; これはカンフーマンのＣＮＳファイルです。
; コメントを参考にしてＣＮＳを理解してください

; これはKFMの定数と状態のファイルです。
; 絶対記入し、削除はしないでください。
[Data]
  ;体力ゲージの初期値
life = 1500
  ;攻撃力（これ以上に設定すると強くなる）
attack = 300
  ;防御力（これ以上に設定すると強くなる）
defence = 250
  ;コンボをくらっている時にあがる防御力
fall.defence_up = 70
  ;倒れてから起上がるまでのフレーム数
liedown.time = 0
  ;空中でどれだけコンボが繋がるか（高くすると無限コンボになるので注意）
airjuggle = 150
  ;hitdefで設定していない時の基本ヒットスパークナンバー
sparkno = 2
  ;設定してない時のガードナンバー
guard.sparkno = 40
  ;KOした時に声にエコーをかけるか（１でＯＮ）
KO.echo = 1
 volume = 0
  IntPersistIndex = 0
FloatPersistIndex = 40

[Size]
xscale = 1           ;水平方向の縮尺（通常１）
yscale = 1           ;垂直方向の縮尺（通常１）
ground.back = 15     ;キャラの幅(後方,地上)
ground.front = 16    ;キャラの幅(前方,地上)
air.back = 12        ;キャラの幅(後方,空中)
air.front = 12       ;キャラの幅(前方,空中)
height = 125          ;キャラの高さ
attack.dist = 320    ;攻撃をした時相手がガード体制に入る最低距離
proj.attack.dist = 320;攻撃をした時相手がガード体制に入る最低距離（飛び道具）
proj.doscale = 0     ;上で設定した縮尺を飛び道具にも適用するか（１でＯＮ）   
head.pos = 0, -118   ;頭の大体の座標
mid.pos = -4, -86    ;体の中心の大体の座標
shadowoffset = 0     ;影の垂直方向のオフセット
draw.offset = 0,0    ;使用しない

[Velocity]
walk.fwd  = 3.4      ;前進の速度
walk.back = -3.4     ;後退の速度
run.fwd  = 6.2130434, 0    ;前ダッシュの速度（ホップする時はyを-にする）
run.back = -6.5,-1.8 ;後ダッシュの速度（ホップする時はyを-にする）
jump.neu = 0,-9.8    ;垂直ジャンプの速度
jump.back = -4.05,2    ;後ジャンプの速度
jump.fwd = 4.0,2       ;前ジャンプの速度
runjump.back = -2.55,-8.1 ;後ダッシュしながらのジャンプ速度(オプション)
runjump.fwd = 4,-8.1      ;前ダッシュしながらのジャンプ速度(オプション)
airjump.neu = 0,-8.1      ;２段ジャンプ以降の垂直ジャンプの速度(オプション)
airjump.back = -2.55      ;２段ジャンプ以降の後ジャンプの速度(オプション)
airjump.fwd = 2.5         ;２段ジャンプ以降の前ジャンプの速度

[Movement]
airjump.num = 0      ;空中でジャンプする回数
airjump.height = 35  ;空中でジャンプする最低限の高さ
yaccel = .57         ;重力
stand.friction = .85  ;立ち状態の摩擦係数
crouch.friction = .82 ;屈み状態の摩擦係数


; 立ち
;---------------------------------------------------------------------------

[Statedef 0]
type = S
physics = S
sprpriority = 0

[state 0]
type = destroyself
trigger1 = ishelper
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 0]
type = ChangeAnim
triggerall = name = "D-mizuchi"
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0]
type = VelSet
triggerall = name = "D-mizuchi"
trigger1 = Time = 0
y = 0

[State 0]
type = VelSet
triggerall = name = "D-mizuchi"
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0]
type = lifeset
trigger1 = name != "D-mizuchi"
ignorehitpause = 1
value = 0

[State 0]
type = powerset
trigger1 = name != "D-mizuchi"
ignorehitpause = 1
value = 0

[State 0]
type = VarRangeSet
trigger1 = enemynear,name="D-mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="D-mizuchi"
value = 0

[State 0]
type = VarRangeSet
trigger1 = enemynear,name="D-mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="D-mizuchi"
fvalue = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="D-mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="D-mizuchi"
sysvar(1) = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="D-mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="D-mizuchi"
sysvar(2) = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="D-mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="D-mizuchi"
sysvar(3) = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="D-mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="D-mizuchi"
sysvar(4) = 0
IgnoreHitPause = 1

[State 0]
type = changeanim
triggerall = name != "D-mizuchi"
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 0]
type = statetypeset
trigger1 = name != "D-mizuchi"
value = S
physics = N

[State 0]
type = VelSet
trigger1 = name != "D-mizuchi"
x = 0
y = 0

[State 0]
type = CtrlSet
triggerall = name != "D-mizuchi"
trigger1 = alive
value = 0

[State 0]
type = AssertSpecial
trigger1 = name != "D-mizuchi" && !alive
flag = invisible

[State 0]
type = ChangeState
triggerall = name != "D-mizuchi"
trigger1 = alive && time >= 20
value = 13121

[State 0]
type = ChangeState
triggerall = name != "D-mizuchi"
trigger1 = !alive
value = 104010

[State 0]
type = ChangeState
triggerall = name = "D-mizuchi"
trigger1 = !alive
value = 5050


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

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

[State 10000, sombras]
type = Afterimage
triggerall = palno=12
trigger1 = 1;TIME =0
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  7
length  = 40
TimeGap = 1
FrameGap = 1

[State a]
type = Afterimage
triggerall = palno=12
trigger1 =1; TIME = 0
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  7
length  = 13
TimeGap = 1
FrameGap = 1






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

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
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, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
triggerall = var(30) != 1
trigger1 = AnimTime = 0
value = 50
ctrl = 1



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

;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= I
physics = N
velset = 0,0
;anim = 150




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

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151

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




;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= I ;H
physics = S
;anim = 150


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

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, 4]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= I ;H
physics = N
velset = 0,0
;anim = 151


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

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 153

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

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= I ;H
physics = C
;anim = 151


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

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, 4]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= I ;H
physics = N
velset = 0,0



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


[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= I ;H
physics = N
anim = 152

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

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (Vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = Command != "holdback"
value = 52

[State 155, 8]
type = ChangeState
trigger1 = sysvar(0)
value = 130









; フロントステップ
[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1

[State 10000, sombras]
type = Afterimage
trigger1 = animelem =3
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  7
length  = 40
TimeGap = 1
FrameGap = 1



[State a]
type = Afterimage
trigger1 =  animelem =3
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  7
length  = 13
TimeGap = 1
FrameGap = 1


[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -500

[State -2, a];点滅
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 191, 3]
type = PlaySnd
trigger1 = animelem = 3
value = 700, 1

[State 100, 1]
type = VelSet
trigger1 = animelem = 3;1
x = 8;const(velocity.run.fwd.x)

[State 100, 1]
type = VelSet
trigger1 = animelem = 5
x = 0

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command = "holdfwd"
trigger1 = animelem = 5,>=0
value = 101

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; commonより ダッシュ
[Statedef 101]
type    = S
physics = S
anim = 101
sprpriority = 1

[State 10000, sombras]
type = Afterimage
trigger1 = time = 0
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  7
length  = 40
TimeGap = 1
FrameGap = 1



[State a]
type = Afterimage
trigger1 =  TIME = 0
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  7
length  = 13
TimeGap = 1
FrameGap = 1



[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0




;---------------------------------------------------------------------------
; commonより ダッシュ
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1

[State 191, 3]
type = null;PlaySnd
trigger1 = Time= 0
value = 100, 0
loop = 1
channel = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0
;---------------------------------------------------------------------------
; ステップ
[Statedef 101]
type    = S
physics = S
ctrl = 0
anim = 101
velset = 0,0

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 102

; 空中
[Statedef 102]
type    = A
physics = A
ctrl = 1
anim = 102
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = 7.5
y = -3.8

[State 105, 2]
type = null;CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 103


; 着地
[Statedef 103]
type    = S
physics = N
ctrl = 0
anim = 103
velset = 0,0

[State 106, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; commonより バックステップ
[Statedef 105]
type    = S
physics = S
ctrl = 0
anim = 104
velset = 0,0

[State 10000, sombras]
type = Afterimage
trigger1 = time = 0
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  7
length  = 40
TimeGap = 1
FrameGap = 1


[State a]
type = Afterimage
trigger1 = time = 0
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  7
length  = 13
TimeGap = 1
FrameGap = 1





[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 106

; 空中
[Statedef 106]
type    = A
physics = A
ctrl = 1
anim = 105
sprpriority = 1

[State 10000, sombras]
type = Afterimage
trigger1 = time = 0
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  7
length  = 40
TimeGap = 1
FrameGap = 1



[State a]
type = Afterimage
trigger1 = TIME = 0
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  7
length  = 13
TimeGap = 1
FrameGap = 1




[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = -7.5
y = -3.8

[State 105, 2]
type = null;CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 107


; 着地
[Statedef 107]
type    = S
physics = N
ctrl = 0
anim = 106
velset = 0,0

[State 106, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; タイムオーバーで負けた時
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(1) = 1
value = 171

;---------------------------------------------------------------------------
; 勝った動作１
[Statedef 180]
type = S

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
trigger1 = var(1) = 0
v = 2
range = 0,1

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 0
trigger1 = var(1) = 0
value = 183;181

[State 180, 1]
type = ChangeState
trigger1 = Var(2) = 1
trigger1 = var(1) = 0
value = 183


[State 180, 1]
type = VarRandom
trigger1 = Time = 0
trigger1 = var(1) = 1
v = 2
range = 0,2

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 0
trigger1 = var(1) = 1
value = 184

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 1
trigger1 = var(1) = 1
value = 186

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 2
trigger1 = var(1) = 1
value = 187


;---------------------------------------------------------------------------
; 勝った動作[天上天下]
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0
supermove = 1

[State 191, 3];天上天下
type = PlaySnd
trigger1 = time = 50
value = 181,0

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


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

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,170]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作[下の下だな]
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0
supermove = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 3711
sprpriority = 2
postype = p1
scale = 0.5,0.5
facing = -1
pos = 0,-20
ownpal = 1
trans = Add
;bindtime = 1
;supermove = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 1820
sprpriority = 3
postype = p1
facing = -1
pos = 53,0
ownpal = 1
;bindtime = 1
;supermove = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 1821
sprpriority = 5
postype = p1
facing = -1
pos = 24,0
ownpal = 1
;bindtime = 1
;supermove = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 1822
sprpriority = 2
postype = p1
facing = -1
pos = 78,0
ownpal = 1
;bindtime = 1
;supermove = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 1824
sprpriority = 4
postype = p1
facing = -1
pos = 57,0
ownpal = 1
;bindtime = 1
;supermove = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 1823
sprpriority = 4
postype = p1
pos = -32,0
ownpal = 1
;bindtime = 1
;supermove = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 1825
sprpriority = 5
postype = p1
pos = -26,0
ownpal = 1
;bindtime = 1
;supermove = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 1826
sprpriority = 3
postype = p1
pos = -80,0
ownpal = 1
;bindtime = 1
;supermove = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 1827
sprpriority = 2
postype = p1
pos = -80,0
ownpal = 1
;bindtime = 1
;supermove = 1




[State 191, 3]
type = PlaySnd
trigger1 = animelem = 7
value = 190,1

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


[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,220];[0,220]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作[我より、優れる者は無し]
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 191, 3];我より、優れる者は無し
type = PlaySnd
trigger1 = animelem = 9
value = 184,0

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 1
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

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

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover



;---------------------------------------------------------------------------
; 勝った動作[血]
[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0

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

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

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[state a]
type = lifeadd
trigger1 = animelem = 5
value = -200
kill = 0

[state a]
type = poweradd
trigger1 = animelem = 5
value = 1000

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 5
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

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

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover


;---------------------------------------------------------------------------
; 勝った動作[我、ガイアと共にあり]
[Statedef 187]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 191, 3];効果音
type = PlaySnd
trigger1 = animelem = 6
value = 190,1

[State 191, 3];我
type = PlaySnd
trigger1 = animelem = 6
value = 187,0

[State 191, 3];ガイアと共にあり
type = PlaySnd
trigger1 = animelem = 23
value = 187,1

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 6
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0





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


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

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

;---------------------------------------------------------------------------
; 通常登場
[Statedef 190]
type = S
ctrl = 0
anim = 18400
velset = 0,0





[State 191, 3];
type = PlaySnd
trigger1 = animelem = 9
value = 184,0
Channel = 0







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

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 1
anim = 2461
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = 237
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time =236
anim = 2462
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 190
anim = 2471
sprpriority = 1
postype = p1
pos = 0,-101
facing=ifelse(facing=1,1,-1)
scale = .05,.05
bindtime = 1
supermove = 1
removetime = 5
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 195
anim = 2471
sprpriority = 1
postype = p1
pos = 0,-101
facing=ifelse(facing=1,1,-1)
scale = .10,.10
bindtime = 1
supermove = 1
removetime = 5
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 200
anim = 2471
sprpriority = 1
postype = p1
pos = 0,-101
facing=ifelse(facing=1,1,-1)
scale = .15,.15
bindtime = 1
supermove = 1
removetime = 5
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 205
anim = 2471
sprpriority = 1
postype = p1
pos = 0,-101
facing=ifelse(facing=1,1,-1)
scale = .25,.25
bindtime = 1
supermove = 1
removetime = 5
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 210
anim = 2471
sprpriority = 1
postype = p1
pos = 0,-101
facing=ifelse(facing=1,1,-1)
scale = .3,.3
bindtime = 1
supermove = 1
removetime = 5
under = 0




[State 1000, 5];足元
type = Explod
trigger1 = time = 215
anim = 2471
sprpriority = 1
postype = p1
pos = 0,-101
facing=ifelse(facing=1,1,-1)
scale = .34,.34
bindtime = 1
supermove = 1
removetime = 45
under = 0


[State 1000, 5];足元
type = Explod
trigger1 = time = 40
anim = 2463
sprpriority = 5
postype = p1
pos = 45,-150
facing=ifelse(facing=1,1,-1)
scale = .3,.3
bindtime = 1
supermove = 1
removetime = 220
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 65
anim = 2464
sprpriority = 5
postype = p1
pos = 45,-100
facing=ifelse(facing=1,1,-1)
scale = .3,.3
bindtime = 1
supermove = 1
removetime = 195
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 90
anim = 2465
sprpriority = 5
postype = p1
pos = 45,-50
facing=ifelse(facing=1,1,-1)
scale = .3,.3
bindtime = 1
supermove = 1
removetime = 170
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 115
anim = 2466
sprpriority = 5
postype = p1
pos = 45,0
facing=ifelse(facing=1,1,-1)
scale = .3,.3
bindtime = 1
supermove = 1
removetime = 145
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 140
anim = 2467
sprpriority = 5
postype = p1
pos = -50,-150
facing=ifelse(facing=1,1,-1)
scale = .3,.3
bindtime = 1
supermove = 1
removetime = 120
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 165
anim = 2468
sprpriority = 5
postype = p1
pos = -50,-100
facing=ifelse(facing=1,1,-1)
scale = .3,.3
bindtime = 1
supermove = 1
removetime = 95
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 190
anim = 2469
sprpriority = 5
postype = p1
pos = -50,-50
facing=ifelse(facing=1,1,-1)
scale = .3,.3
bindtime = 1
supermove = 1
removetime = 70
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 215
anim = 2470
sprpriority = 5
postype = p1
pos = -50,0
facing=ifelse(facing=1,1,-1)
scale = .3,.3
bindtime = 1
supermove = 1
removetime = 45
under = 0





;[state a]
;type = changestate
;trigger1 = time = 1
;trigger1 = var(1) = 1
;value = 192

 ;



;[State 191, 3];倒してみせよ
;type = PlaySnd
;trigger1 = animelem = 11
;value = 190,0

;[State 191, 3];火柱
;type = PlaySnd
;trigger1 = animelem = 13
;value = 190,1

;[State 191, 3];火柱
;type = PlaySnd
;trigger1 = animelem = 14
;value = 190,2


;[State 1000, 5]
;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, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

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





;---------------------------------------------------------------------------
; オロチ登場
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0


[State 191, 3];さなぎをやぶり
type = PlaySnd
trigger1 = animelem = 10
value = 193,0

[State 191, 3];蝶は舞う
type = PlaySnd
trigger1 = animelem = 27
value = 193,1

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 27
value = 193,2

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 29
value = 190,2


[State 1000, 5]
type = Explod
trigger1 = animelem = 27
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0



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

  ;

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



;---------------------------------------------------------------------------
; 挑発の動作
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 191, 3];
type = changeanim
trigger1 = time = 0
trigger1 = var(1) = 1
value = 196

[State 191, 3];我のみを尊ぶ
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(1) = 0
value = 195,0

[State 195, 1]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; 遠距離立ち・弱・パンチ・の動作
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 200                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)

[State 200]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.038
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 200]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 99991
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 = s7000
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, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = var(1) = 0
value = 200,var(6)

[state a]
type = ctrlset
trigger1 = animelem = 3
value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 近距離立ち・弱・パンチ・の動作
[Statedef 205]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 205                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 205]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 99991
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 = s7000
sparkxy = 40, -69
hitsound   = s300, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -6
air.velocity = -1.4,-3



[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = var(1) = 0
value = 200,var(6)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[state a]
type = ctrlset
trigger1 = animelem = 3
value = 1

[State 200, 7]
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= 30
ctrl = 0
velset = 0,0
anim = 210

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(1) = 0
value = 210, var(6)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 211, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -10,0
bindtime = 1
supermove = 0
under = 0

[State 210]
type = Projectile
trigger1 = AnimElem = 8
attr = S, NA
projanim = 99999
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 = s7001
sparkxy = 40, -69
hitsound   = s310,var(6)
guard.sparkno = s7011
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 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 近距離立ち・強・パンチ・の動作
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 2

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

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

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 5
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -20,0
bindtime = 1
supermove = 0
under = 0

[State 215]
type = Projectile
trigger1 = AnimElem = 6
attr = S, NA
projanim = 99999
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 = M
hitflag = MAF
pausetime = 2,10
hitsound   = s310,var(6)
guard.sparkno = s7011
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 215, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;遠距離 立ち・弱・キック
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

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

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 1000, 5];攻撃エフェクト1
type = Explod
trigger1 = animelem = 3
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 77,-91
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト2
type = Explod
trigger1 = animelem = 4
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 35,-21
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 230]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 99993
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)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,7
sparkno = s7000
sparkxy = 50, -85
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3





[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;近距離 立ち・弱・キック
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 235
sprpriority = 2

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

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 1000, 5];攻撃エフェクト1
type = Explod
trigger1 = animelem = 3
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 33,-20
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト2
type = Explod
trigger1 = animelem = 4
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 62,-54
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1


[State 230]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 99992
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)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,7
sparkno = s7000
sparkxy = 50, -85
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3


[State 230, 3]
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= 30
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(1) = 0
value = 210, var(6)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 240, 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
;supermove = 0
supermovetime = 7
ignorehitpause = 0
under = 0

[State 235]
type = Projectile
trigger1 = AnimElem = 4
attr = S, NA
projanim = 99995
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)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,7
sparkno = s7000
sparkxy = 50, -85
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3



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

[State -3]
type = ChangeState
value = 1100
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,80]
trigger1 = p2movetype = H
trigger1 = MoveContact = 1

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

;---------------------------------------------------------------------------
; 近距離立ち・強・キック
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 245
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

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

[State 235]
type = Projectile
trigger1 = AnimElem = 4 || AnimElem = 9
attr = S, NA
projanim = 99994
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)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,7
sparkno = s7000
sparkxy = 50, -85
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3




[State 240, 4]
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 200, 1]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = var(1) = 0
value = 290, 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -36,-18
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 235]
type = Projectile
trigger1 = AnimElem = 4
attr = S, NA
projanim = 99999
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)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,7
sparkno = s7000
sparkxy = 50, -85
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3





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

;---------------------------------------------------------------------------
; ガードキャンセルふっ飛ばし攻撃
[Statedef 291]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -500
ctrl = 0
velset = 0,0
anim = 291
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = Time = 0
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = var(1) = 0
value = 290, 0

[State 700, 2];無敵の状態を作る
type = NotHitBy
triggerall = 1
trigger1 = 1
value = SCA

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 235]
type = Projectile
trigger1 = AnimElem = 4
attr = S, NA
projanim = 99999
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)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,7
sparkno = s7000
sparkxy = 50, -85
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3


[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= 0
ctrl = 0
anim = 400
sprpriority = 2

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

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

[State 400]
type = Projectile
trigger1 = AnimElem = 2
attr = C, NA
projanim = 99996
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 = s7000
sparkxy = 38, -25
hitsound   = s300, var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3




[State -3]
type = ChangeState
value = 240
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,70]
trigger1 = p2movetype = H
trigger1 = MoveContact = 1

[State 400, 3]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 400, 4]
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= 30
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 221, 0

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

[State 400]
type = Projectile
trigger1 = AnimElem = 3
attr = C, NA
projanim = 99996
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = Ceil(0.05 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s7000
sparkxy = 38, -25
hitsound   = s300, var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[State 410, 4]
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= 0
ctrl = 0
anim = 430
sprpriority = 2

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

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

[State 430]
type = Projectile
trigger1 = AnimElem = 2
attr = C, NA
projanim = 99997
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 = s7000
sparkxy = 38, -15
hitsound   = s330, var(6)
guard.sparkno = s7010
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 -3]
type = ChangeState
value = 400
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,70]
trigger1 = p2movetype = H
trigger1 = MoveContact = 1

[State 400, 3]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 430, 3]
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= 30
ctrl = 0
anim = 440
sprpriority = 2

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

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

[State 440]
type = Projectile
trigger1 = AnimElem = 8
attr = C, NA
projanim = 99998
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 = s7000
sparkxy = 88, -15
hitsound   = s340, var(6)
guard.sparkno = s7011
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, 4]
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= 0
ctrl = 0
anim = 600
sprpriority = 2



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

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

[State 600]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 99989
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 = s7000
sparkxy = 30, -70
hitsound   = s300, var(6)
guard.sparkno = s7010
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= 30
ctrl = 0
anim = 610
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 220, 1

[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
trigger1 = var(1) = 0
value = 210, var(6)

[State 610]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 99989
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 = s7000
sparkxy = 30, -70
hitsound   = s310, var(6)
guard.sparkno = s7011
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= 0
ctrl = 0
anim = 630
sprpriority = 2

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

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

[State 630]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 99988
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 = s7000
sparkxy = 43, -20
hitsound   = s330, var(6)
guard.sparkno = s7011
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= 30
ctrl = 0
anim = 640
sprpriority = 2

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

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
trigger1 = var(1) = 0
value = 210, var(6)

[State 640]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 99987
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 = s7000
sparkxy = 43, -40
hitsound   = s340, var(6)
guard.sparkno = s7010
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= 0
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 = 211
id = 211
sprpriority = 5
postype = p1
pos = -29,-13
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 640]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 99999
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 = s7000
sparkxy = 43, -40
hitsound   = s340, var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -3,-4








;---------------------------------------------------------------------------
;タクティカルステップ
[Statedef 700]
; type = S      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = I    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = N   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
poweradd= 0
ctrl = 0
anim = 700
velset = 0,0
sprpriority = 2


[State -2, a];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
trigger3 = prevstateno = [200,499]
time = 5
add = 0,0,176
mul = 0,0,176
color = 1
ignorehitpause = 1

[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

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



[State 600, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 700, 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = 0

[State 600, 1]
type = velset
trigger1 = animelem = 2
x = 8

[State 600, 1]
type = velset
trigger1 = animelem = 4
x = 0




;[State 50, 4];←成功したときの残像
;type = AfterImage
;trigger1 = time = 0
;time = 15
;trans = add1
;timegap = 2
;framegap = 2
;length = 6
;palbright = 12,12,12
;palcontrast = 225,225,225
;palpostbright = 0,0,0
;paladd = 0,0,0
;palmul = 1,1,1






[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;緊急回避後ろ
[Statedef 701]
; type = S      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = I    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = S   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
poweradd= 0
ctrl = 0
anim = 701
sprpriority = 2
velset = 0,0



[State 700, 2];無敵の状態を作る
type = NotHitBy
triggerall = 1
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = SCA

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

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = animelem = 8,<=0
value = SCA

[state a]
type = playerpush
trigger1 = animelem = 8,<= 0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 700, 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = 0

[State 600, 1]
type = velset
trigger1 = animelem = 4
x = -6

[State 600, 1]
type = velset
trigger1 = animelem = 8
x = 0


;[State 50, 4];←成功したときの残像
;type = AfterImage
;trigger1 = time = 0
;time = 33
;trans = add1
;timegap = 2
;framegap = 2
;length = 6
;palbright = 0,0,0
;palcontrast = 225,225,225
;palpostbright = 0,0,0
;paladd = 0,0,0
;palmul = 1,1,1







[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ダウン回避
[Statedef 702]
; type = S      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = I    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = S   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
poweradd= 0
ctrl = 0
anim = 702
sprpriority = 2
velset = 0,0

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

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 702, 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = -4

[State 600, 1]
type = veladd
trigger1 = vel x <= 0
trigger1 = gametime % 2
x = 0.4

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


;[State 50, 4];←成功したときの残像
;type = null;AfterImage
;trigger1 = time = 0
;time = 33
;trans = add1
;timegap = 2
;framegap = 2
;length = 6
;palbright = 0,0,0
;palcontrast = 225,225,225
;palpostbright = 0,0,0
;paladd = 0,0,0
;palmul = 1,1,1




[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1








;---------------------------------------------------------------------------
;門客人(あらはばき)
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
triggerall = ishelper
Trigger1 = Time = 0
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = M-          ;コンボの途中から投げが入らないよう設定してある
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
p1facing = ifelse (command = "holdback", -1, 1) ;前を押したらターンする設定
p2facing = 1          ;？
p1stateno = 801       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 805       ;投げが成功した場合の移動する２Ｐのステート
;hitsound = S800,0
fall = 1
kill = (var(50)=0)              ;落ちる力を２Ｐにかけるか

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げている自分
[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 8
sprpriority = 2

;---------------------[サウンド]
[State 810, Grab Sound];掴み
type = PlaySnd
trigger1 = time = 3
value = 800, 0

[State 810, Grab Sound];浮き
type = PlaySnd
trigger1 = AnimElem = 2
value = 801, 0

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 5
value = 190, 2

[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelemtime(6) = 6
value = 240, 0


[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = animelemtime(6) = 6
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1


[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 7080
sprpriority = 3
postype = p1
velset = 0,0
pos = 47,-89
bindtime = 1
supermove = 0
under = 0
ownpal = 1


[State 1000, 5];ヒットエフェクト
type = Explod
trigger1 = animelemtime(6) = 6
anim = 7002
sprpriority = 5
postype = p1
velset = 0,0
pos = 60,-129
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 2
anim = 810
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,0
bindtime = 1
removetime = 40
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];足元消滅
type = Explod
trigger1 = animelem = 5
anim = 811
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];火柱
type = Explod
trigger1 = animelem = 6
anim = 812
sprpriority = 3
postype = p1
velset = 0,0
pos = 60,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1


;:::相手

[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 32,0


[state a]
type = targetstate
trigger1 = animelemtime(6) = 6
value = 806


[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelemtime(6) = 6
value = -173

;:::

[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1;animelem = 1
edge = 60,0

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

;---------------------------------------------------------------------------
;投げられている相手
[Statedef 805]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

[state a]
type = velset
trigger1 = time = 20
x = -2
y = -3

[state a]
type = veladd
trigger1 = vel x < 0
x = 0.1

[state a]
type = veladd
trigger1 = vel y < 0
y = 0.1

[state b]
type = null;velset
trigger1 = time = 26
x = 0
y = 0


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



;---------------------------------------------------------------------------
;投げられている相手2
[Statedef 806]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

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

[state a]
type = velset
trigger1 = animelem = 1
x = -1.5
y = -10

[State 821, 1] ;これは重力これは毎フレーム事に0.4の力が加わります
type = VelAdd
Trigger1 = 1;animelem = 3,>= 0
y = .4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;---------------------------------------------------------------------------
;レッグスルー
[Statedef 850]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
triggerall = ishelper
Trigger1 = Time = 0
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NT          ;ｓ：立ち　ｎ：通常　ｔ：投げ
hitflag = M-          ;コンボの途中から投げが入らないよう設定してある
priority = 1, Miss    ;１は優先順位が低いので技がでないかミスするという設定
sparkno = -1          ;-をつければスパークエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフーマンが表示される
;p1facing = ifelse (command = "holdfwd", -1, 1) ;前を押したらターンする設定
p2facing = 1          ;？
p1stateno = 851       ;投げが成功した場合の移動する１Ｐのステート
p2stateno = 855       ;投げが成功した場合の移動する２Ｐのステート
;hitsound = S800,0
fall = 1
kill = (var(50)=0)             ;落ちる力を２Ｐにかけるか

