[Data]
life = 1200
attack = 90
defence = 125
fall.defence_up = 100
liedown.time = 15
airjuggle = 200
sparkno = -1
guard.sparkno = -1
KO.echo = 0
volume = 255
power = 9000
IntPersistIndex = 10
FloatPersistIndex = 0

[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
attack.dist = 0
proj.attack.dist = 320
proj.doscale = 0   
head.pos = 0, -118
mid.pos = -4, -86
shadowoffset = 0
draw.offset = 0,0

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

[Movement]
airjump.num = 0   
airjump.height = 35  
yaccel = .57        
stand.friction = .85  
crouch.friction = .82



[statedef 24640]
movetype = I
ctrl = 1

[State 24640]
type = lifeadd
triggerall = name = "EXERION"
trigger1 = life < lifemax/2
value = lifemax/2
kill = 0
ignorehitpause = 1

[state 24640]
type = destroyself
trigger1 = ishelper
ignorehitpause = 1

[State 24640]
type = ChangeState
trigger1 = name != "EXERION"
value = 5150
ignorehitpause = 1

[State 24640]
type = poweradd
trigger1 = name = "EXERION"
value = 1000
ignorehitpause = 1

[State -3]
type = VarRandom
trigger1 = 1 
v = 55
range = 0,999 
ignorehitpause = 1 
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State -3]
type = varset
trigger1 = 1
var(57) = (gametime*var(55))+(gametime+var(55))
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State -3]
type = varset
trigger1 = 1
sysvar(4) = gametime*gametime
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 24640]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 120

[state 24640]
type = selfstate
trigger1 = time >= 0
trigger1 = pos Y >= 0
value = 0
ctrl = 1

[state 24640]
type = selfstate
trigger1 = time >= 0
trigger1 = alive
trigger1 = pos Y < 0
value = 50
ctrl = 1

;==========================================================================================
;==========================================================================================
;遠距離立ち弱パンチ
;==========================================================================================
;==========================================================================================
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20

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

[State 200]
type = Projectile
;triggerall = palno = [7,12]
trigger1 = AnimElem = 3
attr = S, NA
projanim = 22134
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage = 38, 0  
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22109
sparkxy = 50, -89 
hitsound = s202,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

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

[State 200]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,random%3
volume = 255
freqmul = 0.9

[state 200]
type = ctrlset
trigger1 = animelem = 3
value = 1

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

[state -2]
type = helper
triggerall = !ishelper
trigger1 = numhelper(9988200) = 0
id = 9988200
stateno = 9988200
helpertype = player
postype = p1
pos = 0,0
name = "EXERION-H"
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

;==========================================================================================
;==========================================================================================
;近距離立ち弱パンチ
;==========================================================================================
;==========================================================================================
[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 205
poweradd = 0
sprpriority = 2

[State 205]
type = Projectile
trigger1 = animelem = 3
attr = S, NA
damage = 29, 0
getpower = 61,61
animtype = Light 
guardflag = MA
hitflag = MAF
projanim = 22135
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
priority = 4, Hit
pausetime = 7,8
sparkno = s22109
sparkxy = 40, -69
hitsound = s202,0   
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -6
airguard.velocity = -1.9,-2
air.type = Low
air.velocity = -1.9,-2
air.hittime = 12
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 205]
type = Veladd
trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -3.4

[State 205]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 205]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,random%3
volume = 255
freqmul = 0.9

[State 205]
type = ctrlset
trigger1 = animelem = 3
value = 1

[State 205]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[state -2]
type = helper
triggerall = !ishelper
trigger1 = numhelper(9988205) = 0
id = 9988205
stateno = 9988205
helpertype = player
postype = p1
pos = 0,0
name = "EXERION-H"
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

;==========================================================================================
;==========================================================================================
;遠距離強パンチ
;==========================================================================================
;==========================================================================================
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 50
ctrl = 0
velset = 0,0
anim = 210

[State 210]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,random%3
volume = 255
freqmul = 0.9

[State 210]
type = PlaySnd
trigger1 = AnimElem = 2
value = 221,2

[State 210]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[State 210]
type = PlaySnd
trigger1 = animelem = 2
value = 10000, 46

[State 210]
type = Explod
trigger1 = animelem = 4
anim = 26550
sprpriority = 0
postype = p1
pos = -40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
scale = 0.7,0.7

[State 210]
type = Explod
trigger1 = animelem = 7
anim = 10000
id = 211
postype = p1
sprpriority = 2147483647
postype = p1
pos = 60,-70
;removetime = 15
bindtime = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

