;--------------------------------------------------------------------
;通常攻撃
;--------------------------------------------------------------------
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[state ];行動制限
type = varset
triggerall = ishelper(5150)
trigger1 = animelemtime(1)=0
sysvar(3)=9999

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,helper(5150),var(4)

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

[State ]
type = Explod
trigger1 = animelem = 3
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 77,-91
bindtime = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State ]
type = Explod
trigger1 = animelem = 4
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 35,-21
bindtime = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State ]
type = HitDef
trigger1 = 1
attr = ,NA
animtype  = light
damage    = random+20,random+20
getpower = 0,-random
guardflag = MA
pausetime = 0,2
sparkno = s7000
sparkxy = -15,-57
hitsound   = s330,helper(5150),var(4)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
numhits = 0

[State ]
type = turn
trigger1 = fvar(0)<0

[state ];行動制限解除(キャンセル)
type = varset
triggerall = ishelper(5150)
trigger1 = animelemtime(4)=0
sysvar(3)=230

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

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

;--------------------------------------------------------------------
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 235
sprpriority = 2

[state ];行動制限
type = varset
triggerall = ishelper(5150)
trigger1 = animelemtime(1)=0
sysvar(3)=9999

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,helper(5150),var(4)

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

[State ]
type = Explod
trigger1 = animelem = 3
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 33,-20
bindtime = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State ]
type = Explod
trigger1 = animelem = 4
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 62,-54
bindtime = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State ]
type = HitDef
trigger1 = 1
attr = ,NA
animtype  = light
damage    = random+10,random+10
getpower = 0,-random
guardflag = MA
pausetime = 0,2
sparkno = s7000
sparkxy = -10,-20
hitsound   = s330,helper(5150),var(4)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
numhits = 0

[State ]
type = HitDef
trigger1 = animelem = 4
attr = ,NA
animtype  = light
damage    = random+10,random+10
getpower = 0,-random
guardflag = MA
pausetime = 0,2
sparkno = s7000
sparkxy = -30,-54
hitsound   = s330,helper(5150),var(4)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
numhits = 0

[State ]
type = turn
trigger1 = fvar(0)<0

[state ];行動制限解除(キャンセル)
type = varset
triggerall = ishelper(5150)
trigger1 = animelemtime(4)=0
sysvar(3)=235

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

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

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

[state ];行動制限
type = varset
triggerall = ishelper(5150)
trigger1 = animelemtime(1)=0
sysvar(3)=9999

[State ]
type = PlaySnd
trigger1 = animelem = 3
value = 210,helper(5150),var(4)

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

[State ]
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -10,0
bindtime = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
under = 0

[State ]
type = HitDef
trigger1 = time = 0
attr = ,NA
animtype  = hard
damage    = random*4,random*2
getpower = 0,-random*2
guardflag = MA
pausetime = 0,3
sparkno = s7001
sparkxy = -10,-77
hitsound   = s310,helper(5150),var(4)
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
numhits = 0

[State ]
type = HitDef
trigger1 = animelem = 9
attr = ,NA
animtype  = hard
damage    = random*4,random*2
getpower = 0,-random*2
guardflag = MA
pausetime = 0,3
sparkno = s7001
sparkxy = -10,-75
hitsound   = s300,helper(5150),var(4)
guardsound = s120,0
guard.sparkno = s7011
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
numhits = 0

[State ]
type = turn
trigger1 = fvar(0)<0

[state ];行動制限解除(キャンセル)
type = varset
triggerall = ishelper(5150)
trigger1 = animelemtime(9)=0
sysvar(3)=210

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

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

;--------------------------------------------------------------------
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 205
sprpriority = 2

[state ];行動制限
type = varset
triggerall = ishelper(5150)
trigger1 = animelemtime(1)=0
sysvar(3)=9999

[State ]
type = PlaySnd
trigger1 = animelem = 3
value = 210,helper(5150),var(4)

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

[State ]
type = PlaySnd
trigger1 = movehit && WINKO
value = 1150,0

[State ]
type = Explod
trigger1 = animelem = 1
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
ignorehitpause = 0
under = 0

[State ]
type = HitDef
trigger1 = Time = 0
attr = ,SA
animtype  = hard
damage    = ifelse(random<=900,random*5,(enemy,lifemax*999)),random*3
getpower = 0,-random*4
guardflag = MA
pausetime = 0,9
sparkno = s7001
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-5.2
numhits = 0

[State ]
type = HitDef
trigger1 = time<=2
attr = ,SA
animtype  = hard
damage    = ifelse(random<=900,random*5,(enemy,lifemax*999)),random*3
getpower = 0,-random*4
guardflag = MA
pausetime = 0,9
sparkno = s7001
sparkxy = -15,-106
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.velocity = -2,-5.0
numhits = 0

[State ]
type = turn
trigger1 = fvar(0)<0

[state ];行動制限解除(キャンセル)
type = varset
triggerall = ishelper(5150)
trigger1 = animelemtime(3)=0
sysvar(3)=240

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

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

;--------------------------------------------------------------------
[Statedef 290]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 290
sprpriority = 2

[state ];行動制限
type = varset
triggerall = ishelper(5150)
trigger1 = animelemtime(1)=0
sysvar(3)=9999

