
value = 10000,54
ignorehitpause = 1

[State -2]
type = PlaySnd
trigger1 = Time = 202
value = 10000,55
freqmul = 1.5
volume = 255
ignorehitpause = 1

[State -2]
type = PlaySnd
trigger1 = Time = 202
value = 10000,56
freqmul = 2
volume = 255
ignorehitpause = 1

[State -2]
type = PlaySnd
trigger1 = Time = 202
value = 10000,57
volume = 255
ignorehitpause = 1

[State -2]
type = Explod
trigger1 = time = 0
anim = 29990
id = 29990
postype = left
trans = sub
scale = 1.0,1.0714285714285714285714285714286
bindtime = -1
ontop = 1
ignorehitpause = 1

[state -2]
type = palfx
triggerall = !ishelper
trigger1 = 1
time = 1
ignorehitpause = 1

[state 1]
type = targetvelset
triggerall = palno != 1
triggerall = numtarget
trigger1 = 1
x = 0
ignorehitpause = 1

[State 1]
type = targetLifeAdd
triggerall = palno != 1
trigger1 = numtarget&&!target,ishelper
value = -99999999999999999999999
absolute = 1
ignorehitpause = 1
[State 1]
type = targetpoweradd
triggerall = palno != 1
trigger1 = 1
value = -99999999999999999999999
absolute = 1
ignorehitpause = 1
[state 11332] 
type = targetlifeadd
triggerall = palno = [11,12]
triggerall = numtarget
trigger1 = p2stateno != 100000000
trigger1 = (GameTime%7) = 1
value = -2
pausemovetime = 9990000 
supermovetime = 9990000
absolute = 1
[State 2000]
type = ReversalDef
triggerall = !ishelper&&palno = [11,12]
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
pausetime = 0,2
p2stateno = 100000000
ignorehitpause = 1

[state 1]
type = varset
triggerall = palno != 1
trigger1 = time<150&&enemy,movereversed
fv = 18
value = 1
ignorehitpause = 1
[state 1]
type = targetstate
triggerall = palno != 1
trigger1 = fvar(18)!=0&&enemy,alive&&time<150
value = 24505
ignorehitpause = 1
[state 1]
type = targetstate
trigger1 = roundstate>=3&&numtarget&&!enemy,alive&&!enemy,ishelper
value = 5150
ignorehitpause = 1

[State 1]
type = helper
triggerall = roundstate = 2 && palno != 1
trigger1 = numhelper(500002) = 0
id = 500002
persistent = 0
name = "Tomkiller"
pos = 0,0
postype = P1
stateno = 500002
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State seresuta01]
type = helper
trigger1 = time = 0
id = 22220
name = "Seresuta01"
pos = 160,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State seresuta01]
type = helper
trigger1 = time = 30
id = 22220
name = "Seresuta01"
pos = 160,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State seresuta01]
type = helper
trigger1 = time = 45
id = 22220
name = "Seresuta01"
pos = 160,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State seresuta02]
type = helper
trigger1 = time = 60
id = 22220
name = "Seresuta02"
pos = 65,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State seresuta03]
type = helper
trigger1 = time = 74
id = 22220
name = "Seresuta03"
pos = 257,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State seresuta04]
type = helper
trigger1 = time = 88
id = 22220
name = "Seresuta04"
pos = 20,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State seresuta05]
type = helper
trigger1 = time = 96
id = 22220
name = "Seresuta05"
pos = 194,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State seresuta06]
type = helper
trigger1 = time = 100
id = 22220
name = "Seresuta06"
pos = 94,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State seresuta07]
type = helper
trigger1 = time = 112
id = 22220
name = "Seresuta07"
pos = 164,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State seresuta08]
type = helper
trigger1 = time = 116
id = 22220
name = "Seresuta08"
pos = 18,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State seresuta09]
type = helper
trigger1 = time = 120
id = 22220
name = "Seresuta09"
pos = 104,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State seresuta10]
type = helper
trigger1 = time = 124
id = 22220
name = "Seresuta10"
pos = 64,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State seresuta11]
type = helper
trigger1 = time = 126
id = 22220
name = "Seresuta11"
pos = 194,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State seresuta12]
type = helper
trigger1 = time = 134
id = 22220
name = "Seresuta12"
pos = 284,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State seresuta13]
type = helper
trigger1 = time = 136
id = 22220
name = "Seresuta13"
pos = 306,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State seresuta14]
type = helper
trigger1 = time = 140
id = 22220
name = "Seresuta14"
pos = 104,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State seresuta15]
type = helper
trigger1 = time = 156
id = 22220
name = "Seresuta15"
pos = 150,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1
[State seresuta16]
type = helper
trigger1 = time = 156
id = 22220
name = "Seresuta16"
pos = 200,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1
[State seresuta17]
type = helper
trigger1 = time = 156
id = 22220
name = "Seresuta17"
pos = 257,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State seresuta18]
type = helper
trigger1 = time = 164
id = 22220
name = "Seresuta18"
pos = 40,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State seresuta19]
type = helper
trigger1 = time = 174
id = 22220
name = "Seresuta19"
pos = 24,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1
[State seresuta20]
type = helper
trigger1 = time = 174
id = 22220
name = "Seresuta20"
pos = 64,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1
[State seresuta21]
type = helper
trigger1 = time = 174
id = 22220
name = "Seresuta21"
pos = 155,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State seresuta22]
type = helper
trigger1 = time = 182
id = 22220
name = "Seresuta22"
pos = 274,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State seresuta23]
type = helper
trigger1 = time = 200
id = 22220
name = "Seresuta23"
pos = 166,-240
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[state z]
type = changestate
trigger1 = time >= 230
value = 2002