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

[State 210]
type = Projectile
trigger1 = AnimElem = 8
attr = S, NA
projanim = 22136
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
animtype  = hard
damage = 130,13
getpower = 50,50
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 30,10
sparkno = s22110
sparkxy = 50,-70
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
envshake.time = 8
envshake.ampl = 8
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[state 210]
type = ctrlset
trigger1 = animelem = 9
value = 1

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

[state -2]
type = helper
triggerall = !ishelper
trigger1 = numhelper(9988210) = 0
id = 9988210
stateno = 9988210
helpertype = player
postype = p1
pos = 0,0
name = "EXERION-H"
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

;==========================================================================================
;==========================================================================================
;近距離強パンチ
;==========================================================================================
;==========================================================================================
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 2

[State 215]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,random%3
volume = 255
freqmul = 0.9

[State 215]
type = PlaySnd
trigger1 = AnimElem = 2
value = 221,2

[State 215]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[State 215]
type = PlaySnd
trigger1 = animelem = 2
value = 10000, 46

[State 215]
type = Explod
trigger1 = animelem = 2
anim = 26550
sprpriority = 0
postype = p1
pos = -40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
scale = 0.7,0.7

[State 215]
type = Explod
trigger1 = animelem = 5
anim = 10000
id = 211
postype = p1
sprpriority = 2147483647
postype = p1
pos = 60,-70
;removetime = 15
bindtime = 1
under = 0
ownpal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 215]
type = Projectile
trigger1 = animelem = 5
attr = S, NA
animtype  = hard
damage = 130,13
getpower = 61,61
projanim = 22136
projid = 22136
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
guardflag = 
pausetime = 23,23
sparkno = s22110
sparkxy = 50,-70
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-3
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 215]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[state -2]
type = helper
triggerall = !ishelper
trigger1 = numhelper(9988215) = 0
id = 9988215
stateno = 9988215
helpertype = player
postype = p1
pos = 0,0
name = "EXERION-H"
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

;==========================================================================================
;==========================================================================================
;遠距離 立ち弱キック
;==========================================================================================
;==========================================================================================
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 50
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 230]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[State 230]
type = PlaySnd
trigger1 = animelem = 3
value = 1100,1

[State 230]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1100,0
volume = 255
freqmul = 0.9

[State 245]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
vel = 1,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 230]
type = Projectile
trigger1 = Time = 0
attr = S, SA
animtype  = hard
damage  = 90,9
priority = 7
getpower = 25,25
guardflag = M
pausetime = 14,15
projanim = 22137
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
guardflag = MA
pausetime = 11,12
sparkno = s22112
sparkxy = 55,-85
hitsound   = s240,0
guard.sparkno = s22184
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
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[state 230]
type = posadd
trigger1 = animelem = 3
x = 4

[state 230]
type = ChangeState
value = 1200
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = enemy,alive
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = p2statetype != L
triggerall = P2BodyDist X = [0,90]
triggerall = P2BodyDist Y = [-50,-100]
trigger1 = movecontact = 1

[state 230]
type = ChangeState
value = 1030
triggerall = var(30) = 1
triggerall = power >= 1000
triggerall = statetype != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = p2statetype != L
triggerall = movehit
triggerall = p2bodydist Y >= 0 
triggerall = p2bodyDist X = [0,40]
trigger1 = var(40)=0&&random <= 200

[state 230]
type = ctrlset
trigger1 = animelem = 7
value = 1

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

[state -2]
type = helper
triggerall = !ishelper
trigger1 = numhelper(9988230) = 0
id = 9988230
stateno = 9988230
helpertype = player
postype = p1
pos = 0,0
name = "EXERION-H"
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

;==========================================================================================
;==========================================================================================
;遠距離 立ち強キック
;==========================================================================================
;==========================================================================================
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 60
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 240]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[State 240]
type = PlaySnd
trigger1 = AnimElem = 3
value = 210,random%3
volume = 255
freqmul = 0.9

[State 240]
type = Explod
trigger1 = animelem = 3
anim = 26550
sprpriority = 0
postype = p1
pos = -40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
scale = 0.7,0.7

[State 240]
type = PlaySnd
trigger1 = animelem = 4
value = 10000,19

[State 240]
type = Explod
trigger1 = animelem = 2
anim = 34300
id = 34300
sprpriority = 5
postype = p1
pos = 0,-20
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 240]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.5

[State 240]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 22137
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.035 * enemy,Const(data.life)) ,Ceil(0.003 * enemy,Const(data.life)) 
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 4,6
sparkno = s22109 + (random%3)
sparkxy = 50, -85
hitsound   = s2300,2
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-6
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 240]
type = Projectile
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22137
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.035 * enemy,Const(data.life)) ,Ceil(0.003 * enemy,Const(data.life)) 
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 12,12
sparkno = s22109 + (random%3)
sparkxy = 50, -85
hitsound   = s222,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.velocity = -2,-5
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