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

[State ]
type = PlaySnd
trigger1 = animelem = 1
value = 290, 0

[State ]
type = Explod
trigger1 = animelem = 4
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -36,-18
bindtime = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
ignorehitpause = 0
under = 0

[State ]
type = HitDef
trigger1 = Time = 0
attr = ,NA
animtype  = high
damage    = random*8,random*2
getpower = 0,-random*4
guardflag = MA
pausetime = 0,12
sparkno = s7001
sparkxy = -15,-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
numhits = 0

[State ]
type = turn
trigger1 = fvar(0)<0

[state ];行動制限解除(キャンセル)
type = varset
triggerall = ishelper(5150)
trigger1 = animelemtime(5)=0
sysvar(3)=290

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

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

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

[state ];行動制限
type = varset
triggerall = ishelper(5150)
trigger1 = animelemtime(1)=0
sysvar(3)=9999

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,helper(5150),var(4)

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

[State ]
type = HitDef
trigger1 = Time = 0
attr = ,NA
damage    = random,random
priority  = 3
animtype  = Light
hitflag = MAFD
guardflag = M
getpower = 0,-random
pausetime = 0,2
sparkno = s7000
sparkxy = -10,-37
hitsound   = s300,helper(5150),var(4)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3
numhits = 0

[State ]
type = turn
trigger1 = fvar(0)<0

[state ];行動制限解除(キャンセル)
type = varset
triggerall = ishelper(5150)
trigger1 = animelemtime(3)=0
sysvar(3)=400

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

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

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

[state ];行動制限
type = varset
triggerall = ishelper(5150)
trigger1 = animelemtime(1)=0
sysvar(3)=9999

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

[State ]
type = PlaySnd
trigger1 = animelem = 2
value = 210,helper(5150),var(4)

[State ]
type = HitDef
trigger1 = time = 0
attr = ,NA
damage    = random*3,random*2
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 0,6
getpower = 0,-random
sparkno = s7001
sparkxy = -10,-73
hitsound   = s310,helper(5150),var(4)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3,-6
numhits = 0

[State ]
type = HitDef
trigger1 = animelem = 7
attr = ,NA
damage    = random*3,random*2
animtype  = hard
hitflag = MAFD
guardflag = M
pausetime = 0,6
getpower = 0,-random
sparkno = s7001
sparkxy = -12,-78
hitsound   = s310,helper(5150),var(4)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-5
air.velocity = -3,-6
numhits = 0

[State ]
type = turn
trigger1 = fvar(0)<0

[state ];行動制限解除(キャンセル)
type = varset
triggerall = ishelper(5150)
trigger1 = animelemtime(7)=0
sysvar(3)=410

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

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

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

[state ];行動制限
type = varset
triggerall = ishelper(5150)
trigger1 = animelemtime(1)=0
sysvar(3)=9999

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,helper(5150),var(4)

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

[State ]
type = HitDef
trigger1 = Time = 0
attr = ,NA
damage    = random,random
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 0,3
sparkno = s7000
sparkxy = -10,-12
hitsound   = s330,helper(5150),var(4)
getpower = 0,-random
guard.sparkno = s7010
guardsound = s120,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
numhits = 0

[State ]
type = turn
trigger1 = fvar(0)<0

[state ];行動制限解除(キャンセル)
type = varset
triggerall = ishelper(5150)
trigger1 = animelemtime(3)=0
sysvar(3)=430

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

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

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

[state ];行動制限
type = varset
triggerall = ishelper(5150)
trigger1 = animelemtime(1)=0
sysvar(3)=9999

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

[State ]
type = PlaySnd
trigger1 = Time = 1
value = 210,helper(5150),var(4)

[State ]
type = HitDef
trigger1 = time = 0
attr = ,NA
damage = random*3,random*2
hitflag = MAFD
guardflag = L
pausetime = 0,6
sparkno = s7001
getpower = 0,-random
sparkxy = -15,-18
hitsound   = s340,helper(5150),var(4)
guardsound = s120,0
guard.sparkno = s7011
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
numhits = 0
fall = 1

[State ]
type = turn
trigger1 = fvar(0)<0

[state ];行動制限解除(キャンセル)
type = varset
triggerall = ishelper(5150)
trigger1 = animelemtime(8)=0
sysvar(3)=440

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

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

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

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,helper(5150),var(4)

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

[State ]
type = HitDef
trigger1 = 1
attr = ,NA
damage    = random,random
getpower = 0,-random
guardflag = HA
priority = 3
pausetime = 0,2
sparkno = s7000
sparkxy = -10,-79
hitsound   = s300,helper(5150),var(4)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
numhits = 0

[State ]
type = turn
trigger1 = fvar(0)<0

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

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

[State ]
type = PlaySnd
trigger1 = Time = 1
value = 210,helper(5150),var(4)

[State ]
type = HitDef
trigger1 = 1
attr = ,NA
damage = random*2,random
guardflag = HA
getpower = 0,-random
priority = 4
pausetime = 0,4
sparkno = s7001
sparkxy = -10,-76
hitsound   = s310,helper(5150),var(4)
guard.sparkno = s7011
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
numhits = 0

[State ]
type = turn
trigger1 = fvar(0)<0

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

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,helper(5150),var(4)