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;投げている自分
[Statedef 851]
type    = S
movetype= A
physics = N
anim = 850
sprpriority = 5

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

;---------------------[サウンド]
[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800, 0

[State 810, Grab Sound];叩きつけ
type = PlaySnd
trigger1 = AnimElem = 6
value = 850, 2


;---------------------[エフェクト]
[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 7080
sprpriority = 3
postype = p1
velset = 0,0
pos = 47,-89
bindtime = 1
supermove = 0
under = 0
ownpal = 1

;---------------------[位置設定]
[state a]
type = posadd
trigger1 = animelem = 2
x = 8
y = -12

[state a]
type = posadd
trigger1 = animelem = 3
y = 12

[state a]
type = posadd
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
x = -16

[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = animelem = 5
edge = 60,121

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 6
time = 9
ampl = -5
freq = 95
phase = 95

;---------------------[相手の制御]
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0

[State 801, 2]
type = TargetBind
trigger1 = animelem = 3
pos = 54,-72

[State 801, 2]
type = TargetBind
trigger1 = animelem = 4
pos = 35,-84

[State 801, 2]
type = TargetBind
trigger1 = animelem = 5
pos = -25,-85

[State 801, 2]
type = TargetBind
trigger1 = animelem = 6
pos = -45,0


[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelem = 6
value = -167

;:::相手

[State 821, 3] 
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;投げられている相手
[Statedef 855]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

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

[state a]
type = velset
trigger1 = animelem = 9
x = 5
y = -4

[State 821, 1] ;これは重力これは毎フレーム事に0.4の力が加わります
type = VelAdd
Trigger1 = animelem = 9,>= 0
y = .4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; ディメンジョンスフィアα(記述長すぎ・・・ｏｒｚ，ヘルパー管理大変すぎる；；）
[Statedef 1000]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= -500;50
velset = 0,0
anim = 1001
ctrl = 0

[State 2000, 2]
type = SuperPause
trigger1 = var(38) = 0
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 15
anim = 3700; 6020
sprpriority = -1
postype = p1
pos = 30,-102
bindtime = 1
supermove = 1
under = 0
ownpal = 1
trans = add

[State 1000, 5]
type = Explod
trigger1 = time = 25
anim = 3700;6021
sprpriority = 1
postype = p1
pos = 30,-102
bindtime = 1
supermove = 1
under = 0
ownpal = 1
trans = add

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



;---------------------[効果音]
[state a]
type = null;playsnd
trigger1 = animelem = 6
value = 290,0

;---------------------[位置設定]
[state a]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8




[state a]
type = velset
trigger1 = animelem = 7
x = -2

[state a]
type = veladd
trigger1 = vel x <= 0
x = 0.3

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

;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = null;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

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 6;7
id = 917
persistent = 0
name = "D-mizuchi"
pos =113,-126
postype = P1
stateno = 3040
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2900, 1];
type = helper
trigger1 = Animelem = 7;7
id = 917
persistent = 0
name = "D-mizuchi"
pos = 70,-40
postype = P1
stateno = 3040
helpertype = normal
keyctrl = 0
ownpal = 1



[State 2900, 1];
type = helper
trigger1 = Animelem = 8;7
id = 917
persistent = 0
name = "D-mizuchi"
pos = 27,-126
postype = P1
stateno = 3040
helpertype = normal
keyctrl = 0
ownpal = 1






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



[Statedef 3040]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 4449
ownpal = 1

[State 3888]
type = AssertSpecial
triggerall = (life = 0) || (enemynear,life != 0)
triggerall = name = "D-mizuchi"
trigger1 = 1
flag = noko
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

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

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

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

[State a]
type = Trans
trigger1 = 1
trans = add



[State 1]
type = VelSet
trigger1 = p2bodydist X >= 0
x = time * 0.02 * time * time * 0.02

[State 1]
type = VelSet
trigger1 = p2bodydist X < 0
x = -time * 0.02 * time * time * 0.02

[State 1]
type = VelSet
trigger1 = p2bodydist Y <= -60 + random%60
y = Sin((-gameTime*3)*Pi/180)  

[State 1]
type = VelSet
trigger1 = p2bodydist Y > -50 - random%60
y = -Sin((gameTime*3)*Pi/180)

[state a]
type = playsnd
trigger1 = time = 0
value = 4000,4


;---------------------[無敵処理]



[State -1]
type = Projectile
triggerall = name = "D-mizuchi"
trigger1 = 1
attr = SCA, NA
projanim = 4556
projhitanim = -1
projid = 4556
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = DiagUp
damage    = Ceil(0.002 * enemy,Const(data.life)) ,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFDPL
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1
p2stateno = 490000


;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = null;helper
triggerall = name = "D-mizuchi"
trigger1 = Animelem = 4
id = 917
persistent = 0
name = "sennpuuki"
pos = 0,-20
postype = P1
stateno = 3041
helpertype = normal
keyctrl = 0
ownpal = 1


;---------------------[消滅]
[state a]
type = changestate
trigger1 = p2bodydist X >= -30 && p2bodydist X <= 30
trigger1 = p2bodydist Y >= -80 && p2bodydist Y <= 30
value = 3041

[state a]
type = changestate
trigger1 = time >= 80
value = 3041
;--------------------------------------------------------------------------------------
[Statedef 3041]
type = S
movetype = A
physics = N
anim = 4556
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 1010]
type = AssertSpecial
triggerall = name = "D-mizuchi"
trigger1 = 1
flag = noshadow
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 3888]
type = AssertSpecial
triggerall = (life = 0) || (enemynear,life != 0)
triggerall = name = "D-mizuchi"
trigger1 = 1
flag = noko
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

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

[State 1000, 5]
type = Explod
trigger1 = time >= 0
anim = 4105
sprpriority = 99999999999
postype = p1
pos = 0,0
scale = 0.2,0.2
vel = 10 - (random%21),10 - (random%21)
accel = 0,-0.1
bindtime = 1
supermove = 0
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 4000,3

[State a]
type = helper
triggerall = name = "D-mizuchi"
trigger1 = time = 12 || time = 16 || AnimElemTime(6) = 1 || AnimElemTime(7) = 14
id = 26400
persistent = 1
name = "D-mizuchi"
pos = 0,0
postype = P1
stateno = 26400
bindtime = -1
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999



;---------------------[飛び道具]
[State -1]
type = Projectile
triggerall = name = "D-mizuchi"
trigger1 = 1
attr = S, SP
projanim = 4556
projhitanim = -1
projid = 4556
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFDPL
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 210, 2]
type = HitDef
triggerall = name = "D-mizuchi"
triggerall = root,var(1)!=1&&ishelper
trigger1 = var(38) != 2
trigger1 = time = 0
trigger2 = ishelper
attr = S, NP
animtype  = hard
damage    = 50,10
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
kill = (var(50)=0)

[State 1010]
type = null;ChangeState
triggerall = name = "D-mizuchi"
trigger1 = Movehit = 1
value = 3043

[State 1010]
type = null;ChangeState
triggerall = name = "D-mizuchi"
trigger1 = MoveGuarded = 1
value = 3043


[State 1010]
type = null;ChangeState
triggerall = name = "D-mizuchi"
trigger1 = time >= 20
value = 3043

[State 1010]
type = ChangeState
triggerall = name = "D-mizuchi"
trigger1 = time >= 100
value = 0

[state a]
type = destroyself
trigger1 = Time >= 25
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;超必演出ヘルパ
;---------------------------------------------------------------------------

[Statedef 26400]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3950
ownpal = 1

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

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

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

[State a]
type = Trans
trigger1 = 1
trans = add

[state a]
type = varset
trigger1 = time = 0
v = 56
value = 0

[State a]
type = VarAdd
trigger1 = Var(56) <= 40
var(56) = 1

[State 1000, 0]
Type = AngleDraw
Trigger1 = Time >= 0
Value = 0
Scale = time * 0.1,time * 0.1

[State 1]
Type = EnvShake
Trigger1 = Time%4 = 0
Time = 25
Freq = 90
Ampl = -10
Phase = 80

[state a]
type = destroyself
trigger1 = Time >= 25

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

;終了
[Statedef 3042]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 28888
ownpal = 1

;---------------------[無敵処理]

[State 1010]
type = AssertSpecial
triggerall = name = "D-mizuchi"
trigger1 = 1
flag = noshadow
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 3888]
type = AssertSpecial
triggerall = (life = 0) || (enemynear,life != 0)
triggerall = name = "D-mizuchi"
trigger1 = 1
flag = noko
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 2901,1]
type = nothitby
triggerall = name = "D-mizuchi"
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
triggerall = name = "D-mizuchi"
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015

[State 1]
type = ChangeState
triggerall = name = "D-mizuchi"
trigger1 = time >= 100
value = 0
;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0


[Statedef 3043]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3703
ownpal = 1

[State 1010]
type = AssertSpecial
triggerall = name = "D-mizuchi"
trigger1 = 1
flag = noshadow
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 3888]
type = AssertSpecial
triggerall = (life = 0) || (enemynear,life != 0)
triggerall = name = "D-mizuchi"
trigger1 = 1
flag = noko
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state a]
type = playsnd
trigger1 = time = 0
value = 4000,4

[state a]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
triggerall = name = "D-mizuchi"
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
triggerall = name = "D-mizuchi"
trigger1 = Animelem = 6
id = 917
persistent = 0
name = "sennpuuki"
pos = -120,-80
postype = P1
stateno = 3044
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1]
type = ChangeState
triggerall = name = "D-mizuchi"
trigger1 = time >= 100
value = 0
;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0

[Statedef 3044]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3703
ownpal = 1

[State 1010]
type = AssertSpecial
triggerall = name = "D-mizuchi"
trigger1 = 1
flag = noshadow
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 3888]
type = AssertSpecial
triggerall = (life = 0) || (enemynear,life != 0)
triggerall = name = "D-mizuchi"
trigger1 = 1
flag = noko
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state a]
type = playsnd
trigger1 = time = 0
value = 4000,4

[state a]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
triggerall = name = "D-mizuchi"
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
triggerall = name = "D-mizuchi"
trigger1 = Animelem = 4
id = 917
persistent = 0
name = "sennpuuki"
pos = 0,-20
postype = P1
stateno = 3045
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1]
type = ChangeState
triggerall = name = "D-mizuchi"
trigger1 = time >= 100
value = 0
;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0


;玉
[Statedef 3045]
type = S
movetype = A
physics = N
anim = 22126
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 1010]
type = AssertSpecial
triggerall = name = "D-mizuchi"
trigger1 = 1
flag = noshadow
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 3888]
type = AssertSpecial
triggerall = (life = 0) || (enemynear,life != 0)
triggerall = name = "D-mizuchi"
trigger1 = 1
flag = noko
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1010]
type = AssertSpecial
triggerall = name = "D-mizuchi"
trigger1 = 1
flag = noshadow

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


[state 1013]
type = velset
trigger1 = Time = 0
x = 4

[state 1013]
type = velset
trigger1 = Time = 0
y = 4



;---------------------[飛び道具]
[State -1]
type = Projectile
triggerall = name = "D-mizuchi"
trigger1 = 1
attr = S, SP
projanim = 3703
projhitanim = -1
projid = 3703
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 210, 2]
type = HitDef
triggerall = name = "D-mizuchi"
triggerall = root,var(1)!=1&&ishelper
trigger1 = var(38) != 2
trigger1 = time = 0
trigger2 = ishelper
attr = S, NP
animtype  = hard
damage    = 50,10
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
kill = (var(50)=0)

[State 1010]
type = ChangeState
triggerall = name = "D-mizuchi"
trigger1 = Movehit = 1
value = 3047

[State 1010]
type = ChangeState
triggerall = name = "D-mizuchi"
trigger1 = MoveGuarded = 1
value = 3047


[State 1010]
type = ChangeState
triggerall = name = "D-mizuchi"
trigger1 = time >= 40
value = 3047

[Statedef 3047]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3459
ownpal = 1

[state a]
type = playsnd
trigger1 = time = 0
value = 4000,4

[state a]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 6
id = 917
persistent = 0
name = "sennpuuki"
pos = -120,10
postype = P1
stateno = 3048
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1]
type = ChangeState
triggerall = name = "D-mizuchi"
trigger1 = time >= 100
value = 0
;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0

[Statedef 3048]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3459
ownpal = 1

[state a]
type = playsnd
trigger1 = time = 0
value = 4000,4

[state a]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 4
id = 917
persistent = 0
name = "sennpuuki"
pos = 0,-20
postype = P1
stateno = 3049
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1]
type = ChangeState
triggerall = name = "D-mizuchi"
trigger1 = time >= 100
value = 0
;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0


;玉
[Statedef 3049]
type = S
movetype = A
physics = N
anim = 22126
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

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

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


[state 1013]
type = velset
trigger1 = Time = 0
x = 4

[state 1013]
type = velset
trigger1 = Time = 0
y = -2



;---------------------[飛び道具]
[State -1]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3703
projhitanim = -1
projid = 3703
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 210, 2]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
trigger1 = var(38) != 2
trigger1 = time = 0
trigger2 = ishelper
attr = S, NP
animtype  = hard
damage    = 50,10
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
kill = (var(50)=0)

[State 1010]
type = ChangeState
trigger1 = Movehit = 1
value = 3050

[State 1010]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 3050


[State 1010]
type = ChangeState
trigger1 = time >= 30
value = 3050


[Statedef 3050]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3016
ownpal = 1

[state a]
type = playsnd
trigger1 = time = 0
value = 4000,4

[state a]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 6
id = 917
persistent = 0
name = "sennpuuki"
pos = -120,-60
postype = P1
stateno = 3051
helpertype = normal
keyctrl = 0
ownpal = 1


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0

[Statedef 3051]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3459
ownpal = 1

[state a]
type = playsnd
trigger1 = time = 0
value = 4000,4

[state a]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 4
id = 917
persistent = 0
name = "sennpuuki"
pos = 0,-20
postype = P1
stateno = 3052
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1]
type = ChangeState
triggerall = name = "D-mizuchi"
trigger1 = time >= 100
value = 0
;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0


;玉
[Statedef 3052]
type = S
movetype = A
physics = N
anim = 22126
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

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

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


[state 1013]
type = velset
trigger1 = Time = 0
x = 8

[state 1013]
type = velset
trigger1 = Time = 0
y = 4



;---------------------[飛び道具]
[State -1]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3703
projhitanim = -1
projid = 3703
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    =  10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 210, 2]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
trigger1 = var(38) != 2
trigger1 = time = 0
trigger2 = ishelper
attr = S, NP
animtype  = hard
damage    = 50,10
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
kill = (var(50)=0)

[State 1010]
type = ChangeState
trigger1 = Movehit = 1
value = 3053

[State 1010]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 3053


[State 1010]
type = ChangeState
trigger1 = time >= 40
value = 3053



[Statedef 3053]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3703
ownpal = 1

[state a]
type = playsnd
trigger1 = time = 0
value = 4000,4

[state a]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 6
id = 917
persistent = 0
name = "sennpuuki"
pos = p2dist x-80,p2dist y-50
postype = P1
stateno = 3054
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1]
type = ChangeState
triggerall = name = "D-mizuchi"
trigger1 = time >= 100
value = 0
;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0

[Statedef 3054]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3703
ownpal = 1

[state a]
type = playsnd
trigger1 = time = 0
value = 4000,4

[state a]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 4
id = 917
persistent = 0
name = "sennpuuki"
pos = 0,-20
postype = P1
stateno = 3055
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1]
type = ChangeState
triggerall = name = "D-mizuchi"
trigger1 = time >= 100
value = 0
;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0


;玉
[Statedef 3055]
type = S
movetype = A
physics = N
anim = 3703
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

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

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


[state 1013]
type = velset
trigger1 = Time = 0
x = 8

[state 1013]
type = null;velset
trigger1 = Time = 0
y = 4



;---------------------[飛び道具]
[State -1]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3703
projhitanim = -1
projid = 3703
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 210, 2]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
trigger1 = var(38) != 2
trigger1 = time = 0
trigger2 = ishelper
attr = S, NP
animtype  = hard
damage    = 50,10
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
kill = (var(50)=0)

[State 1010]
type = ChangeState
trigger1 = Movehit = 1
value = 3056

[State 1010]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 3056


[State 1010]
type = ChangeState
trigger1 = time >= 40
value = 3056


[Statedef 3056]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3703
ownpal = 1

[state a]
type = playsnd
trigger1 = time = 0
value = 4000,4

[state a]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 6
id = 3459
persistent = 0
name = "sennpuuki"
pos = p2dist x+80,p2dist y-50
postype = P1
stateno = 3057
helpertype = normal
keyctrl = 0
ownpal = 1


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0

[Statedef 3057]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3703
ownpal = 1

[state a]
type = playsnd
trigger1 = time = 0
value = 4000,4

[state a]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 4
id = 917
persistent = 0
name = "sennpuuki"
pos = 0,-20
postype = P1
stateno = 3058
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1]
type = ChangeState
triggerall = name = "D-mizuchi"
trigger1 = time >= 100
value = 0
;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0


;玉
[Statedef 3058]
type = S
movetype = A
physics = N
anim = 3703
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

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

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


[state 1013]
type = velset
trigger1 = Time = 0
x = -8

[state 1013]
type = null;velset
trigger1 = Time = 0
y = 4



;---------------------[飛び道具]
[State -1]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3703
projhitanim = -1
projid = 3703
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

abc
[State 210, 2]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
trigger1 = var(38) != 2
trigger1 = time = 0
trigger2 = ishelper
attr = S, NP
animtype  = hard
damage    = 50,10
getpower = 100,100
guardflag = 
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
kill = (var(50)=0)

[State 1010]
type = ChangeState
trigger1 = Movehit = 1
value = 3042

[State 1010]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 3042


[State 1010]
type = ChangeState
trigger1 = time >= 40
value = 3042

;---------------------------------------------------------------------------
;超必演出ヘルパ
;---------------------------------------------------------------------------

[Statedef 22102]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3700
ownpal = 1

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

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

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

[State a]
type = Trans
trigger1 = 1
trans = add

[state a]
type = varset
trigger1 = time = 0
v = 56
value = 0

[State a]
type = VarAdd
trigger1 = Var(56) <= 40
var(56) = 1



[state a]
type = destroyself
trigger1 = Time >= 25

;-------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; ファントムスフィアα
[Statedef 1001]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 50
velset = 0,0
anim = 195
ctrl = 0


[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(6) = 1 || AnimElemTime(7) = 14
id = 22102
persistent = 1
name = "D-mizuchi"
pos = 1,-129
postype = P1
stateno = 22102
bindtime = -1
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(6) = 1 || AnimElemTime(7) = 14
id = 26400
persistent = 1
name = "D-mizuchi"
pos = 1,-129
postype = P1
stateno = 22102
bindtime = -1
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(6) = 1 || AnimElemTime(7) = 14
id = 22102
persistent = 1
name = "D-mizuchi"
pos = 1,-129
postype = P1
stateno = 22101
bindtime = -1
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

;---------------------[効果音]

[state a]
type = playsnd
trigger1 = Animelem = 10
value = 4000,20

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = null;helper
trigger1 = Animelem = 10
id = 3001
persistent = 0
name = "taa"
pos = -1,-129
postype = P1
stateno = 3060
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2900, 1];
type = null;helper
trigger1 = Animelem = 10
id = 3001
persistent = 0
name = "taa"
pos = -80,-100
postype = P1
stateno = 3060
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = null;helper
trigger1 = Animelem = 10
id = 3001
persistent = 0
name = "taa"
pos = 40,-129
postype = P1
stateno = 3062
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = null;helper
trigger1 = Animelem = 10
id = 3001
persistent = 0
name = "taa"
pos = 120,-100
postype = P1
stateno = 3062
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2632]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 1]
type = Projectile
triggerall = name = "D-mizuchi"
trigger1 = time%3=1
attr = SCA, NA
projanim = 1007
projhitanim = -1
projid = 1007
projpriority = 99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = DiagUp
damage  = ((random<=15)*(random%150))+(random<=(3+(var(1)*5)))*21474836,(random<=25)*(random%250)
getpower = 0,0
givepower = 0
hitflag = MAFPDL
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 1039999

[State -2]
type = Projectile
triggerall = !ishelper
trigger1 = 1
attr = S, NA
projanim = 1007
projhitanim = -1
projid = 169994
projpriority = 2
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 50
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 1039999
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = Projectile
triggerall = !ishelper
trigger1 = 1
attr = S, NA
projanim = 1007
projhitanim = -1
projid = helper(44488),var(7)
projpriority = 2
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 50
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 1039999
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999




[State -2]
type = ReversalDef
triggerall = !ishelper
trigger1 = 1
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1]
type = targetstate
triggerall = alive
trigger1 = var(38) = 2
value = 1039999	
ignorehitpause = 1
supermovetime = 9990000
pausemovetime = 9990000

[State 1]
Type = AllPalFX
Trigger1 = Time = 20 || time = 40 || time = 50
Time = 8
Add = 256,256,256
Mul = 256,256,256
SinAdd = 0,0,0,10
InvertAll = 0
Color = 256


;---------------------[立ちステートに戻る]

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


;;;;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\;;;;;\;\\\

[Statedef 3060]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 50
velset = 0,0
anim = 8787
ctrl = 0


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

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

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



[State a]
type = Trans
trigger1 = 1
trans = add

[State 2300]
type = Explod
trigger1 = time = 0
anim = 4991
sprpriority = 99999
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add

[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 1699955
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = targetdrop
trigger1 = roundstate=2&&!var(1);numtarget&&target,ishelper
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = targetvelset
trigger1 =root,var(8)=3
trigger1 =root,alive&&roundstate=2&&target,alive&&target,ishelper=0&&target,statetype!=A
x=-(target,vel x)
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[state 10]
type = targetveladd
trigger1 =root,var(8)=3
trigger1 =root,alive&&roundstate=2&&target,alive&&target,ishelper=0&&target,statetype=A
trigger1 =target,pos y<0
y=0.95
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[state 1]
type = targetfacing
trigger1 =root,var(8)=3&&target,alive&&target,ishelper=0&&roundstate=2&&target,movetype=A
value=ifelse(p2dist x<0,-1,1)
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 1]
type = targetlifeadd
triggerall =root,var(8)=3
trigger1 = roundstate=2&&(gametime%10)=0
value=-(target,lifemax*(0.004+((target,movetype=A)*0.01)))
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 1]
type = targetlifeadd
trigger1 = (root,var(8)=[1,2])&&root,alive&&roundstate!=2;||root,var(8)=2&&!root,alive&&roundstate>=4
trigger2 = roundstate!=2&&root,var(8)=3
trigger3 = target,alive&&roundstate=2&&target,life<=target,lifemax*0.01
value=-9999999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 1]
type = targetstate
;trigger1 = (root,alive&&roundstate>=3||!root,alive&&roundstate>=4)&&target,alive&&target,ishelper=0
trigger1 = root,alive&&(root,var(8)=1)&&(roundstate=3)&&target,alive&&target,ishelper=0&&(var(6)=[1,40])
trigger2 = root,alive&&(root,var(8)=2)&&(roundstate>3)&&target,alive&&target,ishelper=0
trigger3 = (root,var(8)=3)&&(roundstate>3)&&target,alive&&target,ishelper=0&&(var(5)=[1,20])
trigger4 = target,alive&&roundstate=2&&target,life<=target,lifemax*0.01&&target,ishelper=0
value=0
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 1]
type = targetstate
triggerall = root,var(8)=3
trigger1 = roundstate>=4&&!target,alive&&target,ishelper=0&&target,stateno!=5150
value=5150
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State -2]
type = SelfState
triggerall = name != "D-mizuchi"
trigger1 = stateno != 3060
value = 4999
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999




[state a]
type = destroyself
trigger1 = time = 204
;-----------------------------------------------------------------------;-----------------------------------------------------------------------;-------------
;;;;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\;;;;;\;\\\

[Statedef 3062]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 50
velset = 0,0
anim = 8787
ctrl = 0





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

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



[State a]
type = Trans
trigger1 = 1
trans = add

[State 2300]
type = Explod
trigger1 = time = 0
anim = 4991
sprpriority = 99999
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add

[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 1699955
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = targetdrop
trigger1 = roundstate=2&&!var(1);numtarget&&target,ishelper
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = targetvelset
trigger1 =root,var(8)=3
trigger1 =root,alive&&roundstate=2&&target,alive&&target,ishelper=0&&target,statetype!=A
x=-(target,vel x)
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[state 10]
type = targetveladd
trigger1 =root,var(8)=3
trigger1 =root,alive&&roundstate=2&&target,alive&&target,ishelper=0&&target,statetype=A
trigger1 =target,pos y<0
y=0.95
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[state 1]
type = targetfacing
trigger1 =root,var(8)=3&&target,alive&&target,ishelper=0&&roundstate=2&&target,movetype=A
value=ifelse(p2dist x<0,-1,1)
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 1]
type = targetlifeadd
triggerall =root,var(8)=3
trigger1 = roundstate=2&&(gametime%10)=0
value=-(target,lifemax*(0.004+((target,movetype=A)*0.01)))
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 1]
type = targetlifeadd
trigger1 = (root,var(8)=[1,2])&&root,alive&&roundstate!=2;||root,var(8)=2&&!root,alive&&roundstate>=4
trigger2 = roundstate!=2&&root,var(8)=3
trigger3 = target,alive&&roundstate=2&&target,life<=target,lifemax*0.01
value=-9999999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 1]
type = targetstate
;trigger1 = (root,alive&&roundstate>=3||!root,alive&&roundstate>=4)&&target,alive&&target,ishelper=0
trigger1 = root,alive&&(root,var(8)=1)&&(roundstate=3)&&target,alive&&target,ishelper=0&&(var(6)=[1,40])
trigger2 = root,alive&&(root,var(8)=2)&&(roundstate>3)&&target,alive&&target,ishelper=0
trigger3 = (root,var(8)=3)&&(roundstate>3)&&target,alive&&target,ishelper=0&&(var(5)=[1,20])
trigger4 = target,alive&&roundstate=2&&target,life<=target,lifemax*0.01&&target,ishelper=0
value=0
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 1]
type = targetstate
triggerall = root,var(8)=3
trigger1 = roundstate>=4&&!target,alive&&target,ishelper=0&&target,stateno!=5150
value=5150
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State -2]
type = SelfState
triggerall = name != "D-mizuchi"
trigger1 = stateno != 3062
value = 4999
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999



[state a]
type = destroyself
trigger1 = time = 204
;-----------------------------------------------------------------------;-----------------------------------------------------------------------;-------------





[Statedef 13120];相手
type    = A
movetype = H
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1


[State a]
type = statetypeset
trigger1 = time = 0
trigger1 = pos y = 0
value = S

[State a]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State a]
type = changestate
trigger1 = time = 120
value = 10380



[Statedef 10380]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[State a]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State a]
type = VelAdd
Trigger1 = time > 0
y = .39

[State a]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 1100, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1100, 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
vel = 1,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
triggerall = ishelper
trigger1 = Time = 0
attr = S, SA
animtype  = hard
damage    = 50,10
priority = 7
getpower = 0,0
guardflag = MA
pausetime = 14,15
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 = -2,-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
kill = (var(50)=0)

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

[State -3]
type = ChangeState
value = 1200
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = P2BodyDist X = [0,50]
trigger1 = MoveContact = 1


[State -3]
type = ChangeState
value = 2200
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = power >= 2000
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = P2BodyDist X >= 50
trigger1 = MoveContact = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3766*(random%2)
ctrl = 1



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;弱顕斎 AI
[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2


;---------------------[効果音]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

;---------------------[エフェクト]

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit
anim = 1210
id = 1210
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0


;---------------------[攻撃判定]
[State 240, 2]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
triggerall = ishelper
trigger1 = movecontact = 0
trigger1 = enemy,stateno != 1420
attr = S, SA
animtype  = hard
damage    = 50,10
priority = 7
getpower = 121,121
guardflag = MA
pausetime = 29,30
guard.pausetime = 7,8
sparkno = s7003
sparkxy = -15,-95
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-10),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
id = 1200
nochainID = 1200
kill = 0

;---------------------[相手制御]
[state a]
type = targetstate
trigger1 = movehit
value = 1205

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = movehit
value = 1202


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



;弱顕斎終了
[Statedef 1202]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1202
sprpriority = 2