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

[State 240]
type = ChangeState
value = 230
triggerall = roundstate = 2
triggerall = Alive = 1
triggerall = var(30) = 1
triggerall = statetype != A
triggerall = p2statetype  != L
triggerall = p2movetype = H
triggerall = p2BodyDist X = [0,60]
triggerall = p2BodyDist Y = [0,-75]
trigger1 = movecontact = 1

[state 240]
type = ctrlset
trigger1 = animelem = 8
value = 1

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

[state -2]
type = helper
triggerall = !ishelper
trigger1 = numhelper(9988240) = 0
id = 9988240
stateno = 9988240
helpertype = player
postype = p1
pos = 0,0
name = "EXERION-H"
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

;==========================================================================================
;==========================================================================================
;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 290]
type = PlaySnd
trigger1 = animelem = 3
value = 10000, 46

[State 290]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000, 5
volume = 255
freqmul = 0.9

[State 290]
type = Explod
trigger1 = animelem = 4
anim = 10000
id = 211
postype = p1
pos = 24,-88
sprpriority = 2147483647
postype = p1
;removetime = 20
bindtime = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 240, 2]
type = Projectile
trigger1 = animelem = 4
attr = S, NA
animtype  = diagup
damage    = 98
getpower = 136,136
damage  = 90,9
getpower = 136,136
projanim = 22148
projid = 22148
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
guardflag = M
pausetime = 14,15
sparkno = s22110
sparkxy = 50,-77
hitsound   = s225,1
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
nochainID = 1200
envshake.time = 7
envshake.ampl = 7
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 290]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[state -2]
type = helper
triggerall = !ishelper
trigger1 = numhelper(9988290) = 0
id = 9988290
stateno = 9988290
helpertype = player
postype = p1
pos = 0,0
name = "EXERION-H"
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

;==========================================================================================
;==========================================================================================
;屈み弱パンチ
;==========================================================================================
;==========================================================================================
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 20
ctrl = 0
anim = 400
sprpriority = 2

[State 400]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,random%3
volume = 255
freqmul = 0.9

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

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

[State 400]
type = Projectile
trigger1 = AnimElem = 2
attr = C, NA
projanim = 22140
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage = 20,2
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22109
sparkxy = 50,-37
hitsound   = s202,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

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

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

[state -2]
type = helper
triggerall = !ishelper
trigger1 = numhelper(9988400) = 0
id = 9988400
stateno = 9988400
helpertype = player
postype = p1
pos = 0,0
name = "EXERION-H"
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

;==========================================================================================
;==========================================================================================
;屈み強パンチ
;==========================================================================================
;==========================================================================================
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 50
ctrl = 0
anim = 410
sprpriority = 2

[State 410]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,random%3
volume = 255
freqmul = 0.9

[State 410]
type = PlaySnd
trigger1 = animelem = 5
value = 221,2

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

[State 410]
type = Projectile
trigger1 = AnimElem = 6 || AnimElem = 7
attr = C, NA
projanim = 22141
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 90,9
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22110
sparkxy = 58,-78
hitsound   = s222,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3,-4
air.velocity = -3,-4
fall = 1
fall.recover = 0
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

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

[state -2]
type = helper
triggerall = !ishelper
trigger1 = numhelper(9988410) = 0
id = 9988410
stateno = 9988410
helpertype = player
postype = p1
pos = 0,0
name = "EXERION-H"
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

;==========================================================================================
;==========================================================================================
;屈み弱キック
;==========================================================================================
;==========================================================================================
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 30
ctrl = 0
anim = 430
sprpriority = 2

[State 430]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,random%3
volume = 255
freqmul = 0.9

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

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

[State 430]
type = Projectile
trigger1 = AnimElem = 2
attr = C, NA
projanim = 22142
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage = 20,2
getpower = 50,50
givepower = 0,0
guardflag = L
hitflag = MAF
pausetime = 2,0
sparkno = s22109
sparkxy = 50,-12
hitsound   = s224,0
guard.sparkno = s22184
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
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 430]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 430]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[state -2]
type = helper
triggerall = !ishelper
trigger1 = numhelper(9988430) = 0
id = 9988430
stateno = 9988430
helpertype = player
postype = p1
pos = 0,0
name = "EXERION-H"
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

;==========================================================================================
;==========================================================================================
;屈み強キック
;==========================================================================================
;==========================================================================================
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 60
ctrl = 0
anim = 440
sprpriority = 2