;---------------------------------------------------------------------------
;終了
[Statedef 2002]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22062
ctrl = 0

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 22066
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 1932
sprpriority = 0
postype = p1
pos = 0,-95
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 2002]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state 2002]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;無敵記載とか保険＜＜＜＜＜＜＜＜＜＜＜
[State 20000];無敵
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

;-------------------------------------------------------------------------------------------------------
[Statedef 22220]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 30000

[State 22220]
type = Projectile
triggerall = IsHelper(22220)&&root,palno=1
trigger1 = time > 0
trigger1 = time <= 10
trigger1 = gametime%3 = 0
attr = S, HA
projanim = 30000
projhitanim = -1
projid = 22220
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 99999999999999999999999999999999999999999999999999,(random<=40)*(random%250)
getpower = 0,0
givepower = 0,0
guardflag = M
numhits = 1
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = ceil((p2dist X)-2),floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 49000
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
[State 22220]
type = ReversalDef
trigger1 = IsHelper(22220)&&root,palno=1
reversal.attr = SCA,AA,AT,AP
numhits = 0
sparkno = s7014
hitsound = s120,1
p2stateno = 49000
ignorehitpause = 1

[State 22220]
type = Projectile
triggerall = IsHelper(22220)&&root,palno!=1
trigger1 = time > 0
trigger1 = time <= 10
trigger1 = gametime%3 = 0
attr = S,HA
projanim = 30000
projhitanim = -1
projid = 22220
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.099 * enemy,Const(data.life)),Ceil(0.005 * enemy,Const(data.life))
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = 
numhits = 1
hitflag = MAFPD
pausetime = 2,1
sparkno = -1
hitsound   = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
[State 22220]
type = Projectile
trigger1 = IsHelper(22220)&&root,palno!=1
trigger1 = time > 0
trigger1 = time <= 10
trigger1 = gametime%3 = 0
attr = S,HA
projanim = 30000
projhitanim = -1
projid = 22220
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 99999999999999999999999999999999999999999999999999
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = 
numhits = 1
hitflag = MAFPD
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = ceil((p2dist X)-2),floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 49000
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 22220]
type = hitdef
triggerall = ishelper(22220)&&root,palno!=1
trigger1 = time > 10
trigger1 = 1
damage = 2147483648
attr = A,AA
hitflag = MAFPD
sparkno = -1
hitsound = -1
ground.type = none
air.type = none
getpower = 0, 0
ignorehitpause = 1
[state 22220]
type = hitdef
triggerall = ishelper(22220)&&root,palno!=1
trigger1 = time > 10
trigger1 = 1
damage = 2147483648
attr = A,AA
hitflag = MAFPD
sparkno = -1
hitsound = -1
ground.type = none
air.type = none
getpower = 0, 0
p2stateno = 49000
ignorehitpause = 1

[State 22220]
type = targetLifeAdd
triggerall = IsHelper(22220)&&root,palno!=1
trigger1 = numtarget&&!target,ishelper
value = -99999999999999999999999
absolute = 1
ignorehitpause = 1
[State 22220]
type = targetpoweradd
triggerall = IsHelper(22220)&&root,palno!=1
trigger1 = 1
value = -99999999999999999999999
absolute = 1
ignorehitpause = 1

[state 22220]
type = destroyself
trigger1 = time >= 15
trigger2 = root,stateno != 2001
ignorehitpause = 1

[Statedef 500002]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 40010
ownpal = 1

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

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

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

[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,2
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 24504
ignorehitpause = 1

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

[State 1]
type = targetpowerAdd
trigger1 = 1
value = -(enemy,Const(data.power))
ignorehitpause = 1

[State 1]
type = targetLifeAdd
triggerall = numtarget&&!target,ishelper
trigger1 = (gametime%(1+((root,time<150)*3)))=1
value = -99999999999999999999999999999
absolute = 1
ignorehitpause = 1

[state 1]
type = targetstate
trigger1 = root,stateno=22050&&root,time>=150
value = 24505
ignorehitpause = 1
[state 1]
type = targetstate
trigger1 = var(11)!=0
trigger1 = enemy,alive&&root,time<150
value = 24505
ignorehitpause = 1

[State 1]
type = Projectile
trigger1 = root,stateno=22050&&(root,time=[30,170])&&var(10)!=0
trigger1 = (GameTime%6)=1
attr = S, NA
projanim = 40010
projhitanim = -1
projid = 22220
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
numhits = 0
damage    = 99999999999999999999999999999999999999999999999999
getpower = 0,0
givepower = -(enemy,Const(data.power))
hitflag = MAFPD
guardflag = 
pausetime = 2,1
guard.pausetime = 2,1
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -0.2,-0.5
air.velocity = -0.2,-0.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000
ignorehitpause = 1

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

[state 1]
type = destroyself
trigger1 = root,stateno != 2001
ignorehitpause = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;ジェノサイド・フォール
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 2100]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2201
ctrl = 0
poweradd = -4000

