;--------------------------------------------------------------------
;超必殺技
;--------------------------------------------------------------------
[Statedef 2000];セイントフレア
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 2200
sprpriority = 2

[state ]
type = AssertSpecial
trigger1 = ishelper(5150)
flag = NOFG
flag2 = NOBG
flag3 = nobardisplay
ignorehitpause = 1

[state ];行動制限
type = varset
triggerall = ishelper(5150)
trigger1 = anim = 2200
trigger1 = animelemtime(1)=0
sysvar(3)=2000

[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 2200
trigger1 = AnimElem = 1
value = 0,ifelse(random<=500,11,15)
freqmul = 1
volume = 255

[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 2200
trigger1 = AnimElem = 1
value = 3000,3
freqmul = 1

[State ]
type = Explod
trigger1 = ishelper(5150)
trigger1 = anim = 2200
trigger1 = animelem = 1
anim = 3065
id = 3065
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,-130
bindtime = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State ]
type = Explod
trigger1 = ishelper(5150)
trigger1 = anim = 2200
trigger1 = animelem = 1
anim = 3066
id = 3066
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,-130
bindtime = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[state ]
type = changeanim
trigger1 = ishelper(5150)
trigger1 = anim = 2200 && animelemtime(7)=5
value=2205

[State ]
type = Projectile
trigger1 = ishelper(5150)
trigger1 = anim = 2205
trigger1 = time>420
projID = 2200
projanim = 10000
projremove = 0
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
postype = p2
offset = 0,0
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,0
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,0
attr = S,HP
animtype = back
damage = -9999999,-9999999
getpower = 9999999,9999999
givepower = 9999999,9999999
hitflag = MAFDP
guardflag = MA
affectteam = B

[State ]
type = Explod
trigger1 = ishelper(5150)
trigger1 = anim = 2205
trigger1 = animelem = 1
anim = 4500
id = 4500
sprpriority = 0
postype = back
velset = 0,0
pos = 0,0
scale = 1,1
bindtime = -1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State ];画面を白く
type = AllPalfx
trigger1 = ishelper(5150)
trigger1 = time=630
sinadd = 256, 256, 256, 100
time = 50
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 2205
trigger1 = animelem = 1
value = 1,2
freqmul = 1
channel = 3
volume = 255

[state ]
type = changeanim
trigger1 = ishelper(5150)
trigger1 = anim = 2205
trigger1 = time = 660
value = 2210

[state ];行動制限解除
type = varset
triggerall = ishelper(5150)
trigger1 = anim = 2210
trigger1 = animtime = 0
sysvar(3)=0

[State ]
type = ChangeState
trigger1 = ishelper(5150)
trigger1 = anim = 2210
trigger1 = animtime = 0
value = 0
ctrl = 0

;--------------------------------------------------------------------
[Statedef 2200];無の光
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 2201
sprpriority = 2

[state ]
type = AssertSpecial
trigger1 = ishelper(5150)
flag = NOFG
flag2 = NOBG
flag3 = nobardisplay
ignorehitpause = 1

[state ];行動制限
type = varset
triggerall = ishelper(5150)
trigger1 = anim = 2201
trigger1 = animelemtime(1)=0
sysvar(3)=2200

[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 2201
trigger1 = AnimElem = 1
value = 2100,0
freqmul = 1
volume = 255

[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 2201
trigger1 = AnimElem = 1
value = 0,0
freqmul = 1
volume = 130

[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 2201
trigger1 = AnimElem = 1
value = 3000,3
freqmul = 1

[State ]
type = Explod
trigger1 = ishelper(5150)
trigger1 = anim = 2201
trigger1 = animelem = 1
anim = 3065
id = 3065
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,-130
bindtime = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State ]
type = Explod
trigger1 = ishelper(5150)
trigger1 = anim = 2201
trigger1 = animelem = 1
anim = 3066
id = 3066
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,-130
bindtime = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[state ]
type = changeanim
trigger1 = ishelper(5150)
trigger1 = anim = 2201 && animelemtime(7)=5
value=2206

[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 2206
trigger1 = AnimElem = 1
value = 2100,1
freqmul = 1
volume = 255

[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 2206
trigger1 = AnimElem = 1
value = 0,1
freqmul = 1
volume = 130

[State ]
type = Explod
trigger1 = ishelper(5150)
trigger1 = anim = 2206
trigger1 = animelem = 1
anim = 4001
id = 4001
sprpriority = 1
postype = back
velset = 0,0
pos = -20,-20
scale = 1.2,1.2
bindtime = -1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 2206
trigger1 = animelem = 1
value = 2100,4
freqmul = 1.1
channel = 3
volume = 255

[state ]
type = changeanim
trigger1 = ishelper(5150)
trigger1 = anim = 2206
trigger1 = time = 140
value = 2211

[State ]
type = Helper
trigger1 = ishelper(5150)
trigger1 = anim = 2206
trigger1 = animelem = 1
name = "proj-hit"
stateno = 5150
ID = 2222
helpertype = player
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause = 1

[State ]
type = Helper
trigger1 = ishelper(5150)
trigger1 = anim = 2206
trigger1 = animelem = 1
name = "atemi"
stateno = 3000
ID = 3000
helpertype = player
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause = 1