[State 440]
type = PlaySnd
trigger1 = time = 0
value = 210,random%3
volume = 255
freqmul = 0.9

[State 440]
type = PlaySnd
trigger1 = time = 0
value = 221,1

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

[State 440]
type = Projectile
trigger1 = AnimElem = 8
attr = C, NA
projanim = 22143
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage = 150,15
getpower = 50,50
givepower = 0,0
guardflag = L
hitflag = MAF
pausetime = 2,0
sparkno = s22111
sparkxy = 120,-18
hitsound   = s225,0
guard.sparkno = s22184
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
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

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

[state -2]
type = helper
triggerall = !ishelper
trigger1 = numhelper(9988440) = 0
id = 9988440
stateno = 9988440
helpertype = player
postype = p1
pos = 0,0
name = "EXERION-H"
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

;==========================================================================================
;==========================================================================================
;空中弱パンチ
;==========================================================================================
;==========================================================================================
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 50
ctrl = 0
anim = 600
sprpriority = 2

[State 600]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,random%3
volume = 255
freqmul = 0.9

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

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

[State 600]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22144
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage = 40,4
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s22109
sparkxy = 50,-79
hitsound   = s202,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[state -2]
type = helper
triggerall = !ishelper
trigger1 = numhelper(9988600) = 0
id = 9988600
stateno = 9988600
helpertype = player
postype = p1
pos = 0,0
name = "EXERION-H"
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

;==========================================================================================
;==========================================================================================
;空中強パンチ
;==========================================================================================
;==========================================================================================
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 50
ctrl = 0
anim = 610
sprpriority = 2

[State 610]
type = PlaySnd
trigger1 = time = 2
value = 210,random%3
volume = 255
freqmul = 0.9

[State 610]
type = PlaySnd
trigger1 = Time = 1
value = 221,2

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

[State 610]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22145
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype = Medium
damage = 120,12
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s22111
sparkxy = 50,-76
hitsound   = s222,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -3,-4
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[state -2]
type = helper
triggerall = !ishelper
trigger1 = numhelper(9988610) = 0
id = 9988610
stateno = 9988610
helpertype = player
postype = p1
pos = 0,0
name = "EXERION-H"
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

;==========================================================================================
;==========================================================================================
;垂直空中弱キック
;==========================================================================================
;==========================================================================================
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 50
ctrl = 0
anim = 630
sprpriority = 2

[State 630]
type = PlaySnd
trigger1 = animelem = 1
value = 200,random%3
volume = 255
freqmul = 0.9

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

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

[State 630]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22146
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage = 40,4
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s22109
sparkxy = 50,-51
hitsound   = s224,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -4
air.velocity = -2,-3
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[state -2]
type = helper
triggerall = !ishelper
trigger1 = numhelper(9988630) = 0
id = 9988630
stateno = 9988630
helpertype = player
postype = p1
pos = 0,0
name = "EXERION-H"
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

;==========================================================================================
;==========================================================================================
;空中強キック
;==========================================================================================
;==========================================================================================
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 60
ctrl = 0
anim = 640
sprpriority = 2

[State 640]
type = PlaySnd
trigger1 = time = 2
value = 210,random%3
volume = 255
freqmul = 0.9

[State 640]
type = PlaySnd
trigger1 = Time = 2
value = 221,1

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

[State 640]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22147
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage = 140,14
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
animtype = Med
pausetime = 2,0
sparkno = s22111
sparkxy = 50,-61
hitsound   = s225,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -3,-4
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[state -2]
type = helper
triggerall = !ishelper
trigger1 = numhelper(9988640) = 0
id = 9988640
stateno = 9988640
helpertype = player
postype = p1
pos = 0,0
name = "EXERION-H"
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

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

[State 690]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10000, 5
volume = 255
freqmul = 0.9

[State 690]
type = PlaySnd
trigger1 = Time = 2
value = 10000, 46

[State 690]
type = Explod
trigger1 = animelem = 2
anim = 10000
id = 211
postype = p1
pos = 31,-57
sprpriority = 2147483647
postype = p1
;removetime = 20
bindtime = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 690]
type = Projectile
trigger1 = animelem = 2
attr = A, NA
animtype  = hard
damage = 100,10
getpower = 120,120
guardflag = MA
projanim = 22148
projid = 22148
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
pausetime = 11,12
sparkno = s22110
sparkxy = 50,-75
hitsound   = s225,1
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.5
fall = 1
fall.recover = 0
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[state -2]
type = helper
triggerall = !ishelper
trigger1 = numhelper(9988690) = 0
id = 9988690
stateno = 9988690
helpertype = player
postype = p1
pos = 0,0
name = "EXERION-H"
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