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

[State ]
type = HitDef
trigger1 = 1
attr = ,NA
damage = random,random
getpower = 0,-random
guardflag = HA
priority = 3
pausetime = 0,3
sparkno = s7000
sparkxy = -5,-51
hitsound   = s330,helper(5150),var(4)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
numhits = 0

[State ]
type = turn
trigger1 = fvar(0)<0

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

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

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 210,helper(5150),var(4)

[State ]
type = HitDef
trigger1 = 1
attr = ,NA
damage    = random*2,random
guardflag = HA
getpower = 0,-random
priority = 4
pausetime = 0,6
sparkno = s7001
sparkxy = -10,-61
hitsound   = s340,helper(5150),var(4)
guard.sparkno = s7011
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
numhits = 0

[State ]
type = turn
trigger1 = fvar(0)<0

;--------------------------------------------------------------------
[Statedef 690]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 690
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 210,helper(5150),var(4)

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

[State ]
type = Explod
trigger1 = animelem = 1
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -29,-13
bindtime = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
ignorehitpause = 0
under = 0

[State ]
type = HitDef
trigger1 = 1
attr = ,NA
animtype  = hard
damage    = random*3,random*2
getpower = 0,-random*2
guardflag = MA
pausetime = 0,12
sparkno = s7001
sparkxy = -15,-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
numhits = 0
fall = 1
fall.recover = 0

[State ]
type = turn
trigger1 = fvar(0)<0

;--------------------------------------------------------------------
;必殺技
;--------------------------------------------------------------------
[Statedef 1000];祓え
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1000
sprpriority = 2

[state ];行動制限
type = varset
triggerall = ishelper(5150)
trigger1 = animelemtime(1)=0
sysvar(3)=9999

[State ]
type = PlaySnd
trigger1 = animelemtime(7)=0
value = 1000,0
freqmul = ifelse(random<=300,1,ifelse(random%2=0,1.7,0.8))

[State ]
type = Projectile
triggerall = ishelper(5150)
trigger1 = animelemtime(7)=0
projID = 1000
projanim = 1220
projhitanim = 1221
projremanim = 1221
projcancelanim = -1
projremove = 1
projremovetime = -1
projhits = 4
numhits = 0
velocity = ifelse(random<=500,4.5,ifelse(random%2=0,8,16)), 0
remvelocity = 0, 0
accel = 1, 0
projpriority = 9999
projsprpriority = 2
projheightbound = -1000,1000
offset = 30,-110
postype = p1
projshadow = 0, 0, 0
supermove = 1
supermovetime = 2147483647
pausemovetime = 2147483647

attr              = S,SA
damage            = random*4
animtype          = Hard
getpower          = 20,0
guardflag         = H
hitflag           = MAFDP
priority          = 3,Hit
pausetime         = 0,13
sparkxy           = -99999,-99999
hitsound          = s1000,1
guardsound        = s1100,1
ground.type       = High
ground.slidetime  = 6
ground.hittime    = 10
ground.velocity   = -2,-4
airguard.velocity = -2,-4
air.type          = High
air.velocity      = -4,-8
air.hittime       = 12

[State ]
type = Projectile
triggerall = ishelper(5150)
trigger1 = animelemtime(7)=0
projID = 1000
projanim = 1220
projhitanim = 1221
projremanim = 1221
projcancelanim = -1
projremove = 1
projremovetime = -1
projhits = 4
numhits = 0
velocity = -ifelse(random<=500,6,ifelse(random%2=0,8,16)), 0
remvelocity = 0, 0
accel = 1, 0
projpriority = 9999
projsprpriority = 2
projheightbound = -1000,1000
offset = -30,-110
postype = p2
projshadow = 0, 0, 0
supermove = 1
supermovetime = 2147483647
pausemovetime = 2147483647

attr              = S,SA
damage            = random*4
animtype          = Hard
getpower          = 20,0
guardflag         = H
hitflag           = MAFDP
priority          = 3,Hit
pausetime         = 0,13
sparkxy           = -99999,-99999
hitsound          = s1000,1
guardsound        = s1100,1
ground.type       = High
ground.slidetime  = 6
ground.hittime    = 10
ground.velocity   = -2,-4
airguard.velocity = -2,-4
air.type          = High
air.velocity      = -4,-8
air.hittime       = 12

[state ];行動制限解除(キャンセル)
type = varset
triggerall = ishelper(5150)
trigger1 = animelemtime(8)=0
sysvar(3)=1000

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

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

;--------------------------------------------------------------------
[Statedef 1100];紋章「雷」
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1100
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = animelemtime(5)=0
value = 2000,1
freqmul = ifelse(random<=300,1,ifelse(random%2=0,1.7,0.8))

[state ];行動制限
type = varset
triggerall = ishelper(5150)
trigger1 = animelemtime(1)=0
sysvar(3)=9999

[State ];紋章
type = Helper
triggerall = ishelper(5150)
trigger1 = animelemtime(8)=0
name = "kaminari"
id = 1100
pos = 70,-145
postype = p1
sprpriority = 0
stateno = 1101
Helpertype = player
keyctrl = 0
ownpal = 1
supermove = 1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause = 1