[state ];行動制限解除
type = varset
triggerall = ishelper(5150)
trigger1 = anim = 2211
trigger1 = animtime = 0
sysvar(3)=0

[State ]
type = ChangeState
trigger1 = ishelper(5150)
trigger1 = anim = 2211
trigger1 = animtime = 0
value = 0
ctrl = 0

;--------------------------------------------------------------------
[Statedef 2500];瞬獄殺
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 2500
sprpriority = 2

[State ];ターゲット保持
type = ReversalDef
trigger1 = ishelper(5150)
reversal.attr = SCA,AP,AA,AT
hitflag = MAFDP
priority = 99999999
pausetime = 0,0
guard,dist = 0
numhits = 0
p2stateno = 2502
supermovetime = 999000
pausemovetime = 999000

[State ]
type = Helper
trigger1 = ishelper(5150)
trigger1 = numhelper(2222)=0
trigger1 = numtarget>0
trigger1 = roundstate=2
name = "proj-hit"
stateno = 5150
ID = 2222
helpertype = player
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause = 1

[state ];行動制限
type = varset
triggerall = ishelper(5150)
trigger1 = anim = 2500
trigger1 = animelemtime(1)=0
sysvar(3)=2500

[state ];移動
type = velset
triggerall = ishelper(5150)
trigger1 = anim = 2500
x = 8

[state ];止まれ
type = velset
triggerall = ishelper(5150)
trigger1 = anim != 2500
x = 0
y = 0

[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 2500
trigger1 = AnimElem = 1
value = 0,ifelse(random<=500,25,27)
freqmul = ifelse(random<=500,1,1.3)
volume = 255

[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 2500
trigger1 = AnimElem = 1
value = 3000,0
freqmul = 1

[State ]
type = Explod
trigger1 = ishelper(5150)
trigger1 = anim = 2500
trigger1 = animelem = 1
anim = 3065
id = 3065
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,-130
bindtime = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State ]
type = Explod
trigger1 = ishelper(5150)
trigger1 = anim = 2500
trigger1 = animelem = 1
anim = 3066
id = 3066
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,-130
bindtime = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State ]
type = HitDef
triggerall = ishelper(5150)
trigger1 = anim = 2500
trigger1 = gametime&2!=0
attr = ,HT
animtype  = light
damage    = 0,0
getpower = 0,0
guardflag = 
pausetime = 0,2
sparkno = s7010
sparkxy = -15,-80
hitsound   = s800,ifelse(random<=500,0,1)
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = 0
air.velocity = 0,0
numhits = 0
p2stateno=2502
[State ]
type = HitDef
triggerall = ishelper(5150)
trigger1 = anim = 2500
trigger1 = gametime&2!=0
attr = ,HA
animtype  = light
damage    = 0,0
getpower = 0,0
guardflag = 
pausetime = 0,2
sparkno = s7010
sparkxy = -15,-80
hitsound   = s800,ifelse(random<=500,0,1)
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = 0
air.velocity = 0,0
numhits = 0
p2stateno=2502

[state ]
type = changeanim
triggerall = ishelper(5150)
trigger1 = anim = 2500
trigger1 = numenemy>0
trigger1 = enemy,stateno=2502
trigger2 = anim = 2500
trigger2 = numtarget>0
trigger2 = target,ishelper=0
value = 2501

[state ]
type = changeanim
triggerall = ishelper(5150)
trigger1 = anim = 2501
trigger1 = time>60
value = 9999

[State ];見せられないよ！
type = Explod
trigger1 = ishelper(5150)
trigger1 = anim = 9999
trigger1 = time = [60,370]
anim = 4219
id = 2502
pos = -50, -50
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
removetime = 1
scale = 5, 5
sprpriority = 999998
ownpal = 1
ontop = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
ignorehitpause = 1
[State ];被弾アニメ
type = Explod
trigger1 = ishelper(5150)
trigger1 = anim = 9999
trigger1 = time = [60,370]
anim = 7000+(helper(5150),var(4))
id = 2501
pos = 0, -40
postype = p2
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 40, 80
removetime = 11
scale = 1, 1
sprpriority = 999999
ownpal = 1
ontop = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 9999
trigger1 = time = [60,370]
trigger1 = gametime%4=0
value = 300,(helper(5150),var(4))
freqmul = 1
volume = 255
[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 9999
trigger1 = time = [60,370]
trigger1 = gametime%4=0
value = 310,(helper(5150),var(4))
freqmul = 1
volume = 255
[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 9999
trigger1 = time = [60,370]
trigger1 = gametime%4=0
value = 330,(helper(5150),var(4))
freqmul = 1
volume = 255
[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 9999
trigger1 = time = [60,370]
trigger1 = gametime%4=0
value = 340,(helper(5150),var(4))
freqmul = 1
volume = 255

[state ]
type = AssertSpecial
trigger1 = ishelper(5150)
trigger1 = anim = 9999
trigger1 = time = [60,370]
trigger1 = gametime%4=0
flag = NOFG
flag2 = NOBG
ignorehitpause = 1