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
;投げられている相手
[Statedef 1205]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
trigger1 = animexist(5051) = 1
value = 5051

[state a]
type = velset
trigger1 = time = 0
x = 0
y = -13

[state a]
type = veladd
trigger1 = 1
y = 0.49

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

[State 821, 3] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -50


[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;強顕斎 AI
[Statedef 1201]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1201
sprpriority = 2


;---------------------[効果音]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

;---------------------[エフェクト]

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit
anim = 1211
id = 1210
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0


;---------------------[攻撃判定]
[State 240, 2]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
triggerall = ishelper
trigger1 = movecontact = 0
trigger1 = enemy,stateno != 1420
attr = S, SA
animtype  = hard
damage    = 50,10
priority = 7
getpower = 121,121
guardflag = MA
pausetime = 29,30
guard.pausetime = 7,8
sparkno = s7003
sparkxy = -15,-95
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-10),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
id = 1200
nochainID = 1200
kill = 0

;---------------------[相手制御]
[state a]
type = targetstate
trigger1 = movehit
value = 1205

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = movehit
value = 1203


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



;強顕斎終了
[Statedef 1203]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1203
sprpriority = 2

;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; エクスプロージョンスフィア
[Statedef 1300]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2


[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1500, 0

[state a]
type = reversaldef
trigger1 = time = 0
reversal.attr = SCA,AA,AP
pausetime = 11,20
sparkno = s7012
sparkxy = 15,0
hitsound = s121,0
numhits = 0




[State 2900, 1];
type = helper
trigger1 = Animelem = 4
id = 22126
persistent = 0
name = "baku"
pos =-45,-110
postype = P2
stateno = 3022
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 4
id = 3703
persistent = 0
name = "baku"
pos = -45,-30
postype = P2
stateno = 3022
helpertype = normal
keyctrl = 0
ownpal = 1

;[State 2900, 1];
;type = helper
;trigger1 = Animelem = 4
;id = 3703
;persistent = 0
;name = "baku"
;pos = -85,-70
;postype = p2
;stateno = 3022
;helpertype = normal
;keyctrl = 0
;ownpal = 1






;[State 240, 4]
;type = ChangeState
;triggerall = command = "強糺"
;trigger1 = animelem = 4,>=0
;value = 1301
;ctrl = 0

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







[Statedef 3022]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 28888
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit = 1
anim = 3703
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = MoveGuarded = 1
trigger1 = numexplod(1015) = 0
anim = 1015
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add

[State 210, 2]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
triggerall = ishelper
trigger1 = time = 0
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = -1;s3703
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000
kill = (var(50)=0)

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
trigger1 = numhelper(22126) = 0
id = 22126
persistent = 0
name = "baku"
pos = 25,-30
postype = P1
stateno = 3023
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0


[Statedef 3023]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 28888
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit = 1
trigger1 = numhelper(3703) = 0
anim = 3703
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = MoveGuarded = 1
trigger1 = numhelper(1015) = 0
anim = 1015
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add

[State 210, 2]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
triggerall = ishelper
trigger1 = time = 0
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = -1;s3703
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000
kill = (var(50)=0)

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
trigger1 = numhelper(1000) = 0
id = 1000
persistent = 0
name = "baku"
pos = -10,70
postype = P1
stateno = 3024
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0



[Statedef 3024]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 28888
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit = 1
trigger1 = numexplod(3459) = 0
anim = 3459
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = MoveGuarded = 1
trigger1 = numexplod(1015) = 0
anim = 1015
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add

[State 210, 2]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
triggerall = ishelper
trigger1 = time = 0
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = -1;s3703
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000
kill = (var(50)=0)

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
trigger1 = numhelper(22126) = 0
id = 22126
persistent = 0
name = "baku"
pos = 35,10
postype = P1
stateno = 3025
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0


[Statedef 3025]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 28888
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit = 1
trigger1 = numexplod(3703) = 0
anim = 3703
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = MoveGuarded = 1
trigger1 = numexplod(1015) = 0
anim = 1015
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add

[State 210, 2]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
triggerall = ishelper
trigger1 = time = 0
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = -1;s3703
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000
kill = (var(50)=0)

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
trigger1 = numhelper(22126) = 0
id = 22126
persistent = 0
name = "baku"
pos = 45,-15
postype = P1
stateno = 3026
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0


[Statedef 3026]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 28888
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit = 1
trigger1 = numexplod(3703) = 0
anim = 3703
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = MoveGuarded = 1
trigger1 = numexplod(1015) = 0
anim = 1015
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add

[State 210, 2]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
triggerall = ishelper
trigger1 = time = 0
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = -1;s3459
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000
kill = (var(50)=0)

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
trigger1 = numhelper(3703) = 0
id = 3703
persistent = 0
name = "baku"
pos = -40,-70
postype = P1
stateno = 3027
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0


[Statedef 3027]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 28888
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit = 1
trigger1 = numexplod(3703) = 0
anim = 3703
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = MoveGuarded = 1
trigger1 = numexplod(1015) = 0
anim = 1015
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add

[State 210, 2]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
triggerall = ishelper
trigger1 = time = 0
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = -1;s3455
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000
kill = (var(50)=0)

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
trigger1 = numhelper(22126) = 0
id = 22126
persistent = 0
name = "baku"
pos = 40,25
postype = P1
stateno = 3028
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0


[Statedef 3028]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 28888
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit = 1
trigger1 = numexplod(3455) = 0
anim = 3455
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = MoveGuarded = 1
trigger1 = numexplod(7011) = 0
anim = 7011
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
triggerall = ishelper
trigger1 = time = 0
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = -1;s3455
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000
kill = (var(50)=0)


[State 2900, 1];
type = null;helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 20,-5
postype = P1
stateno = 3459
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; エクスプロージョンスフィア
[Statedef 1301]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2


[State 200, 1];糺
type = PlaySnd
trigger1 = animelem = 4
value = 1500, 0




[state a];完全打撃防御
type = reversaldef
trigger1 = time = 0
reversal.attr = SCA,AA,AP
pausetime = 11,20
sparkno = s7012
sparkxy = 15,0
hitsound = s121,0
numhits = 0




[State 2900, 1];
type = helper
trigger1 = Animelem = 4
trigger1 = numhelper(3459) = 0
id = 3459
persistent = 0
name = "baku"
pos = 35,-88
postype = P1
stateno = 3030
helpertype = normal
keyctrl = 0
ownpal = 1



[State 2900, 1];
type = helper
trigger1 = Animelem = 6
trigger1 = numhelper(3459) = 0
id = 3459
persistent = 0
name = "baku"
pos = 100,-125
postype = P1
stateno = 3030
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2900, 1];
type = helper
trigger1 = Animelem =  6
trigger1 = numhelper(3459) = 0
id = 3459
persistent = 0
name = "baku"
pos = 100,-50
postype = P1
stateno = 3030
helpertype = normal
keyctrl = 0
ownpal = 1








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





[Statedef 3030]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 28888
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit = 1
trigger1 = numexplod(3459) = 0
anim = 3459
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = MoveGuarded = 1
trigger1 = numexplod(7011) = 0
anim = 7011
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
triggerall = ishelper
trigger1 = time = 0
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = -1;s3455
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000
kill = (var(50)=0)

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
trigger1 = numhelper(3459) = 0
id = 3459
persistent = 0
name = "baku"
pos = 35,-30
postype = P1
stateno = 3031
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0


[Statedef 3031]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 28888
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit = 1
trigger1 = numexplod(3459) = 0
anim = 3459
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = MoveGuarded = 1
trigger1 = numexplod(7011) = 0
anim = 7011
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
triggerall = ishelper
trigger1 = time = 0
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = -1;s3455
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000
kill = (var(50)=0)

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
trigger1 = numhelper(3459) = 0
id = 7804
persistent = 0
name = "baku"
pos = 40,55
postype = P1
stateno = 3032
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0



[Statedef 3032]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit = 1
trigger1 = numexplod(3455) = 0
anim = 3455
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = MoveGuarded = 1
trigger1 = numexplod(7011) = 0
anim = 7011
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
triggerall = ishelper
trigger1 = time = 0
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = -1;s3455
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000
kill = (var(50)=0)

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
trigger1 = numhelper(3459) = 0
id = 7804
persistent = 0
name = "baku"
pos = 35,-45
postype = P1
stateno = 3033
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0


[Statedef 3033]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 28888
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit = 1
trigger1 = numexplod(3459) = 0
anim = 3459
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = MoveGuarded = 1
trigger1 = numexplod(7011) = 0
anim = 7011
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
triggerall = ishelper
trigger1 = time = 0
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = -1;s3455
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000
kill = (var(50)=0)

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
trigger1 = numhelper(3459) = 0
id = 7804
persistent = 0
name = "baku"
pos = 45,50
postype = P1
stateno = 3034
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0


[Statedef 3034]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 28888
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit = 1
trigger1 = numexplod(3455) = 0
anim = 3455
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = MoveGuarded = 1
trigger1 = numexplod(7011) = 0
anim = 7011
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
triggerall = ishelper
trigger1 = time = 0
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = -1;s3455
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000
kill = (var(50)=0)

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
trigger1 = numhelper(3459) = 0
id = 7804
persistent = 0
name = "baku"
pos = 45,-55
postype = P1
stateno = 3035
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0


[Statedef 3035]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 28888
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit = 1
trigger1 = numexplod(3459) = 0
anim = 3459
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = MoveGuarded = 1
trigger1 = numexplod(7011) = 0
anim = 7011
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
triggerall = ishelper
trigger1 = time = 0
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = -1;s3455
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000
kill = (var(50)=0)

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
trigger1 = numhelper(3459) = 0
id = 3459
persistent = 0
name = "baku"
pos = 60,55
postype = P1
stateno = 3036
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0


[Statedef 3036]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 28888
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit = 1
trigger1 = numexplod(3459) = 0
anim = 3459
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = MoveGuarded = 1
trigger1 = numexplod(7011) = 0
anim = 7011
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
triggerall = ishelper
trigger1 = time = 0
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000
kill = (var(50)=0)

[State 2900, 1];
type = null;helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 35,-55
postype = P1
stateno = 3023
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 火闌降
[Statedef 1400]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1400
sprpriority = 2



;---------------------[コマンド判定]
[state a]
type = varset
triggerall = time = 0
trigger1 = command = "b"
trigger1 = prevstateno != 1400
trigger2 = prevstateno = 1400
trigger2 = var(5) = 2
v = 5
value = 3

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "y"
trigger1 = prevstateno != 1400
trigger2 = prevstateno = 1400
trigger2 = var(5) = 1
v = 5
value = 2

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "a"
trigger1 = prevstateno != 1400
trigger2 = prevstateno = 1400
trigger2 = var(5) = 0
v = 5
value = 1

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "x"
;trigger1 = prevstateno != 1400
v = 5
value = 0

;---------------------[ゲージ増加]
[state a]
type = poweradd
trigger1 = time = 0
value = var(5)*30

;---------------------[ゲージ増加]
[state a]
type = varset
trigger1 = prevstateno != 1400
v = 13
value = 0

[state a]
type = varset
trigger1 = prevstateno = 1400
v = 13
value = 1

;---------------------[変数指定]
[state a];コマンド受付判定初期化
type = varset
trigger1 = time = 0
v = 7
value = 0


[state a];コマンド受付判定
type = varset
trigger1 = command = "火闌降1"
trigger1 = var(5) = 0
trigger2 = command = "火闌降2"
trigger2 = var(5) = 1
trigger3 = command = "火闌降3"
trigger3 = var(5) = 2
v = 7
value = 1

;---------------------[効果音]
[state a];ここだ/そこか/ここか/そこだ
type = playsnd
trigger1 = animelem = 2
value = 1400,var(5)

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

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "hasira"
pos = 70*var(5)+40,0
postype = P1
stateno = 1410
helpertype = normal
keyctrl = 0
ownpal = 1



;---------------------[連続]
[state a]
type = changestate
trigger1 = (var(7) = 1)&&(var(5) = 2)&&(animtime = 0)
trigger2 = (var(7) = 1)&&(var(5) = 1)&&(animtime = 0)
trigger3 = (var(7) = 1)&&(var(5) = 0)&&(time != 0)
value = 1400


;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



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

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1411

;---------------------[]
[state a];
type = playsnd
trigger1 = animelem = 12
value = 190,2

;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 12
anim = 1415
id = 1415
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0


;---------------------[攻撃の指定]
[State 2];攻撃の指定
type = HitDef
triggerall = root,var(1)!=1&&ishelper
triggerall = ishelper
trigger1 = movecontact = 0
attr = S, SP
animtype  = hard
damage    = 58-root,var(13)*30,10
getpower = 61,61
guardflag = M
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s240,0
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)
kill = (var(50)=0)

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


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0

; 火柱消滅
[Statedef 1411]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1411

;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;投げられている相手
[Statedef 1420]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 1];
type = null;NotHitBy
trigger1 = enemy,stateno != 2101
value = SCA

[state a]
type = velset
trigger1 = time = 0
x = -4
y = -7

[state a]
type = veladd
trigger1 = 1
y = 0.4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 
[Statedef 1450]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1450
sprpriority = 2


[state 2901,1]
type = null;nothitby
trigger1 = 1
value = SCA




;---------------------[効果音]
[state a];ここだ/そこか/ここか/そこだ
type = playsnd
trigger1 = animelem = 2
value = 1400,3





;---------------------[効果音]
[state a];
type = playsnd
trigger1 = animelem = 1
value = 4000,2


;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "D-mizuchi"
pos = 110,0;70*var(5)+40,0
postype = P1
stateno = 1412
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "D-mizuchi"
pos = 150,0;70*var(5)+40,0
postype = P1
stateno = 1412
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "D-mizuchi"
pos = 190,0;70*var(5)+40,0
postype = P1
stateno = 1412
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "D-mizuchi"
pos = 230,0;70*var(5)+40,0
postype = P1
stateno = 1412
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "D-mizuchi"
pos = 270,0;70*var(5)+40,0
postype = P1
stateno = 1412
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "D-mizuchi"
pos = -270,0;70*var(5)+40,0
postype = P1
stateno = 1412
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "D-mizuchi"
pos = -230,0;70*var(5)+40,0
postype = P1
stateno = 1412
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "D-mizuchi"
pos = -190,0;70*var(5)+40,0
postype = P1
stateno = 1412
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "D-mizuchi"
pos = -150,0;70*var(5)+40,0
postype = P1
stateno = 1412
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "D-mizuchi"
pos = -110,0;70*var(5)+40,0
postype = P1
stateno = 1412
helpertype = normal
keyctrl = 0
ownpal = 1










;---------------------[連続]
[state a]
type = changestate
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 10)
;trigger2 = (var(7) = 1)&&(time >= 5)
;trigger3 = (var(7) = 1)&&(var(5) = 0)&&(time >= 5)
value = 1450


;---------------------[立ちステートに戻る]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



; 火柱
[Statedef 1412]
type    = A
movetype= A
physics = N
juggle  = 8
poweradd= 30
velset = 0,0
ctrl = 0
anim = 1410

[State -2]
type = AssertSpecial
triggerall = name = "D-mizuchi"
trigger1 = 1
flag = noko
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

;---------------------[位置設定]
[state a]
type = posset
trigger1 = time = 0
trigger1 = root,var(5) = 4
x = enemy,pos x 
;---------------------[無敵処理]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1411

;---------------------[]
[state a];
type = playsnd
trigger1 = animelem = 12
value = 4000,1
volume = 250

[state a];
type = playsnd
trigger1 = animelem = 12
value = 4000,1
volume = 50


;---------------------[]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 12
anim = 917
id = 1415
sprpriority = 5
postype = p1
pos = 0,20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

;---------------------[]
[State 1020, 4]
type = EnvShake
trigger1 = animelem = 12
time = 20
ampl = -15
freq = 95
phase = 95


;---------------------[攻撃の指定]


;---------------------[飛び道具]
[State 1000, 2]
type = Projectile
triggerall = name = "D-mizuchi"
trigger1 = animelem = 13
attr = S, HP
projanim = 3001
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 19
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 30,5
getpower = 200,200
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 490000

;---------------------[相手]
[state a]
type = null;targetstate
trigger1 = movehit = 1
value = 1420


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = animtime = 0









;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; エクスプロージョンスフィア
[Statedef 1500]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 61
ctrl = 0
velset = 2,0
anim = 1500
sprpriority = 2


[State 200, 1];糺
type = PlaySnd
trigger1 = animelem = 2
value = 1500, 0


[state a];完全打撃防御
type = reversaldef
trigger1 = time = 0
reversal.attr = SCA,AA,AP
pausetime = 11,20
sparkno = s7012
sparkxy = 15,0
hitsound = s121,0
numhits = 0

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
trigger1 = numhelper(1000) = 0
id = 1000
persistent = 0
name = "baku"
pos = 35,-85
postype = P1
stateno = 3022
helpertype = normal
keyctrl = 0
ownpal = 1

[state a]
type = velset
trigger1 = animelem = 4
x = -2
y = -4

[state a]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.4

[State 240, 4]
type = ChangeState
triggerall = command = "強御大"
trigger1 = animelem = 2,>=0
value = 1501
ctrl = 0

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


;---------------------[着地ステートに移行]
[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1510

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; エクスプロージョンスフィア
[Statedef 1501]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 61
ctrl = 0
velset = 2,0
anim = 1501
sprpriority = 2


[State 200, 1];糺
type = PlaySnd
trigger1 = animelem = 2
value = 1500, 0

[state a];完全打撃防御
type = reversaldef
trigger1 = time = 0
reversal.attr = SCA,AA,AP
pausetime = 11,20
sparkno = s7012
sparkxy = 15,0
hitsound = s121,0
numhits = 0

[State 2900, 1];
type = helper
trigger1 = Animelem = 2
trigger1 = numhelper(1000) = 0
id = 1000
persistent = 0
name = "baku"
pos = 35,-85
postype = P1
stateno = 3030
helpertype = normal
keyctrl = 0
ownpal = 1


[state a]
type = velset
trigger1 = animelem = 4
x = -2
y = -4

[state a]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.4

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


;---------------------[着地ステートに移行]
[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1510



; 御大着地
[Statedef 1510]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = -1.5,0
anim = 1510
sprpriority = 2

[State 200, 1];着地音
type = PlaySnd
trigger1 = animelem = 1
value = 40, 0

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

[state a]
type = veladd
trigger1 = vel x <= 0
x = 0.1

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






;---------------------------------------------------------------------------
; ・・・　瞬間移動
[Statedef 1800]
type = A
ctrl = 0
anim = 1800
velset = 0,0

;---------------------[強弱判定]
[state a]
type = varset
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
trigger1 = command = "a"
trigger1 = time = 0
v = 5
value = 1

[state a]
type = varset
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 2

[state a]
type = varset
trigger1 = command = "b"
trigger1 = time = 0
v = 5
value = 3

[state a]
type = varset
trigger1 = command = "z"
trigger1 = time = 0
v = 5
value = 4

[state a]
type = varset
trigger1 = command = "c"
trigger1 = time = 0
v = 5
value = 5



;---------------------[効果音]
[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 3
value = 4000,8

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 5
value = 2000,0

;---------------------[エフェクト]
[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 3014
id = 3014
sprpriority = 0
postype = p1
pos = -33,-123
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1


;---------------------[位置設定]
[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

;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 1805



; ・・・　瞬間移動終わり
[Statedef 1805]
type = S
ctrl = 0
anim = 1805
velset = 0,0

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

[state a]
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


;---------------------[エフェクト]
[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 3015
id = 3015
sprpriority = 0
postype = p1
pos = -35,-122
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1



;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = ifelse((var(30) = 1),2300,0)
ctrl = 1




;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; ディメンジョンスフィアβ
[Statedef 3005]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 3007
ctrl = 0

;---------------------[効果音]
[state a];はらえ
type = playsnd
trigger1 = animelem = 6
value = 290,0

[state a];発射
type = playsnd
trigger1 = animelem = 7
value = 4000,4

[state a];発射
type = playsnd
trigger1 = animelem = 8
value = 4000,4

[state a];発射
type = playsnd
trigger1 = animelem = 9
value = 4000,4

;---------------------[位置設定]
[state a]
type = null;posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[state a]
type = velset
trigger1 = animelem = 7
x = -2

[state a]
type = veladd
trigger1 = vel x <= 0
x = 0.3

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

;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = null;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

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 7
id = 3005
persistent = 0
name = "sennpuuki"
pos = 46,-146
postype = P1
stateno = 3006
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 7
id = 3005
persistent = 0
name = "sennpuuki"
pos = 46,-86
postype = P1
stateno = 3006
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 7
id = 3005
persistent = 0
name = "sennpuuki"
pos = 46,-26
postype = P1
stateno = 3006
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 3005
persistent = 0
name = "sennpuuki"
pos = 32,-146
postype = P1
stateno = 3006
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 3005
persistent = 0
name = "sennpuuki"
pos = 32,-86
postype = P1
stateno = 3006
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 3005
persistent = 0
name = "sennpuuki"
pos = 32,-26
postype = P1
stateno = 3006
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2900, 1];
type = helper
trigger1 = Animelem = 11
id = 3005
persistent = 0
name = "sennpuuki"
pos = 23,-146
postype = P1
stateno = 3006
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 11
id = 3005
persistent = 0
name = "sennpuuki"
pos = 23,-86
postype = P1
stateno = 3006
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 11
id = 3005
persistent = 0
name = "sennpuuki"
pos = 23,-26
postype = P1
stateno = 3006
helpertype = normal
keyctrl = 0
ownpal = 1










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


; 鏡(?)ヘルパー
[Statedef 3006]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 7804
ownpal = 1

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015


;---------------------[飛び道具]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 6
attr = S, SP
projanim = 22126
projhitanim = 28888
projid = 10000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
hitflag = MAFD
postype = p1
getpower = 100,100
offset = -10,-20
velocity = 5
damage = 40,10
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = S7012
sparkxy = 20,0
hitsound = S4000,3
guardsound = S121,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1
p2stateno = 9000


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0









;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; エクスプロージョンスフィアβ
[Statedef 3012]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 3007
ctrl = 0

;---------------------[効果音]
[state a];はらえ
type = playsnd
trigger1 = animelem = 6
value = 290,0

[state a];発射
type = playsnd
trigger1 = animelem = 7
value = 4000,4

[state a];発射
type = playsnd
trigger1 = animelem = 8
value = 4000,4

;---------------------[位置設定]
[state a]
type = null;posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[state a]
type = velset
trigger1 = animelem = 7
x = -2

[state a]
type = veladd
trigger1 = vel x <= 0
x = 0.3

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

;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = null;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

;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "sennpuuki"
pos = 144,-86;104,-86
postype = P1
stateno = 3013
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "sennpuuki"
pos = 24,-86;44,-86
postype = P1
stateno = 3013
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "sennpuuki"
pos = 84,-126;74,-106
postype = P1
stateno = 3013
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "sennpuuki"
pos = 84,-46;74,-66
postype = P1
stateno = 3013
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "sennpuuki"
pos = 24,-166
postype = P1
stateno = 3013
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "sennpuuki"
pos = 24,-6
postype = P1
stateno = 3013
helpertype = normal
keyctrl = 0
ownpal = 1




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

;ｺﾚｶｴ｡ｪ｡ｪ｡ｪ｡ｪ｡ｪ｡ｪ
[Statedef 10500]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 80
velset = 0,0
anim = 1050
ctrl = 0

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

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

[State 1000, 5]
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 2900, 1]
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "ssss"
pos = 36,-96
postype = P1
stateno = 1065
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 2900, 1]
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "ssss"
pos = 36,-106
postype = P1
stateno = 10650
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 2900, 1]
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "ssss"
pos = 36,-86
postype = P1
stateno = 10650
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

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


;_____________________


 鏡(?)ヘルパー
[Statedef 3013]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 7804
ownpal = 1

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015


;---------------------[ヘルパー呼び出し]
[State 2900, 1];
type = helper
trigger1 = Animelem = 4
id = 3012
persistent = 0
name = "sennpuuki"
pos = 0,-20
postype = P1
stateno = 3014
helpertype = normal
keyctrl = 0
ownpal = 1


;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0



















;光
[Statedef 3014]
type = S
movetype = A
physics = N
anim = 22126
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

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

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


[state 1013]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = Time >= 1
x = -2

[state 1013]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = Time >= 1
x = 2

[state 1013]
type = velset
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 30
y = -0.5

[state 1013]
type = velset
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 30
y = 0.5

;---------------------[飛び道具]
[State -1]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3703
projhitanim = -1
projid = 3703
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 1010]
type = null;ChangeState
trigger1 = Movehit = 1
value = 3015

[State 1010]
type = null;ChangeState
trigger1 = MoveGuarded = 1
value = 3015

[State 240, 4]
type = ChangeState
trigger1 = p2dist x = [-60,60]
trigger1 = p2dist y = [-80,80]
value = 3015

[State 1010]
type = ChangeState
trigger1 = time >= 400
value = 3015






; 鏡(?)ヘルパー
[Statedef 3015]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 28888
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015




[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit = 1
anim = 3455
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = MoveGuarded = 1
anim = 1015
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add

[State 210, 2]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
triggerall = ishelper
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 15,5
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
kill = (var(50)=0)


[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1000
persistent = 0
name = "sennpuuki"
pos = 30,-30
postype = P1
stateno = 22128
helpertype = normal
keyctrl = 0
ownpal = 1






;---------------------[消滅]

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


; 鏡(?)ヘルパー
[Statedef 3016]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 28888
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015




[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit = 1
anim = 3455
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = MoveGuarded = 1
anim = 1015
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add

[State 210, 2]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
triggerall = ishelper
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 8,3
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = -1;s3455
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
kill = (var(50)=0)

[State 2900, 1];
type = helper
trigger1 = Animelem = 7
id = 1000
persistent = 0
name = "sennpuuki"
pos = 30,60
postype = P1
stateno = 3703
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0




; 鏡(?)ヘルパー
[Statedef 3017]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 28888
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015




[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit = 1
anim = 3455
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = MoveGuarded = 1
anim = 1015
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add

[State 210, 2]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
triggerall = ishelper
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 8,3
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = -1;s3455
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
kill = (var(50)=0)


[State 2900, 1];
type = helper
trigger1 = Animelem = 6
id = 1000
persistent = 0
name = "sennpuuki"
pos = 30,-60
postype = P1
stateno = 3703
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0




; 鏡(?)ヘルパー
[Statedef 3018]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 28888
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015




[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit = 1
anim = 3455
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = MoveGuarded = 1
anim = 1015
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add

[State 210, 2]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
triggerall = ishelper
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 8,3
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = -1;s3455
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
kill = (var(50)=0)


[State 2900, 1];
type = helper
trigger1 = Animelem = 5
id = 1000
persistent = 0
name = "sennpuuki"
pos = 30,60
postype = P1
stateno = 3019
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0




[Statedef 3019]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1015
ownpal = 1
trans = add

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015




[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit = 1
anim = 3455
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = MoveGuarded = 1
anim = 1015
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add

[State 210, 2]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
triggerall = ishelper
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 8,3
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = -1;s3455
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
kill = (var(50)=0)


[State 2900, 1];
type = helper
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "sennpuuki"
pos = -30,-60
postype = P1
stateno = 3455
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0






[Statedef 3020]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 28888
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

;---------------------[無敵処理]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015




[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = movehit = 1
anim = 3455
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = MoveGuarded = 1
anim = 1015
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add

[State 210, 2]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
triggerall = ishelper
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 8,3
getpower = 100,100
guardflag = M
pausetime = 0,5
sparkno = -1;s3455
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
kill = (var(50)=0)



;---------------------[消滅]
[state a]
type = destroyself
trigger1 = AnimTime = 0




;---------------------------------------------------------------------------
; 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
farst = 2
last = 59
value = 0

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

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


;---------------------------------------------------------------------------
; ここから下に新しいステートを書くと分かりやすくていいと思います
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;ハイパーアーマー
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 10051]
type    = S
movetype= I
physics = S
anim = 1007

[State 1];透明に
type = AssertSpecial
triggerall = name = "D-mizuchi"
trigger1 = 1
flag = Invisible
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999


[State 1]
type = assertspecial
trigger1 =helper(44488),fvar(21) - life > lifemax * 0.07
flag = noko
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1]
type = NotHitBy
triggerall = name = "D-mizuchi"
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 30+((palno=12)*30)

[State -1]
type = lifeadd
triggerall = name = "D-mizuchi"
trigger1 = time = 0
value = -1
absolute = 1

[State -1]
type = lifeset
triggerall = name = "D-mizuchi"
trigger1 = life = 0
value = helper(44488),fvar(21)
absolute = 1