[state ];行動制限解除(キャンセル用)
type = varset
triggerall = ishelper(5150)
trigger1 = animelemtime(8)=1
sysvar(3)=1100

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

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

[Statedef 1101];紋章「雷」ヘルパー
type    = A
movetype= I
physics = S

[State ]
type = PlaySnd
trigger1 = var(1)=0
value = 2100,3
freqmul = 1

[State ]
type = PlaySnd
trigger1 = var(1)=0
value = 2100,3
freqmul = 1.3

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

[State ]
type = screenbound
trigger1 = ishelper(1100)
value = 0
movecamera = 0,0

[state ]
type = VarRandom
trigger1 = ishelper(1100)
trigger1 = animelemtime(1)=0
v = 3
range = 0,6

[state ]
type = palfx
trigger1 = ishelper(1100)
trigger1 = var(3)=0
add = 160,0,0
mul = 160,0,0
time=-1
[state ]
type = palfx
trigger1 = ishelper(1100)
trigger1 = var(3)=1
add = 0,160,0
mul = 0,160,0
time=-1
[state ]
type = palfx
trigger1 = ishelper(1100)
trigger1 = var(3)=2
add = 0,0,160
mul = 0,0,160
time=-1
[state ]
type = palfx
trigger1 = ishelper(1100)
trigger1 = var(3)=3
add = 160,160,0
mul = 160,160,0
time=-1
[state ]
type = palfx
trigger1 = ishelper(1100)
trigger1 = var(3)=4
add = 160,0,160
mul = 160,0,160
time=-1
[state ]
type = palfx
trigger1 = ishelper(1100)
trigger1 = var(3)=5
add = 0,160,160
mul = 0,160,160
time=-1

[State ]
type = AngleDraw 
trigger1 = ishelper(1100)
scale = 0.7,0.7

[State ]
type = Angleadd
trigger1 = ishelper(1100)
trigger1 = anim=1710
value = -5

[state ];出現
type = changeanim
trigger1 = ishelper(1100)
trigger1 = anim!=1704
trigger1 = var(1)=[1,26]
value=1704

[state ];攻撃中
type = changeanim
trigger1 = ishelper(1100)
trigger1 = anim!=1710
trigger1 = var(1)=[27,140]
value=1710

[state ];X軸ランダム範囲
type = VarRandom
trigger1 = ishelper(1100)
trigger1 = anim=1710
v = 2
range = -200,200

[State ];攻撃音
type = PlaySnd
trigger1 = ishelper(1100)
trigger1 = anim=1710
trigger1 = gametime%8=0
value = 190,2
freqmul = 1
volume = 10
channel = 6

[State ]
type = Projectile
triggerall = ishelper(1100)
trigger1 = anim=1710
projID = 1102
projanim = 1102
projhitanim = 1102
projremanim = 1102
projcancelanim = -1
projremove = 1
projremovetime = 9
projhits = 9999
numhits = 0
projscale = 0.5,2
velocity = 0,0
remvelocity = 0, 0
accel = 0, 0
projpriority = 9999
projsprpriority = 2
projheightbound = -1000,1000
offset = var(2),145
postype = p1
projshadow = 0, 0, 0
supermove = 1
supermovetime = 2147483647
pausemovetime = 2147483647

attr              = S,SP
damage            = random*2
animtype          = Light
getpower          = 0,0
guardflag         = MA
hitflag           = MAFDP
priority          = 9999,Hit
pausetime         = 0,0
sparkxy           = -99999,-99999
hitsound          = s1450,0
guardsound        = s120,0
ground.type       = High
ground.slidetime  = 6
ground.hittime    = 10
ground.velocity   = ifelse(random<=500,-30,30),-5
airguard.velocity = ifelse(random<=500,-30,30),-5
air.type          = High
air.velocity      = ifelse(random<=500,-45,45),-10
air.hittime       = 12

[State ]
type = Projectile
triggerall = ishelper(1100)
trigger1 = anim=1710
projID = 1102
projanim = 1102
projhitanim = 1102
projremanim = 1102
projcancelanim = -1
projremove = 1
projremovetime = 9
projscale = 0.5,2
projhits = 9999
numhits = 0
velocity = 0,0
remvelocity = 0, 0
accel = 0, 0
projpriority = 9999
projsprpriority = 2
projheightbound = -1000,1000
offset = -var(2),145
postype = p1
projshadow = 0, 0, 0
supermove = 1
supermovetime = 2147483647
pausemovetime = 2147483647

attr              = S,SP
damage            = random*2
animtype          = Light
getpower          = 0,0
guardflag         = MA
hitflag           = MAFDP
priority          = 9999,Hit
pausetime         = 0,0
sparkxy           = -99999,-99999
hitsound          = s1450,0
guardsound        = s120,0
ground.type       = High
ground.slidetime  = 6
ground.hittime    = 10
ground.velocity   = ifelse(random<=500,-30,30),-5
airguard.velocity = ifelse(random<=500,-30,30),-5
air.type          = High
air.velocity      = ifelse(random<=500,-45,45),-10
air.hittime       = 12

[state ];消滅
type = changeanim
trigger1 = ishelper(1100)
trigger1 = anim!=1709
trigger1 = var(1)>140
value=1709