[state ]
type = targetstate
trigger1 = numtarget
trigger1 = anim = 9999
trigger1 = target,stateno!=100512
value = 2502

[state ]
type = targetlifeadd
trigger1 = ishelper(5150)
trigger1 = anim = 9999
trigger1 = time = [60,370]
trigger1 = numtarget>0
value = Ceil(-enemy,lifemax/200)
absolute=1
kill=0
[state ]
type = targetlifeadd
trigger1 = ishelper(5150)
trigger1 = anim = 9999
trigger1 = time = [60,370]
trigger1 = numtarget>0
value = -1
absolute=1
kill=0
[state ]
type = targetlifeadd
trigger1 = ishelper(5150)
trigger1 = time >370
trigger1 = numtarget>0
value = -2147483647
absolute=1
kill=1

[state ]
type = changeanim
trigger1 = ishelper(5150)
trigger1 = time >370
trigger1 = anim !=2502
value = 2502

[state ];ちゃんと死んでくれ
type = targetstate
trigger1 = numtarget
trigger1 = anim = 2502
trigger1 = target,stateno!=100512
value = 100512 ;死ね！

[state ];掴めなかった
type = changeanim
triggerall = ishelper(5150)
trigger1 = time <=60
trigger1 = movehit
trigger1 = numtarget=0
trigger2 = anim =2500
trigger2 = time>60
value = 0

[state ];!
type = Explod
triggerall = ishelper(5150)
trigger1 = time <=60
trigger1 = movehit
trigger1 = numtarget=0
anim = 3033
ID = 3033
pos = 20, -150
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = 15
scale = 1,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
ignorehitpause = 1

[state ]
type = PlaySnd
triggerall = ishelper(5150)
trigger1 = time <=60
trigger1 = movehit
trigger1 = numtarget=0
value = 1,0
volume = 240
freqmul = 1
loop = 0

[State ];こっち見んな
type = Explod
trigger1 = ishelper(5150)
trigger1 = time = 371
trigger1 = numexplod(8000)=0
anim = 8000
id = 8000
pos = 0, 0
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0, 0
removetime = 130
scale = 1,1
sprpriority = 0
ownpal = 1
ontop = 0
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
ignorehitpause = 1
[State ];こっち見んな
type = Explod
trigger1 = ishelper(5150)
trigger1 = time = 500
anim = 8001 ;画面中央ver
id = 8000
pos = 160,120
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0, 0
removetime = 100
scale = 1,1
sprpriority = 0
ownpal = 1
ontop = 0
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
ignorehitpause = 1

[state ];縮小して消える
type = ModifyExplod
Trigger1 = NumExplod(8000)>0
trigger1 = time > 500
ID = 8000
Scale = 1-(0.01*(time-500)),1-(0.01*(time-500))

[state ]
type = removeexplod
Trigger1 = NumExplod(8000)>0
trigger1 = ishelper(5150)
trigger1 = anim = 2502
trigger1 = animtime = 0
id = 8000

[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = time = 372
trigger1 = numexplod(8000)=1
value = 10,11
freqmul = ifelse(random<=333,1,ifelse(random<=666,1.3,0.8))
volume = 255

[state ];行動制限解除
type = varset
trigger1 = ishelper(5150)
trigger1 = anim = 2502
trigger1 = animtime = 0
trigger2 = ishelper(5150)
trigger2 = stateno=2500
trigger2 = anim !=[2500,2502]
trigger2 = anim !=9999
sysvar(3)=0

[State ]
type = ChangeState
trigger1 = ishelper(5150)
trigger1 = anim = 2502
trigger1 = animtime = 0
trigger2 = ishelper(5150)
trigger2 = stateno=2500
trigger2 = anim !=[2500,2502]
trigger2 = anim !=9999
value = 0
ctrl = 0

;--------------------------------------------------------------------
[Statedef 4300];カオティック・レイ
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4301
sprpriority = 2

[state ]
type = AssertSpecial
trigger1 = ishelper(5150)
flag = NOFG
flag2 = NOBG
ignorehitpause = 1

[state ];行動制限
type = varset
triggerall = ishelper(5150)
trigger1 = anim = 4301
trigger1 = animelemtime(1)=0
sysvar(3)=4300

[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 4301
trigger1 = AnimElem = 1
value = 0,25
freqmul = ifelse(random<=333,1,ifelse(random<=666,1.1,1.2))
volume = 999
[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 4301
trigger1 = AnimElem = 1
value = 0,25
freqmul = ifelse(random<=333,1,ifelse(random<=666,1.1,1.2))
volume = 999

[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 4301
trigger1 = AnimElem = 1
value = 1,8
freqmul = 1
channel = 3

[State ]
type = Explod
trigger1 = ishelper(5150)
trigger1 = time=1||time=5||time=9||time=13||time=17
anim = 3001
id = 3001
sprpriority = 3
postype = p1
velset = 0,0
pos = 2,-125
bindtime = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
ignorehitpause = 1
under = 0
ownpal = 1
trans = add