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "OmegaTH"	;オメガトムハンクス
trigger2 = p2name = "youwilldiemortal"	;Abomb_defeatable
trigger3 = p2name = "D.O.G."	;Goddess Justice
trigger4 = p2name = "MUAHAHAHAHAHAHAHAHA";Abomb
trigger5 = p2name = "Ultimate Chimera";uchimera
value = 2000

[State a];ライフバー等を消去
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2= nokoslow
flag3= nofg
ignorehitpause = 1

[State 3100];超必殺技発動の時間停止
type = SuperPause
trigger1 = AnimElem = 4
anim = -1
movetime = 30
time = 30
ignorehitpause = 1

[State a]
type = Helper
trigger1 = AnimElem = 4
stateno = 313700
pos = 0,-120
ownpal = 1
helpertype = player
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 23000]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,33

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,30
value = 255

[state 2000]
type = changestate
trigger1 = animtime = 0
value = 2101

;無敵記載とか保険＜＜＜＜＜＜＜＜＜＜＜
[State 20000];無敵
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

;---------------------------------------------------------------------------
;攻撃
;---------------------------------------------------------------------------
[Statedef 2101]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2206
ctrl = 0

[State 2101]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nokoslow
ignorehitpause = 1

[State 23000]
type = EnvColor
trigger1 = time <= 260
ignorehitpause = 1
value = 255,255,255
under = 2

[State ]
type = BGPalFx
trigger1 = time <= 260
add = 256,256,256
sinadd = -256,-256,-256,480
time = 120
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,0
volume = 250
channel = 6

[State 2125]
type = PlaySnd
trigger1 = Time = 0
value = 10000,60
freqmul = 0.8+((random%2)*0.1)
volume = 200

[State ]
type = Explod
trigger1 = time = 0
anim = 13046
id = 13046
sprpriority = 9999999999999999
postype = left
scale=1.0,1.0
removetime=260
pos = 160,100
bindtime = -1
under = 0
trans = sub
ownpal = 1
ontop = 1
ignorehitpause = 1

[State ]
type = Explod
trigger1 = time = 0
anim = 24000
id = 24000
sprpriority = 9999999999999999
postype = left
scale=0.9,0.9
removetime=260
pos = 160,100
bindtime = -1
under = 0
trans = sub
ownpal = 1
ontop = 1
ignorehitpause = 1

[State ]
type = Explod
trigger1 = time = 260
anim = 13048
id = 13048
sprpriority = 9999999999999999
postype = left
scale=1.0,1.0
pos = 160,100
bindtime = -1
under = 0
trans = sub
ownpal = 1
ontop = 1
ignorehitpause = 1

[State 1];拡散する光の粒-7
type = Explod
trigger1 = time < 360
trigger1 = Gametime%2 = 0
anim = 22132
sprpriority = 99999999999997
ownpal = 1
ontop = 1
postype = left
pos = 160,100
vel = -7+ (random%14),-7 + (random%14)
facing = -1
id = 2601
scale = 0.3,0.3
trans = sub

[State 1];拡散する光の粒-6
type = Explod
trigger1 = time < 360
trigger1 = Gametime%2 = 0
anim = 22132
sprpriority = 99999999999997
ownpal = 1
ontop = 1
postype = left
pos = 160,100
vel = -6+ (random%12),-6 + (random%12)
facing = -1
id = 2601
scale = 0.3,0.3
trans = sub

[State 1];拡散する光の粒-5
type = Explod
trigger1 = time < 360
trigger1 = Gametime%2 = 0
anim = 22132
sprpriority = 99999999999997
ownpal = 1
ontop = 1
postype = left
pos = 160,100
vel = -5+ (random%10),-5 + (random%10)
facing = -1
id = 2601
scale = 0.3,0.3
trans = sub

[State 1];拡散する光の粒-4
type = Explod
trigger1 = time < 360
trigger1 = Gametime%2 = 0
anim = 22132
sprpriority = 99999999999997
ownpal = 1
ontop = 1
postype = left
pos = 160,100
vel = -4 + (random%8),-4 + (random%8)
facing = -1
id = 2601
scale = 0.3,0.3
trans = sub

[State 1];拡散する光の粒-3
type = Explod
trigger1 = time < 360
trigger1 = Gametime%2 = 0
anim = 22132
sprpriority = 99999999999997
ownpal = 1
ontop = 1
postype = left
pos = 160,100
vel = -3 + (random%6),-3 + (random%6)
facing = -1
id = 2601
scale = 0.3,0.3
trans = sub

[State 2001]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[state proj]
type = Projectile
trigger1 = time > 0
trigger1 = time <= 240
trigger1 = GameTime%3 = 0
projanim = 40010
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = 99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 89031

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

[state target]
type = targetlifeadd
triggerall = numtarget > 0
trigger1 = gametime%60 = [15,45]
value = -100000000000000000000000000000000000000000000000
ignorehitpause = 1
Absolute = 1

[state target]
type = targetstate
triggerall = numtarget > 0
trigger1 = 1
value = 20007 + (gametime%60<20) + (gametime%60<40)
ignorehitpause = 1

[state 1]
type = targetstate
trigger1 = roundstate>=3&&numtarget&&!enemy,alive&&!enemy,ishelper
value = 5150
ignorehitpause = 1

[State reversal]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,0
HitSound          = -1
p2stateno = 20007 + (gametime%60<20) + (gametime%60<40)
palfx.time = 60
palfx.add = 100,-180,-180
palfx.sinadd = -80,-80,-80,10
ignorehitpause = 1