;==========================================================================================
;==========================================================================================
;緊急回避前
;==========================================================================================
;==========================================================================================
[Statedef 700]
poweradd= 0
ctrl = 0
anim = 700
velset = 0,0
ctrl = 0
sprpriority = 2

[State 700]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

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

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

[State 700]
type = PlaySnd
trigger1 = time = 0
value = 190,1

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

[State 700]
type = velset
trigger1 = animelem = 2
x = 8

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

[State 700]
type = AfterImage
triggerall = palno!=10
trigger1 = time = 0
time = 15
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
palcontrast = 255,255,255
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

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

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

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

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

[State 701]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

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

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

[State 701]
type = PlaySnd
trigger1 = time = 0
value = 190,1

[State 701]
type = velset
trigger1 = animelem = 2
x = -9

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

[State 701]
type = AfterImage
triggerall = palno!=10
trigger1 = time = 0
time = 15
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 0,0,0
palcontrast = 255,255,255
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

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

;---------------------------------------------------------------------------
;ダウン回避
;---------------------------------------------------------------------------
[Statedef 702]
movetype = I
poweradd= 0
ctrl = 0
anim = 702
sprpriority = 2
velset = 0,0

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

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

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

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

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

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

[State 702]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
numhits = 0
p1stateno = 801
p2stateno = 805
ignorehitpause = 1

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

;==========================================================================================
;==========================================================================================
;シーズ・イグニッション
;==========================================================================================
;==========================================================================================
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800]
type = Projectile
trigger1 = time = 0
trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NT
projanim = 22149
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 3
hitflag = M-
priority = 1, Miss
numhits = 0
givepower = 0,0
p1facing = ifelse (command = "holdback", -1, 1)
p2facing = 1
p1stateno = 801
p2stateno = 805
fall = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 800]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
numhits = 0
p1stateno = 801
p2stateno = 805
ignorehitpause = 1

[State 800]
type = ChangeState
trigger1 = AnimTime = 0
value = 215
ctrl = 0

[state -2]
type = helper
triggerall = !ishelper
trigger1 = numhelper(9988800) = 0
id = 9988800
stateno = 9988800
helpertype = player
postype = p1
pos = 0,0
name = "EXERION-H"
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

;==========================================================================================
;==========================================================================================
;投げている自分
;==========================================================================================
;==========================================================================================
[Statedef 801]
type    = S
movetype= A
physics = N
juggle  = 8
velset = 0,0
ctrl = 0
anim = 801
sprpriority = 2

[State 801]
type = PlaySnd
trigger1 = time = 3
value = 800,0

[State 801]
type = PlaySnd
trigger1 = AnimElem = 2
value = 801,0

[State 801]
type = PlaySnd
trigger1 = animelem = 5
value = 2000,3
volume = 255
freqmul = 0.9

[State 801]
type = PlaySnd
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = 10000, 28
volume = 0

[State 801]
type = PlaySnd
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = 10000, 12
volume = 250

[State 801]
type = EnvColor
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
persistent = 1
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 801]
type = EnvShake
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
time = 12
ampl = 12
freq = 95
phase = 95

[State 801]
type = Hitadd
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = 1

[State 801]
type = EnvColor
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 801]
type = Explod
trigger1 = animelem = 6 || animelemtime(6) = 29
anim = 22101
sprpriority = 3
postype = p1
velset = 0,0
pos = 90,-135
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647
[State 801]
type = Explod
trigger1 = animelemtime(6) = 10
anim = 22101
sprpriority = 3
postype = p1
velset = 0,0
pos = 110,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647
[State 801]
type = Explod
trigger1 = animelemtime(6) = 20
anim = 22101
sprpriority = 3
postype = p1
velset = 0,0
pos = 60,-80
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647

[State 801]
type = Explod
trigger1 = animelem = 6
anim = 22108
sprpriority = 2147483647
postype = p1
velset = 0,0
pos = 85,-110
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647

[State 801]
type = Explod
trigger1 = animelem = 6
anim = 221081
sprpriority = 2147483647
postype = p1
velset = 0,0
pos = 85,-110
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647