[State ]
type = Explod
trigger1 = ishelper(5150)
trigger1 = anim = 4301
trigger1 = animelemtime(4)=1
anim = 4300
id = 4300
sprpriority = 3
postype = p1
velset = 0,0
pos = 20,-95
scale = 1,1
bindtime = -1
removetime = 574
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
trans = add
[State ]
type = Explod
trigger1 = ishelper(5150)
trigger1 = anim = 4301
trigger1 = animelemtime(4)=1
anim = 4300
id = 4300
sprpriority = 3
postype = p1
velset = 0,0
pos = 20,-95
scale = 1,1
bindtime = -1
removetime = 574
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
trans = add
[State ]
type = Explod
trigger1 = ishelper(5150)
trigger1 = anim = 4301
trigger1 = animelemtime(4)=1
anim = 4300
id = 4300
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,-95
scale = 1,1
bindtime = -1
removetime = 574
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[state ]
type = ModifyExplod
trigger1 = time > 500
ID = 4300
Scale = 1,1-0.01*(time-500)

[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 4301
trigger1 = animelemtime(4)=1
value = 1,8
freqmul = 0.6
channel = 3
[State ]
type = PlaySnd
triggerall = ishelper(5150)
triggerall = anim = 4301
trigger1 = animelemtime(4)=1
trigger2 = time=100||time=220||time=350
value = 1,12
freqmul = 0.8
channel = 3

[State ]
type = Projectile
trigger1 = ishelper(5150)
trigger1 = anim = 4301
trigger1 = time=[27,500]
projID = 4300
projanim = 4302
projremove = 0
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
postype = p1
offset = 20,-95
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,0
ground.velocity = 0,5
guard.velocity = 0
air.velocity = 0,5
attr = S,HA
animtype = back
damage = random/10
getpower = -2147483647,-2147483647
givepower = -2147483647,-2147483647
hitflag = MAFDP
guardflag = 
affectteam = B
fall = 1
fall.damage=2147483647
p2stateno = 5110
p2getp1state = 0
[State ]
type = Projectile
trigger1 = ishelper(5150)
trigger1 = anim = 4301
trigger1 = time=[27,500]
projID = 4300
projanim = 4302
projremove = 0
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
postype = p1
offset = 20,-95
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,0
ground.velocity = 0,5
guard.velocity = 0
air.velocity = 0,5
attr = S,HT
animtype = back
damage = random/10
getpower = -2147483647,-2147483647
givepower = -2147483647,-2147483647
hitflag = MAFDP
guardflag = 
affectteam = B
fall = 1
fall.damage=2147483647
p2stateno = 5110
p2getp1state = 0

[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = time = 600
value = 10,1
freqmul = 1

[state ];行動制限解除
type = varset
triggerall = ishelper(5150)
trigger1 = time > 640
sysvar(3)=0

[State ]
type = ChangeState
trigger1 = ishelper(5150)
trigger1 = time > 641
value = 0
ctrl = 0

;--------------------------------------------------------------------
[Statedef 4501];オーバーデス
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 2201
sprpriority = 2

[state ]
type = AssertSpecial
trigger1 = ishelper(5150)
flag = NOFG
flag2 = NOBG
flag3 = nobardisplay
ignorehitpause = 1

[state ];行動制限
type = varset
triggerall = ishelper(5150)
trigger1 = anim = 2201
trigger1 = animelemtime(1)=0
sysvar(3)=4501

[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 2201
trigger1 = AnimElem = 1
value = 0,20
freqmul = ifelse(random<=333,1,ifelse(random<=666,1.1,1.2))
volume = 999

[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 2201
trigger1 = AnimElem = 1
value = 3000,3
freqmul = 1

[State ]
type = Explod
trigger1 = ishelper(5150)
trigger1 = time=1||time=5||time=9||time=13||time=17
anim = 3001
id = 3001
sprpriority = 3
postype = p1
velset = 0,0
pos = 2,-125
bindtime = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
ignorehitpause = 1
under = 0
ownpal = 1
trans = sub

[State ];真っ白
type = Explod
trigger1 = ishelper(5150)
trigger1 = time=1
anim = 4220
id = 4220
sprpriority = -2
postype = left
velset = 0,0
pos = -150,-150
scale = 5,5
bindtime = -1
removetime = 40
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
ignorehitpause = 1
under = 0
ownpal = 1

[state ]
type = changeanim
trigger1 = ishelper(5150)
trigger1 = anim = 2201 && animelemtime(7)=5
value=2206

[State ]
type = Explod
trigger1 = ishelper(5150)
trigger1 = anim = 2206
trigger1 = animelem = 1
anim = 4501
id = 4501
sprpriority = 1
postype = left
velset = 0,0
pos = 0,0
scale = 1,1
bindtime = -1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = time=40
value = 1,11
freqmul = 1
channel = 3
volume = 800
[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = time=40
value = 1,11
freqmul = 1
channel = 3
volume = 800
[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = time=40
value = 1,11
freqmul = 1
channel = 3
volume = 800

[state ]
type = changeanim
trigger1 = ishelper(5150)
trigger1 = anim = 2206
trigger1 = time = 400
value = 2211

[State ]
type = Helper
trigger1 = ishelper(5150)
trigger1 = numhelper(3001)=0
trigger1 = anim = 2206
trigger1 = time>40
name = "atemi2"
stateno = 3001
ID = 3001
helpertype = player
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause = 1