[State -1]
type = poweradd
triggerall = name = "D-mizuchi"
trigger1 = time = 0
value = (50+((palno!=12)*30))+((life<=lifemax*0.2)*(50+((palno!=12)*30)))+((var(29)>=1)*200)+((var(30)!=0&&fvar(28)=0)*150)

[state -1]
type = varadd
triggerall = name = "D-mizuchi"
trigger1 =palno=12&&time=0
fv = 26
value = 1

[State 10051, 1]
type = HitVelSet
triggerall = name = "D-mizuchi"
trigger1 = Time = 0
x = 0

[State 10051, 2]
type = VelSet
triggerall = name = "D-mizuchi"
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 1]
type = ReversalDef
triggerall = name = "D-mizuchi"
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 2637

[State 1]
type = targetpowerAdd
triggerall = name = "D-mizuchi"
trigger1 = 1
value = -(enemy,Const(data.power))
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = targetLifeAdd
triggerall = name = "D-mizuchi"
trigger1 = 1
value = -9999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = targetstate
triggerall = name = "D-mizuchi"
trigger1 = 1
value = 1699955
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Projectile
triggerall = name = "D-mizuchi"
trigger1 = 1
attr = SCA, NA
projanim = 1007
projhitanim = 1007
projid = 22177
projpriority = 99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
numhits = 0
damage    = 0,0
getpower = 0,0
givepower = -(enemy,Const(data.power))
hitflag = MAFD
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 = 2637
ignorehitpause = 1



[State 10051];当たり判定のアニメを本体と同じに
type = ChangeAnim
triggerall = name = "D-mizuchi"
trigger1 = 1
value = parent,Anim
elem = parent,AnimElemNo(0)
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 10051];ターン
type = Turn
triggerall = name = "D-mizuchi"
trigger1 = Facing != parent,Facing
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999





[State 10051, 4]
type = ChangeState
triggerall = name = "D-mizuchi"
trigger1 = Time >= 1
value = 0
ctrl = 1


;==========================================================================================
[Statedef 18000]
type = S
movetype= A
physics = S
ctrl = 0
anim = 1888
velset = 0,0

[State 1300, 0]
type = NotHitBy
triggerall = name = "D-mizuchi"
trigger1 = 1
value = SCA

[State 4200]
type = AssertSpecial
triggerall = name = "D-mizuchi"
trigger1 = 1
flag = noshadow
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = assertspecial
trigger1 =helper(44488),fvar(21) - life > lifemax * 0.07
flag = noko
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 4446
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
trans = Add
PauseMoveTime = 9999999

[state a]
type = posset
triggerall = name = "D-mizuchi"
trigger1 = animtime = 0
x = enemy,pos x

[state a]
type = changestate
triggerall = name = "D-mizuchi"
trigger1 = animtime = 0
value = 18050

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

[Statedef 18050]
type = S
ctrl = 0
anim = 2201
velset = 0,0

[State 4200]
type = AssertSpecial
triggerall = name = "D-mizuchi"
trigger1 = 1
flag = noshadow
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = assertspecial
trigger1 =helper(44488),fvar(21) - life > lifemax * 0.07
flag = noko
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1300, 0]
type = NotHitBy
triggerall = name = "D-mizuchi"
trigger1 = Time = 0
value = SCA, AA,AT,AP
Time = 15



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

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 44488
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
trans = Add
PauseMoveTime = 9999999



[state a]
type = posset
triggerall = name = "D-mizuchi"
trigger1 = time = 0
y = 0

[state a]
type = posadd
triggerall = name = "D-mizuchi"
trigger1 = time = 0
x = 25

[state a]
type = changestate
triggerall = name = "D-mizuchi"
trigger1 = animtime = 0
value = 0
ctrl = 1
;==========================================================================================

[Statedef 38853]
type    = A
movetype= I
physics = N

[State 4200]
type = AssertSpecial
triggerall = name = "D-mizuchi"
trigger1 = 1
flag = noshadow
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = assertspecial
trigger1 =helper(44488),fvar(21) - life > lifemax * 0.07
flag = noko
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1]
type = NotHitBy
triggerall = name = "D-mizuchi"
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 30+((palno=12)*30)

[State -1]
type = lifeadd
triggerall = name = "D-mizuchi"
trigger1 = time = 0
value = -1
absolute = 1


[State -1]
type = lifeadd
triggerall = name = "D-mizuchi"
trigger1 = life = 0
value = helper(44488),fvar(21)
absolute = 1

[State -1]
type = poweradd
triggerall = name = "D-mizuchi"
trigger1 = time = 0
value = (50+((palno!=12)*30))+((life<=lifemax*0.2)*(50+((palno!=12)*30)))+((var(29)>=1)*200)+((var(30)!=0&&fvar(28)=0)*150)

[state -1]
type = varadd
triggerall = name = "D-mizuchi"
trigger1 =palno=12&&time=0
fv = 26
value = 1

[State 1]
type = ReversalDef
triggerall = name = "D-mizuchi"
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 2637

[State 1]
type = targetpowerAdd
triggerall = name = "D-mizuchi"
trigger1 = 1
value = -(enemy,Const(data.power))
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = targetLifeAdd
triggerall = name = "D-mizuchi"
trigger1 = 1
value = -9999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = targetstate
triggerall = name = "D-mizuchi"
trigger1 = 1
value = 1699955
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Projectile
triggerall = name = "D-mizuchi"
trigger1 = 1
attr = SCA, NA
projanim = 1007
projhitanim = 1007
projid = 22177
projpriority = 99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
numhits = 0
damage    = 0,0
getpower = 0,0
givepower = -(enemy,Const(data.power))
hitflag = MAFD
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 = 2637
ignorehitpause = 1

[State 5040, 2]
type = ChangeAnim
triggerall = name = "D-mizuchi"
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040, 3]
type = CtrlSet
triggerall = name = "D-mizuchi"
trigger1 = HitOver
value = 1

[State 5040, 5]
type = VelAdd
triggerall = name = "D-mizuchi"
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040, 6]
type = ChangeState
triggerall = name = "D-mizuchi"
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMPLAND

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

[Statedef 38852]
type    = A
movetype= I
physics = A

[State 4200]
type = AssertSpecial
triggerall = name = "D-mizuchi"
trigger1 = 1
flag = noshadow
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = assertspecial
trigger1 =helper(44488),fvar(21) - life > lifemax * 0.07
flag = noko
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1]
type = NotHitBy
triggerall = name = "D-mizuchi"
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 30+((palno=12)*30)

[State -1]
type = lifeadd
triggerall = name = "D-mizuchi"
trigger1 = time = 0
value = -1
absolute = 1


[State -1]
type = lifeadd
triggerall = name = "D-mizuchi"
trigger1 = life = 0
value = helper(44488),fvar(21)
absolute = 1

[State -1]
type = poweradd
triggerall = name = "D-mizuchi"
trigger1 = time = 0
value = (50+((palno!=12)*30))+((life<=lifemax*0.2)*(50+((palno!=12)*30)))+((var(29)>=1)*200)+((var(30)!=0&&fvar(28)=0)*150)

[state -1]
type = varadd
triggerall = name = "D-mizuchi"
trigger1 =palno=12&&time=0
fv = 26
value = 1

[State 50, 1]
type = VarSet
triggerall = name = "D-mizuchi"
trigger1 = Time = 0
sysvar(1) = 0

[State 1]
type = ReversalDef
triggerall = name = "D-mizuchi"
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 2637

[State 1]
type = targetpowerAdd
triggerall = name = "D-mizuchi"
trigger1 = 1
value = -(enemy,Const(data.power))
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = targetLifeAdd
triggerall = name = "D-mizuchi"
trigger1 = 1
value = -9999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = targetstate
triggerall = name = "D-mizuchi"
trigger1 = 1
value = 1699955
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Projectile
triggerall = name = "D-mizuchi"
trigger1 = 1
attr = SCA, NA
projanim = 1007
projhitanim = 1007
projid = 22177
projpriority = 99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
numhits = 0
damage    = 0,0
getpower = 0,0
givepower = -(enemy,Const(data.power))
hitflag = MAFD
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 = 2637
ignorehitpause = 1

[State 50, 2]
type = ChangeAnim
triggerall = name = "D-mizuchi"
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
triggerall = name = "D-mizuchi"
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ここは-2のステートを書いてください、ヘルパー関係です
;
;
;nokoをつけないとオロチキラー防げないって悲しくないか；；
;-------------------------------------------------------------------;----;----;ただいまヘルパー管理徹底中・・・ステートとられてたまるかい！
[Statedef -2]
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;フェイクｎｏｋｏ（機能しておりません）
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[State -2]
type = assertspecial
triggerall = name = "D-mizuchi"
triggerall =numhelper(3040)
trigger1 =(movetype=H&&helper(3040),var(1)>1||var(1)!=gametime&&helper(3040),var(1)>1||roundstate>=2&&!alive&&helper(3040),var(1)>1)
flag = noko
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = lifeadd
triggerall = name = "D-mizuchi"
triggerall = roundstate=2
trigger1 = numhelper(3040)
trigger1 = helper(3040),var(1)-life>lifemax*0.2;保存していたライフから現在ライフを引いた数がライフ最大値の2割以上
value=(helper(3040),var(1)-life)
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999

[State -2]
type = SelfState
triggerall = name != "D-mizuchi"
triggerall = ishelper
trigger1 = numhelper(3040)
trigger1 = helper(3040),var(1)>1;保存して置いたライフが1より大きい場合
trigger1 = ((stateno=[5150,5199])||var(1)!=gametime&&helper(3040),var(0)>=0||!alive&&helper(3040),var(1)>1)
trigger1 = var(3) != gametime
trigger2 = stateno != 1699922
value = 1699955
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = assertspecial
triggerall = name = "D-mizuchi"
triggerall =numhelper(4300)
trigger1 =(movetype=H&&helper(4300),var(1)>1||var(1)!=gametime&&helper(4300),var(1)>1||roundstate>=2&&!alive&&helper(4300),var(1)>1)
flag = noko
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = lifeadd
triggerall = name = "D-mizuchi"
triggerall = roundstate=2
trigger1 = numhelper(4300)
trigger1 = helper(4300),var(1)-life>lifemax*0.2;保存していたライフから現在ライフを引いた数がライフ最大値の2割以上
value=(helper(4300),var(1)-life)
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999

[State -2]
type = SelfState
triggerall = name != "D-mizuchi"
triggerall = ishelper
trigger1 = numhelper(4300)
trigger1 = helper(4300),var(1)>1;保存して置いたライフが1より大きい場合
trigger1 = ((stateno=[5150,5199])||var(1)!=gametime&&helper(4300),var(0)>=0||!alive&&helper(4300),var(1)>1)
trigger1 = var(3) != gametime
trigger2 = stateno != 1699922
value = 1699955
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = assertspecial
triggerall = name = "D-mizuchi"
triggerall =numhelper(11125)
trigger1 =(movetype=H&&helper(11125),var(1)>1||var(1)!=gametime&&helper(11125),var(1)>1||roundstate>=2&&!alive&&helper(11125),var(1)>1)
flag = noko
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = lifeadd
triggerall = name = "D-mizuchi"
triggerall = roundstate=2
trigger1 = numhelper(11125)
trigger1 = helper(11125),var(1)-life>lifemax*0.2;保存していたライフから現在ライフを引いた数がライフ最大値の2割以上
value=(helper(11125),var(1)-life)
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999

[State -2]
type = SelfState
triggerall = name != "D-mizuchi"
triggerall = ishelper
trigger1 = numhelper(11125)
trigger1 = helper(11125),var(1)>1;保存して置いたライフが1より大きい場合
trigger1 = ((stateno=[5150,5199])||var(1)!=gametime&&helper(11125),var(0)>=0||!alive&&helper(11125),var(1)>1)
trigger1 = var(3) != gametime
trigger2 = stateno != 1699922
value = 1699955
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = assertspecial
triggerall = name = "D-mizuchi"
triggerall =numhelper(29999)
trigger1 =(movetype=H&&helper(29999),var(1)>1||var(1)!=gametime&&helper(29999),var(1)>1||roundstate>=2&&!alive&&helper(29999),var(1)>1)
flag = noko
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = lifeadd
triggerall = name = "D-mizuchi"
triggerall = roundstate=2
trigger1 = numhelper(29999)
trigger1 = helper(29999),var(1)-life>lifemax*0.2;保存していたライフから現在ライフを引いた数がライフ最大値の2割以上
value=(helper(29999),var(1)-life)
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999

[State -2]
type = SelfState
triggerall = name != "D-mizuchi"
triggerall = ishelper
trigger1 = numhelper(29999)
trigger1 = helper(29999),var(1)>1;保存して置いたライフが1より大きい場合
trigger1 = ((stateno=[5150,5199])||var(1)!=gametime&&helper(29999),var(0)>=0||!alive&&helper(29999),var(1)>1)
trigger1 = var(3) != gametime
trigger2 = stateno != 1699922
value = 1699955
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = assertspecial
triggerall = name = "D-mizuchi"
triggerall =numhelper(1412)
trigger1 =(movetype=H&&helper(1412),var(1)>1||var(1)!=gametime&&helper(1412),var(1)>1||roundstate>=2&&!alive&&helper(1412),var(1)>1)
flag = noko
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = lifeadd
triggerall = name = "D-mizuchi"
triggerall = roundstate=2
trigger1 = numhelper(1412)
trigger1 = helper(1412),var(1)-life>lifemax*0.2;保存していたライフから現在ライフを引いた数がライフ最大値の2割以上
value=(helper(1412),var(1)-life)
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999

[State -2]
type = SelfState
triggerall = name != "D-mizuchi"
triggerall = ishelper
trigger1 = numhelper(1412)
trigger1 = helper(1412),var(1)>1;保存して置いたライフが1より大きい場合
trigger1 = ((stateno=[5150,5199])||var(1)!=gametime&&helper(1412),var(0)>=0||!alive&&helper(1412),var(1)>1)
trigger1 = var(3) != gametime
trigger2 = stateno != 1699922
value = 1699955
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = assertspecial
triggerall = name = "D-mizuchi"
triggerall =numhelper(4200)
trigger1 =(movetype=H&&helper(4200),var(1)>1||var(1)!=gametime&&helper(4200),var(1)>1||roundstate>=2&&!alive&&helper(4200),var(1)>1)
flag = noko
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = lifeadd
triggerall = name = "D-mizuchi"
triggerall = roundstate=2
trigger1 = numhelper(4200)
trigger1 = helper(4200),var(1)-life>lifemax*0.2;保存していたライフから現在ライフを引いた数がライフ最大値の2割以上
value=(helper(4200),var(1)-life)
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999

[State -2]
type = SelfState
triggerall = name != "D-mizuchi"
triggerall = ishelper
trigger1 = numhelper(4200)
trigger1 = helper(4200),var(1)>1;保存して置いたライフが1より大きい場合
trigger1 = ((stateno=[5150,5199])||var(1)!=gametime&&helper(4200),var(0)>=0||!alive&&helper(4200),var(1)>1)
trigger1 = var(3) != gametime
trigger2 = stateno != 1699922
value = 1699955
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = assertspecial
triggerall = name = "D-mizuchi"
triggerall =numhelper(2222)
trigger1 =(movetype=H&&helper(2222),var(1)>1||var(1)!=gametime&&helper(2222),var(1)>1||roundstate>=2&&!alive&&helper(2222),var(1)>1)
flag = noko
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = lifeadd
triggerall = name = "D-mizuchi"
triggerall = roundstate=2
trigger1 = numhelper(2222)
trigger1 = helper(2222),var(1)-life>lifemax*0.2;保存していたライフから現在ライフを引いた数がライフ最大値の2割以上
value=(helper(2222),var(1)-life)
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999

[State -2]
type = SelfState
triggerall = name != "D-mizuchi"
triggerall = ishelper
trigger1 = numhelper(2222)
trigger1 = helper(2222),var(1)>1;保存して置いたライフが1より大きい場合
trigger1 = ((stateno=[5150,5199])||var(1)!=gametime&&helper(2222),var(0)>=0||!alive&&helper(2222),var(1)>1)
trigger1 = var(3) != gametime
trigger2 = stateno != 1699922
value = 1699955
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = assertspecial
triggerall = name = "D-mizuchi"
triggerall =numhelper(3888)
trigger1 =(movetype=H&&helper(3888),var(1)>1||var(1)!=gametime&&helper(3888),var(1)>1||roundstate>=2&&!alive&&helper(3888),var(1)>1)
flag = noko
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = lifeadd
triggerall = name = "D-mizuchi"
triggerall = roundstate=2
trigger1 = numhelper(3888)
trigger1 = helper(3888),var(1)-life>lifemax*0.2;保存していたライフから現在ライフを引いた数がライフ最大値の2割以上
value=(helper(3888),var(1)-life)
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999

[State -2]
type = SelfState
triggerall = name != "D-mizuchi"
triggerall = ishelper
trigger1 = numhelper(3888)
trigger1 = helper(3888),var(1)>1;保存して置いたライフが1より大きい場合
trigger1 = ((stateno=[5150,5199])||var(1)!=gametime&&helper(3888),var(0)>=0||!alive&&helper(3888),var(1)>1)
trigger1 = var(3) != gametime
trigger2 = stateno != 1699922
value = 1699955
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = assertspecial
triggerall = name = "D-mizuchi"
triggerall =numhelper(3060)
trigger1 =(movetype=H&&helper(3060),var(1)>1||var(1)!=gametime&&helper(3060),var(1)>1||roundstate>=2&&!alive&&helper(3060),var(1)>1)
flag = noko
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = lifeadd
triggerall = name = "D-mizuchi"
triggerall = roundstate=2
trigger1 = numhelper(3060)
trigger1 = helper(3060),var(1)-life>lifemax*0.2;保存していたライフから現在ライフを引いた数がライフ最大値の2割以上
value=(helper(3060),var(1)-life)
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999

[State -2]
type = SelfState
triggerall = name != "D-mizuchi"
triggerall = ishelper
trigger1 = numhelper(3060)
trigger1 = helper(3060),var(1)>1;保存して置いたライフが1より大きい場合
trigger1 = ((stateno=[5150,5199])||var(1)!=gametime&&helper(3060),var(0)>=0||!alive&&helper(3060),var(1)>1)
trigger1 = var(3) != gametime
trigger2 = stateno != 1699922
value = 1699955
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = assertspecial
triggerall = name = "D-mizuchi"
triggerall =numhelper(3062)
trigger1 =(movetype=H&&helper(3062),var(1)>1||var(1)!=gametime&&helper(3062),var(1)>1||roundstate>=2&&!alive&&helper(3062),var(1)>1)
flag = noko
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = lifeadd
triggerall = name = "D-mizuchi"
triggerall = roundstate=2
trigger1 = numhelper(3062)
trigger1 = helper(3062),var(1)-life>lifemax*0.2;保存していたライフから現在ライフを引いた数がライフ最大値の2割以上
value=(helper(3062),var(1)-life)
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999

[State -2]
type = SelfState
triggerall = name != "D-mizuchi"
triggerall = ishelper
trigger1 = numhelper(3062)
trigger1 = helper(3062),var(1)>1;保存して置いたライフが1より大きい場合
trigger1 = ((stateno=[5150,5199])||var(1)!=gametime&&helper(3062),var(0)>=0||!alive&&helper(3062),var(1)>1)
trigger1 = var(3) != gametime
trigger2 = stateno != 1699922
value = 1699955
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = assertspecial
triggerall = name = "D-mizuchi"
triggerall =numhelper(2333)
trigger1 =(movetype=H&&helper(2333),var(1)>1||var(1)!=gametime&&helper(2333),var(1)>1||roundstate>=2&&!alive&&helper(2333),var(1)>1)
flag = noko
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = lifeadd
triggerall = name = "D-mizuchi"
triggerall = roundstate=2
trigger1 = numhelper(2333)
trigger1 = helper(2333),var(1)-life>lifemax*0.2;保存していたライフから現在ライフを引いた数がライフ最大値の2割以上
value=(helper(2333),var(1)-life)
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999

[State -2]
type = SelfState
triggerall = name = "D-mizuchi"
triggerall = ishelper
trigger1 = numhelper(2333)
trigger1 = helper(2333),var(1)>1;保存して置いたライフが1より大きい場合
trigger1 = ((stateno=[5150,5199])||var(1)!=gametime&&helper(2333),var(0)>=0||!alive&&helper(2333),var(1)>1)
trigger1 = var(3) != gametime
trigger2 = stateno != 1699922
trigger3 = movetype = H
trigger4 = anim = [5000,5150]
trigger5 = stateno = [5000,5150]
value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = assertspecial
triggerall = name = "D-mizuchi"
triggerall =numhelper(2334)
trigger1 =(movetype=H&&helper(2334),var(1)>1||var(1)!=gametime&&helper(2334),var(1)>1||roundstate>=2&&!alive&&helper(2334),var(1)>1)
flag = noko
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = lifeadd
triggerall = name = "D-mizuchi"
triggerall = roundstate=2
trigger1 = numhelper(2334)
trigger1 = helper(2334),var(1)-life>lifemax*0.2;保存していたライフから現在ライフを引いた数がライフ最大値の2割以上
value=(helper(2334),var(1)-life)
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999




[State -2]
type = SelfState
triggerall = name = "D-mizuchi"
triggerall = ishelper
trigger1 = numhelper(2334)
trigger1 = helper(2334),var(1)>1;保存して置いたライフが1より大きい場合
trigger1 = ((stateno=[5150,5199])||var(1)!=gametime&&helper(2334),var(0)>=0||!alive&&helper(2334),var(1)>1)
trigger1 = var(3) != gametime
trigger2 = stateno != 1699922
trigger3 = movetype = H
trigger4 = anim = [5000,5150]
trigger5 = stateno = [5000,5150]
value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;noko                 今のところこれだけ機能している（そのうち全部機能させたいね）
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[State -2]
type = assertspecial
trigger1 =helper(44488),fvar(21) - life > lifemax * 0.07
flag = noko
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999


[State -2]
type = lifeadd
triggerall = roundstate=2
trigger1 = numhelper(4999)
trigger1 = helper(4999),var(15)-life>lifemax*0.2;保存していたライフから現在ライフを引いた数がライフ最大値の2割以上
value=(helper(4999),var(15)-life)
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999

;ステート抜け
[State -2]
type = SelfState
triggerall = life = 0
triggerall = name = "D-mizuchi"
trigger1 = numhelper(4999)
trigger1 = helper(4999),var(15)>1;保存して置いたライフが1より大きい場合
trigger1 = ((stateno=[5150,5199])||var(15)!=gametime&&helper(4999),var(14)>1000||!alive&&helper(4999),var(15)>1)
value= 2300
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[state -2, a]
type = varset
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
v = 1
value = 0



[state -2, a]
type = varset
trigger1 = palno = 7
trigger2 = palno = 8
trigger3 = palno = 9
trigger4 = palno = 10
trigger5 = palno = 11
trigger6 = palno = 12
v = 1
value = 1



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;即死耐性ステート
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[State -2]
type = changestate
triggerall = !Alive
triggerall = time >= 100
trigger1 = name = "D-mizuchi"
value = 5150
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State -2]
type = LifeAdd
trigger1 = name!="D-mizuchi"
value = -9999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 0, 4]
type = selfState
triggerall = alive
triggerall = time >= 0
trigger1 = name!="D-mizuchi"
value = 2637
ctrl = 1


[State -2]
type = Lifeset
triggerall = name ="D-mizuchi"
trigger1 = life = 0
value = helper(44488),fvar(21)
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State -2]
type = SelfState
triggerall = name = "D-muzuchi"
trigger1 = helper(4999),var(15)-life>lifemax*0.2
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = ishelper
trigger1 = var(3) != gametime
trigger2 = stateno != 1699922
trigger3 = movetype = H
trigger4 = anim = [5000,5150]
trigger5 = stateno = [5000,5150]
value = 0
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = time = 0
triggerall = stateno = 1001
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 2300
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = time = 0
triggerall = stateno = 1001
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 2300
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = time = 0
triggerall = stateno <= 1500
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 2300
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = time = 0
triggerall = stateno = [22220,22229]
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = ChangeState
triggerall = time = 0
triggerall = stateno = [22220,22229]
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999



[State -2]
type = SelfState
triggerall = time = 0
triggerall = stateno = 19999
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = time = 0
triggerall = stateno = [2635,2678]
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = time = 0
triggerall = stateno = 262626
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = time = 0
triggerall = stateno = 262608
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = time = 0
triggerall = stateno = [1699944,1699955]
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = time = 0
triggerall = stateno = [1039999,1042000]
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = time = 0
triggerall = stateno = [2299000,229022]
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = time = 0
triggerall = stateno = 102100
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = time = 0
triggerall = stateno = 131211
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = time = 0
triggerall = stateno = 131200
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = time = 0
triggerall = stateno = 103800
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = time = 0
triggerall = stateno = 1040100
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = time = 0
triggerall = stateno = [90000,90500]
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = time = 0
triggerall = stateno = [490000,490500]
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999


[State -2]
type = SelfState
triggerall = time = 0
triggerall = stateno = 29999
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = time = 0
triggerall = stateno = var(29)
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = ChangeState
triggerall = time = 0
triggerall = stateno = 22501
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = time = 0
triggerall = stateno = 22501
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = time = 0
triggerall = stateno = [2333,2334]
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = time = 0
triggerall = stateno = 3999
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = time = 0
triggerall = stateno = 399999
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = name = "D-muzuchi"
triggerall = time = 0
triggerall = life = 0
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = ChangeState
triggerall = time = 0
triggerall = stateno = [2333,2334]
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = ChangeState
triggerall = time = 0
triggerall = stateno = 3999
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = ChangeState
triggerall = time = 0
triggerall = stateno = 399999
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = time = 0
triggerall = anim = 1500
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 47777
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = time = 0
triggerall = stateno = var(29)
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 2300
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = SelfState
triggerall = time = 0
triggerall = life = 0
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 2300
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999


[State -2]
type = SelfState
triggerall = time = 0
triggerall = anim = 1301
triggerall = name = "D-muzuchi"
trigger1 = palno = 12
value = 2300
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = changestate
triggerall = time = 0
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = gametime >= 1200
trigger1 = stateno = 0 
value = ifelse((gametime%2 = 0),3766,2300)
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = Selfstate
triggerall = time = 0
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = gametime >= 1200
trigger1 = stateno = 0 
value = ifelse((gametime%2 = 0),3766,2300)
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = changestate
triggerall = time = 0
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = helper(212121),var(0) = 1
trigger1 = stateno = 0 
value = ifelse((gametime%3 = 0),2300,(ifelse((gametime%3 = 1),3766,47777)))
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = Selfstate
triggerall = time = 0
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = helper(212121),var(0) = 1
trigger1 = stateno = 0 
value = ifelse((gametime%3 = 0),2300,(ifelse((gametime%3 = 1),3766,47777)))
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;変数初期化対策
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[State -2]
type = varset
triggerall = name = "D-mizuchi"
triggerall = helper(44488),var(3) != var(30)
trigger1 = 1
var(30)
value = helper(44488),var(3)
ignorehitpause = 1
SuperMoveTime = 999999000000000
PauseMoveTime = 999999000000000

[State 1]
type = varset
triggerall = name = "D-mizuchi"
triggerall = helper(44488),var(4) != var(37)
trigger1 = 1
var(37)
value = helper(44488),var(4)
ignorehitpause = 1
SuperMoveTime = 999999000000000
PauseMoveTime = 999999000000000

[State 1]
type = varset
triggerall = name = "D-mizuchi"
triggerall = helper(44488),var(5) != var(38)
trigger1 = 1
var(38)
value = helper(44488),var(5)
ignorehitpause = 1
SuperMoveTime = 999999000000000
PauseMoveTime = 999999000000000

[State 1]
type = varset
triggerall = name = "D-mizuchi"
triggerall = helper(44488),var(6) != var(8)
trigger1 = 1
var(8)
value = helper(44488),var(6)
ignorehitpause = 1
SuperMoveTime = 999999000000000
PauseMoveTime = 999999000000000
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;12P 変数リセットスイッチ。
;ONにすると不具合が出る可能性があります
;ONにしても強さ的にはさほどかわりません
[State 1]
type = varset
trigger1 = palno = 12
fv = 37
value = 1        ;1on 0off

;劣化トムキラースイッチ
;トム倒せないよ〜；；
[State 1]
type = varset
trigger1 = palno = 12
fv = 38
value = 2        ;1〜2on 0off