[State 801]
type = Explod
trigger1 = animelem = 2
anim = 32150
sprpriority = 2147483647
postype = p1
velset = 0,0
pos = 82,-150
bindtime = 1
supermove = 0
under = 0
ownpal = 1
removetime = 80
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647
[State 801]
type = Explod
trigger1 = animelem = 2
anim = 32100
sprpriority = 2147483647
postype = p1
velset = 0,0
pos = 82,-70
bindtime = 1
supermove = 0
under = 0
ownpal = 1
removetime = 80
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647
[State 801]
type = Explod
trigger1 = time = 90
anim = 32250
sprpriority = 2147483647
postype = p1
velset = 0,0
pos = 82,-150
bindtime = 1
supermove = 0
under = 0
ownpal = 1
removetime = 10
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647
[State 801]
type = Explod
trigger1 = time = 90
anim = 32200
sprpriority = 2147483647
postype = p1
velset = 0,0
pos = 82,-70
bindtime = 1
supermove = 0
under = 0
ownpal = 1
removetime = 10
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647
[State 801]
type = TargetBind
trigger1 = animelem = 1
pos = 62,0

[State 801]
type = targetstate
trigger1 = animelemtime(6) = 6
value = 806

[State 801]
type = TargetLifeAdd
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = Ceil(-0.04 * enemy,Const(data.life))
absolute = 1

[State 801]
type = Width
trigger1 = 1
edge = 60,0

[state 801] 
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 805]
type = SelfState
trigger1 = !ishelper && name = "EXERION"
value = 50
ignorehitpause = 1

[State 805]
type = VarRangeSet
trigger1 = enemynear,name="EXERION"&&enemynear,fvar(3)=1&&!ishelper&&name!="EXERION"
value = 0

[State 805]
type = VarRangeSet
trigger1 = enemynear,name="EXERION"&&enemynear,fvar(3)=1&&!ishelper&&name!="EXERION"
fvalue = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="EXERION"&&enemynear,fvar(3)=1&&!ishelper&&name!="EXERION"
sysvar(1) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="EXERION"&&enemynear,fvar(3)=1&&!ishelper&&name!="EXERION"
sysvar(2) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="EXERION"&&enemynear,fvar(3)=1&&!ishelper&&name!="EXERION"
sysvar(3) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="EXERION"&&enemynear,fvar(3)=1&&!ishelper&&name!="EXERION"
sysvar(4) = 0
IgnoreHitPause = 1

[State 805]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

[state 805]
type = velset
trigger1 = time = 20
x = -2
y = -3

[state 805]
type = veladd
trigger1 = vel x < 0
x = 0.1

[state 805]
type = veladd
trigger1 = vel y < 0
y = 0.1

[State 805]
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 806]
type = SelfState
trigger1 = !ishelper && name = "EXERION"
value = 50
ignorehitpause = 1

[State 806]
type = VarRangeSet
trigger1 = enemynear,name="EXERION"&&enemynear,fvar(3)=1&&!ishelper&&name!="EXERION"
value = 0

[State 806]
type = VarRangeSet
trigger1 = enemynear,name="EXERION"&&enemynear,fvar(3)=1&&!ishelper&&name!="EXERION"
fvalue = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="EXERION"&&enemynear,fvar(3)=1&&!ishelper&&name!="EXERION"
sysvar(1) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="EXERION"&&enemynear,fvar(3)=1&&!ishelper&&name!="EXERION"
sysvar(2) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="EXERION"&&enemynear,fvar(3)=1&&!ishelper&&name!="EXERION"
sysvar(3) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="EXERION"&&enemynear,fvar(3)=1&&!ishelper&&name!="EXERION"
sysvar(4) = 0
IgnoreHitPause = 1

[State 806]
type = ChangeAnim2
trigger1 = Time = 0
value = 806

[State 806]
type = ChangeAnim
trigger1 = Time = 30
value = 5050

[State 806]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state 806]
type = velset
trigger1 = Time = 30
x = -1.5
y = -10

[State 806]
type = VelAdd
trigger1 = Time >= 30
y = .4

[State 806] 
type = lifeadd
triggerall = name != "EXERION"
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -50
absolute = 0

[State 806] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; オロチ飛び道具1
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1050]
type    = S
movetype = A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1050
ctrl = 0

[state 1050]
type = playsnd
trigger1 = animelem = 7
value = 10000,5
volume = 255
freqmul = 0.9

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

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

[State 1050]
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1050]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1050]
type = helper
triggerall = palno != [7,12]
trigger1 = animelem = 8
id = 1065
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 150
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 1050]
type = helper
triggerall = palno = [7,12]
trigger1 = animelem = 8
id = 1065
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 150
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 18100]
type = NotHitBy
trigger1 = AnimElem = 8, < 0
value = SCA
time = 1

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ヘル・パニッシュ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 10020
poweradd = 0
sprpriority = 2
juggle = 2

[State 1100]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 3+ (random%3),-2 + (random%2)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1100]
type = Explod
trigger1 = projhit22185 = 1
anim = 22110
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1100]
type = Explod
trigger1 = ProjGuarded22185 = 1
anim = 22184
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1100]
type = PlaySnd
trigger1 = animelem = 3
value = 210,random%3
freqmul = 0.9
volume = 255