[State ]
type = Projectile
trigger1 = ishelper(5150)
trigger1 = anim = 2206
trigger1 = time>40
projID = 4501
projanim = 10000
projremove = 0
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
postype = p1
offset = 0,0
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,2
ground.velocity = 0,5
guard.velocity = 0
air.velocity = 0,5
attr = S,HA
animtype = back
damage = 2147483647,2147483647
getpower = -2147483647,-2147483647
givepower = -2147483647,-2147483647
hitflag = MAFDP
guardflag = 
affectteam = B
fall = 1
fall.recover = 0
fall.damage = 2147483647
[State ]
type = Projectile
trigger1 = ishelper(5150)
trigger1 = anim = 2206
trigger1 = time>40
projID = 4501
projanim = 10000
projremove = 0
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
postype = p1
offset = 0,0
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,2
ground.velocity = 0,5
guard.velocity = 0
air.velocity = 0,5
attr = S,HP
animtype = back
damage = 2147483647,2147483647
getpower = -2147483647,-2147483647
givepower = -2147483647,-2147483647
hitflag = MAFDP
guardflag = 
affectteam = B
fall = 1
fall.recover = 0
fall.damage = 2147483647
[State ]
type = Projectile
trigger1 = ishelper(5150)
trigger1 = anim = 2206
projID = 4501
projanim = 10000
projremove = 0
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
postype = p1
offset = 0,0
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,2
ground.velocity = 0,5
guard.velocity = 0
air.velocity = 0,5
attr = S,HT
animtype = back
damage = 2147483647,2147483647
getpower = -2147483647,-2147483647
givepower = -2147483647,-2147483647
hitflag = MAFDP
guardflag = 
affectteam = B
fall = 1
fall.recover = 0
fall.damage = 2147483647

[State ]
type = AllPalfx
trigger1 = ishelper(5150)
trigger1 = time=320
sinadd = 256,0,0,100
time = 50
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[state ];行動制限解除
type = varset
triggerall = ishelper(5150)
trigger1 = anim = 2211
trigger1 = animtime = 0
sysvar(3)=0

[State ]
type = ChangeState
trigger1 = ishelper(5150)
trigger1 = anim = 2211
trigger1 = animtime = 0
value = 0
ctrl = 0

;--------------------------------------------------------------------
[Statedef 7000];陰戒屠紋
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 2201
sprpriority = 2

[state ]
type = AssertSpecial
trigger1 = ishelper(5150)
flag = NOFG
flag2 = NOBG
flag3 = nobardisplay
ignorehitpause = 1

[state ];行動制限
type = varset
triggerall = ishelper(5150)
trigger1 = anim = 2201
trigger1 = animelemtime(1)=0
sysvar(3)=7000

[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 2201
trigger1 = AnimElem = 1
value = 0,21
freqmul = ifelse(random<=333,1,ifelse(random<=666,1.1,1.2))
volume = 999

[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 2201
trigger1 = AnimElem = 1
value = 1,8
freqmul = 1

[State ];赤目
type = Explod
trigger1 = ishelper(5150)
trigger1 = time=0
anim = 3000
id = 3000
pos = -4, -118
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
removetime = -2
scale = 1,1
sprpriority = 5
ownpal = 1
ontop = 0
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
ignorehitpause = 1

[State ]
type = Explod
trigger1 = ishelper(5150)
trigger1 = time=1||time=3||time=5||time=7||time=9||time=15||time=19||time=25||time=30||time=33
anim = 3001
id = 3001
sprpriority = 3
postype = p1
velset = 0,0
pos = 2,-125
bindtime = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
ignorehitpause = 1
under = 0
ownpal = 1
trans = sub

[State ];真っ白
type = Explod
trigger1 = ishelper(5150)
trigger1 = time=1
anim = 4220
id = 4220
sprpriority = -2
postype = left
velset = 0,0
pos = -150,-150
scale = 5,5
bindtime = -1
removetime = 42
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
ignorehitpause = 1
under = 0
ownpal = 1
[State ];真っ黒
type = Explod
trigger1 = ishelper(5150)
trigger1 = time=42
anim = 4219
id = 2502
pos = -50, -50
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
removetime = 1078
scale = 5, 5
sprpriority = 1
ownpal = 1
ontop = 0
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
ignorehitpause = 1

[state ]
type = changeanim
trigger1 = ishelper(5150)
trigger1 = anim = 2201 && animelemtime(7)=5
value=2206

[State ];演出
type = Helper
trigger1 = ishelper(5150)
trigger1 = numhelper(7001)=0
trigger1 = time = 43
name = "inkaitomon"
stateno = 7001
ID = 7001
helpertype = player
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause = 1
[State ];演出
type = Helper
trigger1 = ishelper(5150)
trigger1 = numhelper(7002)=0
trigger1 = time = 43
name = "inkaitomon2"
stateno = 7002
ID = 7002
helpertype = player
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause = 1

[State ];混線
type = Helper
trigger1 = ishelper(5150)
trigger1 = numhelper(214748364)=0
trigger1 = time = 45
name = "Catastrophe"
stateno = 214748364
ID = 214748364
helpertype = player
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause = 1