;value = 1       タイプA  バグは少なめだが殺傷力は比較的低い
;value = 2       タイプB  タイプAよりバグは多いが殺傷力は高め
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[State -2,AfterImage1]
type		= AfterImage
triggerall	= !ishelper
trigger1	= var(38) = 2
;trigger3	= (gametime%600)=0
time		= -1		;永続
length		= 16		;残像表示フレーム,最大60,省略時20
palcolor	= 256		;彩度,省略時256,
palinvertall	= 0		;ネガ反転するか
palbright	= 0,0,0	;色要素加算,省略時30,30,30(明度底上げ)
palcontrast	= 155,160,170	;色要素乗算,省略時120,120,220(青く)
;palpostbright	= 0,0,0	;二つ目以降の残像に色要素加算,省略時0,0,0
paladd		= 25,25,25	;2,3,4…番目の残像累積して色要素加算(グラデーション),省略時10,10,25
palmul		= .85,.85,.9	;2,3,4…番目の残像累積して色要素乗算(グラデーション),省略時.65,.65,.75
;timegap	= 1	;スキップフレーム数,省略時1(毎フレーム保存)
;framegap	= 1	;フレーム間隔
trans		= add1	;残像の透過の種類 "non"透過無し "add"α値256,256加算 "add1"α値256,128の加算 "sub"減算透過
persistent	= 0
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000


[State -2,AfterImage2]
type		= AfterImage
triggerall	= !ishelper
trigger1	= var(38) = 2
;trigger3	= (gametime%600)=0
time		=-1		;永続
length		= 60		;残像表示フレーム,最大60,省略時20
palcontrast	= 128,128,200
palcolor	= 256		;彩度,省略時256,
palinvertall	= 0		;ネガ反転するか
trans		= add	;残像の透過の種類 "non"透過無し "add"α値256,256加算 "add1"α値256,128の加算 "sub"減算透過
persistent	= 0
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000


[State -2,AfterImage3]
type		= AfterImage
triggerall	= !ishelper
trigger1	= var(38) = 2
;trigger3	= (gametime%600)=0
time		=-1		;永続
length		= 60		;残像表示フレーム,最大60,省略時20
palbright	= 156,156,156	;色要素加算,省略時30,30,30(明度底上げ)
palcontrast	= 20,20,20		;色要素乗算,省略時120,120,220(青く)
palpostbright	= 56,56,56	;二つ目以降の残像に色要素加算,省略時0,0,0
paladd		= 67,67,67		;2,3,4…番目の残像累積して色要素加算(グラデーション),省略時10,10,25
palmul		= .55,.55,.55	;2,3,4…番目の残像累積して色要素乗算(グラデーション),省略時.65,.65,.75
palinvertall	= 0		;ネガ反転するか
trans		= add	;残像の透過の種類 "non"透過無し "add"α値256,256加算 "add1"α値256,128の加算 "sub"減算透過
persistent	= 0
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000


[State -2,AfterImage3-old]
type		= null;AfterImage
triggerall	= !ishelper
trigger1	= var(38) = 2
;trigger3	= (gametime%600)=0
time		=-1		;永続
length		= 60		;残像表示フレーム,最大60,省略時20
palcontrast	= 228,128,160
palcolor	= 256		;彩度,省略時256,
palinvertall	= 0		;ネガ反転するか
trans		= add	;残像の透過の種類 "non"透過無し "add"α値256,256加算 "add1"α値256,128の加算 "sub"減算透過
persistent	= 0
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000


[State -2,AfterImage4]
type		= AfterImage
triggerall	= !ishelper
trigger1	= var(38) = 2
time		=-1		;永続
length		= 60		;残像表示フレーム,最大60,省略時20
palbright	= 256,216,146	;色要素加算,省略時30,30,30(明度底上げ)
palcontrast	= 20,20,20		;色要素乗算,省略時120,120,220(青く)
palpostbright	= 6,6,6	;二つ目以降の残像に色要素加算,省略時0,0,0
paladd		= 17,17,0		;2,3,4…番目の残像累積して色要素加算(グラデーション),省略時10,10,25
palmul		= .48,.6,.87	;2,3,4…番目の残像累積して色要素乗算(グラデーション),省略時.65,.65,.75
palinvertall	= 1		;ネガ反転するか
trans		= add	;残像の透過の種類 "non"透過無し "add"α値256,256加算 "add1"α値256,128の加算 "sub"減算透過
persistent	= 0
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000


[State -2,AfterImage-RED]
type		= null;AfterImage
trigger1	= 0
length		= 60		;残像表示フレーム,最大60,省略時20
palbright	= 256,216,146	;色要素加算,省略時30,30,30(明度底上げ)
palcontrast	= 20,20,20		;色要素乗算,省略時120,120,220(青く)
palpostbright	= 4,6,6	;二つ目以降の残像に色要素加算,省略時0,0,0
paladd		= 110,10,10		;2,3,4…番目の残像累積して色要素加算(グラデーション),省略時10,10,25
palmul		= .65,.75,.25	;2,3,4…番目の残像累積して色要素乗算(グラデーション),省略時.65,.65,.75
palinvertall	= 1		;ネガ反転するか
trans		= add	;残像の透過の種類 "non"透過無し "add"α値256,256加算 "add1"α値256,128の加算 "sub"減算透過
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000
;-------------------------------------------------------------------------------



[State -2] ;パワーアップ中
type = varset 
trigger1 = var(29) >= 1
var(39) = 3-(palno=12)

[State -2] ;通常
type = varset 
trigger1 = var(29) <= 1
var(39) = 1

[state a]
type = varadd
trigger1 = 1
v = 29
value = -1

[state a]
type = varset
trigger1 = palno != 12 && roundstate != 2
v = 29
value = 0


[State -2]
type = NotHitBy
triggerall = var(1) = 1
triggerall = stateno = [40,52]
trigger1 = time = 0
value = SCA,AA,AT,AP
Time = 25

[State -2]
type = NotHitBy
triggerall = palno = 12
trigger1 = gametime%1000 = 1
value = SCA
time = 25





[State -2]
type = attackMulSet
trigger1 = 1
value = 1+((var(29)>=1)*(2-(palno=12)))
ignorehitpause = 1

[State -2]
type = defenceMulSet
trigger1 = var(1) != 1
value = 1.2
ignorehitpause = 1







[State -2, ]
type = StopSnd
trigger1 = anim =0
Channel = 0


[State -2,1]
type = VarAdd
trigger1 = var(50) = 1
ignorehitpause = 1
v=51
value=1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;即死スイッチ（切ると極端に弱くなる）
[state -2]
type = varset
trigger1 = !ishelper&&palno=12
v = 8
value = 3                          ;0 OFF 1〜3ON
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999



[state -2]
type = varset
trigger1 = !ishelper&&palno=12
v = 10
value = 0                          ;0 OFF 1 ON
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state -2]
type = varset
trigger1 = !ishelper&&palno=12
v = 11
value = 0                          ;0 OFF 1 ON
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state -2]
type = varset
trigger1 = !ishelper&&palno=12
v = 12
value = 0                          ;0 OFF 1 ON
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[State 191, 7]
type = VarSet
trigger1 = var(51)>=900
v = 50
value = 0

[State 191, 7]
type = VarSet
trigger1 = var(50)=0
v = 51
value = 0


[State 191, 7]
type = changestate
trigger1 = var(51)>=895
value = 22501

[state a]
type = varadd
triggerall = palno = 12
trigger1 = roundstate = 2
v = 54
value = 1
IgnoreHitPause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State a]
type = varset
triggerall = palno = 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
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 1]
type = varset
trigger1 = palno=12&&fvar(38)=2&&(stateno!=2205||stateno!=23000||stateno!=22050)
fv = 18
value = 0
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = varset
trigger1 = palno=12&&(stateno=2210||stateno=22100||stateno=23001||enemy,numprojid(96968484321)>=1||RoundState!=2)
fv = 19
value = (stateno!=22100||stateno!=2210||stateno!=23001)*RoundState=2
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = varset
trigger1 = palno=12&&numtarget&&target,ishelper=0
fv = 20
value = (RoundState<=2)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1] 
type = varset
triggerall = palno = 12
trigger1 = RoundState = 2 && (GameTime%50) = 1
trigger2 = RoundState != 2
fv = 22
value = 0+((RoundState = 2)*enemy,life)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1] 
type = varset
triggerall = palno = 12 && var(54) < 5700
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
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 1]
type = varadd
trigger1 = palno = 12 && roundstate = 2 && fvar(23) = 1 && var(54) < 5700
fv = 24
value = 1+((enemy,life>=enemy,lifemax&&enemy,power>=enemy,powermax)*80)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1]
type = varset
triggerall = palno = 12
trigger1 = roundstate != 2 || fvar(23) = 0 || numtarget || var(54) >= 5700
fv = 24
value = 0
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state -2]
type = varset
trigger1 = palno = 12 && 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 = palno = 12 && RoundState>=3
fv = 25
value = (RoundState<=2)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state -1]
type = varset
triggerall =palno=12
trigger1 = var(29) >= 1
trigger2 = roundstate != 2
trigger3 = life>=lifemax
fv = 26
value = 0
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[state -1]
type = varset
trigger1 =palno=12&&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
supermovetime = 99999999
pausemovetime = 99999999

[state -1]
type = varset
trigger1 =palno=12&&roundstate>=3&&(drawgame||lose||win)
fv = 29
value = (!win)
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 1]
type = varset
triggerall = !ishelper && palno = 12
trigger1 = roundno = 1 && roundstate < 2
trigger2 = roundstate >= 2 && var(3) != gametime
fv = 32
value = 1-(roundstate>=2&& var(3)!=gametime)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1]
type = varset
triggerall = !ishelper
trigger1 = palno = 12 && (GameTime%20) = 1
fv = 35
value = power
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1]
type = varset
triggerall = !ishelper
trigger1 = palno=12&&(helper(2888888),stateno=2888899)&&enemy,numhelper>=2&&enemy,movetype=A
fv = 36
value = enemy,stateno
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
;---------------------
[State -1]
type = Projectile
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%2) = 1
attr = S, SA
projanim = 3703
projhitanim = -1
projid = 3703
projpriority = 999999999
projsprpriority = 1
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1


[State -1]
type = Projectile
triggerall = PalNo = 12
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%2) = 1
attr = S, SA
projanim = 3703
projhitanim = -1
projid = 3703
projpriority = 999999999
projsprpriority = 1
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(((0.0001+((var(8)=1)*0.00015))+((palno=12)*0.02)+((palno=12&&(var(8)=1))*100.0))*enemy,Const(data.life))
getpower = 3000,0
givepower = -3000,0
guardflag = M
hitflag = MAFPD
pausetime = 0,8
sparkno = s22109 + root,var(35)
sparkxy = 0,enemy,pos y -60
hitsound   = s2300,2
guard.sparkno = s22113
guardsound = s2801,1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1



[State -3]
type = Explod
triggerall =  PalNo = 12
triggerall = stateno != 33333
triggerall = stateno != 32205
triggerall = alive = 1 && !ishelper
triggerall = statetype != C
triggerall = MoveType != H
triggerall = stateno != [190,192]
triggerall = stateno != [170,171]
trigger1 = (GameTime%8) = 1
anim = 4325
sprpriority = -99999
postype = p1
scale = 0.5,0.5
pos = 0,-80
random = 100,100
bindtime = 1
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
trans = Add
under = 0
ownpal = 1

[State -3]
type = null;Explod
triggerall =  PalNo = 12
triggerall = stateno != 2200
triggerall = stateno != 22050
triggerall = stateno != 33333
triggerall = stateno != 32205
triggerall = alive = 1 && !ishelper
trigger1 = (GameTime%8) = 1
anim = 44488
sprpriority = -99999
postype = p1
scale = 1,1
pos = 0,-80
random = 40,40
vel = -0.1 + (random%3 * 0.1),-0.1 + (random%3 * 0.1)
bindtime = 1
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
trans = Add
under = 0
ownpal = 1



[State -3]
type = Explod
triggerall = random%9 = 8
triggerall = stateno != 33333
triggerall = stateno != 32205
triggerall = alive = 1 && !ishelper
triggerall = statetype != C
triggerall = MoveType != H
triggerall = stateno != [190,192]
triggerall = stateno != [170,171]
trigger1 = (GameTime%8) = 1
anim = 4993
sprpriority = 99999
postype = p1
scale = 0.5,0.5
pos = 0,-120 + (random%20)
bindtime = 1
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
trans = Add
under = 0
ownpal = 1

[State -3]
type = Explod
triggerall = random%8 = 4
triggerall = stateno != 33333
triggerall = stateno != 32205
triggerall = alive = 1 && !ishelper
triggerall = statetype != C
triggerall = MoveType != H
triggerall = stateno != [190,192]
triggerall = stateno != [170,171]
trigger1 = (GameTime%8) = 1
anim = 4994
sprpriority = 99999
postype = p1
scale = 0.5,0.5
pos = 10,-85
random = 10,10
bindtime = 1
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
trans = Add
under = 0
ownpal = 1



[State -3]
type = Explod
triggerall = random%7 = 1
triggerall = stateno != 33333
triggerall = stateno != 32205
triggerall = alive = 1 && !ishelper
triggerall = statetype != C
triggerall = MoveType != H
triggerall = stateno != [190,192]
triggerall = stateno != [170,171]
trigger1 = (GameTime%8) = 1
anim = 4992
sprpriority = 99999
postype = p1
scale = 0.5,0.5
pos = -10,-85
random = 10,10
bindtime = 1
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
trans = Add
under = 0
ownpal = 1

[State -3]
type = Explod
triggerall = stateno != 33333
triggerall = stateno != 32205
triggerall =  PalNo = 12
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%8) = 1
anim = 4326
sprpriority = -1
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
trans = Add

[State -3]
type = PlaySnd
triggerall = stateno != 33333
triggerall = alive = 1 && !ishelper
triggerall = statetype != C
triggerall = MoveType != H
triggerall = stateno != [190,192]
triggerall = stateno != [170,171]
trigger1 = (GameTime%8) = 1
trigger1 = random%9 =8
value = 9999,1


[State -3]
type = PlaySnd
triggerall = stateno != 33333
triggerall = alive = 1 && !ishelper
triggerall = statetype != C
triggerall = MoveType != H
triggerall = stateno != [190,192]
triggerall = stateno != [170,171]
trigger1 = (GameTime%8) = 1
trigger1 = random%8 =4
value = 9999,1












[State 1100, ]
type = null;Trans
trigger1 = 1
trans = addalpha
alpha = 50,250


[State -1]
type = varset
trigger1 = roundstate = 0
var(21) = 1

[State -1]
type = varset
trigger1 = roundstate = 0
var(22) = 1

[State -1]
type = varset
trigger1 = var(21) <= 1
var(22) = 3

[State -1]
type = varset
trigger1 = var(21) >= 150
var(22) = 2

[State -1]
type = varadd
trigger1 = 1
trigger1 = var(22) = 3
var(21) = 5

[State -1]
type = varadd
trigger1 = 1
trigger1 = var(22) = 2
var(21) = -5

[State 3000, 1]
type = PalFX
trigger1 = 1
trigger1 = stateno != [190,192]
;trigger1 = stateno != 2101
trigger1 = roundstate != 0
;trigger1 = movetype != H
time = 2
add = var(21),var(21),var(21)
ignorehitpause = 1
;mul = 100,100,100
;sinadd = 110,110,110,20
;invertall = 1

[State 3000, 1]
type = PalFX
trigger1 = 1
trigger1 = stateno != [190,192]
;trigger1 = stateno != 2101
trigger1 = roundstate != 0
;trigger1 = movetype != H
trigger1 = var(21) <= 40
time = 2
add = var(21)-40,var(21)-40,var(21)-40
ignorehitpause = 1
;mul = -10,-10,-10
;sinadd = 20,250,250,20
;invertall = 1
color = 0

[state a]
type = targetlifeadd
trigger1 = projhit1699922 >= 1
value = Ceil(-0.003 * enemy,Const(data.life))
absolute = 1

[State -1]
type = targetlifeadd
trigger1 = projhit1699922 >= 1
value = (Ceil(-0.005 * enemy,Const(data.life))) * var(39)
ignorehitpause = 1
absolute = 1



[State -2]
type = targetLifeAdd
triggerall = palno = 12
trigger1 = enemy,life <= (Ceil(0.3 * enemy,Const(data.life)))
value = -99999999999
ignorehitpause = 1
absolute = 1

[State -2]
type = targetpowerAdd
triggerall = palno = 12
trigger1 = enemy,life <= (Ceil(0.3 * enemy,Const(data.life)))
value = -(Ceil(1 * enemy,Const(data.power)))
ignorehitpause = 1

[State 1]
type = Targetlifeadd
trigger1 = helper(2888888),stateno=2210&&stateno=22100&&stateno=23001&&helper(2888888),animtime = 0
value = Ceil(-0.35 * enemy,Const(data.life)) - 1
ignorehitpause = 1
absolute = 1

[State -2]
type = StateTypeSet
triggerall = var(1) = 1
trigger1 = stateno = [40,52]
MoveType = I

[State -2]
type = screenbound
trigger1 = ishelper
value = 0
movecamera = 0




[State -2]
type = Trans
trigger1 = palno = 12 && !ishelper && fvar(32) != 1
trans = sub
alpha = 50,230



[State -2]
type = attackMulSet
trigger1 = 1
value = 1+((var(29)>=1)*(2-(palno=12)))
ignorehitpause = 1

[State -2]
type = defenceMulSet
trigger1 = var(1) != 1
value = 1.2
ignorehitpause = 1





[State -2]
type = PlayerPush
triggerall = palno = 12
trigger1 = var(29) >= 1
value = 0

[State -2]
type = SelfState
triggerall = ishelper
trigger1 = var(3) != gametime
trigger2 = stateno != 1699922
trigger3 = movetype = H
trigger4 = anim = [5000,5150]
trigger5 = stateno = [5000,5150]
value = 0
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1]
type = CtrlSet
trigger1 = !ishelper && stateno = (1040055 || 1040066 || 1039999 || 1040000 || 1040011 || 1040044) && ctrl = 1
value = 0

[State 1]
type = ChangeState
triggerall = var(1) = 1
trigger1 = !alive && stateno = [5000,5050]
value = 2627

[state a]
type = targetstate
trigger1 = 1
value = 1699955

[state a]
type = targetstate
trigger1 = enemy,alive = 0 && enemy,statetype = S
value = 5151

[state a]
type = targetstate
triggerall = enemynear,alive = 0
trigger1 = stateno = 2205 || stateno = 22050 || stateno = 23000 && enemy,alive = 0
value = 5151

[state 1]
type = targetstate
triggerall = enemynear,stateno != 4500 || enemynear,stateno != 104010
triggerall = palno = 12
triggerall = enemy,alive = 1
trigger1 = (target,stateno != [490000,491000]) && (stateno = 2205 || stateno = 22050 || stateno = 23001) && time >= 150
value = 2627

[State 1]
type = Targetstate
triggerall = enemynear,stateno != 4500 || enemynear,stateno != 104010 
triggerall = enemy,alive = 1
trigger1 = helper(2888888),stateno=2888888&&helper(2888888),animtime = 0
value = 2637

[State 1]
type = HitOverride
triggerall = alive && var(1) = 1
triggerall = statetype != A
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 10051
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = HitOverride
triggerall = alive && var(1) = 1
triggerall = var(29) <= 1
triggerall = statetype = A
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 38853
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = HitOverride
triggerall = alive && var(1) = 1
triggerall = var(29) <= 1
triggerall = stateno = 40 || stateno = 52
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 38852
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = HitOverride
triggerall = alive && var(1) = 1
triggerall = var(29) >= 1
triggerall = stateno = 40 || stateno = 52
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 18000
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = HitOverride
triggerall = alive && var(1) = 1
triggerall = var(29) >= 1
triggerall = statetype = A
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 18000
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999





[State -1]
type = palfx
trigger1 = var(29) >= 1
time = 1
add = 60,60,60
color = 1
ignorehitpause = 1

[State -2]
type = EnvColor
trigger1 = projhit1007 = 1
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1
invertall = 1


[State -2]
type = PosSet
triggerall = RoundState = 2
trigger1 = stateno = [0,12]
trigger1 = floor(Pos Y) < -20
y = 0



[State 1]
type = poweradd
triggerall = roundstate = 2 && var(1)!=1
trigger1 = (GameTime%4) = 1
value =2+((life<lifemax/4)*(powermax/1000))
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[state a]
type = powerset
triggerall = palno = 12
trigger1 = var(54) >= 5700 || fvar(24)>=2150&&var(54)>=2150
value = (Const(data.power))
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state -1]
type = powerset
triggerall = !ishelper
trigger1 = palno=12&&!(stateno=3801||stateno =3802||stateno=32200||stateno=22050||stateno=3766||stateno=2205||stateno=23000||stateno=22117||stateno=33333)&&fvar(35)-power>=1
value = fvar(35)-power
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State a]
type = PalFX
triggerall = palno = 12
triggerall = var(54) >= 5700 || fvar(24)>=2150&&var(54)>=2150
trigger1 = (GameTime%2) = 1
time = 1
add = 255-((fvar(24)>=2150)*100),100,100+((fvar(24)>=2150)*100)
ignorehitpause = 1

[State 1]
type = targetLifeAdd
triggerall = palno = 12
trigger1 = stateno = 23000 || stateno = 2205 || stateno = 22050 && time >= 20
value = -99999999999
absolute = 1

[state a]
type = targetlifeadd
trigger1 = projhit1007 >= 1
value = Ceil(-0.003 * enemy,Const(data.life))
absolute = 1

[State 22121,1]
type = targetlifeadd
trigger1 = projhit4114 >= 1
value = (Ceil(-0.005 * enemy,Const(data.life))) * var(39)
ignorehitpause = 1
absolute = 1

[State -2]
type = targetLifeAdd
triggerall = palno = 12
trigger1 = enemy,life <= (Ceil(0.3 * enemy,Const(data.life)))
value = -99999999999
ignorehitpause = 1
absolute = 1

[State -2]
type = targetpowerAdd
triggerall = palno = 12
trigger1 = enemy,life <= (Ceil(0.3 * enemy,Const(data.life)))
value = -(Ceil(1 * enemy,Const(data.power)))
ignorehitpause = 1

[State 1]
type = Targetlifeadd
trigger1 = helper(2888888),stateno=2888888&&helper(2888888),animtime = 0
value = Ceil(-0.35 * enemy,Const(data.life)) - 1
ignorehitpause = 1
absolute = 1

[State -2]
type = StateTypeSet
triggerall = var(1) = 1
trigger1 = stateno = [40,52]
MoveType = I

[State -2]
type = screenbound
trigger1 = ishelper
value = 0
movecamera = 0





[State -2]
type = Trans
trigger1 = palno = 12 && !ishelper && fvar(32) != 1
trans = sub
alpha = 50,230




[State -2]
type = attackMulSet
trigger1 = 1
value = 1+((var(29)>=1)*(2-(palno=12)))
ignorehitpause = 1

[State -2]
type = defenceMulSet
trigger1 = var(1) != 1
value = 1.2
ignorehitpause = 1


[State -2]
type = PlayerPush
triggerall = palno = 12
trigger1 = var(29) >= 1
value = 0





[State 1]
type = HitOverride
triggerall = alive && var(1) = 1
triggerall = statetype != A
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 10051
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = HitOverride
triggerall = alive && var(1) = 1
triggerall = var(29) <= 1
triggerall = statetype = A
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 38852
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = HitOverride
triggerall = alive && var(1) = 1
triggerall = var(29) <= 1
triggerall = stateno = 40 || stateno = 52
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 38852
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = HitOverride
triggerall = alive && var(1) = 1
triggerall = var(29) >= 1
triggerall = stateno = 40 || stateno = 52
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 18000
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1]
type = HitOverride
triggerall = alive && var(1) = 1
triggerall = var(29) >= 1
triggerall = statetype = A
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP,AA,AT,AP
stateno = 18000
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;試作大蛇キラー（ｐちゃんより）なるべく一般化；機能しておりません
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[State -2]
type = Projectile
trigger1 = stateno = 23000 || stateno = 22050 || stateno = 32205 || stateno = 2205
attr = S, NA
projanim = 1007
projhitanim = -1
projid = 169994
projpriority = 2
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 50
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 4500
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = Projectile
trigger1 = stateno = 23000 || stateno = 22050 || stateno = 32205 || stateno = 2205
attr = S, NA
projanim = 1007
projhitanim = -1
projid = helper(44488),var(7)
projpriority = 2
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 50
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 4500
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = Projectile
trigger1 = stateno = 32205
attr = S, NA
projanim = 1007
projhitanim = -1
projid = 1015
projpriority = 2
projsprpriority = 5
projremove = 1
projremovetime = 1
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 0
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = 
pausetime = 5,5
guard.pausetime = 5,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2637
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = null;helper
trigger1 = stateno = 23000
trigger1 = numhelper(1011)=0
id = 1011
persistent = 1
name = "D-mizuchi"
pos = 0,0
postype = left
stateno = 1010
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999

[State -2]
type = Projectile
triggerall = !ishelper
trigger1 = stateno = 23000 || stateno = 22050 || stateno = 32205 || stateno = 2205
attr = S, NA
projanim = 1007
projhitanim = -1
projid = 169994
projpriority = 2
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 50
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 4500
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = Projectile
triggerall = !ishelper
trigger1 = stateno = 23000 || stateno = 22050 || stateno = 32205 || stateno = 2205
attr = S, NA
projanim = 1007
projhitanim = -1
projid = helper(44488),var(7)
projpriority = 2
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 50
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 4500
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999


[state -2]
type = targetstate
triggerall = !ishelper
trigger1 = stateno = 23000 || stateno = 22050 || stateno = 32205 || stateno = 2205
value = 4500
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = ReversalDef
triggerall = !ishelper
trigger1 = stateno = 23000 || stateno = 22050 || stateno = 32205 || stateno = 2205
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;常時ヘルパーとか
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[State -2]
type = helper
triggerall = palno = 12
triggerall = helper(44488),var(2) = 1
trigger1 = numhelper(212121)=0
id = 212121
persistent = 0
name = "D-mizuchi"
pos = 0,-60
random = 10,10
postype = P1
stateno = 212121
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = helper
triggerall = palno = 12
trigger1 = numhelper(44488)=0
id = 44488
persistent = 0
name = "D-mizuchi"
pos = 0,-60
random = 10,10
postype = P1
stateno = 44488
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

;常時ヘルパかき消し当身ヘルパ
[State -2]
type = helper
triggerall = palno = 12
trigger1 = numhelper(2888888)=0
id = 2888888
persistent = 0
name = "D-mizuchi"
pos = 40,-120
random = 10,10
postype = P1
stateno = 2888888
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999


[State -1]
type = helper
triggerall = name = "D-muzuchi"
triggerall = palno=12&&(stateno=22050&&2205&&22117&&33333&&23000&&time<150)&&!ishelper&&fvar(32)!=0&&fvar(38)!=0
trigger1 = numhelper(1699922)=0&&enemy,numprojid(1699944)>=1
id = 1699922
persistent = 0
name = "D-mizuchi"
pos = 0,0
postype = P1
stateno = 1699922
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999


[State -2]
type = SelfState
trigger1 = numhelper(1699922)
trigger1 = helper(1699922),var(1)>1;保存して置いたライフが1より大きい場合
trigger1 = ((stateno=[5150,5199])||var(1)!=gametime&&helper(1699922),var(0)>0||!alive&&helper(1699922),var(1)>1)
value= 1699922
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;試作ＯＴＨキラーヘルパ（未完成・・・・ｏｒｚ）
[State -2]
type = helper
triggerall = palno = 12
trigger1 = numhelper(4999)=0
id = 4999
persistent = 0
name = "D-mizuchi"
pos = -40,-100
postype = P1
stateno = 4999
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

;---------------------------------------------------------------------------
;体点滅
;---------------------------------------------------------------------------

[State -1]
type = varset
trigger1 = roundstate = 0
var(21) = 1

[State -1]
type = varset
trigger1 = roundstate = 0
var(22) = 1

[State -1]
type = varset
trigger1 = var(21) <= 1
var(22) = 3

[State -1]
type = varset
trigger1 = var(21) >= 150
var(22) = 2

[State -1]
type = varadd
trigger1 = 1
trigger1 = var(22) = 3
var(21) = 5

[State -1]
type = varadd
trigger1 = 1
trigger1 = var(22) = 2
var(21) = -5

[State a]
type = PalFX
trigger1 = !ishelper
trigger1 = stateno != [190,192]
trigger1 = roundstate != 0
time = 2
add = var(21),var(21),var(21)
ignorehitpause = 1

[State a]
type = PalFX
trigger1 = !ishelper
trigger1 = stateno != [190,192]
trigger1 = roundstate != 0
trigger1 = var(21) <= 40
time = 2
add = var(21)-40,var(21)-40,var(21)-40
ignorehitpause = 1
color = 0