[State 1100]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,37
volume = 255

[State 1100]
type = Explod
trigger1 = animelem = 3
anim = 26500
ontop = 1
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1100]
type = Projectile
trigger1 = GameTime%3 = 1
trigger1 = time > 16
trigger1 = time <= 32
projanim = 22185
projid = 22185
projremove = 0
projremovetime = 2
projpriority = 5
attr = S, SP
damage = 35+random%20,10
animtype = Hard
hitflag = MAFPD
guardflag = M
sparkno = -1
guard.sparkno = -1
hitsound = s10000,42
guardsound = s120,0
pausetime = 0,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
guard.hittime = 17
ground.velocity = 0,-11
air.velocity = 0,-11
air.fall = 1
fall.recover = 0
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;リフレクト
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 80
ctrl = 0
velset = 1,0
anim = 1200
sprpriority = 2

[state 1200]
type = Explod
trigger1 = time = 11
anim = 32300
sprpriority = -4
postype = p1
pos = 30,-95
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 40
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1200]
type = Explod
trigger1 = time = 51
anim = 32350
sprpriority = -4
postype = p1
pos = 30,-95
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 10
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200,0
volume = 255

[State 1200]
type = EnvColor
trigger1 = projhit=1
ignorehitpause = 1
Persistent = 0
time = 2
value = 255,255,255
under = 2

[State 1200]
type = Explod
trigger1 = projhit=1
anim = 10180
id = 10180
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1200]
type = Projectile
trigger1 = animelem = 4
attr = S, SP
projanim = 22153
projremove = 0
projremovetime = 20
postype = p1
offset = 50,-50
animtype  = hard
damage = 80+random%20,5+random%20
guardflag = M
hitflag = MAFPD
pausetime = 29,30
guard.pausetime = 0,5
sparkno = s22110
sparkxy = 5,-40
hitsound   = s1150,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-13),-7
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 1200]
type = PlaySnd
trigger1 = animelem = 4
value = 1300,0
volume = 255
freqmul = 0.9

[state 1200]
type = targetlifeadd
trigger1 = projhit = 1
value = Ceil(-0.07 * enemy,Const(data.life)) - 1
absolute = 1

[state 1200]
type = targetstate
trigger1 = projhit = 1
value = 1205

[state 1200]
type = ChangeState
trigger1 = projhit = 1
value = 1202

[State 1200]
type = ChangeState
value = 1200
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = roundstate = 2
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = P2BodyDist X = [0,90]
triggerall = P2BodyDist Y = [-50,-100]
trigger1 = MoveContact = 1

[state 1200]
type = ChangeState
value = 1201
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = roundstate = 2
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = P2BodyDist X = [0,65]
triggerall = P2BodyDist Y = [-101,-120]
trigger1 = movecontact = 1

[State 1200]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[state -2]
type = helper
triggerall = !ishelper
trigger1 = numhelper(99881200) = 0
id = 99881200
stateno = 99881200
helpertype = player
postype = p1
pos = 0,0
name = "EXERION-H"
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

;===========================================================================
;リフレクト終了
;===========================================================================

[Statedef 1202]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1202
sprpriority = 2

[State 1202]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1205]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 1205]
type = SelfState
trigger1 = !ishelper && name = "EXERION"
value = 50
ignorehitpause = 1

[State 1205]
type = ChangeAnim
trigger1 = Time = 0
value = 5050

[State 1205]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = animexist(5051) = 1
value = 5051

[State 1205]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state 1205]
type = velset
trigger1 = time = 0
x = 0
y = -13

[state 1205]
type = veladd
trigger1 = 1
y = 0.49

[State 1205] 
type = lifeadd
triggerall = name != "EXERION"
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -50

[State 1205] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;対空リフレクト
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1201]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 80
ctrl = 0
velset = 1,0
anim = 1201
sprpriority = 2

[State 1201]
type = PlaySnd
trigger1 = animelem = 4
value = 1200,0
volume = 255

[State 1201]
type = PlaySnd
trigger1 = animelem = 4
value = 1200,0
volume = 255

[State 1201]
type = PlaySnd
trigger1 = animelem = 4
value = 1100,0
volume = 255
freqmul = 0.9

[State 1201]
type = EnvColor
trigger1 = projhit=1
ignorehitpause = 1
Persistent = 0
time = 2
value = 255,255,255
under = 2