[state ]
type = changeanim
trigger1 = ishelper(5150)
trigger1 = anim = 2206
trigger1 = time = 200;1100
value = 2211

[state ];行動制限解除
type = varset
triggerall = ishelper(5150)
trigger1 = anim = 2211
trigger1 = animtime = 0
sysvar(3)=0

[State ]
type = ChangeState
trigger1 = ishelper(5150)
trigger1 = anim = 2211
trigger1 = animtime = 0
value = 0
ctrl = 0

[Statedef 7001];陰戒屠紋 紋章ヘルパー
type    = A
movetype= A
physics = S
anim = 1710
sprpriority = 2

[state ]
type = changeanim
trigger1 = ishelper(7001)
trigger1 = anim!=1710
value=1710

[State ]
type = AssertSpecial
trigger1 = var(1):=var(1)+1||1
flag = noshadow

[state ]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[state ]
type = posset
trigger1 = ishelper(7001)
x = screenpos X /64
y = -90

[State ]
type = PlaySnd
trigger1 = ishelper(7001)
trigger1 = var(1)=1
value = 2100,3
freqmul = 1

[State ]
type = PlaySnd
triggerall = ishelper(7001)
trigger1 = var(1)=100
trigger2 = var(1)=200
trigger3 = var(1)=300
trigger4 = var(1)=400
trigger5 = var(1)=500
trigger6 = var(1)=600
trigger7 = var(1)=700
trigger8 = var(1)=800
trigger9 = var(1)=900
trigger10 = var(1)=1000
value = 1,10
freqmul = 1

[State ]
type = screenbound
trigger1 = ishelper(7001)
value = 1
movecamera = 0,0

[state ]
type = palfx
trigger1 = ishelper(7001)
trigger1 = var(1)<200 || var(1)>=1000
add = 200,200,200
mul = 200,200,200
time=1
[state ]
type = palfx
trigger1 = ishelper(7001)
trigger1 = var(1)=300
add = 230,120,120
mul = 230,120,120
time=100
[state ]
type = palfx
trigger1 = ishelper(7001)
trigger1 = var(1)=400
add = 120,230,120
mul = 120,230,120
time=100
[state ]
type = palfx
trigger1 = ishelper(7001)
trigger1 = var(1)=500
add = 120,120,230
mul = 120,120,230
time=100
[state ]
type = palfx
trigger1 = ishelper(7001)
trigger1 = var(1)=600
add = 110,190,80
mul = 110,190,80
time=100
[state ]
type = palfx
trigger1 = ishelper(7001)
trigger1 = var(1)=700
add = 0,200,200
mul = 0,200,200
time=100
[state ]
type = palfx
trigger1 = ishelper(7001)
trigger1 = var(1)=800
add = 160,120,160
mul = 120,160,120
time=100
[state ]
type = palfx
trigger1 = ishelper(7001)
trigger1 = var(1)=900
add = 250,90,90
mul = 250,90,90
time=100

[State ]
type = AngleDraw 
trigger1 = ishelper(7001)
trigger1 = var(1)<100
scale = 0.01*var(1),0.01*var(1)
[State ]
type = AngleDraw 
trigger1 = ishelper(7001)
trigger1 = var(1)>=100
scale = 1,1

[State ]
type = Angleadd
trigger1 = ishelper(7001)
trigger1 = anim=1710
trigger1 = var(1)<100
value = -15
[State ]
type = Angleset
trigger1 = ishelper(7001)
trigger1 = anim=1710
trigger1 = var(1)>=100
value = 0

[state ]
type = destroyself
trigger1 = var(1)>1001

[Statedef 7002];陰戒屠紋 紋章ヘルパー
type    = A
movetype= A
physics = S
anim = 1710
sprpriority = 2

[state ]
type = changeanim
trigger1 = ishelper(7002)
trigger1 = anim!=1710
value=1710

[State ]
type = AssertSpecial
trigger1 = ishelper(7002)
trigger1 = var(1):=var(1)+1||1
trigger1 = var(2):=var(2)+1||1
flag = noshadow
flag2 = timerfreeze

[state ]
type = varset
triggerall = ishelper(7002)
trigger1 = var(1)=100
trigger2 = var(1)=200
trigger3 = var(1)=300
trigger4 = var(1)=400
trigger5 = var(1)=500
trigger6 = var(1)=600
trigger7 = var(1)=700
trigger8 = var(1)=800
trigger9 = var(1)=900
trigger10 = var(1)=1000
var(2)=0

[state ]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[state ]
type = posset
trigger1 = ishelper(7002)
x = screenpos X /64
y = -90

[State ]
type = PlaySnd
trigger1 = ishelper(7002)
trigger1 = var(1)=1
value = 2100,3
freqmul = 1

[State ]
type = PlaySnd
triggerall = ishelper(7002)
trigger1 = var(1)=100
trigger2 = var(1)=200
trigger3 = var(1)=300
trigger4 = var(1)=400
trigger5 = var(1)=500
trigger6 = var(1)=600
trigger7 = var(1)=700
trigger8 = var(1)=800
trigger9 = var(1)=900
trigger10 = var(1)=1000
value = 1,10
freqmul = 1