[state ]
type = changestate
trigger1 = time >= 260
value = 2102

[State 20000];無敵
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

;---------------------------------------------------------------------------
;終了
;---------------------------------------------------------------------------
[Statedef 2102]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0

[State 2002]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state 2002]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 20000];無敵
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; グラヴィティージャッジメント
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 2200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2201
ctrl = 0
poweradd = -6000

[State p2name]
type = null;changestate
triggerall = time = 0
trigger1 = p2name = "OmegaTH"	;オメガトムハンクス
trigger2 = p2name = "youwilldiemortal"	;Abomb_defeatable
trigger3 = p2name = "D.O.G."	;Goddess Justice
trigger4 = p2name = "MUAHAHAHAHAHAHAHAHA";Abomb
trigger5 = p2name = "Ultimate Chimera";uchimera
value = 2000

[State 2200]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 2200]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2= nokoslow
flag3= nofg
ignorehitpause = 1

[State 2200]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 32
time = 32
ignorehitpause = 1

[State 2300]
type = Explod
trigger1 = time = 10
anim = 13048
sprpriority = 99999
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2300]
type = Explod
trigger1 = time = 0
anim = 13046
sprpriority = 99999
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2300]
type = Explod
trigger1 = Time = 0
anim = 28100
sprpriority = 999
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 22102
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22102
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,46

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,58

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,47

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,53

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,73

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,70

[state 2200]
type = changestate
trigger1 = animtime = 0
value = 2201

;---------------------------------------------------------------------------
;攻撃
;---------------------------------------------------------------------------

[Statedef 2201]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 15
anim = 2206
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State a]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
ignorehitpause = 1

[State a]
type = BGPalFx
trigger1 = time = 0
add = -256,-256,-256
time = 240
ignorehitpause = 1

[state -2]
type = palfx
triggerall = !ishelper
trigger1 = 1
time = 1
ignorehitpause = 1

[State 3040, 7]
type = envcolor
trigger1 = 1
ignorehitpause = 1
time = 20
value = 0,0,0
under = 2

[State 2201]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2200,1
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 20
value = 2563,5
channel = 10

[State 2201]
type = Explod
trigger1 = time = 0
anim = 10130
id = 10130
postype = left
bindtime = -1
ontop = 1
trans = add
ignorehitpause = 1

[State 2201]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0]
Type = Projectile
TriggerAll = !IsHelper
Trigger1 = 1
Projanim = 40010
Affectteam = F
Projremove = 1
Projremovetime = 1
Attr = A,HP
Postype = p1
Pos = 0,0
sparkno = -1
sparkxy = 999999999,999999999
pausetime = 0,0
Numhits = 1
Hitflag = MAFPD
P2stateno = 1234512302
Ignorehitpause = 1

[State -1]
type = targetpowerAdd
trigger1 = 1
value = -9999999999999999999999999999999999999999999999
absolute = 1
ignorehitpause = 1

[state 2202]
type = changestate
trigger1 = time >= 240
value = 2202

;---------------------------------------------------------------------------
;終了
;---------------------------------------------------------------------------

[Statedef 2202]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0

[State 2202]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 2202]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state 2202]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


[Statedef -2]

[State -2, Y座標自己修復]
type = PosSet
triggerall = RoundState = 2
trigger1 = stateno = [0,12]      
trigger1 = floor(Pos Y) = [-2,3]
y = 0

[State -2, Y座標自動修正]
type = PosAdd
triggerall = RoundState = 2
triggerall = Life < 1000     
trigger1 = stateno = [0,30]
trigger1 = floor(Pos Y) < -2
y = 2

[State -2, Y座標自動修正]
type = PosAdd
triggerall = RoundState = 2
triggerall = Life < 1000
trigger1 = stateno = [0,30]
trigger1 = floor(Pos Y) > 2
y = -2

[State -2, Y座標強制修復]
type = ChangeState
triggerall = RoundState = 2
triggerall = ctrl = 0
triggerall = alive = 1
triggerall = !Lose
trigger1 = Pos Y < -1480
trigger1 = GameTime % 10 = 0
trigger2 = Pos Y > 480
trigger2 = GameTime % 10 = 0
value = 40

[State -2]
type = assertspecial
triggerall =numhelper(1003000)
trigger1 =(movetype=H&&helper(1003000),var(1)>1||var(58) != 2*gametime&&helper(1003000),var(1)>1||roundstate>=2&&!alive&&helper(1003000),var(1)>1)
flag = noko
ignorehitpause = 1

[State -2]
Type = AssertSpecial
triggerall = !ishelper
Triggerall = roundstate != 2 && alive
Trigger1 = numenemy
Trigger1 = enemynear,life != 0 || !enemynear,alive
Flag = noko
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = roundstate=2 && !ishelper
trigger1 = numhelper(1003000)
trigger1 = helper(1003000),var(1)-life>lifemax*0.1
value=(helper(1003000),var(1)-life)
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = roundstate = 2 && alive && !ishelper && palno=[11,12]
trigger1 = helper(1002000),var(1)-life>lifemax*0.01
value= helper(1002000),var(1)-life
ignorehitpause = 1

[State -2]
type = LifeSet
triggerall = !ishelper
triggerall = life < 1000
triggerall = alive
triggerall = enemy,life>=enemy,lifemax*0.9
trigger1 = roundstate != 2
value = lifemax
ignorehitpause = 1