[state ]
type = destroyself
trigger1 = animtime=0

;--------------------------------------------------------------------
[Statedef 1200];糺す
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

[state ];行動制限
type = varset
triggerall = ishelper(5150)
trigger1 = animelemtime(1)=0
sysvar(3)=9999

[State ]
type = PlaySnd
trigger1 = animelemtime(5)=0
value = 1200,0
freqmul = 1
[State ]
type = PlaySnd
trigger1 = animelemtime(5)=0
value = 1300,0
freqmul = ifelse(random<=300,1,ifelse(random%2=0,1.7,0.8))

[State ]
type = Projectile
triggerall = ishelper(5150)
trigger1 = animelemtime(5)=0
projID = 1200
projanim = 1212
projhitanim = 1212
projremanim = 1213
projcancelanim = -1
projremove = 1
projremovetime = 140
projhits = 9999
numhits = 0
velocity = ifelse(random<=500,2,ifelse(random%2=0,6,13)),0
remvelocity = 0, 0
accel = 0, 0
projpriority = 9999
projsprpriority = 2
projheightbound = -1000,1000
offset = 40,-50
postype = p1
projshadow = 0, 0, 0
supermove = 1
supermovetime = 2147483647
pausemovetime = 2147483647

attr              = S,SA
damage            = random*2
animtype          = Light
getpower          = 0,0
guardflag         = 
hitflag           = MAFDP
priority          = 9999,Hit
pausetime         = 0,0
sparkxy           = -99999,-99999
hitsound          = s1150,0
ground.type       = High
ground.slidetime  = 6
ground.hittime    = 10
ground.velocity   = -30,-5
airguard.velocity = -30,-5
air.type          = High
air.velocity      = -45,-10
air.hittime       = 12

[State ]
type = Projectile
triggerall = ishelper(5150)
trigger1 = animelemtime(5)=0
projID = 1200
projanim = 1212
projhitanim = 1212
projremanim = 1213
projcancelanim = -1
projremove = 1
projremovetime = 250
projhits = 9999
numhits = 0
velocity = 0,0
remvelocity = 0, 0
accel = 0, 0
projpriority = 9999
projsprpriority = 2
projheightbound = -1000,1000
offset = 40,-100
postype = p1
projshadow = 0, 0, 0
supermove = 1
supermovetime = 2147483647
pausemovetime = 2147483647

attr              = S,SA
damage            = random*2
animtype          = Light
getpower          = 0,0
guardflag         = 
hitflag           = MAFDP
priority          = 9999,Hit
pausetime         = 0,0
sparkxy           = -99999,-99999
hitsound          = s1150,0
ground.type       = High
ground.slidetime  = 6
ground.hittime    = 10
ground.velocity   = -30,-5
airguard.velocity = -30,-5
air.type          = High
air.velocity      = -45,-10
air.hittime       = 12

[state ];行動制限解除(キャンセル)
type = varset
triggerall = ishelper(5150)
trigger1 = animelemtime(6)=0
sysvar(3)=1200

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

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

;--------------------------------------------------------------------
[Statedef 1300];紋章「斬」
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = animelemtime(5)=0
value = 2000,3
freqmul = ifelse(random<=300,1,0.8)

[state ];行動制限
type = varset
triggerall = ishelper(5150)
trigger1 = animelemtime(1)=0
sysvar(3)=9999

[State ];紋章
type = Helper
triggerall = ishelper(5150)
trigger1 = animelemtime(5)=0
name = "zangeki"
id = 1300
pos = 70,-40
postype = p1
sprpriority = 0
stateno = 1301
Helpertype = player
keyctrl = 0
ownpal = 1
supermove = 1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause = 1

[state ];行動制限解除(キャンセル用)
type = varset
triggerall = ishelper(5150)
trigger1 = animelemtime(5)=1
sysvar(3)=1300

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

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

[Statedef 1301];紋章「斬」ヘルパー
type    = A
movetype= A
physics = S

[State ]
type = PlaySnd
trigger1 = var(1)=0
value = 1200,0
freqmul = 1

[State ]
type = PlaySnd
trigger1 = var(1)=0
value = 1200,0
freqmul = 1.3

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

[State ]
type = screenbound
trigger1 = ishelper(1300)
value = 0
movecamera = 0,0

[state ]
type = VarRandom
trigger1 = ishelper(1300)
trigger1 = animelemtime(1)=0
v = 3
range = 0,6

[state ]
type = palfx
trigger1 = ishelper(1300)
trigger1 = var(3)=0
add = 180,0,0
mul = 180,0,0
time=-1
[state ]
type = palfx
trigger1 = ishelper(1300)
trigger1 = var(3)=1
add = 0,180,0
mul = 0,180,0
time=-1
[state ]
type = palfx
trigger1 = ishelper(1300)
trigger1 = var(3)=2
add = 0,0,180
mul = 0,0,180
time=-1
[state ]
type = palfx
trigger1 = ishelper(1300)
trigger1 = var(3)=3
add = 180,180,0
mul = 180,180,0
time=-1
[state ]
type = palfx
trigger1 = ishelper(1300)
trigger1 = var(3)=4
add = 180,0,180
mul = 180,0,180
time=-1
[state ]
type = palfx
trigger1 = ishelper(1300)
trigger1 = var(3)=5
add = 0,180,180
mul = 0,180,180
time=-1