[State ]
type = PlaySnd
triggerall = ishelper(7002)
trigger1 = var(1)=800
trigger2 = var(1)=900
trigger3 = var(1)=1000
value = 1,10
freqmul = 1
volume = 800

[State ]
type = screenbound
trigger1 = ishelper(7002)
value = 1
movecamera = 0,0

[state ]
type = palfx
trigger1 = ishelper(7002)
trigger1 = var(1)<300
add = 200,200,200
mul = 200,200,200
time=1
[state ]
type = palfx
trigger1 = ishelper(7002)
trigger1 = var(1)=400
add = 230,120,120
mul = 230,120,120
time=100
[state ]
type = palfx
trigger1 = ishelper(7002)
trigger1 = var(1)=500
add = 120,230,120
mul = 120,230,120
time=100
[state ]
type = palfx
trigger1 = ishelper(7002)
trigger1 = var(1)=600
add = 120,120,230
mul = 120,120,230
time=100
[state ]
type = palfx
trigger1 = ishelper(7002)
trigger1 = var(1)=700
add = 110,190,80
mul = 110,190,80
time=100
[state ]
type = palfx
trigger1 = ishelper(7002)
trigger1 = var(1)=800
add = 0,200,200
mul = 0,200,200
time=100
[state ]
type = palfx
trigger1 = ishelper(7002)
trigger1 = var(1)=900
add = 160,120,160
mul = 120,160,120
time=100
[state ]
type = palfx
trigger1 = ishelper(7002)
trigger1 = var(1)>=1000
add = 250,90,90
mul = 250,90,90
time=-1

[State ]
type = AngleDraw 
trigger1 = ishelper(7002)
trigger1 = var(1)<100
scale = 0.01*var(1),0.01*var(1)
[State ]
type = AngleDraw 
trigger1 = ishelper(7002)
trigger1 = var(1)>=100
scale = 1,1

[state ]
type=angledraw
triggerall=ishelper(7002)
trigger1=var(1)=[100,140]
trigger2=var(1)=[200,240]
trigger3=var(1)=[300,340]
trigger4=var(1)=[400,440]
trigger5=var(1)=[500,540]
trigger6=var(1)=[600,640]
trigger7=var(1)=[700,740]
trigger8=var(1)=[800,840]
trigger9=var(1)=[900,940]
trigger10=var(1)=[1000,1040]
scale= 1+0.05*(var(2)%40), 1+0.05*(var(2)%40)
[state ]
type=trans
triggerall=ishelper(7002)
trigger1=var(1)=[100,140]
trigger2=var(1)=[200,240]
trigger3=var(1)=[300,340]
trigger4=var(1)=[400,440]
trigger5=var(1)=[500,540]
trigger6=var(1)=[600,640]
trigger7=var(1)=[700,740]
trigger8=var(1)=[800,840]
trigger9=var(1)=[900,940]
trigger10=var(1)=[1000,1040]
trans=addalpha
alpha= 256 - 16*(var(2)%12), 16*(var(2)%12)
ignorehitpause=1

[State ]
type = Angleadd
trigger1 = ishelper(7002)
trigger1 = anim=1710
trigger1 = var(1)<100
value = 15
[State ]
type = Angleset
trigger1 = ishelper(7002)
trigger1 = anim=1710
trigger1 = var(1)>=100
value = 0

[state ]
type = destroyself
trigger1 = var(1)>1040

;--------------------------------------------------------------------
[Statedef 7700];七色の大罪
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 7700
sprpriority = 2

[state ]
type = AssertSpecial
trigger1 = ishelper(5150)
trigger1 = time<72
flag = NOFG
flag2 = NOBG
flag3 = nobardisplay
ignorehitpause = 1

[state ];行動制限
type = varset
triggerall = ishelper(5150)
trigger1 = anim = 7700
trigger1 = animelemtime(1)=0
sysvar(3)=7700

[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 7700
trigger1 = AnimElem = 1
value = 3000,3
freqmul = 1

[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 7700
trigger1 = AnimElem = 5
value = 181,0
freqmul = 1
[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 7700
trigger1 = AnimElem = 5
value = 181,0
freqmul = 1.1

[State ]
type = Explod
trigger1 = ishelper(5150)
trigger1 = time=0||time=4||time=8||time=12||time=16||time=20||time=24||time=28||time=32
anim = 3048
id = 3048
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,-95
bindtime = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
ignorehitpause = 1
under = 0
ownpal = 1
trans = add

[state ]
type=trans
trigger1 = ishelper(5150)
trigger1 = stateno=7700
trans=addalpha
alpha= 256 - 128, 128
ignorehitpause=1

[State ];演出
type = Helper
trigger1 = ishelper(5150)
trigger1 = numhelper(7701)=0
trigger1 = time = 72
name = "rainbow"
stateno = 7701
ID = 7701
helpertype = player
pos = -5,-90
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause = 1

[state ];行動制限解除
type = varset
triggerall = ishelper(5150)
trigger1 = time>80
trigger1 = numhelper(7701)=0
sysvar(3)=0