[State -2]
type = SelfState
trigger1 = alive && !ishelper && palno=[11,12]
trigger1 = (movetype=H||var(40)!=gametime||helper(1002000),var(1)-life>=lifemax*0.01)
value= (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ignorehitpause = 1

[State -2]
type = SelfState
triggerall = !ishelper
trigger1 = numhelper(1003000)
trigger1 = helper(1003000),var(1)>1
trigger1 = ((stateno=[5150,5199])||var(55)!=gametime+1300&&helper(1003000),var(0)>1||!alive&&helper(1003000),var(1)>1)
value= (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ignorehitpause = 1

[State -2]
type = SelfState
triggerall = !ishelper&&palno=[11,12]
trigger1 = var(40) != gametime
trigger2 = movetype = A&&time>=450
value = 24640
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 999999999999
PauseMoveTime = 999999999999

[State -2]
type = SelfState
triggerall = (palno=[11,12]) && !ishelper
trigger1 = var(40)!=gametime || var(55) !=gametime+1300 || var(58) != 2*gametime
value= (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ignorehitpause = 1

[State -1]
type = lifeadd
triggerall = palno = [7,11] 
trigger1 = var(29)<=1 && (var(30)=0||var(30)!=0&&(palno=[7,11]))
trigger1 = numhelper(1000000) && (helper(1000000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
value = -(lifemax*(((life>=0)*0.002)+((life>=lifemax*0.02)*0.004)+((life>=lifemax*0.1)*0.01)+((life>=lifemax*0.2)*0.065)))
absolute = 1
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = alive && roundstate=2 && palno=12 && !ishelper && var(29)<=1
trigger1 = numhelper(1000000) && (helper(1000000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life >= 200
value = -10
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = alive && roundstate=2 && palno=12 && !ishelper && var(29)<=1
trigger1 = numhelper(1000000) && (helper(1000000),GetHitVar(Damage)=[1,(lifemax*0.3)])
trigger1 = stateno != [120,155]
trigger1 = life = [0,200]
value = -1
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = !ishelper
trigger1 = name = "The black sun of Alsiel"
trigger1 = enemy,life >=lifemax/2&&life<=0&&roundstate=2&&palno=[11,12]
trigger2 = var(40) != gametime&&palno=[11,12]
value = lifemax/2
ignorehitpause = 1
pausemovetime = 9999999999
supermovetime = 9999999999

[State -2]
type = PosSet
triggerall = RoundState=2 && !ishelper
trigger1 = (stateno=[0,12])||stateno=151||stateno=153
trigger1 = pos y != 0
y = 0
ignorehitpause = 1

;-------------------------------------------------------------------------------------------------------
;アーマーとかその他必須記載
;-------------------------------------------------------------------------------------------------------
[State -2];アーマーヘルパー
type = Helper
triggerall = !numhelper(1000000) && !ishelper &&  (palno=[7,12])
trigger1 = roundstate = 2
stateno = 1000000
name = "Mizuchi"
ID = 1000000
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
helpertype = player
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State -2];ライフ保存ヘルパー１
type = helper
trigger1 = !numhelper(1002000) && (palno=[6,12]) && !ishelper   
id = 1002000
persistent = 1
name = "Mizuchi"
pos = 0,0
postype = P1
stateno = 1002000
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999

[State -2];ライフ保存ヘルパー２
type = helper
trigger1 =!ishelper && !numhelper(1003000)
id = 1003000
persistent = 1
name = "Mizuchi"
pos = 0,0
postype = P1
stateno = 1003000
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999

[State -2]
type = Helper
triggerall = !numhelper(1004000) && !ishelper
trigger1 = enemy,numprojid(18341966295922559541) > 0
stateno = 1004000
id = 1004000
helpertype = player
ignorehitpause = 1
[state -2]
type = Projectile
triggerall = !ishelper
triggerall = enemy,numprojid(18341966295922559541) > 0
trigger1 = 1
projanim = 40010
projremove = 0
projremovetime = 10
attr = A,AA
hitflag = MAFPD
damage = 99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 5150

[State -2]
type = AssertSpecial
trigger1 = !ishelper
flag = NoStandGuard
flag2 = NoCrouchGuard
flag3 = NoairGuard
ignorehitpause = 1

[State -2]
type = NotHitBy
triggerall = !IsHelper
trigger1 = RoundState != 2
trigger2 = var(3) != 99781561
value = SCA
ignorehitpause = 1

[state -2]
type = NotHitBy
trigger1 = (palno=[7,12]) && !ishelper
value = SCA
time = -1
ignorehitpause = 1

[State -2]
type = HitOverride
trigger1 = !ishelper&&(palno=[7,12])
time = -1
attr = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP,AA,AT,AP
stateno = stateno
ignorehitpause = 1

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

[State -2]
type = statetypeset
triggerall = ishelper
trigger1 = var(58) != 2*gametime
trigger2 = gethitvar(damage)
movetype = I
ignorehitpause = 1

[State -2]
type = SelfState
triggerall = ishelper
trigger1 = var(58) != 2*gametime
trigger2 = movetype = H
trigger3 = anim = [5000,5150]
trigger4 = stateno = [5000,5150]
value = 0
ignorehitpause = 1

[State -2]
type = varset
triggerall = !Ishelper
trigger1 = roundstate = 0
var(3) = 99781561
ignorehitpause = 1