[State 1]
type = AllPalfx
trigger1 = stateno = 2205 && 23000 && time = 210
sinadd = 255, 255, 255, 100
time = 40
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

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

[State -2]
type = null;angledraw
trigger1= palno=12
scale=2.0,2.0
ignorehitpause = 0
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = trans
trigger1 = !ishelper&&palno=12
trans = addalpha
alpha= 200,80
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999


[state -2]
type = varset
trigger1 = palno=12&&fvar(38)=2
trigger1 = time<150&&enemy,movereversed
fv = 18
value = 1
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999




[state a]
type = varset
trigger1 = time = 0
v = 19
value = 0



[state a]
type = varadd
trigger1 = var(19) <= 255
v = 19
value = 15

[state a]
type = removeexplod
trigger1 = time = 0
is = 2220



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



;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[state -2]
type = varset
trigger1 = !ishelper&&palno=12
v = 10
value = 0                          ;0 OFF 1 ON
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state -2]
type = varset
trigger1 = !ishelper&&palno=12
v = 11
value = 0                          ;0 OFF 1 ON
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state -2]
type = varset
trigger1 = !ishelper&&palno=12
v = 12
value = 0                          ;0 OFF 1 ON
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;なるべく一般化・・・・したいけどｈｉｔｄｅｆいるな〜；；（大蛇殺し）オールｐｒｏｊなので今のところ無理
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 4500]
type    = A
movetype= H
physics = N
velset = 0,0

[State 4500]
type = selfstate
triggerall = name = "D-mizuchi"
trigger1 = 1
value = 0

[State 4500]
type = AssertSpecial
triggerall = name != "D-mizuchi"
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 4500]
type = varset
trigger1 = time = 0
v = 29
value = prevstateno

[state 4500]
type = varset
trigger1 = time = 0
v = 39
value = anim

[State 4500]
type = null;Projectile
triggerall = name != "D-mizuchi"
trigger1 = 1
attr = C,NP
projanim = 22177
projhitanim = -1
projpriority = 9
projsprpriority = 5
projremove = 1
projid = 4500122
projremovetime = 40
postype = left
offset = 0,20000
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = 104010
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4500]
type = Projectile
triggerall = name != "D-mizuchi"
triggerall = numprojid(4500122) = 0
trigger1 = 1
attr = C,NP
projanim = anim
projhitanim = -1
projpriority = 9
projsprpriority = 5
projremove = 1
projid = 4500120
projremovetime = 40
postype = left
offset = 0,20000
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = prevstateno
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4500]
type = Projectile
triggerall = enemynear,stateno != [2635,2637]
triggerall = numprojid(4500122) = 0
triggerall = name != "D-mizuchi"
trigger1 = 1
attr = C,NP
projanim = anim
projhitanim = -1
projpriority = 9
projsprpriority = 5
projremove = 1
projid = 4500120
projremovetime = 40
postype = left
offset = 0,20000
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = prevstateno
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4500]
type = Projectile
triggerall = enemynear,stateno != [2635,2637]
triggerall = numprojid(4500122) = 0
triggerall = name != "D-mizuchi"
trigger1 = 1
attr = C,NP
projanim = var(39)
projhitanim = -1
projpriority = 9
projsprpriority = 5
projremove = 1
projid = 4500120
projremovetime = 40
postype = left
offset = 0,20000
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = var(29)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999


[State 4500]
type = nothitby
triggerall = name != "D-mizuchi"
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4500]
type = posset
triggerall = name != "D-mizuchi"
trigger1 = ishelper
y = 20000
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4500]
type = Selfstate
triggerall = numprojid(4500122) = 0
triggerall = name != "D-mizuchi"
triggerall = numprojid(4500120)=0
triggerall = time = 20
trigger1 = alive
value = 2637
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4500]
type = Selfstate
triggerall = numprojid(4500122) = 0
triggerall = name != "D-mizuchi"
triggerall = numprojid(4500120)=0
triggerall = time = 20
trigger1 = !alive
value = 5151
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4500]
type = changestate
triggerall = name != "D-mizuchi"
triggerall = numprojid(4500120)=0
triggerall = time = 20
trigger1 = alive
value = 2637
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4500]
type = changestate
triggerall = name != "D-mizuchi"
triggerall = numprojid(4500120)=0
triggerall = time = 20
trigger1 = !alive
value = 5151
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4500]
type = changestate
triggerall = name != "D-mizuchi"
trigger1 = !ishelper
value = 0
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 4500]
type = destroyself
triggerall = name != "D-mizuchi"
trigger1 = roundstate!=2||root,alive=0||time>20 && numprojid(4500120)=0
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

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

[Statedef 1010]
type    = A
movetype= I
physics = N
anim=28888

[State 3888]
type = AssertSpecial
triggerall = (life = 0) || (enemynear,life != 0)
triggerall = name = "D-mizuchi"
trigger1 = 1
flag = noko
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999


[State 1010]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1010]
type = HitBy
trigger1 = 1
value = C,NP
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1010]
type = posset
trigger1 = 1
y = 20000
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1010]
type = destroyself
trigger1 = time >=10
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

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



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;円陣ヘルパー(変数記憶ヘルパー）
;---------------------------------------------------------------------------

[Statedef 44488]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
sprpriority = 9999999
ctrl = 0
anim = 28888
ownpal = 1

[State 3888]
type = AssertSpecial
triggerall = (life = 0) || (enemynear,life != 0)
triggerall = name = "D-mizuchi"
trigger1 = 1
flag = noko
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Changeanim
triggerall = numprojid(43016)>=1
triggerall = name = "D-mizuchi"
triggerall = root,stateno = 2200 || root,stateno = 22050 || root,stateno = 32205 || root,stateno = 33333 || root,stateno = 23000 || root,stateno = 2205
trigger1 = 1
value = 1007
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Changeanim
triggerall = numprojid(43016)=0
triggerall = name = "D-mizuchi"
triggerall = root,stateno != 2200 || root,stateno != 22050 || root,stateno != 32205 || root,stateno != 33333 || root,stateno != 23000 || root,stateno != 2205
trigger1 = 1
value = 44489
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999



[State 1]
type = BindToroot
trigger1 = 1
pos = 0,-80

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



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

[State a]
type = Trans
trigger1 = 1
trans = add

;バグ防止name指定
[State 1]
type = varset
triggerall = name = "D-mizuchi"
;triggerall = enemynear,stateno != [89027,89034]
;triggerall = enemynear,name != "AxAyAzSSS"
triggerall = root,stateno = 23001
trigger1 = enemynear,alive
v = 0
value = 1
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1]
type = varset
triggerall = name = "D-mizuchi"
triggerall = gametime%600=0
trigger1 = enemynear,alive
v = 1
value = enemynear,life
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1]
type = varset
triggerall = name = "D-mizuchi"
triggerall = var(1) - enemynear,life <= 0 
trigger1 = enemynear,alive
v = 2
value = 1
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1]
type = varset
triggerall = name = "D-mizuchi"
triggerall = var(1) - enemynear,life > 0 
trigger1 = enemynear,alive
v = 2
value = 0
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1]
type = varset
triggerall = name = "D-mizuchi"
triggerall = gametime = 0
trigger1 = 1
v = 3
value = root,var(30)
ignorehitpause = 1
SuperMoveTime = 999999000000000
PauseMoveTime = 999999000000000

[State 1]
type = varset
triggerall = name = "D-mizuchi"
triggerall = gametime = 0
trigger1 = 1
v = 4
value = root,var(37)
ignorehitpause = 1
SuperMoveTime = 999999000000000
PauseMoveTime = 999999000000000

[State 1]
type = varset
triggerall = name = "D-mizuchi"
triggerall = gametime = 0
trigger1 = 1
v = 5
value = root,var(38)
ignorehitpause = 1
SuperMoveTime = 999999000000000
PauseMoveTime = 999999000000000

[State 1]
type = varset
triggerall = name = "D-mizuchi"
triggerall = gametime = 0
trigger1 = 1
v = 6
value = root,var(8)
ignorehitpause = 1
SuperMoveTime = 999999000000000
PauseMoveTime = 999999000000000

[State 1]
type = varset
triggerall = name = "D-mizuchi"
triggerall = gametime >= 0
trigger1 = 1
v = 7
value = enemynear,stateno
ignorehitpause = 1
SuperMoveTime = 999999000000000
PauseMoveTime = 999999000000000



[State 1]
type = varset
triggerall = name = "D-mizuchi"
triggerall = gametime%10=0
trigger1 = 1
fv = 20
value = root,life
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1]
type = varset
triggerall = name = "D-mizuchi"
triggerall = fvar(20) - root,life>=root,lifemax*0.08
trigger1 = 1
fv = 21
value = fvar(20)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999




[State 1000, 0]
Type = AngleDraw
Trigger1 = Time >= 0
Value = gametime * 1.5 * (1 + random%100) * 0.1
Scale = (ifelse((gametime%120<=59),((gametime * 0.01 - helper(4999),fvar(0))  / 0.6),(1 - (gametime * 0.01 - helper(4999),fvar(0))  / 0.6))) * 1.5,1.5

[State 1]
type = ReversalDef
triggerall = name = "D-mizuchi"
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = MAFDP
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 2637
pausemovetime = 99990000000
supermovetime = 99990000000

[State 1]
type = AttackDist
trigger1 = 1
value = 0

[State 1]
type = targetpowerAdd
triggerall = name = "D-mizuchi"
trigger1 = 1
value = -(enemy,Const(data.power))
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = targetLifeAdd
triggerall = name = "D-mizuchi"
trigger1 = root,stateno=23000&&(root,time=[20,220])
value = -9999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = targetstate
triggerall = name = "D-mizuchi"
trigger1 = root,stateno=23000&&(root,time=[20,220])&&(GameTime%3) = 1
value = 2637
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = null;Projectile
triggerall = name = "D-mizuchi"
triggerall = root,stateno = 23000 || root,stateno = 2205 || root,stateno = 32205 || root,stateno = 22050 || root,stateno = 33333
triggerall = gametime >= 0
trigger1 = 1
attr = SCA,NP
projanim = 1007
projhitanim = -1
projid = 43016
projpriority = 99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
guard.dist = -99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1
p2stateno = 2637
pausemovetime = 99990000000
supermovetime = 99990000000

[State 1]
type = null;Projectile
triggerall = name = "D-mizuchi"
triggerall = root,stateno = 23000 || root,stateno = 2205 || root,stateno = 32205 || root,stateno = 22050 || root,stateno = 33333
triggerall = gametime >= 0
trigger1 = 1
attr = C,NA
projanim = 1007
projhitanim = -1
projid = 43016
projpriority = 99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
guard.dist = 99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1
p2stateno = 2637
pausemovetime = 99990000000
supermovetime = 99990000000

[State 1]
type = null;Projectile
triggerall = name = "D-mizuchi"
triggerall = root,stateno = 23000 || root,stateno = 2205 || root,stateno = 32200 || root,stateno = 22050 || root,stateno = 33333
triggerall = gametime >= 0
trigger1 = 1
attr = SCA,NP
projanim = 1007
projhitanim = -1
projid = 43016
projpriority = 99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
guard.dist = -99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
ground.velocity = -2
air.velocity = -2,-1
p2stateno = 2637
pausemovetime = 99990000000
supermovetime = 99990000000
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;----------------------------------------------------------------------------------------------------------------------------------------------
;敵ライフ監視ヘルパー
;-----------------------------------------------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 212121]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
sprpriority = 0
ctrl = 0
anim = 8787
ownpal = 1

[State 1]
type = AssertSpecial
triggerall = (life = 0) || (enemynear,life != 0)
triggerall = name = "D-mizuchi"
trigger1 = 1
flag = noko
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = BindToroot
trigger1 = 1
pos = 0,-80
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state a]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999



[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State a]
type = varset
triggerall = name = "D-mizuchi"
triggerall = time >= 600
trigger1 = 1
v = 0
value = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State a]
type = varset
triggerall = name = "D-mizuchi"
triggerall = time < 600
trigger1 = 1
v = 0
value = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state a]
type = destroyself
trigger1 = helper(44488),var(2) = 0

;---------------------------------------------------------------------------
; 以下意味不明な記述↓（そのうち消します）
;---------------------------------------------------------------------------

[Statedef 197]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1003
velset = 0,0
sprpriority = 2

[state 197]
type = posset
trigger1 = 1
x = helper(1003),pos x
y = helper(1003),pos y
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 197]
type = ChangeState
trigger1 = time>=5
value = 45
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[state -2]
type = targetstate
triggerall = !ishelper&&palno=12&&helper(1009),var(0)
trigger1 = helper(1009),var(2)=22050
value = 4500
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = ReversalDef
triggerall = !ishelper&&palno=12&&helper(1009),var(0)
trigger1 = helper(1009),var(2)=22050
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;***************************************************************************


[state -2]
type = varset
trigger1 = !ishelper&&palno=12
v = 8
value = 3                          ;0 OFF 1〜3ON
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999





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






[state -2, a];右向き設定
type = varset
trigger1 = var(10) = 0
trigger1 = facing = 1
v = 10
value = 1

[state -2, a];左向き設定
type = varset
trigger1 = var(10) = 0
trigger1 = facing = -1
v = 10
value = 2

[State -2, 1]
type = stopSnd
trigger1 = stateno != 100
channel = 1

[state a]
type = removeexplod
trigger1 = movetype = H
id = 2200


[state a]
type = stopsnd
trigger1 = movetype = H
channel = 3

[state a]
type = stopsnd
trigger1 = stateno != 1055
channel = 5

[State -2, 3]
type = stopSnd
trigger1 = MoveType = H
channel = 2

[State -2, 4]
type = varadd
trigger1 = 1
v = 15
value = -1

[state a]
type = varset
trigger1 = movetype = H
v = 13
value = 0

[State 180, 1]
type = VarRandom
trigger1 = 1
v = 6
range = 0,2

[state -2, a]
type = varset
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
v = 1
value = 0

[state -2, a]
type = varset
trigger1 = palno = 7
trigger2 = palno = 8
trigger3 = palno = 9
trigger4 = palno = 10
trigger5 = palno = 11
trigger6 = palno = 12
v = 1
value = 1

[state -2, a]
type = varadd
trigger1 = 1
persistent = 0
ignorehitpause = 1
v = 4
value = -1

[state -2, a]
type = pause
trigger1 = var(4) >= 1
trigger1 = gametime % 2
persistent = 0
ignorehitpause = 1
time = 1

[state a];
type = removeexplod
trigger1 = MoveType = H
id = 185

[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 1470

[State -2 ,a]
type = removeexplod
trigger1 = MoveType = H
ID = 4000

[state -2 ,a]
type = removeexplod
trigger1 = MoveType = H
id = 4200

[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1655

[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1860

[state a]
type = stopsnd
trigger1 = MoveType = H
channel = 1


;---------------------------------------------------------------------------
;キー判別
;---------------------------------------------------------------------------

[state a]
type = varset
trigger1 = command = "holdup"
v = 56
value = 2

[state a]
type = varset
trigger1 = command = "holddown"
v = 56
value = 3

[state a]
type = varset
trigger1 = command != "holddown"
trigger1 = command != "holdup"
v = 56
value = 0

[state -2]
type = varset
trigger1 = 1
fv = 33
value = (projhit22183=1)

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

[State -1]
type = Explod
triggerall = alive = 1 && !ishelper
triggerall = statetype != C
triggerall = MoveType != H
triggerall = stateno != [190,192]
triggerall = stateno != 3700
triggerall = stateno != [170,171]
trigger1 = (GameTime%30) = 1
anim = 8200
id = 8200
sprpriority = 1
postype = p1
pos = 0,-50
bindtime = -1
supermove = 1
under = 1
ownpal = 1

[State a] 
type = Afterimage
triggerall = stateno != [190,192]
trigger1 = roundstate != 0 && !ishelper
trigger1 = TIME = 0
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  -1
length  = 13
TimeGap = 1
FrameGap = 1

[State a]
type = EnvColor
trigger1 = projhit1050 = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 1

[State 1000, 9]
type = Envcolor
trigger1 = projHit22079 = 1 
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 5
supermove = 1

[state a]
type = varadd
triggerall = palno = 12
trigger1 = roundstate = 2
v = 54
value = 1
IgnoreHitPause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State a]
type = varset
triggerall = palno = 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
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 1]
type = varset
trigger1 = palno=12&&fvar(38)=2&&stateno!=22050
fv = 18
value = 0
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999



[state 1]
type = varset
trigger1 = palno=12&&numtarget&&target,ishelper=0
fv = 20
value = (RoundState<=2)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1] 
type = varset
triggerall = palno = 12
trigger1 = RoundState = 2 && (GameTime%50) = 1
trigger2 = RoundState != 2
fv = 22
value = 0+((RoundState = 2)*enemy,life)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1] 
type = varset
triggerall = palno = 12 && var(54) < 5700
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
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 1]
type = varadd
trigger1 = palno = 12 && roundstate = 2 && fvar(23) = 1 && var(54) < 5700
fv = 24
value = 1+((enemy,life>=enemy,lifemax&&enemy,power>=enemy,powermax)*80)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1]
type = varset
triggerall = palno = 12
trigger1 = roundstate != 2 || fvar(23) = 0 || numtarget || var(54) >= 5700
fv = 24
value = 0
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1]
type = DestroySelf
trigger1 = time >= ((root,var(1) = 1)*60)+80
trigger2 = root,stateno = 22050 || root,stateno = 3800 || root,stateno = 32200 || root,stateno = 1009

[state -2]
type = varset
trigger1 = palno = 12 && 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 = palno = 12 && RoundState>=3
fv = 25
value = (RoundState<=2)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state -1]
type = varset
triggerall =palno=12
trigger1 = var(29) >= 1
trigger2 = roundstate != 2
trigger3 = life>=lifemax
fv = 26
value = 0
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[state -1]
type = varset
trigger1 =palno=12&&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
supermovetime = 99999999
pausemovetime = 99999999

[state -1]
type = varset
trigger1 =palno=12&&roundstate>=3&&(drawgame||lose||win)
fv = 29
value = (!win)
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 1]
type = varset
triggerall = !ishelper && palno = 12
trigger1 = roundno = 1 && roundstate < 2
trigger2 = roundstate >= 2 && var(3) != gametime
fv = 32
value = 1-(roundstate>=2&& var(3)!=gametime)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1]
type = varset
triggerall = !ishelper
trigger1 = palno = 12 && (GameTime%20) = 1
fv = 35
value = power
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1]
type = varset
triggerall = !ishelper
trigger1 = palno=12&&(helper(3700),stateno=3766)&&enemy,numhelper>=2&&enemy,movetype=A
fv = 36
value = enemy,stateno
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

;---------------------------------------------------------------------------
;技ダメージ倍率
;---------------------------------------------------------------------------



;回復life


[State 1]
type = targetLifeAdd
triggerall = palno = 12
trigger1 = stateno = 3766 || stateno = 3700 && time >= 20
value = -99999999999
absolute = 1

[State -1] 
type = varset 
trigger1 = life >= 150
var(41) = 1

[State -1] 
type = varset 
trigger1 = life <= 100
var(41) = 2

[State -1] 
type = varset 
trigger1 = life <= 50
var(41) = 8


;[State 1301, 0]
;type = null;HitOverride
triggerall = palno = 12
;triggerall = stateno != [120,151]
;trigger1 = movetype = H
;time = 1
;attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
;stateno = 19000



[state a]
type = varadd
trigger1 = 1
v = 28
value = -1

[state a]
type = varset
trigger1 = numhelper(4000) = 1
v = 28
value = 800

[State 1]
type = NotHitBy 
trigger1 = var(28) >= 1
value = SCA,AT

[State 1]
type = HitBy 
trigger1 = var(28) >= 1
value = SCA,AA,AP

[State 2900, 1]
type = helper
triggerall = var(28) >= 1
trigger1 = (GameTime%2) = 1
id = 3200
persistent = 1
name = "da"
pos = 0,0
postype = p2
stateno = 3100
helpertype = normal
keyctrl = 1
ownpal = 1

[State -1]
type = Explod
triggerall = var(28) >= 1
triggerall = p2statetype != L
triggerall = p2statetype != C
trigger1 = (GameTime%30) = 1
anim = 3019
id = 3019
sprpriority = 99
postype = p2
pos = -20,-40
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
type = Explod
triggerall = var(28) >= 1
triggerall = p2statetype != L
triggerall = p2statetype != C
trigger1 = (GameTime%20) = 1
anim = 3019
id = 3019
sprpriority = 99
postype = p2
pos = 10,-60
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
type = Explod
triggerall = var(28) >= 1
triggerall = p2statetype != L
triggerall = p2statetype != C
trigger1 = (GameTime%40) = 1
anim = 3019
id = 3019
sprpriority = 99
postype = p2
pos = 0,-90
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
type = Explod
triggerall = var(28) >= 1
triggerall = p2statetype != L
triggerall = p2statetype != C
trigger1 = (GameTime%50) = 1
anim = 3019
id = 3019
sprpriority = 99
postype = p2
pos = 0,-20
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
type = Explod
triggerall = var(28) >= 1
triggerall = p2statetype != L
triggerall = p2statetype != C
trigger1 = (GameTime%30) = 1
anim = 3019
id = 3019
sprpriority = 99
postype = p2
pos = 15,-30
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[state -2, a];右向き設定
type = varset
trigger1 = var(10) = 0
trigger1 = facing = 1
v = 10
value = 1

[state -2, a];左向き設定
type = varset
trigger1 = var(10) = 0
trigger1 = facing = -1
v = 10
value = 2

[State -2, 1];ダッシュの音止め
type = stopSnd
trigger1 = stateno != 100
channel = 1

[state a];断鋼刃エフェクト消去
type = removeexplod
trigger1 = movetype = H
id = 2200

[state a]
type = removeexplod
trigger1 = anim != 0
id = 3011


[state a];超火炎音止め
type = stopsnd
trigger1 = movetype = H
channel = 3

[state a]
type = stopsnd
trigger1 = stateno != 1055
channel = 5

[State -2, 3]
type = stopSnd
trigger1 = MoveType = H
channel = 2




[State -2, 4];ハイジャンプ判定
type = varadd
trigger1 = 1
v = 15
value = -1


[State -2, 5];画面フラッシュ
type = EnvColor
trigger1 = projhit20000 = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 1



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::変数設定(多分ダメージ関係が殆ど)
[state a]
type = varset
trigger1 = movetype = H
v = 13
value = 0

;::::::::ボイス変更の乱数
[State 180, 1]
type = VarRandom
trigger1 = 1
v = 6
range = 0,2

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::パレットによるモード判別(1でオロチ)
[state -2, a]
type = varset
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
v = 1
value = 0

[state -2, a]
type = varset
trigger1 = palno = 7
trigger2 = palno = 8
trigger3 = palno = 9
trigger4 = palno = 10
trigger5 = palno = 11
trigger6 = palno = 12
v = 1
value = 0


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::スロー処理

[state -2, a];スロー処理をする時間のカウント
type = varadd
trigger1 = 1
persistent = 0
ignorehitpause = 1
v = 4
value = -1

[state -2, a];スロー処理
type = pause
trigger1 = var(4) >= 1
trigger1 = gametime % 2
persistent = 0
ignorehitpause = 1
time = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;ダメージ時のエフェクト、サウンドの消去
;//////////////////////////////////////////////////////////////////////////
;ダメージ時のエフェクトの消去;死祟
[state a];
type = removeexplod
trigger1 = MoveType = H
id = 185


;ダメージ時のエフェクトの消去;ハウリングブル
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 1470

;ダメージ時のエフェクトの消去
[State -2 ,a]
type = removeexplod
trigger1 = MoveType = H
ID = 4000

;ダメージ時のエフェクトの消去
[state -2 ,a]
type = removeexplod
trigger1 = MoveType = H
id = 4200

[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1655

[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1860

;ダメージ時のサウンドの消去
[state a]
type = stopsnd
trigger1 = MoveType = H
channel = 1

;ダメージ時の残像の消去
[state a];
type = afterimagetime
trigger1 = MoveType = H
time = 0


;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;勝利時のサウンドストップ
;//////////////////////////////////////////////////////////////////////////
;


[State 1]
type = varset
;triggerall = Win
trigger1 = RoundState != 2
v = 26
value = 0

[state a]
type = stopsnd
trigger1 = RoundState = 2
channel = 2


[state a]
type = playsnd
trigger1 = WinKO
trigger1 = RoundState = 3
trigger1 = var(12) = 0
IgnoreHitPause = 1
persistent = 0
value = 11,1

[state a]
type = varset
trigger1 = RoundState = 3
IgnoreHitPause = 1
v = 12
value = 1

[state a]
type = varset
trigger1 = RoundState = 2
IgnoreHitPause = 1
v = 12
value = 0

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;オロチのＫＯボイス消去(差し替えじゃないから楽だねぇ…)
;//////////////////////////////////////////////////////////////////////////
;
[State a]
type = assertspecial
trigger1 = var(1) = 1
trigger1 = p1name = "D-mizuchi"
flag = nokosnd




;---------------------------------------------------------------------------
; ここから下は-3のステートを書いてください、ここに書いたものはゲーム中
; に条件が成立すればいつでも開始するステートです。
;---------------------------------------------------------------------------

[Statedef -3]
;ゲーム中に常にいつでも開始したいステート、ここでは「着地音」に使用しています
;下の条件は「52か106のステートに移動して１フレーム目に」と言う事です。
;52と106はバックステップとジャンプの着地のステートです。
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 107 
trigger3 = stateno = 103 
value = 40, 0


[State -3, 2];ジャンプ音
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) <= 0
value = 40, 1

[State -3, 2];ジャンプ音
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) > 1
value = 40, 2

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 105 
value = 105, 0

[State -3, 3];ダッシュの音止め
type = stopSnd
trigger1 = stateno != 100
channel = 1

;ダメージ時のエフェクトの消去
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 2405

;ダメージ時のエフェクトの消去
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 1000

[state a];残像消去
type = afterimagetime
trigger1 = movetype = H
time = 0

[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = 1
edge = 5,0







;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ハイジャンプ処理
[State -3, 5];ハイジャンプ判定
type = varset
trigger1 = stateno = 10
trigger1 = time = 0
trigger2 = stateno = 100
v = 15
value = 20

[State -3, 5];ハイジャンプ消去
type = varset
trigger1 = stateno = 52
trigger1 = time = 0
v = 15
value = 0

; 小ジャンプ処理
[State -3, 5];小ジャンプ判定
type = varset
trigger1 = stateno = 40
trigger1 = command != "holdup"
v = 16
value = 1

[State -3, 5];小ジャンプ消去
type = varset
trigger1 = stateno = 40
trigger1 = command = "holdup"
v = 16
value = 0

[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 42
trigger1 = time = 1
trigger1 = var(15) >= 1
x = 5
;y = -9


[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 43
trigger1 = time = 1
trigger1 = var(15) >= 1
x = -5
;y = -9

[State -3, 5];小ジャンプ
type = veladd
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(16) = 1
y = 3

;[State -3, 5]
;type = AfterImage
;trigger1 = stateno = 50
;trigger1 = time = 1
;trigger1 = var(15) >= 1
;time = 10
;trans = add1
;timegap = 1
;framegap = 2
;length = 8
;palbright = 12,12,12
;palcontrast = 225,225,225
;palpostbright = 0,0,0
;paladd = 0,0,0
;palmul = 1,1,1



; 丈(ジョー)カー背景エフェクト
[Statedef 6050]
type = A
movetype = I
physics = N
anim = 9999
velset = 0, 0
ctrl = 0

[State 3020, 1]
type = Explod
trigger1 = !NumExplod(6022)
anim = 6050
id = 6022
postype = back
bindtime = -1
RemoveTime = -1
scale = 1.08,1.08
sprpriority = -99
persistent = 0

[State 3020, 1]
type = AssertSpecial
trigger1 =  NumExplod = 1
flag = NoBG
flag2 = NoFG
flag3 = NoBarDisplay
ignorehitpause = 1

[State 3020, 1]
type = RemoveExplod
triggerall = Time > 0
trigger1 = Parent,StateNo != [2700,2701]
ID = 6022

[State 3020, 1]
type = DestroySelf
triggerall = Time > 0
trigger1 = Parent,StateNo != [2700,2701]




; 木の葉背景エフェクト
[Statedef 6051]
type = A
movetype = I
physics = N
anim = 9999
velset = 0, 0
ctrl = 0

[State 3020, 1]
type = Explod
trigger1 = !NumExplod(6022)
anim = 6050
id = 6022
postype = back
bindtime = -1
RemoveTime = -1
scale = 1.08,1.08
sprpriority = -99
persistent = 0