[state ]
type = velset
trigger1 = ishelper(1300)
trigger1 = var(1)=[40,210]
trigger1 = var(3)=0
x = 0
y = 0
[state ]
type = velset
trigger1 = ishelper(1300)
trigger1 = var(1)=[40,210]
trigger1 = var(3)=1
x = 0
y = -1
[state ]
type = velset
trigger1 = ishelper(1300)
trigger1 = var(1)=[40,210]
trigger1 = var(3)=2
x = 0
y = -2
[state ]
type = velset
trigger1 = ishelper(1300)
trigger1 = var(1)=[40,210]
trigger1 = var(3)=3
x = 2
y = -1
[state ]
type = velset
trigger1 = ishelper(1300)
trigger1 = var(1)=[40,210]
trigger1 = var(3)=4
x = 1
y = 0
[state ]
type = velset
trigger1 = ishelper(1300)
trigger1 = var(1)=[40,210]
trigger1 = var(3)=5
x = 1
y = -2
[state ]
type = velset
trigger1 = ishelper(1300)
trigger1 = var(1)=[40,210]
trigger1 = var(3)=6
x = 0
y = 0

[state ]
type = velset
trigger1 = ishelper(1300)
trigger1 = var(1)!=[40,210]
x = 0
y = 0

[State ]
type = AngleDraw 
trigger1 = ishelper(1300)
scale = 0.6,0.6

[State ]
type = Angleadd
trigger1 = ishelper(1300)
trigger1 = anim=1706
trigger1 = var(1)=[40,210]
value = -8
[State ]
type = Angleset
trigger1 = ishelper(1300)
trigger1 = anim=1706
trigger1 = var(1)>210
value = 0

[state ];出現
type = changeanim
trigger1 = ishelper(1300)
trigger1 = anim!=1704
trigger1 = var(1)=[1,26]
value=1704

[state ];攻撃中
type = changeanim
trigger1 = ishelper(1300)
trigger1 = anim!=1706
trigger1 = var(1)=[27,240]
value=1706

[State ]
type = HitDef
trigger1 = ishelper(1300)
trigger1 = anim=1706
trigger1 = var(1)=[40,210]
trigger1 = var(3)!=6
attr = ,NA
animtype  = light
damage    = random+40,random+10
getpower = 0,0
givepower = -2147483647,-2147483647
guardflag = MA
pausetime = 2,1
sparkno = s7002
sparkxy = 0,0
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s121,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = 0,-2
air.velocity = 0,-2
numhits = 0

[State ]
type = HitDef
trigger1 = ishelper(1300)
trigger1 = anim=1706
trigger1 = var(1)=[40,210]
trigger1 = var(3)=6
attr = ,NT
animtype  = light
damage    = random*2,random
getpower = 0,0
givepower = -2147483647,-2147483647
guardflag = MA
pausetime = 1,0
sparkno = s7002
sparkxy = 0,0
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s121,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = 0,0
air.velocity = 0,0
numhits = 0

[state ];消滅
type = changeanim
trigger1 = ishelper(1300)
trigger1 = anim!=1709
trigger1 = var(1)>240
value=1709

[state ]
type = destroyself
trigger1 = animtime=0

;--------------------------------------------------------------------
[Statedef 1400];陰瘴雲
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1400
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = animelemtime(3)=0
value = 1400,0 +random%4
freqmul = ifelse(random<=300,1,ifelse(random<=600,1.2,0.8))

[state ];行動制限
type = varset
triggerall = ishelper(5150)
trigger1 = animelemtime(1)=0
sysvar(3)=9999

[State ];陰瘴雲
type = Helper
triggerall = ishelper(5150)
trigger1 = animelemtime(5)=0
name = "insyouun"
id = 1400
pos = 40,-70
postype = p1
sprpriority = 0
stateno = 1401
Helpertype = player
keyctrl = 0
ownpal = 1
supermove = 1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause = 1

[state ];行動制限解除(キャンセル用)
type = varset
triggerall = ishelper(5150)
trigger1 = animelemtime(5)=1
sysvar(3)=1400

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

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

[Statedef 1401];陰瘴雲ヘルパー
type    = A
movetype= A
physics = S
movehitpersist=1

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

[State ]
type = screenbound
trigger1 = ishelper(1400)
value = 0
movecamera = 0,0

[State ]
type = Explod
trigger1 = var(1)<=1
anim = 1305
id = 1305
sprpriority = 5
postype = p1
pos = -20,0
bindtime = -1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
ignorehitpause = 0
under = 0
[State ]
type = Explod
trigger1 = var(1)=6
anim = 1306
id = 1306
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
ignorehitpause = 0
under = 0

[State ]
type = PlaySnd
trigger1 = var(1)=1
value = 240,1
freqmul = 1

[State ]
type = PlaySnd
trigger1 = var(1)=1
value = 801,0
freqmul = 1

[state ]
type = changeanim
trigger1 = ishelper(1400)
trigger1 = var(1)>8
trigger1 = anim!=1401
trigger1 = anim!=1015
value=1401

[State ]
type = AngleDraw 
trigger1 = ishelper(1400)
trigger1 = anim=1401
trigger1 = var(1)<25
scale = 0.04*var(1),0.04*var(1)