[state -2]
type = posset
triggerall = !ishelper
trigger1 = roundstate = 4
y = 0
ignorehitpause = 1

[State -2]
type = statetypeset
triggerall = !Ishelper
trigger1 = var(58) != 2*gametime
trigger2 = gethitvar(damage)
trigger3 = var(53) != 1
trigger4 = RoundState != 2
movetype = I
ignorehitpause = 1

[State -2]
type = targetLifeAdd
triggerall = !ishelper
trigger1 = 1
value = -(Ceil(0.001 * Const(data.life)))
absolute = 1
ignorehitpause = 1

[state target]
type = targetstate
triggerall = !ishelper
triggerall = roundstate = 2 && stateno = 2101
trigger1 = numtarget && (time = [0,200])
value = 20007 + (gametime%60<20) + (gametime%60<40)
ignorehitpause = 1

[state -2]
type = sprpriority
trigger1 = !ishelper
trigger1 = 1
value = 2
ignorehitpause = 1

[State -2]
Type = AssertSpecial
triggerall = !ishelper
Trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State -2]
Type = AssertSpecial
triggerall = !ishelper
Trigger1 = 1
flag = UnGuardable
ignorehitpause = 1

[State -2]
type = pause
triggerall = !ishelper&&palno=[11,12]
triggerall = alive&&enemy,alive
trigger1 = roundstate = 3
time = 60
movetime = 60
ignorehitpause = 1

[State -2]
type = superpause
triggerall = !ishelper&&palno=[11,12]
triggerall = alive&&enemy,alive
trigger1 = roundstate = 3
anim = -1
time = 60
movetime = 60
darken = 0
ignorehitpause = 1

;-------------------------------------------------------------------------------------------------------
;エフェクト関連
;-------------------------------------------------------------------------------------------------------
[State 1]
type = varrandom
triggerall = !ishelper
trigger1 = 1
range = -55,55
v = 50

[State 1]
type = varrandom
triggerall = !ishelper
trigger1 = 1
range = 0,-60
v = 51

[State 1]
type = varrandom
triggerall = !ishelper
trigger1 = 1
range = -180,180
v = 52

[State 1]
type = varrandom
trigger1 = 1
range = -40,-130
v = 59

[State -2]
Type = VarSet
triggerall = !ishelper
trigger1 = 1
var(35) = 0
IgnoreHitPause = 1
[State -2]
Type = VarSet
triggerall = !ishelper
trigger1 = Random <= 300
var(35) = 1
IgnoreHitPause = 1
[State -2]
Type = VarSet
triggerall = !ishelper
trigger1 = Random <= 300
var(35) = 2
IgnoreHitPause = 1
[State -2]
Type = VarSet
triggerall = !ishelper
trigger1 = Random <= 300
var(35) = 3
IgnoreHitPause = 1

[State 1000000]
type = PalFX
triggerall = roundstate != 0 && !ishelper
trigger1 = GameTime%80 = 0
add = 0,0,0
sinadd = 100,100,100,80
time = 80
ignorehitpause = 1

[State -2]
type = Explod
trigger1 = !ishelper&&roundstate>=2
trigger1 = fvar(32)!=1
trigger1 = !numexplod(2211325)
anim = 0
id=2211325
removetime = -1
sprpriority = 100
postype = left
pos = 0,10000
bindtime = 1
ignorehitpause =1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State -2]
type = helper
trigger1 = !ishelper&&!numhelper(44489)
id = 44489
pos = -5,-90
postype = P1
stateno = 44490
ownpal = 1
ignorehitpause = 1
helpertype = player
size.xscale = 0.32
size.yscale = 0.32
pausemovetime = 99999999
supermovetime = 99999999

[State -2]
type = helper
trigger1 = !ishelper&&!numhelper(44490)
id = 44490
pos = -5,-90
postype = P1
stateno = 44490
ownpal = 1
ignorehitpause = 1
helpertype = player
size.xscale = 0.21
size.yscale = 0.21
pausemovetime = 99999999
supermovetime = 99999999

[State -2]
type = helper
trigger1 = !ishelper&&!numhelper(10170)
id = 10170
pos = -5,-90
postype = P1
stateno = 10170
ownpal = 1
ignorehitpause = 1
helpertype = player
pausemovetime = 99999999
supermovetime = 99999999

[State -2]
type = helper
trigger1 = !ishelper&&!numhelper(28200)
id = 28200
pos = -5,-90
postype = P1
stateno = 28200
ownpal = 1
ignorehitpause = 1
helpertype = player
pausemovetime = 99999999
supermovetime = 99999999