[State 3020, 1]
type = AssertSpecial
trigger1 =  NumExplod = 1
flag = NoBG
flag2 = NoFG
flag3 = NoBarDisplay
ignorehitpause = 1

[State 3020, 1]
type = RemoveExplod
triggerall = Time > 0
trigger1 = Parent,StateNo != 2610
ID = 6022

[State 3020, 1]
type = DestroySelf
triggerall = Time > 0
trigger1 = Parent,StateNo != 2610

;-------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 10650]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 6,0
ctrl = 0
anim = 28888







[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%20) = 1
anim = 1161
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 10,0
bindtime = -1
supermove = 999999999
;persistent = 0
trans = add
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%21) = 1
anim = 1162
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 35,0
bindtime = -1
supermove = 999999999
;persistent = 0
trans = sub
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%21) = 1
anim = 1162
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = -25,0
bindtime = -1
supermove = 999999999
;persistent = 0
trans = sub
ignorehitpause = 1
under = 0
ownpal = 1


[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SP
projanim = 28888
;projhitanim = 2011
projremovetime = 16
projid = 1050
projpriority = 16
projsprpriority = 16
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 2
postype = p1
getpower = 100,100
offset = 0,0
velocity = 0
damage = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * 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
p2stateno = 19000

[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300
;---------------------------------------------------------------------------------
;ｺﾚｶｴ_________________________________
[Statedef 1065]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 6,0
ctrl = 0
anim = 1065


;---------------------[無敵処理]
;---------------------[エフェクト]
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 4325
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
random = 5,5
bindtime = 1
supermove = 0
;persistent = 0
trans = add
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animtime = 0
anim = 4325
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
random = 5,5
bindtime = 1
supermove = 0
;persistent = 0
trans = add
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 4104
sprpriority = 1
postype = p1
pos = -15,0
scale = 0.2,0.2
vel = 0,1 - (random%3)
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.5,0.5
trans = sub
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 4104
sprpriority = 1
postype = p1
pos = -30,0
vel = 0,1 - (random%3)
scale = 0.2,0.2
bindtime = 1
supermove = 0
ignorehitpause = 1
trans = sub
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 4104
sprpriority = 1
postype = p1
pos = -60,0
vel = 0,1 - (random%3)
scale = 0.2,0.2
bindtime = 1
supermove = 0
ignorehitpause = 1
trans = Add
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 4105
sprpriority = 1
postype = p1
pos = -20,0
scale = 0.2,0.2
vel = random%2,1 - (random%3)
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.5,0.5
trans = Add
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 4105
sprpriority = 1
postype = p1
pos = -30,0
vel = random%2,1 - (random%3)
scale = 0.2,0.2
bindtime = 1
supermove = 0
ignorehitpause = 1
trans = sub
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = (GameTime%5) = 1
anim = 4105
sprpriority = 1
postype = p1
pos = -60,0
vel = random%2,1 - (random%3)
scale = 0.2,0.2
bindtime = 1
supermove = 0
ignorehitpause = 1
trans = Add
under = 0
ownpal = 1

;[State 1000, 5];攻撃エフェクト
;type = Explod
;trigger1 = (GameTime%5) = 1
;anim = 3700
;sprpriority = 1
;postype = p1
;velset = 0,0
;pos = 10,0
;bindtime = 1
;supermove = 0
;ignorehitpause = 1
trans = Add
;under = 0
;ownpal = 1

;[State 1000, 5];攻撃エフェクト
;type = Explod
;trigger1 = (GameTime%5) = 1
;anim = 3700
;sprpriority = 1
;postype = p1
;velset = 0,0
;pos = -20,0
;bindtime = 1
;supermove = 0
;ignorehitpause = 1
trans = Add
;under = 0
;ownpal = 1




;---------------------[攻撃の指定]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SP
projanim = 28888
;projhitanim = 2011
projremovetime = 16
projid = 1050
projpriority = 16
projsprpriority = 16
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 2
postype = p1
getpower = 100,100
offset = 0,0
velocity = 0
damage = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * 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
p2stateno = 19000



;[State 1000, 2]
;type = Projectile
;trigger1 = AnimElem = 2
;---------------------[消滅]
[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300























;proキラーとやらに挑戦してやろうじゃないかー！！！＞＜ｂ
;ｈｉｔｄｅｆでどこまで行けるかな？
;-------------------------------------------------------------------------;-------------------------------------------------------------------------;-------------
[Statedef 4999]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 28888
ownpal = 1

[State 3888]
type = AssertSpecial
triggerall = (life = 0) || (enemynear,life != 0)
triggerall = name = "D-mizuchi"
trigger1 = 1
flag = noko
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1003]
type = sprpriority
trigger1 = 1
value = 100
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 1003]
type = null;trans
trigger1 = helper(1003),var(10)<70
trans = add
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1003]
type = trans
trigger1 = helper(1003),var(10)<70
trans = addalpha
alpha= 550-((var(11)+var(12)+20)*10),70+((var(11)+var(12)+20)*30)
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1003]
type = trans
trigger1 = (helper(1003),var(10)=[70,140])
trans = addalpha
alpha= 450-(helper(1003),var(10)*3),70+helper(1003),var(10)*2
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1003]
type = bindtoroot
trigger1 = root,stateno=196&&(rootdist y<10&&rootdist y>-10)
pos=0,-5
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1003]
type = Changeanim
triggerall = name = "D-mizuchi"
triggerall = root,stateno = 23000 || root,stateno = 2205 || root,stateno = 32200 || root,stateno = 22050
triggerall = gametime >= 0
trigger1 = 1
value = 169992
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1003]
type = Changeanim
triggerall = name = "D-mizuchi"
triggerall = root,stateno != 23000 || root,stateno != 2205 || root,stateno != 32200 || root,stateno != 22050
triggerall = gametime >= 0
trigger1 = 1
value = 28888
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 4300]
type = velset
trigger1 = root,stateno = (2300 || 23000)
trigger1 = p2bodydist X< 0 && Time >= 20
x = -(3.5+((root,palno=12&&root,var(29)>=1)*2.0))

[state 1]
type = velset
trigger1 = root,stateno = (2300 || 23000)
trigger1 = p2bodydist X > 0 && Time >= 20
x = (3.5+((root,palno=12&&root,var(29)>=1)*2.0))

[state 4300]
type = velset
trigger1 = root,stateno = (2300 || 23000)
trigger1 = p2bodydist Y < 50 && Time >= 20
y = -(1+((root,palno=12&&root,var(29)>=1)*2.0))

[state 4300]
type = velset
trigger1 = root,stateno = (2300 || 23000)
trigger1 = p2bodydist Y > 50 && Time >= 20
y = (1+((root,palno=12&&root,var(29)>=1)*2.0))






[state 1003]
type = null;velset
trigger1 = 1
x =ifelse((rootdist x=[6,-6]),0,(ifelse((rootdist x>6),0.75,(ifelse((rootdist x<-6),-0.75,0)))))
y =ifelse((rootdist y=[50,-50]),0,(ifelse((rootdist y>50),0.75,(ifelse((rootdist y<-50),-0.75,0)))))
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1003]
type = velset
triggerall =root,stateno!=196 
trigger1 = rootdist x>20||rootdist x<-20
x =(ifelse((rootdist x>20),0.155,(ifelse((rootdist x<-20),-0.155,0))))
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1003]
type = velset
triggerall =root,stateno!=196
trigger1 = rootdist y>74||rootdist y<50
y =(ifelse((rootdist y>74),0.252,(ifelse((rootdist y<50),-0.252,0))))
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1003]
type = veladd
triggerall =root,stateno!=196 
trigger1 = rootdist x>60||rootdist x<-60
x =(ifelse((rootdist x>60),1.0,(ifelse((rootdist x<-60),-1.0,0))))
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1003]
type = veladd
triggerall =root,stateno!=196 
trigger1 = rootdist y>104||rootdist y<20
y =(ifelse((rootdist y>104),0.5,(ifelse((rootdist y<20),-0.5,0))))
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1003]
type = posset
trigger1 =root,stateno=196&&pos y>-20
y = -20
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1003] 
type = turn 
trigger1 = p2dist x<0 
value = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Explod
triggerall = helper(44488),var(0)=1
triggerall = stateno != 32200
triggerall = stateno != 32205
triggerall = time >= 0
trigger1 = (GameTime%8) = 1
anim = 4105
sprpriority = 99999999
postype = p1
scale = 0.3,0.3
pos = 0,0
vel = 0,-1 - (random%3)
bindtime = 1
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
trans = Add
under = 0
ownpal = 1


[State 1]
type = Explod
triggerall = helper(44488),var(0)=1
triggerall = stateno = (32200 || 32205)
triggerall = time >= 0
trigger1 = 1
anim = 4449
sprpriority = 99999999
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
trans = Add
under = 0
ownpal = 1

[State 1]
type = Explod
triggerall = helper(44488),var(0)=1
triggerall = stateno = (32200 || 32205)
triggerall = time >= 0
trigger1 = 1
anim = 44488
sprpriority = 99999999
postype = p1
pos = 0,0
scale = 1,0.2
ID = 44488
vel = 0,0
bindtime = -1
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
trans = Add
under = 0
ownpal = 1

[State 1]
type = Explod
triggerall = helper(44488),var(0)=1
triggerall = stateno = (32200 || 32205)
triggerall = time >= 0
trigger1 = 1
anim = 44488
sprpriority = 99999999
postype = p1
pos = 0,0
scale = 0.2,1
ID = 4448
vel = 0,0
bindtime = -1
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
trans = Add
under = 0
ownpal = 1

[State 1]
type = Explod
triggerall = helper(44488),var(0)=1
triggerall = stateno = (32200 || 32205)
triggerall = time >= 0
trigger1 = (GameTime%8) = 1
anim = 4105
sprpriority = 99999999
postype = p1
scale = 0.3,0.3
pos = 0,0
vel = 5 - (random%11),5 - (random%11)
bindtime = 1
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
trans = Add
under = 0
ownpal = 1

[State 1000, 0]
Type = AngleAdd
triggerall = stateno = (32200 || 32205)
trigger1 = time >= 0
ID = 44488
Value = 1 * time

[State 1000, 0]
Type = AngleAdd
triggerall = stateno = (32200 || 32205)
trigger1 = time >= 0
ID = 4448
Value = -1 * time


[State 1003]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1003]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1003]
type = AssertSpecial
trigger1 = numtarget&&target,ishelper=0
flag = nokoslow
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1009]
type = AssertSpecial
trigger1 = helper(1003),var(10)>140
flag = invisible
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State 1003]
type = HitOverride
triggerall = name = "D-mizuchi"
trigger1 = 1
time = 1
attr = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP,AA,AT,AP
stateno = 4999
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1003]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1003]
type = varset
trigger1 =numtarget&&target,ishelper=0||roundstate!=2
v = 1
value =(roundstate=2)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1003]
type = varset
triggerall =root,var(8)=2
trigger1 =numtarget&&target,ishelper=0&&roundstate>2||roundstate=2
v = 2
value =(roundstate>2)*(var(2)+1)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1003]
type = varset
trigger1 =var(1)&&numhelper(1004)
v = 3
value =helper(1004),stateno!=1004
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1003]
type = varset
trigger1 =root,life<=1&&enemy,projcontact=1
v = 4
value =var(4)+1
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1003]
type = varset
triggerall =root,var(8)=3
trigger1 =numtarget&&target,ishelper=0&&roundstate>3||roundstate=2
v = 5
value =(roundstate>3)*(var(5)+1)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1003]
type = varset
triggerall =root,var(8)=1
trigger1 =numtarget&&target,ishelper=0&&roundstate>2||roundstate=2
v = 6
value =(roundstate>2)*(var(6)+1)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1003]
type = varset
trigger1 =(enemy,life<1&&enemy,ishelper=0||enemynear(0),life<1&&enemynear(0),ishelper=0)
trigger2 =!(enemy,alive||enemynear(0),alive)
v = 7
value =(roundstate=2)*(enemy,alive||enemynear(0),alive)*(var(7)+1)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1003]
type = varset
trigger1 =1
v = 8
value =(rootdist x<20&&rootdist x>-20)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1003]
type = varset
trigger1 =1
v = 9
value =(rootdist y<10&&rootdist y>-10)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1003]
type = varset
trigger1 =roundstate>2&&!root,alive||roundstate<2
v = 10
value =(roundstate>2)*(var(10)+1)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1003]
type = varset
trigger1 =1
v = 11
value =(var(12)<=0)*(var(11)<=var(13))*(var(11)+1)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1003]
type = varset
trigger1 =1
v = 12
value =((var(11)>=var(13))*var(13))+((var(12)>=0)*(var(12)-1))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1003]
type = varset
trigger1 =1
v = 13
value =40+root,movetype=A*20
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;本体がステート奪われている時間をカウント
[state 1007]
type = varset
trigger1 =1
v = 14
value =(roundstate=2)*(root,var(15)!=gametime)*(var(14)+1)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;本体ライフ保存その1
;この記述だとroundstate>2時に初期化されます
[state 1007]
type = varset
trigger1 =roundstate=2&&(gametime%5=0)||roundstate!=2
v = 15
value =(roundstate<=2)*(ifelse((roundstate<2),root,lifemax,(ifelse((var(15)-root,life>root,lifemax*0.2),var(16),root,life))))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;上記value説明
;roundstate<2ならばroot,lifemaxをセット。
;roundstate<2でないなら(保存したライフから本体現在ライフを引いた数が本体ライフ最大値の2割より大きい)ならvar(2)をセット
;そうでないなら本体現在ライフをセット

;本体ライフ保存その2
;この記述だとroundstate>2時に初期化されます
[state 1007]
type = varset
trigger1 =roundstate=2&&(gametime%10=0&&var(16)-root,life<root,lifemax*0.2)||roundstate!=2
v = 16
value =(roundstate<=2)*(ifelse((roundstate<2),root,lifemax,root,life))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;上記トリガー説明
;gametime%10=0の時に(保存したライフから本体現在ライフを引いた数が本体ライフ最大値の2割より小さい時)

;上記value説明
;roundstate<=2の時にroundstate<2ならば本体ライフ最大値をセット。
;そうでななら本体現在ライフをセット

;本体ライフ保存その3
;roundstate>2の時のライフ維持に使用(今回は使用してない)
[state 1007]
type = varset
triggerall = life = 0
trigger1 =roundstate<=1
v = 17
value = lifemax * 0.5
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1007]
type = varset
trigger1 =gametime%60=0
fv = 0
value = gametime * 0.01
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1]
type = ReversalDef
triggerall = helper(44488),var(0)=1
triggerall = name = "D-mizuchi"
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = MAFDP
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 262626
pausemovetime = 99990000000
supermovetime = 99990000000

[State 1]
type = AttackDist
trigger1 = 1
value = 0

[State 1]
type = targetpowerAdd
triggerall = helper(44488),var(0)=1
triggerall = name = "D-mizuchi"
trigger1 = 1
value = -(enemy,Const(data.power))
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = targetLifeAdd
triggerall = name = "D-mizuchi"
triggerall = helper(44488),var(0)=1
trigger1 = root,stateno=23000&&(root,time=[20,220])
value = -9999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = targetstate
triggerall = helper(44488),var(0)=1
triggerall = name = "D-mizuchi"
trigger1 = root,stateno=23000&&(root,time=[20,220])&&(GameTime%3) = 1
value = 262626
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999



[State 1003]
type = SuperPause
trigger1 = root,alive&&roundstate=3&&target,alive&&target,ishelper=0&&(var(2)=[1,40])
trigger2 = root,alive&&roundstate=4&&target,alive&&target,ishelper=0&&(var(5)=[1,50])
time = 2
movetime = 2
darken = 0
anim = -1
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 1003]
type = Pause
trigger1 = root,alive&&roundstate=3&&target,alive&&target,ishelper=0&&(var(2)=[1,40])
trigger2 = root,alive&&roundstate=4&&target,alive&&target,ishelper=0&&(var(5)=[1,50])
time = 2
movetime = 2
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999


;神七夜にフルボッコにされるんだがどうにかならんのか(;´∀｀)
[State 1]
type = HitDef
triggerall = helper(44488),var(0)=1
triggerall = numprojID(43016) = 1
triggerall = name = "D-mizuchi"
triggerall = Ishelper
trigger1 = enemynear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP
attr = SCA, NA
animtype  = diagup
damage    = 0
getpower = 0,0
givepower = 0
guardflag = 
hitflag = MAFPD
numhits = (root,palno!=12)
pausetime = 2,1
sparkno = -1
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 262626
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000







[State 1]
type = Projectile
triggerall = name = "D-mizuchi"
triggerall = root,stateno = 23000 || root,stateno = 2205 || root,stateno = 32200 || root,stateno = 22050
triggerall = gametime >= 0
trigger1 = 1
attr = SCA,NP
projanim = 1007
projhitanim = -1
projid = 43016
projpriority = 99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1
p2stateno = 262626
pausemovetime = 99990000000
supermovetime = 99990000000

[State 1]
type = Projectile
triggerall = name = "D-mizuchi"
triggerall = root,stateno = 23000 || root,stateno = 2205 || root,stateno = 32200 || root,stateno = 22050
triggerall = gametime >= 0
trigger1 = 1
attr = SCA,NP
projanim = 1007
projhitanim = -1
projid = 43016
projpriority = 99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1
p2stateno = 262626
pausemovetime = 99990000000
supermovetime = 99990000000

[State 1]
type = Projectile
triggerall = name = "D-mizuchi"
triggerall = root,stateno = 23000 || root,stateno = 2205 || root,stateno = 32200 || root,stateno = 22050
triggerall = gametime >= 0
trigger1 = 1
attr = SCA,NP
projanim = 1007
projhitanim = -1
projid = 43016
projpriority = 99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1
p2stateno = 262626
pausemovetime = 99990000000
supermovetime = 99990000000

[State 1]
type = null;ChangeState
trigger1 = root,stateno = 32200
value = 3232

[State 1]
type = null;ChangeState
trigger1 = (root,stateno=3800||root,stateno=2205||root,stateno=2300||root,stateno=23000)
value = 4995+(root,stateno=2205||root,stateno=23000)



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


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;なんちゃって超即死＾＾；
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 262626]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = -2,-6

[State 1699955]
type = selfstate
triggerall = name = "D-mizuchi"
trigger1 = 1
value = 0

[State 0]
type = statetypeset
trigger1 = 1
statetype = S
movetype = H
physics = N

[State 1]
Type = AssertSpecial
trigger1=1
flag=unguardable

[State 1]
type = varset
trigger1 = ishelper
var(39) = anim

[State 1]
type = varset
trigger1 = ishelper
var(29) = prevstateno

[State 1];画面内にいたほうがいいのか？
type = posset
triggerall = !ishelper
trigger1 = pos x != [-300,300]
x = 0

[State 1];画面内にいたほうがいいのか？
type = posset
triggerall = !ishelper
trigger1 = pos y != [-300,300]
y = 0

[State 1]
type = lifeadd
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1
value = -(Ceil(0.1 * Const(data.life)))
absolute = 1

[State 1]
type = powerset
triggerall = name !="D-mizuchi"
trigger1 = -999999999999999999999
value = 0

[State 2752, Off]
Type = AssertSpecial
triggerall = !ishelper
trigger1=1
flag=nostandguard
flag2=nocrouchguard
flag3=noairguard



[State a]
type = AssertSpecial
trigger1 = ishelper
flag = invisible
ignorehitpause = 1



[State a]
type = PosSet
triggerall = ishelper
trigger1 = 1
x = 0
y = 2400
ignorehitpause = 1

[State 1] 
type = Projectile
triggerall = ishelper
trigger1 = name !="D-mizuchi"
trigger1 = time<=1&&enemynear,name="D-mizuchi"&&enemynear,fvar(38)!=0
trigger1 = root,alive
projanim = var(39)
projhitanim = -1
projpriority = 99999999999999999999999999999999999999
projsprpriority = 5
projremove = 1
projid = 262626
projremovetime = 100
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = var(29)
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 9997, 1]
type = SelfState
triggerall = name != "D-mizuchi"
triggerall = !ishelper
trigger1 = Time > 0
value = 5050
ignorehitpause = 1

[State 262626]
type = helper
triggerall = name != "D-mizuchi"
trigger1 = numhelper(262626) = 0
id = 262626
persistent = 1
name = "dark"
pos = 0,0
postype = P1
stateno = 262626
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 1]
type = changestate
triggerall = name != "D-mizuchi"
trigger1 = ishelper
trigger1 = time >= 0
value = 262608
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = lifeset
triggerall = name != "D-mizuchi"
triggerall = !ishelper && alive
trigger1 = time > 0
value = 0
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = destroyself
triggerall = name != "D-mizuchi"
triggerall = ishelper
trigger1 = time > 0
trigger2 = root,alive=0
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[State 1]
type = ChangeState
triggerall = name != "D-mizuchi"
trigger1 = !alive
value = 5151
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[State 1]
type = ChangeState
triggerall = name != "D-mizuchi"
trigger1 = !ishelper
value = 0

[State 1]
type = destroyself
triggerall = ishelper
trigger1 = roundstate != 2
trigger1 = root,alive = 0
trigger1 = enemynear,name ="D-mizuchi"
trigger1 = enemynear,stateno != 22050 || 23000 || 2205
trigger2 >= 30




[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1





[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1

[state 1]
type = Null
triggerall = name != "D-mizuchi"
trigger1 = 1
ignorehitpause = 1
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;なんちゃって超即死（笑）続き　ＯＴＨキラー化かな？
;---------------------------------------------------------------------------
[statedef 262608]
type = U
movetype = U
physics = U
velset = 0,0

[State 1699955]
type = selfstate
triggerall = name = "D-mizuchi"
trigger1 = 1
value = 0

[State 1]
type = varset
trigger1 = ishelper
var(39) = anim

[State 1]
type = varset
trigger1 = ishelper
var(29) = prevstateno

[state 1]
type = selfstate
trigger1 = name = "D-mizuchi"
value = 0
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = lifeadd
trigger1 = name != "D-mizuchi"
trigger1 = !ishelper
trigger1 = alive
value = -ceil(lifemax*0.01*(random%3))
persistent = 0
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = velset
trigger1 = name != "D-mizuchi"
trigger1 = !ishelper
trigger1 = alive
x = 0
y = 0
persistent = 0
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
trigger1 = !ishelper
trigger1 = alive
value = 5150
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = changestate
trigger1 = name != "D-mizuchi"
trigger1 = !ishelper
trigger1 = !alive
value = 5151
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = AssertSpecial
triggerall = name != "D-mizuchi"
trigger1 = ishelper
flag = invisible
flag2 = noshadow
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[State 1]
type = BindToRoot
triggerall = name != "D-mizuchi"
trigger1 = ishelper
pos = 0,800
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[State 1]
type = VelSet
triggerall = name != "D-mizuchi"
trigger1 = ishelper
y = 0
x = 0
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = nothitby
triggerall = name != "D-mizuchi"
trigger1 = ishelper
value = SCA
value2 = SCA
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1];OTHK
type = Projectile	;全てのHITDEFパラメータを利用可
triggerall = name != "D-mizuchi"
trigger1 = ishelper
trigger1 = root,alive
trigger1 = time < 3
projID = 1222	;飛び道具のID番号
projanim = var(39)	;飛び道具のアニメ番号
projscale = 1,1		;x横,y縦 縮尺
sparkxy = 99999,99999
sparkno = -1
projremove = 1		;消滅フラグ/0以外でヒット時に消滅(省略時1)
projremovetime = 5	;消滅時間/省略時-1(消えない)
numhits = 999999
projhits = 999999	;ヒット数/省略時1
projmisstime = 0	;ミス時間/何フレームごとにHITするか/省略時0
velmul = 0,0		;加速度係数/加速度を倍数指定/省略時1,1
projpriority = 999999999999999999999999999999999999999999999	;飛び道具優先度
projsprpriority = -9	;スプライト表示優先度/省略時3
offset = 0,800		;水平発射位置, 垂直発射位置/省略時0,0
postype = p2		;発射基準位置
p1stateno = var(29)
;-hitdef-
attr = A,SP		;攻撃属性1,2
hitflag = A		;ヒットフラグ(H:立/L:屈/M:立&屈/A:空/F:落/D:ダウン/P:飛具掻消/+:食のみ/-:食にヒットしない)省略時MAF
guardflag = L		;ガードフラグ(H/L/M/A)省略時MA
damage = 0
pausetime = 0,0		;p1停止時間,p2ブルブル時間(省略時0,0)
ground.type = low 	;地上でののけぞり方(High:上のけぞり/Low:下のけぞり/Trip:転倒/non:何もなし)(省略時high)
affectteam = E
persistent = 1
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1];50STOP
type = Projectile	;全てのHITDEFパラメータを利用可
triggerall = name != "D-mizuchi"
trigger1 = ishelper
trigger1 = root,alive
trigger1 = time >=15
projID = 1222	;飛び道具のID番号
projanim = var(39)	;飛び道具のアニメ番号
projscale = 1,1		;x横,y縦 縮尺
sparkxy = 99999,99999
sparkno = -1
projremove = 0		;消滅フラグ/0以外でヒット時に消滅(省略時1)
projremovetime = 40	;消滅時間/省略時-1(消えない)
numhits = 999999
projhits = 999999	;ヒット数/省略時1
projmisstime = 0	;ミス時間/何フレームごとにHITするか/省略時0
velmul = 0,0		;加速度係数/加速度を倍数指定/省略時1,1
projpriority = 99999999999999999999999999999999999999999999999999999;飛び道具優先度
projsprpriority = -9	;スプライト表示優先度/省略時3
offset = 0,800		;水平発射位置, 垂直発射位置/省略時0,0
postype = p2		;発射基準位置
p1stateno = 50
;-hitdef-
attr = A,SP		;攻撃属性1,2
hitflag = A		;ヒットフラグ(H:立/L:屈/M:立&屈/A:空/F:落/D:ダウン/P:飛具掻消/+:食のみ/-:食にヒットしない)省略時MAF
guardflag = L		;ガードフラグ(H/L/M/A)省略時MA
damage = 0
pausetime = 0,0		;p1停止時間,p2ブルブル時間(省略時0,0)
ground.type = low 	;地上でののけぞり方(High:上のけぞり/Low:下のけぞり/Trip:転倒/non:何もなし)(省略時high)
affectteam = E
persistent = 1
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[State 262608]
type = helper
triggerall = name != "D-mizuchi"
trigger1 = numhelper(262608) = 0
id = 262608
persistent = 1
name = "dark"
pos = 0,0
postype = P1
stateno = 262608
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999


[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000
[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = selfstate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = changestate
trigger1 = name != "D-mizuchi"
value = 2637
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000
;---------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

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

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

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




;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------------
；バニシングラッシュ(瞬獄殺のようなものになった気がする（笑）)
;--------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 77777]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -4000
anim = 183
ctrl = 0

[State 77777]
type = varset
trigger1 = palno=12&&time=0
fv = 13
value = 1
ignorehitpause = 1

[State 77777]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999


[State -2]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999




[State 77777]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 77777]
type = Explod
trigger1 = time = 0
anim = 3770
sprpriority = 99999
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add

[State 3888]
type = Explod
trigger1 = gametime%10=0
anim = 4105
sprpriority = 10
postype = p1
pos = -40 + (random%80),-20
scale = 0.2,0.2
bindtime = 1
under = 0
ownpal = 1
trans = add
vel = 1-random%3,-3-random%4
persistent = 1
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 5
value = 190, 0


[State 77777]
type = PlaySnd
trigger1 = Time = 2
value = 4000,19

[State 77777]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3

[State 77777]
type = PlaySnd
trigger1 = Time = 8
value = 4000,18

[State 77777]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 77777]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 50
value = 0,0,0
under = 2

[state 77777]
type = changestate
trigger1 = time = 32
value = 22115

;--------------------------------------------------------------------------------------
[Statedef 22115]
type = S
movetype = A
physics = N
anim = 4892
ctrl = 0
juggle = 7
poweradd= 80
velset = 0,0
sprpriority = 2

[state a]
type = varset
trigger1 = palno = 12 && time = 0 
v = 5
value = ifelse(var(30)!=1,(command="b"),(random%2))

[state a]
type = varset
trigger1 = palno = 12 && time = 0 
fv = 21
value = 0







[State 10000, sombras] 
type = Afterimage
trigger1 = TIME = 0
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  -1
length  = 13
TimeGap = 1
FrameGap = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 4985
;id = 1251
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 22129
id = 22117
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 5
value = 2562, 30


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

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

[Statedef 22117]
type = S
movetype = A
physics = N
anim = 4981
ctrl = 0
juggle = 7
velset = 80,0
sprpriority = 1