[state ]
type = velset
trigger1 = ishelper(1400)
trigger1 = anim=1401
trigger1 = var(1)=[25,425]
x = 1.2
[state ]
type = velset
trigger1 = ishelper(1400)
trigger1 = anim!=1401
trigger1 = var(1)=[25,425]
x = 0

[State ]
type = HitDef
trigger1 = ishelper(1400)
trigger1 = anim=1401
trigger1 = var(1)=[25,425]
attr = ,HA
animtype  = light
damage    = random*800,-50
getpower = 0,0
givepower = -2147483647,-2147483647
hitflag = MAFDP
guardflag = H
pausetime = 0,20
sparkno = s7000
sparkxy = 9999,9999
hitsound   = s1000,1
guard.sparkno = s7011
guardsound = s10,1
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = 0,20
air.velocity = 0,20
numhits = 0
fall=1
fall.recover=0
fall.damage=2147483647

[State ]
type = HitOverride
trigger1 = ishelper(1400)
time = -1
attr = SCA,AA,AP,AT
slot = 0
stateno = 1401
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1

[state ]
type = changeanim
triggerall = ishelper(1400)
triggerall = anim!=1015
trigger1 = var(1)>450
trigger2 = movecontact
value=1015

[State ]
type = PlaySnd
trigger1 = var(1)=451
trigger1 = anim=1015
value = 1000,1
freqmul = 1

[state ];撃ち返し
type = Projectile
trigger1 = ishelper(1400)
trigger1 = anim=1401
trigger1 = helper(1400),gethitvar(damage)
projID = 1402
projanim = 1402
projremove = 1
projremovetime = 1000
velocity = 5,-3
projhits = 1
numhits = 0
projmisstime = 1
projpriority = 99999999
projheightbound = -1000, 1000
offset = 0, 0
postype = p1
bindtime = -1
attr = A,NP
animtype = back
damage = random,0
givepower = -2147483647
hitflag = MAFDP
guardflag = MA
pausetime = 0,5
hitsound   = s330,0
sparkxy = 99999,99999
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -3,-2
air.juggle = 0
air.velocity = -3,-2
air.fall = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
ignorehitpause = 1
[state ];撃ち返し
type = Projectile
trigger1 = ishelper(1400)
trigger1 = anim=1401
trigger1 = helper(1400),gethitvar(damage)
projID = 1402
projanim = 1402
projremove = 1
projremovetime = 1000
velocity = 5,0
projhits = 1
numhits = 0
projmisstime = 1
projpriority = 99999999
projheightbound = -1000, 1000
offset = 0, 0
postype = p1
bindtime = -1
attr = A,NP
animtype = back
damage = random,0
givepower = -2147483647
hitflag = MAFDP
guardflag = MA
pausetime = 0,5
hitsound   = s330,0
sparkxy = 99999,99999
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -3,-2
air.juggle = 0
air.velocity = -3,-2
air.fall = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
ignorehitpause = 1
[state ];撃ち返し
type = Projectile
trigger1 = ishelper(1400)
trigger1 = anim=1401
trigger1 = helper(1400),gethitvar(damage)
projID = 1402
projanim = 1402
projremove = 1
projremovetime = 1000
velocity = 5,3
projhits = 1
numhits = 0
projmisstime = 1
projpriority = 99999999
projheightbound = -1000, 1000
offset = 0, 0
postype = p1
bindtime = -1
attr = A,NP
animtype = back
damage = random,0
givepower = -2147483647
hitflag = MAFDP
guardflag = MA
pausetime = 0,5
hitsound   = s330,0
sparkxy = 99999,99999
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -3,-2
air.juggle = 0
air.velocity = -3,-2
air.fall = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
ignorehitpause = 1

[state ];置き土産
type = Projectile
trigger1 = ishelper(1400)
trigger1 = anim=1015
projID = 1402
projanim = 1402
projremove = 1
projremovetime = 1000
velocity = -Cos(var(1)+1*pi/30)*10,-Sin(var(1)+1*pi/30)*10
projhits = 1
numhits = 0
projmisstime = 1
projpriority = 99999999
projheightbound = -1000, 1000
offset = 0, 0
postype = p1
bindtime = -1
attr = A,NA
animtype = back
damage = random,0
givepower = -2147483647
hitflag = MAFDP
guardflag = MA
pausetime = 0,5
hitsound   = s330,0
sparkxy = 99999,99999
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -3,-2
air.juggle = 0
air.velocity = -3,-2
air.fall = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
ignorehitpause = 1

[state ]
type = destroyself
trigger1 = ishelper(1400)
trigger1 = anim=1015
trigger1 = animtime=0


;--------------------------------------------------------------------
[Statedef 3750];caved!!!!
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3760
sprpriority = 2

[state ];行動制限
type = varset
trigger1 = ishelper(5150)
trigger1 = animelemtime(1)=0
sysvar(3)=3750

[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 = 3752
supermovetime = 999000
pausemovetime = 999000