[State 11];光の粒
type = Explod
triggerall = anim = 0 && !ishelper
trigger1 = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22131
id = 11
sprpriority = 10
postype = p1
pos = var(50),var(51)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 0,-3
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 11];光の粒
type = Explod
triggerall = anim = 0 && !ishelper
trigger1 = time >= 0
trigger1 = (GameTime%20) = 1
anim = 22123
id = 11
sprpriority = 99
postype = p1
pos = 0,-85
bindtime = -1 
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 11];光の粒
type = Explod
triggerall = anim = 0 && !ishelper
trigger1 = time >= 0
trigger1 = (GameTime%35) = 1
anim = 22123
id = 11
sprpriority = 99
postype = p1
pos = 20,-60
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 11];光の粒
type = Explod
triggerall = anim = 0 && !ishelper
trigger1 = time >= 0
trigger1 = (GameTime%30) = 1
anim = 22123
id = 11
sprpriority = 99
postype = p1
pos = -20,-40
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 11];光の粒
type = Explod
triggerall = anim = 0 && !ishelper
trigger1 = time >= 0
trigger1 = (GameTime%40) = 1
anim = 22122
id = 11
sprpriority = 99
postype = p1
pos = -10,-10
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 11];光の粒
type = Explod
triggerall = anim = 0 && !ishelper
trigger1 = time >= 0
trigger1 = (GameTime%46) = 1
anim = 22122
id = 11
sprpriority = 99
postype = p1
pos = -10,-10
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 11];光の粒
type = Explod
triggerall = anim = 0 && !ishelper
trigger1 = time >= 0
trigger1 = (GameTime%49) = 1
anim = 22122
id = 11
sprpriority = 99
postype = p1
pos = 0,-30
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 11];光の粒
type = Explod
triggerall = anim = 0 && !ishelper
trigger1 = time >= 0
trigger1 = (GameTime%46) = 1
anim = 22124
id = 11
sprpriority = 99
postype = p1
pos = 10,-10
bindtime = -1 
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 11];光の粒
type = Explod
triggerall = anim = 0 && !ishelper
trigger1 = time >= 0
trigger1 = (GameTime%38) = 1
anim = 22124
id = 11
sprpriority = 99
postype = p1
pos = 10,-10
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 11];光の粒
type = Explod
triggerall = anim = 0 && !ishelper
trigger1 = time >= 0
trigger1 = (GameTime%42) = 1
anim = 22124
id = 11
sprpriority = 99
postype = p1
pos = 0,-30
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state a];時間カウント
type = varadd
triggerall = !ishelper && (palno=[7,12])
trigger1 = roundstate = 2
v = 54
value = 1
IgnoreHitPause = 1

[State a];時間カウント
type = varset
triggerall = !ishelper && (palno=[7,12])
trigger1 = roundstate != 2
trigger2 = roundstate = 2 && fvar(32)!= 1
trigger3 = roundstate = 2 && fvar(32)!= 0 && var(54)>=6700
v = 54
value = ((roundstate=2&&fvar(32)!=1)*5800)
IgnoreHitPause = 1

[state 1]
type = varset
trigger1 = stateno!=22050
fv = 18
value = 0
ignorehitpause = 1

[state -2]
type = varset
trigger1 = numtarget&&target,ishelper=0
fv = 20
value = (RoundState<=2)
ignorehitpause = 1

[State 1];パワー維持用
type = varset
triggerall = !ishelper && (palno=[7,12])
trigger1 = RoundState = 2 && (GameTime%50) = 1
trigger2 = RoundState != 2
fv = 22
value = 0+((RoundState = 2)*enemy,life)
ignorehitpause = 1

[State 1];パワー維持用
type = varset
triggerall = var(54) < 5700 && !ishelper && (palno=[7,12])
trigger1 = RoundState = 2 && (GameTime%55) = 1
trigger1 = fvar(22) != 0 && enemy,life >= fvar(22)
trigger2 = fvar(22) != 0 && enemy,life < fvar(22)
trigger3 = RoundState != 2
fv = 23
value = IfElse((RoundState = 2),IfElse((fvar(22) != 0 && enemy,life < fvar(22)),0,1),0)
ignorehitpause = 1

[state 1];パワー維持用
type = varadd
triggerall = !ishelper && (palno=[7,12])
trigger1 = roundstate = 2 && fvar(23) = 1 && var(54) < 5700
fv = 24
value = 1+((enemy,life>=enemy,lifemax&&enemy,power>=enemy,powermax)*80)
ignorehitpause = 1

[State 1];パワー維持用
type = varset
triggerall = !ishelper && (palno=[7,12])
trigger1 = roundstate != 2 || fvar(23) = 0 || numtarget || var(54) >= 5700
fv = 24
value = 0
ignorehitpause = 1

[state -2]
type = varset
trigger1 = RoundState <= 2 && anim = 0 && ctrl = 0 && var(54) <= 40
trigger1 = enemynear,movetype=A&&(enemynear,numproj>=1||enemynear,numhelper>=1)||enemynear,anim!=0&&p2bodydist X <= 60||enemynear,vel x != 0
trigger2 = RoundState>=3
fv = 25
value = (RoundState<=2)
ignorehitpause = 1

[state -1]
type = varset
trigger1 = fvar(28)!=[0,2]
fv = 28
value = 0
ignorehitpause = 1

[state -1]
type = varset
trigger1 = fvar(28)!=0&&(fvar(24)>=2150&&var(54)>=2150||fvar(25)=1||fvar(29)!=0&&RoundState<=2&&var(54)<=40&&random<=100)
fv = 28
value = 0
ignorehitpause = 1

[state -1]
type = varset
trigger1 = roundstate>=3&&(drawgame||lose||win)
fv = 29
value = (!win)
ignorehitpause = 1

[State 1];時間カウント用
type = varset
triggerall = !ishelper && (palno=[7,12])
trigger1 = roundno = 1 && roundstate < 2
trigger2 = roundstate >= 2 && var(58)!=2*gametime
fv = 32
value = 1-(roundstate>=2&& var(58)!=2*gametime)
ignorehitpause = 1