[State 1000, 0]
Type = AssertSpecial
Trigger1 = Time = 0
Flag = UnGuardable


[state a]
type = varadd
trigger1 = palno = 12 && time = 0 
fv = 21
value = 1



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

[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
p1stateno = 33333
p2stateno = 45454

[State 1]
type = targetLifeAdd
trigger1 = enemy,life<=enemy,lifemax*0.3
value = -9999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999


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

[State 1]
type = Projectile
trigger1 = time = [5,10]
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p1stateno = 33333
p2stateno = 45454

[State 1]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p1stateno = 33333
p2stateno = 45454

[State 1]
type = Projectile
triggerall = var(1) != 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p2stateno = 190000

[State 1]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p1stateno = 33333
p2stateno = 45454

[State 1]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 1699922

[State 1]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NT
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 1699922

[State 1]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p1stateno = 33333
p2stateno = 45454

[State 1]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NP
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 1699922

[State 1]
type = Projectile
trigger1 = AnimElem = 2
attr = A, SA
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 1699922

[State 1]
type = Projectile
trigger1 = time = [5,10]
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p1stateno = 33333
p2stateno = 45454

[State 1]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p1stateno = 33333
p2stateno = 45454

[State 1]
type = Projectile
trigger1 = AnimElem = 2
attr = A, SP
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 1699922

[State 1]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p1stateno = 33333
p2stateno = 45454

[State 1]
type = Projectile
trigger1 = AnimElem = 2
attr = A, HA
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 1699922

[State 1]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p1stateno = 33333
p2stateno = 45454

[State 1]
type = Projectile
trigger1 = time = [5,10]
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p1stateno = 33333
p2stateno = 45454

[State 1]
type = Projectile
trigger1 = AnimElem = 2
attr = A, HT
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 1699922

[State 1]
type = Projectile
trigger1 = AnimElem = 2
attr = A, HP
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 1699922

[State 1]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p1stateno = 33333
p2stateno = 45454

[State 1]
type = Projectile
trigger1 = AnimElem = 2
attr = A, AA
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 1699922

[State 1]
type = Projectile
trigger1 = time = [5,10]
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p1stateno = 33333
p2stateno = 45454

[State 1]
type = Projectile
trigger1 = AnimElem = 2
attr = A, AT
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 1699922

[State 1]
type = Projectile
trigger1 = AnimElem = 2
attr = A, AP
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 1699922

[State 1]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p1stateno = 33333
p2stateno = 45454

[State 1]
type = Projectile
trigger1 = time = [5,10]
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p1stateno = 33333
p2stateno = 45454

[State 1]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFPD
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 = var(1) = 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p2stateno = 190000

[State 1]
type = Projectile
trigger1 = time = [5,10]
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p1stateno = 33333
p2stateno = 45454

[State 1]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p1stateno = 33333
p2stateno = 45454

[State 1]
type = Projectile
triggerall = var(1) != 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p2stateno = 190000

[State 1]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p1stateno = 33333
p2stateno = 45454

[State 1]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 1699922

[State 1]
type = Projectile
trigger1 = time = [5,10]
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p1stateno = 33333
p2stateno = 45454

[State 1]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p1stateno = 33333
p2stateno = 45454

[State 1]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NT
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 1699922

[State 1]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NP
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 1699922

[State 1]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p1stateno = 33333
p2stateno = 45454

[State 1]
type = Projectile
trigger1 = AnimElem = 2
attr = A, SA
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 1699922

[State 1]
type = Projectile
trigger1 = AnimElem = 2
attr = A, SP
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 1699922

[State 1]
type = Projectile
trigger1 = time = [5,10]
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p1stateno = 33333
p2stateno = 45454

[State 1]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p1stateno = 33333
p2stateno = 45454

[State 1]
type = Projectile
trigger1 = AnimElem = 2
attr = A, HA
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 1699922

[State 1]
type = Projectile
trigger1 = AnimElem = 2
attr = A, HT
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 1699922

[State 1]
type = Projectile
trigger1 = AnimElem = 2
attr = A, HP
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 1699922

[State 1]
type = Projectile
trigger1 = time = [5,10]
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p1stateno = 33333
p2stateno = 45454

[State 1]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p1stateno = 33333
p2stateno = 45454

[State 1]
type = Projectile
trigger1 = AnimElem = 2
attr = A, AA
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 1699922

[State 1]
type = Projectile
trigger1 = AnimElem = 2
attr = A, AT
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 1699922

[State 1]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p1stateno = 33333
p2stateno = 45454

[State 1]
type = Projectile
trigger1 = AnimElem = 2
attr = A, AP
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 1699922

[State 1]
type = Projectile
trigger1 = time = [5,10]
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p1stateno = 33333
p2stateno = 45454

[State 1]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFPD
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 = var(1) = 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p1stateno = 33333
p2stateno = 45454

[State 1]
type = Projectile
trigger1 = time = [5,10]
attr = C, HA
projanim = 4980
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
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 = -1;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
p1stateno = 33333
p2stateno = 45454

[state 1]
type = targetstate
trigger1 = target,stateno = 1699955 && enemyNear,time = 0 || projhit35901 = 1
value = 45454

[State 1]
type = Explod
trigger1 = random%4 = 0
trigger1 = target,stateno = 1699955 && enemyNear,time = 0 || projhit35901 = 1
anim = 4986+var(35)
sprpriority = 120
postype = p2
pos = 0,-60
random = 40,40
facing = -1
ownpal = 1
ontop = 1
trans = Add
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Explod
trigger1 = random%4 = 1
trigger1 = target,stateno = 1699955 && enemyNear,time = 0 || projhit35901 = 1
anim = 4987+var(35)
sprpriority = 120
postype = p2
pos = 0,-60
random = 40,40
facing = -1
ownpal = 1
ontop = 1
trans = Add
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Explod
trigger1 = random%4 = 2
trigger1 = target,stateno = 1699955 && enemyNear,time = 0 || projhit35901 = 1
anim = 4988+var(35)
sprpriority = 120
postype = p2
pos = 0,-60
random = 40,40
facing = -1
ownpal = 1
ontop = 1
trans = Add
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Explod
trigger1 = random%4 = 3
trigger1 = target,stateno = 1699955 && enemyNear,time = 0 || projhit35901 = 1
anim = 4989+var(35)
sprpriority = 120
postype = p2
pos = 0,-60
random = 40,40
facing = -1
ownpal = 1
ontop = 1
trans = Add
pausemovetime = 99999999
supermovetime = 99999999

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 5
value = 2562, 30


[State 1] 
type = turn 
trigger1 = palno=12&&fvar(21)<=4+((var(29)>=1)*4)&&animTime=0&&p2dist x<0&&var(5)=1
value = 1



[State 1]
type = ChangeState
trigger1 = time >= 40
trigger1 = time <= 49
trigger1 = random%2 = 1
trigger1 = target,stateno = 1699955 && enemyNear,time = 0 || projhit35901 = 1
value = 33333


[State 1]
type = ChangeState
trigger1 = time <= 49
trigger1 = animTime = 9
value = ifelse((palno=12&&var(5)=1&&fvar(21)<=5+((var(29)>=1)*4)),22117,22116)

[State 1]
type = ChangeState
trigger1 = time = 50
value = 22116

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

[Statedef 22116]
type = S
movetype = A
physics = N
anim = 4983
ctrl = 0
juggle = 8
velset = 0,0
sprpriority = 2





[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 4983
;id = 1251
sprpriority = 1
postype = p1
pos = -9,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22129
sprpriority = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = ChangeState
trigger1 = time >= 30
trigger1 = animTime = 0
value = 0
ctrl = 1




;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 33333]
type = S
movetype = A
physics = N
anim = 16992
ctrl = 0
sprpriority = 2

[State 0]
type = superpause
trigger1 = time = 0
time = 344
anim = -1
movetime = 344
supermovetime = 999999999999999
pausemovetime = 999999999999999

[State 0]
type = assertspecial
trigger1 = 1
flag = nobardisplay
flag2 = nomusic
supermovetime = 99999999999
pausemovetime = 99999999999

[State 0]
type = assertspecial
trigger1 = time >= 27
;flag = invisible
flag = noBG
flag2 = noFG
supermovetime = 99999999999
pausemovetime = 999999999999

[State 0]
type = afterimagetime
trigger1= time = 0
time = 0
supermovetime = 999999999999
pausemovetime = 999999999999

[State 0]
type = targetbind
trigger1 = time = [0,342]
pos = 20,-55;23,0
supermovetime = 9999
pausemovetime = 9999

[State 0]
type = targetbind
trigger1 = time = 345
pos = 20,0;23,0
supermovetime = 9999
pausemovetime = 9999


[State 1000, 0]
Type = AssertSpecial
Trigger1 = Time = 344
Flag = GlobalNoShadow
Flag2 = NoMusic
Flag3 = TimerFreeze

[State 1];無敵の状態を作る
type = NotHitBy 
trigger1 = 1
value = SCA

[State 1]
type = ReversalDef
trigger1 = var(1) = 1
trigger1 = Time = 50 || Time = 90 || Time = 125 || Time = 155 || Time = 180 
trigger1 = Time = 200 || Time = 215 || time = 225 || Time = 230 || Time = 234 
trigger1 = Time = 237 || Time = 240 || Time = 242 || Time = 241 || Time = 242 
trigger1 = Time = 243 || Time = 244 || Time = 245 || Time = 246 || Time = 247 
trigger1 = Time = 248 || Time = 249 || Time = 250 || Time = 251 || Time = 251
trigger1 = Time = 252 || Time = 253 || Time = 254 || Time = 255 || Time = 256 
trigger1 = Time = 257 || Time = 258 || Time = 259 || Time = 264 || Time = 269 
trigger1 = Time = 274 || Time = 279 || Time = 284 || Time = 289 || Time = 294 
trigger1 = Time = 299 || Time = 304 || Time = 309
trigger1 = Time = 314 || Time = 319 || Time = 324 || Time = 329 || Time = 334 
trigger1 = Time = 339 || Time = 344
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = s3000,3
p2facing = 1
p2stateno = 1699955

[state 1]
type = targetstate
trigger1 = palno=12&&fvar(18)!=0&&fvar(38)=2
trigger1 = enemy,alive&&time<150
value = 2637

[State 1]
type = targetLifeAdd
trigger1 = palno=12&&(gametime%(1+((time<150)*7)))=1
value = -9999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1020, 4]
type = EnvShake
trigger1 = Time = 50 || Time = 90 || Time = 125 || Time = 155 || Time = 180 
trigger1 = Time = 200 || Time = 215 || time = 225 || Time = 230 || Time = 234 
trigger1 = Time = 237 || Time = 240 || Time = 242 || Time = 241 || Time = 242 
trigger1 = Time = 243 || Time = 244 || Time = 245 || Time = 246 || Time = 247 
trigger1 = Time = 248 || Time = 249 || Time = 250 || Time = 251 || Time = 251
trigger1 = Time = 252 || Time = 253 || Time = 254 || Time = 255 || Time = 256 
trigger1 = Time = 257 || Time = 258 || Time = 259 || Time = 264 || Time = 269 
trigger1 = Time = 274 || Time = 279 || Time = 284 || Time = 289 || Time = 294 
trigger1 = Time = 299 || Time = 304 || Time = 309
trigger1 = Time = 314 || Time = 319 || Time = 324 || Time = 329 || Time = 334 
trigger1 = Time = 339 || Time = 344
;trigger1 = (GameTime%3) = 1
time = 10
ampl = -10
freq = 95
phase = 95

[State 1]
type = Projectile
trigger1 = Time = 50 || Time = 155 || time = 225 || Time = 240 || Time = 241 || Time = 244 || Time = 248 || Time = 251 || Time = 255 || Time = 259 || Time = 264 || Time = 269 || Time = 274 || Time = 329 || Time = 334 || Time = 339 || Time = 344 
attr = A, AA
projanim = 16992
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 262626

[State 1]
type = Projectile
trigger1 = Time = 90 || Time = 180 || Time = 230 || Time = 242 || Time = 245 || Time = 249 || Time = 252 || Time = 256 || Time = 279 || Time = 284 || Time = 289 || Time = 294 
attr = A, AT
projanim = 16992
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 262626

[State 1]
type = Projectile
trigger1 = Time = 125 || Time = 200 || Time = 234 || Time = 242 || Time = 246 || Time = 250 || Time = 253 || Time = 257 || time = 299 || Time = 304 || Time = 309 
attr = A, AP
projanim = 16992
projhitanim = -1
projid = 35903
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFPD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 262626


[State 1]
type = Projectile
trigger1 = Time = 90 ||  Time = 215 || Time = 237 || Time = 243 ||Time = 247 || Time = 251 || Time = 254 || Time = 258 || Time = 314 || Time = 319 || Time = 324 
attr = S, SP
projanim = 16992
projhitanim = -1
projid = 35904
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFPD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 1]
type = AttackDist
trigger1 = 1
value = 0



[State 1]
Type = AllPalFX
trigger1 = Time = 50 || Time = 155 || time = 225 || Time = 240 || Time = 241 || Time = 244 || Time = 248 || Time = 251 || Time = 255 || Time = 259 || Time = 264 || Time = 269 || Time = 274 || Time = 329 || Time = 334 || Time = 339 || Time = 344
Time = 1
Add = 155,155,155
Mul = 200,200,200
SinAdd = 0,0,0,10
InvertAll = 1
Color = 200

[State 1]
Type = AllPalFX
trigger1 = Time = 90 || Time = 180 || Time = 230 || Time = 242 || Time = 245 || Time = 249 || Time = 252 || Time = 256 || Time = 279 || Time = 284 || Time = 289 || Time = 294
Time = 1
Add = 155,155,155
Mul = 200,200,200
SinAdd = 0,0,0,10
InvertAll = 1
Color = 200

[State 1]
Type = AllPalFX
trigger1 = Time = 125 || Time = 200 || Time = 234 || Time = 242 || Time = 246 || Time = 250 || Time = 253 || Time = 257 || time = 299 || Time = 304 || Time = 309
Time = 1
Add = 155,155,155
Mul = 200,200,200
SinAdd = 0,0,0,10
InvertAll = 1
Color = 200

[State 1]
Type = AllPalFX
trigger1 = Time = 90 ||  Time = 215 || Time = 237 || Time = 243 ||Time = 247 || Time = 251 || Time = 254 || Time = 258 || Time = 314 || Time = 319 || Time = 324
Time = 1
Add = 155,155,155
Mul = 200,200,200
SinAdd = 0,0,0,10
InvertAll = 1
Color = 200

[State 1]
type = Explod
trigger1 = target,stateno = 600000 && enemyNear,time = 0 || projhit35901 = 1
anim = 4986+var(35)
sprpriority = 120
postype = p2
pos = 0,-60
random = 40,40
facing = -1
ownpal = 1
ontop = 1
trans = Add
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Explod
trigger1 = target,stateno = 600000 && enemyNear,time = 0 || projhit35902 = 1
anim = 4987+var(35)
sprpriority = 120
postype = p2
pos = 0,-60
random = 40,40
facing = -1
ownpal = 1
ontop = 1
trans = Add
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Explod
trigger1 = target,stateno = 600000 && enemyNear,time = 0 || projhit35903 = 1
anim = 4988+var(35)
sprpriority = 120
postype = p2
pos = 0,-60
random = 40,40
facing = -1
ownpal = 1
ontop = 1
trans = Add
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Explod
trigger1 = target,stateno = 600000 && enemyNear,time = 0 || projhit35904 = 1
anim = 4989+var(35)
sprpriority = 120
postype = p2
pos = 0,-60
random = 40,40
facing = -1
ownpal = 1
ontop = 1
trans = Add
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Explod
trigger1 = target,stateno = 600000 && enemyNear,time = 0 || projhit35901 = 1
anim = 4105+var(35)
sprpriority = 120
postype = p2
pos = 0,-60
random = 40,40
scale = 0.2,0.2
vel = 8 - (random%17),8 - (random%17)
facing = -1
ownpal = 1
ontop = 1
trans = Add
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Explod
trigger1 = target,stateno = 600000 && enemyNear,time = 0 || projhit35902 = 1
anim = 4105+var(35)
sprpriority = 120
postype = p2
pos = 0,-60
scale = 0.2,0.2
random = 40,40
vel = 1 - (random%3),1 - (random%3)
facing = -1
ownpal = 1
ontop = 1
trans = Add
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Explod
trigger1 = target,stateno = 600000 && enemyNear,time = 0 || projhit35903 = 1
anim = 4105+var(35)
sprpriority = 120
postype = p2
pos = 0,-60
scale = 0.2,0.2
random = 40,40
vel = 5 - (random%11),5 - (random%11)
facing = -1
ownpal = 1
ontop = 1
trans = Add
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Explod
trigger1 = target,stateno = 600000 && enemyNear,time = 0 || projhit35904 = 1
anim = 4105+var(35)
sprpriority = 120
postype = p2
pos = 0,-60
scale = 0.2,0.2
random = 40,40
facing = -1
ownpal = 1
ontop = 1
trans = Add
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Explod
trigger1 = Time = 50 || Time = 155 || time = 225 || Time = 240 || Time = 241 || Time = 244 || Time = 248 || Time = 251 || Time = 255 || Time = 259 || Time = 264 || Time = 269 || Time = 274 || Time = 329 || Time = 334 || Time = 339 || Time = 344
anim = 4986+var(35)
sprpriority = 120
postype = p2
pos = 0,-60
random = 40,40
facing = -1
ownpal = 1
ontop = 1
trans = Add
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Explod
trigger1 = Time = 90 || Time = 180 || Time = 230 || Time = 242 || Time = 245 || Time = 249 || Time = 252 || Time = 256 || Time = 279 || Time = 284 || Time = 289 || Time = 294 
anim = 4987+var(35)
sprpriority = 120
postype = p2
pos = 0,-60
random = 40,40
facing = -1
ownpal = 1
ontop = 1
trans = Add
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Explod
trigger1 = Time = 125 || Time = 200 || Time = 234 || Time = 242 || Time = 246 || Time = 250 || Time = 253 || Time = 257 || time = 299 || Time = 304 || Time = 309 
anim = 4988+var(35)
sprpriority = 120
postype = p2
pos = 0,-60
random = 40,40
facing = -1
ownpal = 1
ontop = 1
trans = Add
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Explod
trigger1 = Time = 90 ||  Time = 215 || Time = 237 || Time = 243 ||Time = 247 || Time = 251 || Time = 254 || Time = 258 || Time = 314 || Time = 319 || Time = 324
anim = 4989+var(35)
sprpriority = 120
postype = p2
pos = 0,-60
random = 40,40
facing = -1
ownpal = 1
ontop = 1
trans = Add
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Explod
trigger1 = Time = 50 || Time = 155 || time = 225 || Time = 240 || Time = 241 || Time = 244 || Time = 248 || Time = 251 || Time = 255 || Time = 259 || Time = 264 || Time = 269 || Time = 274 || Time = 329 || Time = 334 || Time = 339 || Time = 344
anim = 4105+var(35)
sprpriority = 120
postype = p2
pos = 0,-60
random = 40,40
scale = 0.2,0.2
vel = 8 - (random%17),8 - (random%17)
facing = -1
ownpal = 1
ontop = 1
trans = Add
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Explod
trigger1 = Time = 90 || Time = 180 || Time = 230 || Time = 242 || Time = 245 || Time = 249 || Time = 252 || Time = 256 || Time = 279 || Time = 284 || Time = 289 || Time = 294 
anim = 4105+var(35)
sprpriority = 120
postype = p2
pos = 0,-60
scale = 0.2,0.2
random = 40,40
vel = 1 - (random%3),1 - (random%3)
facing = -1
ownpal = 1
ontop = 1
trans = Add
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Explod
trigger1 = Time = 125 || Time = 200 || Time = 234 || Time = 242 || Time = 246 || Time = 250 || Time = 253 || Time = 257 || time = 299 || Time = 304 || Time = 309
anim = 4105+var(35)
sprpriority = 120
facing = -1
postype = p2
pos = 0,-60
scale = 0.2,0.2
random = 40,40
vel = 5 - (random%11),5 - (random%11)
facing = -1
ownpal = 1
ontop = 1
trans = Add
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Explod
trigger1 = Time = 90 ||  Time = 215 || Time = 237 || Time = 243 ||Time = 247 || Time = 251 || Time = 254 || Time = 258 || Time = 314 || Time = 319 || Time = 324
anim = 4105+var(35)
sprpriority = 120
facing = -1
postype = p2
pos = 0,-60
scale = 0.2,0.2
random = 40,40
facing = -1
ownpal = 1
ontop = 1
trans = Add
pausemovetime = 99999999
supermovetime = 99999999

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 50 || Time = 155 || time = 225 || Time = 240 || Time = 241 || Time = 244 || Time = 248 || Time = 251 || Time = 255 || Time = 259 || Time = 264 || Time = 269 || Time = 274 || Time = 329 || Time = 334 || Time = 339 || Time = 344
value = 225,1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 90 || Time = 180 || Time = 230 || Time = 242 || Time = 245 || Time = 249 || Time = 252 || Time = 256 || Time = 279 || Time = 284 || Time = 289 || Time = 294 
value = 225,1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 125 || Time = 200 || Time = 234 || Time = 242 || Time = 246 || Time = 250 || Time = 253 || Time = 257 || time = 299 || Time = 304 || Time = 309
value = 225,1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 90 ||  Time = 215 || Time = 237 || Time = 243 ||Time = 247 || Time = 251 || Time = 254 || Time = 258 || Time = 314 || Time = 319 || Time = 324
value = 225,1


[state 1]
type = targetstate
trigger1 = root,stateno=22117&&(root,time=[20,220])&&(GameTime%3) = 1
value = 2637
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999


[state a]
type = changestate
trigger1 = time = 344
trigger1 = enemynear,Life > 0
value = 33335
ctrl = 1

[state a]
type = changestate
trigger1 = time = 344
trigger1 = enemynear,Life = 0
value = 180
;-----------------------------------------------------------------------------
[Statedef 45454]
type = S
movetype = A
physics = N
anim = 169992
ctrl = 0
sprpriority = 2

[State 0]
type = SelfState
triggerall = name = "D-mizuchi"
trigger1 = 1
value = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 1000, 0]
Type = AssertSpecial
triggerall = name != "D-mizuchi"
Trigger1 = Time >= 0
Flag = NoJuggleCheck
Flag2 = GlobalNoShadow
Flag3 = NoMusic
Flag4 = TimerFreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999


[State 1]
type = HitDef
triggerall = name != "D-mizuchi"
trigger1 = (Time >= 0 && time <= 344) 
attr = S, HA
animtype  = diagup
damage    = 0
getpower = 0,0
givepower = 0
guardflag = 
hitflag = MAFDPL
numhits = (root,palno!=12)
pausetime = 2,1
sparkno = s3755 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
yaccel = .7
p1stateno = prevstateno
ignorehitpause = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999


[State 45454]
type = helper
triggerall = name != "D-mizuchi"
triggerall = enemynear,name="D-mizuchi"&&enemynear,stateno=33333
trigger1 = numhelper(45454) = 0 && roundstate <= 2
id = 45454
persistent = 1
name = "dark"
pos = 0,0
postype = P1
stateno = 45454
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999


[State 1]
type = powerAdd
triggerall = name != "D-mizuchi"
trigger1 = 1
value = -(enemy,Const(data.power))
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = LifeAdd
triggerall = name != "D-mizuchi"
trigger1 = 1
value = -9999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 0]
type = SelfState
triggerall = name != "D-mizuchi"
trigger1 = Time >= 80
trigger1 = life > 0
value = 5151
supermovetime = 9999
pausemovetime = 9999

[State 0]
type = SelfState
triggerall = name != "D-mizuchi"
;trigger1 = Time >= 80
trigger1 = life <= 0
value = 5151
supermovetime = 9999
pausemovetime = 9999



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


;-------------------------------------------------------------------------------------------------------------------------------------------------------
;------------------------------------------------------------------------------------------------
[Statedef 33335]
type = S
ctrl = 0
anim = 2200
ctrl = 0
sprpriority = 2


[State 1] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  0
length  = 0
TimeGap = 0
FrameGap = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg

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





[State 1]
type = PlaySnd
trigger1 = time = 0
value = 2563,2

[State 1]
type = PlaySnd
trigger1 = time = 0
value = 191,1




[State 2300]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(6) = 1 || AnimElemTime(7) = 14
id = 22101
persistent = 1
name = "wakka"
pos = 1,-80
postype = P1
stateno = 22101
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999






[state a]
type = changestate
trigger1 = time = 35
value = 0
ctrl = 1
;-------------------------------------------------------------------------------------------------------------------------------------------------------
-;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

;------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;死亡アニメ（相手）らしい・・・・（ＡＤＳより）
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-----------------------------------------------------------------------------------
[Statedef 5151]
type = U
movetype = I ; U
physics = U
velset = 0,0
sprpriority = -1

[State 1699955]
type = selfstate
triggerall = name = "D-mizuchi"
trigger1 = 1
value = 0

[State 1]
Type = AllPalFX
Trigger1 = Time = 0
Time = 10
Add = 256,256,256
Mul = 256,256,256
SinAdd = 0,0,0,10
InvertAll = 1
Color = 256

[State 1]
type = DefenceMulSet
trigger1 = name != "D-mizuchi"
trigger1 = !ishelper
value = 999999999999999999999
ignorehitpause = 1
supermovetime = 9990000
pausemovetime = 9990000

[state 1]
type = NotHitBy
trigger1 = name != "D-mizuchi"
trigger1 = !ishelper
value = SCA
value2 = SCA
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[State 1]
type = statetypeset
trigger1 = name != "D-mizuchi"
trigger1 = !ishelper
statetype = S
movetype = I
physics = N
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = CtrlSet
trigger1 = name != "D-mizuchi"
trigger1 = roundstate >= 3
trigger1 = ctrl = 0
value = 1
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 1]
type = CtrlSet
trigger1 = name != "D-mizuchi"
trigger1 = roundstate < 3
value = 0
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[State 1]
type = null;powerset
trigger1 = name != "D-mizuchi"
value = 0
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[State 1]
type = playerpush
triggerall = name != "D-mizuchi"
trigger1 = !ishelper
value = 0
ignorehitpause = 1
supermovetime = 9990000
pausemovetime = 9990000
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
[State 1]
type = Explod
triggerall = name != "D-mizuchi"
trigger1 = 1
anim = 45990
sprpriority = 99999999999
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999



[State 1]
type = PlaySnd
triggerall = name != "D-mizuchi"
trigger1 = Time = 0
value = 2563,7


[State 1]
type = hitdef
triggerall = name != "D-mizuchi"
trigger1 = alive
trigger2 = enemy,alive=0
trigger3 = enemy,life=0
trigger4 = enemy,lose
attr = SCA,ST		;攻撃属性1,2
hitflag = HLMAFDP	;ヒットフラグ(H:立/L:屈/M:立&屈/A:空/F:落/D:ダウン/P:飛具掻消/+:食のみ/-:食にヒットしない)省略時MAF
guardflag = MA		;ガードフラグ(H/L/M/A)省略時MA
priority = 1,miss	;攻撃優先度/1-7(省略時4)/相打ち時挙動hit/miss/Dodge(両者空振り)
animtype = light
sparkxy = -1000,-1000
numhits = 999
affectteam = E		;影響あるチーム
hitonce = 0		;一回しかヒットさせない(0/1)
persistent = 1
ignorehitpause = 1
supermovetime = 9990000
pausemovetime = 9990000

[state 1]
type = lifeset
triggerall = name != "D-mizuchi"
triggerall = !ishelper
trigger1 = alive
value = 0
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000


[state 1]
type = lifeadd
triggerall = name != "D-mizuchi"
triggerall = !ishelper
trigger1 = alive
value = -99999999999999999999999999999999999999999999999999
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
[State 1]
type = allPalFX
triggerall = name != "D-mizuchi"
trigger1 = !ishelper && !alive
time = 60000
add = 10,10,80
color = 20
ignorehitpause = 1
supermovetime = 99990000000
pausemovetime = 99990000000

[state 1]
type = AssertSpecial
triggerall = name != "D-mizuchi"
trigger1 = !ishelper && !alive
flag = invisible
flag2 = noshadow
persistent = 1
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

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

[state 1]
type = changeanim
triggerall = name != "D-mizuchi"
triggerall = !ishelper
triggerall = !alive
trigger1 = !SelfAnimExist(5150)
value = 0
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000




[State 1]
type = ChangeState
triggerall = name != "D-mizuchi"
trigger1 = !alive
value = 5150
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000
;------------------------------------------------------------------------------------------------
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