[state ]
type = targetstate
trigger1 = numtarget>0
value = 3752

[State ]
type = HitDef
triggerall = ishelper(5150)
trigger1 = anim = 3760
trigger1 = gametime&2!=0
attr = ,HP
animtype  = light
damage    = 0,0
getpower = 0,0
guardflag = 
pausetime = 0,2
sparkno = s9999
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = 0
air.velocity = 0,0
numhits = 0
[State ]
type = HitDef
triggerall = ishelper(5150)
trigger1 = anim = 3760
trigger1 = gametime&2!=0
attr = ,HT
animtype  = light
damage    = 0,0
getpower = 0,0
guardflag = 
pausetime = 0,2
sparkno = s9999
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = 0
air.velocity = 0,0
numhits = 0
[State ]
type = HitDef
triggerall = ishelper(5150)
trigger1 = anim = 3760
trigger1 = gametime&2!=0
attr = ,HA
animtype  = light
damage    = 0,0
getpower = 0,0
guardflag = 
pausetime = 0,2
sparkno = s9999
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = 0
air.velocity = 0,0
numhits = 0

[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 ];声
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 3760
trigger1 = time = 80
value = 0,ifelse(random<=500,13,18)
freqmul = ifelse(random<=500,1,0.9)
volume = 800

[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 3760
trigger1 = time = 0
value = 1,8
freqmul = 1
volume = 255

[state ];!
type = Explod
triggerall = ishelper(5150)
trigger1 = movehit
trigger1 = numtarget=0
trigger2 = numtarget>0
trigger2 = target,ishelper=0
trigger2 = target,stateno!=3752
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 = movehit
trigger1 = numtarget=0
trigger2 = numtarget>0
trigger2 = target,ishelper=0
trigger2 = target,stateno!=3752
value = 1,0
volume = 240
freqmul = 1
loop = 0

[state ];行動制限解除
type = varset
triggerall = ishelper(5150)
trigger1 = anim = 3760
trigger1 = time >= 260
trigger2 = movehit
trigger2 = numtarget=0
trigger3 = numtarget>0
trigger3 = target,ishelper=0
trigger3 = target,stateno!=3752
sysvar(3)=0

[state ]
type = selfstate
triggerall = ishelper(5150)
trigger1 = anim = 3760
trigger1 = time > 260
trigger2 = movehit
trigger2 = numtarget=0
trigger3 = numtarget>0
trigger3 = target,ishelper=0
trigger3 = target,stateno!=3752
value = 0

[state ]
type = selfstate
triggerall = ishelper(5150)
trigger1 = anim = 3760
trigger1 = time < 260
trigger1 = numtarget>0
trigger1 = target,ishelper=0
trigger1 = target,stateno=3752
value = 3751

[Statedef 3751]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3751
sprpriority = 2

;失敗
[state ];!
type = Explod
triggerall = ishelper(5150)
triggerall = time<177
trigger1 = numtarget=0
trigger2 = numtarget>0
trigger2 = target,ishelper=0
trigger2 = target,stateno!=3752
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)
triggerall = time<177
trigger1 = numtarget=0
trigger2 = numtarget>0
trigger2 = target,ishelper=0
trigger2 = target,stateno!=3752
value = 1,0
volume = 240
freqmul = 1
loop = 0

;成功
[State ]
type = turn
trigger1 = time <=10
trigger1 = fvar(0)<0

[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 3751
trigger1 = AnimElem = 22
value = 0,27
freqmul = 1
volume = 999
[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = anim = 3751
trigger1 = AnimElem = 25
value = 0,29
freqmul = 1
volume = 999

[state ];!
type = Explod
trigger1 = ishelper(5150)
trigger1 = anim = 3751
trigger1 = AnimElemTime(22) = 1
trigger1 = numtarget>0
trigger1 = target,stateno=3752
anim = 3033
ID = 3033
pos = 30, -90
postype = p2
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
trigger1 = ishelper(5150)
trigger1 = numexplod(3033)
trigger1 = AnimElemTime(22) = 2
value = 1,0
freqmul = 1
volume = 999
[State ]
type = PlaySnd
trigger1 = ishelper(5150)
trigger1 = numexplod(3033)
trigger1 = AnimElemTime(22) = 2
value = 2300,3
freqmul = 1
volume = 999

[state ]
type = targetlifeadd
trigger1 = ishelper(5150)
trigger1 = anim = 3751
trigger1 = time = [93,176]
trigger1 = numenemy>0
value = -random/10
absolute=1
kill=0
ignorehitpause = 1

[state ]
type = targetlifeadd
trigger1 = ishelper(5150)
trigger1 = anim = 3751
trigger1 = time =177
value = -random +120
absolute=1
kill=1
ignorehitpause = 1

[state ];行動制限解除
type = varset
triggerall = ishelper(5150)
trigger1 = animtime=0
trigger2 = time > 190
trigger3 = time<177
trigger3 = numtarget=0
trigger4 = time<177
trigger4 = numtarget>0
trigger4 = target,ishelper=0
trigger4 = target,stateno!=3752
sysvar(3)=0

[State ]
type = ChangeState
triggerall = ishelper(5150)
trigger1 = animtime=0
trigger2 = time<177
trigger2 = numtarget=0
trigger3 = time<177
trigger3 = numtarget>0
trigger3 = target,ishelper=0
trigger3 = target,stateno!=3752
value = 0
ctrl = 0