[State ]
type = ChangeState
trigger1 = ishelper(5150)
trigger1 = time>80
trigger1 = numhelper(7701)=0
value = 0
ctrl = 0

[Statedef 7701];光
type    = A
movetype= A
physics = S
anim = 7701
sprpriority = 2

[state ]
type = changeanim
trigger1 = ishelper(7701)
trigger1 = anim!=7701
value=7701

[State ]
type = AngleDraw 
trigger1 = ishelper(7701)
scale = 2,2

[State ]
type = Angleadd
trigger1 = ishelper(7701)
value = 25

[State ]
type = AssertSpecial
trigger1 = ishelper(7701)
trigger1 = var(1):=var(1)+1||1
flag = noshadow

[State ]
type = PlaySnd
trigger1 = ishelper(7701)
trigger1 = var(1)=1
value = 160,0
freqmul = 1

[State ]
type = screenbound
trigger1 = ishelper(7701)
value = 1
movecamera = 0,0

[state ]
type = varadd
trigger1 = ishelper(7701)
var(2)= ifelse(var(3)=0,5,-5)

[state ]
type = varset
trigger1 = ishelper(7701)
trigger1 = var(2)>=256
var(3)=1
[state ]
type = varset
trigger1 = ishelper(7701)
trigger1 = var(2)<=80
var(3)=0

[state ]
type=trans
trigger1 = ishelper(7701)
trans=addalpha
alpha= var(2),256
ignorehitpause=1

[State ];ランダム
type = VarRandom
trigger1 = ishelper(7701)
trigger1 = var(1)=1
v = 4
range = 0,6

[State ];効果１ 超即死当身
type = Helper
trigger1 = ishelper(7701)
trigger1 = numhelper(7702)=0
trigger1 = var(4)=0
trigger1 = roundstate=2
name = "rainbow-1"
stateno = 7702
ID = 7702
helpertype = player
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause = 1

[State ];効果２ 変数書き換え
type = Helper
trigger1 = ishelper(7701)
trigger1 = numhelper(7703)=0
trigger1 = var(4)=1
trigger1 = roundstate=2
name = "rainbow-2"
stateno = 7703
ID = 7703
helpertype = player
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause = 1

[State ];効果３ 凍結超即死当身
type = Helper
trigger1 = ishelper(7701)
trigger1 = numhelper(7704)=0
trigger1 = var(4)=2
trigger1 = roundstate=2
name = "rainbow-3"
stateno = 7704
ID = 7704
helpertype = player
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause = 1

[State ];効果４ オーバーフロー＆アンダーフロー
type = Projectile
trigger1 = ishelper(7701)
trigger1 = numhelper(7704)=0
trigger1 = var(4)=3
trigger1 = roundstate=2
trigger1 = gametime%2=0
projID = 7701
projanim = 10000
projremove = 0
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
postype = p1
offset = 0,0
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,2
ground.velocity = -2,-5
guard.velocity = 0
air.velocity = -2,-5
attr = S,HA
animtype = back
damage = 999999999999999999999999,999999999999999999999999
getpower = -999999999999999999999999,-999999999999999999999999
givepower = -999999999999999999999999,-999999999999999999999999
hitflag = MAFDP
guardflag = 
affectteam = B
[State ];効果４ オーバーフロー＆アンダーフロー
type = Projectile
trigger1 = ishelper(7701)
trigger1 = numhelper(7704)=0
trigger1 = var(4)=3
trigger1 = roundstate=2
trigger1 = gametime%2!=0
projID = 7701
projanim = 10000
projremove = 0
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
postype = p1
offset = 0,0
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,2
ground.velocity = -2,-5
guard.velocity = 0
air.velocity = -2,-5
attr = S,HA
animtype = back
damage = -999999999999999999999999,-999999999999999999999999
getpower = -999999999999999999999999,-999999999999999999999999
givepower = -999999999999999999999999,-999999999999999999999999
hitflag = MAFDP
guardflag = 
affectteam = B

[State ];効果５ Hitdef小ダメージ＆落下即死
type = Helper
trigger1 = ishelper(7701)
trigger1 = numhelper(7705)=0
trigger1 = var(4)=4
trigger1 = roundstate=2
name = "rainbow-4"
stateno = 7705
ID = 7705
helpertype = player
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause = 1

[State ];効果６ Hitdef大ダメージ＆超長時間硬直
type = Helper
trigger1 = ishelper(7701)
trigger1 = numhelper(7706)=0
trigger1 = var(4)=5
trigger1 = roundstate=2
name = "rainbow-5"
stateno = 7706
ID = 7706
helpertype = player
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause = 1

[State ];効果７ 回復
type = Projectile
trigger1 = ishelper(7701)
trigger1 = numhelper(7704)=0
trigger1 = var(4)=6
trigger1 = roundstate=2
projID = 7701
projanim = 10000
projremove = 0
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
postype = p1
offset = 0,0
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,0
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,0
attr = S,NA
animtype = back
damage = -999999,-999999
getpower = 999999,999999
givepower = 999999,999999
hitflag = MAFDP
guardflag = MA
affectteam = B

[state ]
type = destroyself
trigger1 = ishelper(7701)
trigger1 = var(1)>520
trigger1 = var(2)<=80