[State 1]
type = varset
triggerall = !ishelper && (palno=[7,12])
trigger1 = numexplod(2211325)
fv = 32
value = 0
ignorehitpause = 1

[State -2];パワー維持
type = varset
triggerall = !ishelper && (palno=[7,12])
trigger1 = GameTime%20 = 1
fv = 35
value = power
ignorehitpause = 1

[State 1]
type = varset
triggerall = !ishelper
trigger1 = (helper(166666),stateno=166667)&&enemy,numhelper>=2&&enemy,movetype=A
fv = 36
value = enemy,stateno
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state -2]
type = varadd
triggerall = !ishelper
trigger1 = 1
v = 29
value = -1
ignorehitpause = 1

[State -2]
type = attackMulSet
triggerall = !ishelper
trigger1 = 1
value = 1+(var(29)>=1)
ignorehitpause = 1

[State -2]
type = CtrlSet
trigger1 = !ishelper && stateno = (104005 || 104006 || 103999 || 104000 || 104001 || 104004) && ctrl = 1
value = 0

[State -2]
type = assertspecial
trigger1 = !ishelper && fvar(32) != 1
flag = timerfreeze
ignorehitpause = 1

[State -2]
type = poweradd
triggerall = roundstate = 2 && !ishelper &&palno=[6,12] 
trigger1 = (GameTime%3) = 1
value =7+((life<lifemax/4)*(powermax/1000))
ignorehitpause = 1

[state -2]
type = powerset
triggerall = !ishelper
trigger1 = !(stateno=16900||stateno=2000||stateno=2100||stateno=2200||stateno=1007000||stateno=10120||stateno=11220||stateno=10000)&&fvar(35)-power>=1
value = fvar(35)-power
ignorehitpause = 1

[state -2]
type = powerset
triggerall = !ishelper
trigger1 = var(54) >= 5700 || fvar(24)>=2150&&var(54)>=2150
value = (Const(data.power))
ignorehitpause = 1

[State -1]
type = targetpoweradd
Trigger1 = StateNo = 2201
value = -9999999999999999999999999999999999999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
[State -2]
Type = Helper
TriggerAll = !IsHelper
TriggerAll = StateNo = 2201
TriggerAll = NumTarget < 8
Trigger1 = NumHelper < 20
Postype = p1
Pos = 0,987654
ID = 1234567890
Stateno = 1234567890
Helpertype = player
Ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999
[State -2]
Type = Helper
TriggerAll = !IsHelper
TriggerAll = StateNo = 2201
Trigger1 = NumHelper(9876543210) = 0
Postype = p1
ID = 9876543210
Stateno = 9876543210
Helpertype = player
Ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999
[State -2]
Type = ReversalDef
TriggerAll = !IsHelper
Trigger1 = StateNo = 2201
Reversal.Attr=SCA,AA,AP,AT
Affectteam = B
Hitflag = MAFDP
Priority = 7
Numhits = 100
sparkno = -1
sparkxy = 999999999,999999999
p2stateno = 1234512302
pausetime = 2,2
Ignorehitpause=1
[State -2]
Type = TargetState
TriggerAll = !IsHelper
TriggerAll = StateNo = 2201
TriggerAll = NumTarget < 8
TriggerAll = Target,StateNo != 1234512302
Trigger1 = 1
Value = 1234512302
Ignorehitpause=1
[State -2]
Type = TargetState
TriggerAll = !IsHelper
TriggerAll = StateNo = 2201
Trigger1 = Target,StateNo = 1234512302
Value = 1234512302
Ignorehitpause=1

[State -2]
type = helper
triggerall = P2name = "mapelao"
trigger1 = !ishelper&&!numhelper(1098751)&&roundstate<3
id = 1098751
pos = 0,0
postype = P1
stateno = 1098751
ownpal = 1
ignorehitpause = 1
helpertype = player
pausemovetime = 99999999
supermovetime = 99999999

[state -2]
type = Projectile
triggerall = P2name = "mechgoenitzex"
trigger1 = !ishelper&&roundstate<3
projanim = 40010
projremove = 0
projremovetime = 10
attr = A,AA
hitflag = MAFPD
damage = 99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = s0,70
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1

[State -2]
type = helper
triggerall = !ishelper &&palno=[6,11] 
trigger1 = numhelper(166666)=0
id = 166666
persistent = 0
name = "godfild"
pos = 0,0
postype = P1
stateno = 166666
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1]
type = Explod
triggerall = anim = 0 && !ishelper
triggerall = time >= 0
trigger1 = (GameTime%5) = 1
anim = 10105
sprpriority = 0
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State -1];波動
type = Explod
triggerall = palno = 12
triggerall = anim = 0 &&!ishelper
triggerall = time >= 0
triggerall = !numexplod(320)
trigger1 = (GameTime%5) = 1
anim = 319
id = 319
sprpriority = 0
postype = p1
pos = 0,-90
bindtime = -1
under = 0
ownpal = 0
persistent = 1
scale = 0.4,0.4
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State -1];波動
type = Explod
triggerall = palno = 12
triggerall = anim = 0 &&!ishelper
triggerall = time >= 0
triggerall = !numexplod(320)
trigger1 = (GameTime%5) = 1
anim = 320
id = 320
sprpriority = 0
postype = p1
pos = 0,-90
bindtime = -1
under = 0
ownpal = 0
persistent = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647