[State 1201]
type = Explod
trigger1 = projhit=1
anim = 10185
id = 10185
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1201]
type = Projectile
trigger1 = animelem = 4
attr = S, SP
projanim = 22154
projremove = 0
projremovetime = 10
postype = p1
offset = 0,0
animtype  = hard
damage = 80+random%20,5+random%20
guardflag = M
hitflag = MAFPD
pausetime = 0,10
sparkno = s22110
sparkxy = 50,-124
guard.pausetime = 0,5
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-13),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
air.fall = 1
kill = 0
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 1201]
type = targetlifeadd
trigger1 = projhit = 1
value = Ceil(-0.07 * enemy,Const(data.life)) - 1
absolute = 1

[State 1201]
type = targetstate
trigger1 = projhit = 1
value = 1205

[State 1201]
type = ChangeState
trigger1 = movehit
value = 1203

[State 1201]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[state -2]
type = helper
triggerall = !ishelper
trigger1 = numhelper(99881201) = 0
id = 99881201
stateno = 99881201
helpertype = player
postype = p1
pos = 0,0
name = "EXERION-H"
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

;===========================================================================
;リフレクト終了
;===========================================================================

[Statedef 1203]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1203
sprpriority = 2

[State 1203]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;エクスプローディングスフィア
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1250]
type     = S
movetype = A
physics  = S
juggle   = 5
poweradd = 50
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 1

[State 1250]
type = NotHitBy 
trigger1 = animelem=4,<=0
value = SCA

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1250]
type = PlaySnd
trigger1 = time = 0
value = s1500, 0
volume = 255
freqmul = 0.9

[State 1250]
type = PlaySnd
trigger1 = animelem=4||animelem=5
value = 10000,45
volume= 255

[State 1250]
type = PlaySnd
trigger1 =animelemtime(2)=4|animelemtime(2)=6||animelemtime(2)=8
value = 10000,45
volume = 255

[State 3000]
type = Projectile
trigger1 = animelem=3
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projscale = 0.2,0.2
projsprpriority = 4
projshadow = 0,0,0
projremovetime = 15
numhits = 1
getpower = 20
ownpal = 0
offset = 45,-75
velocity = 0, 0
attr = S, SP
animtype = UP
damage = 20+random%30,10+random%30
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3000]
type = Projectile
trigger1 = animelem=3
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 15
numhits = 1
getpower = 20
ownpal = 0
offset = 80,-45
velocity = 0, 0
attr = S, SP
animtype = up
damage = 20+random%30,10+random%30
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3000]
type = Projectile
trigger1 = animelem=3
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 6
projshadow = 0,0,0
projremovetime = 15
numhits = 1
getpower = 20
ownpal = 0
offset = 115,-85
velocity = 0, 0
attr = S, SP
animtype = up
damage = 20+random%30,10+random%30
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3000]
type = Projectile
trigger1 = animelem=4
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 7
projshadow = 0,0,0
projremovetime = 15
numhits = 1
getpower = 20
ownpal = 0
offset = 145,-35
velocity = 0, 0
attr = S, SP
animtype = up
damage = 20+random%30,10+random%30
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3000]
type = Projectile
trigger1 = animelem=4
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projscale = 0.2,0.2
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 15
numhits = 1
getpower = 20
ownpal = 0
offset = 185,-75
attr = S, SP
animtype = up
damage = 20+random%30,10+random%30
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3000]
type = Projectile
trigger1 = animelem=4
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projscale = 0.2,0.2
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 15
numhits = 1
getpower = 20
ownpal = 0
offset = 210,-40
attr = S, SP
animtype = up
damage = 20+random%30,10+random%30
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3000]
type = Projectile
trigger1 = animelem=4
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projscale = 0.2,0.2
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 15
numhits = 1
getpower = 20
ownpal = 0
offset = 245,-70
attr = S, SP
animtype = up
damage = 20+random%30,10+random%30
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3000]
type = Projectile
trigger1 = animelem=4
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projscale = 0.2,0.2
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 15
numhits = 1
getpower = 20
ownpal = 0
offset = 275,-45
attr = S, SP
animtype = up
damage = 20+random%30,10+random%30
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;エクスプローディングスフィア2 AI用
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1260]
type     = S
movetype = A
physics  = S
juggle   = 5
poweradd = 50
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 1

[State 1260]
type = NotHitBy 
trigger1 = animelem=4,<=0
value = SCA

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1250]
type = PlaySnd
trigger1 = time = 0
value = s1500, 0
volume = 255
freqmul = 0.9

[State 1250]
type = PlaySnd
trigger1 = animelem=4||animelem=5
value = 10000,45
volume= 255

[State 1250]
type = PlaySnd
trigger1 =animelemtime(2)=4|animelemtime(2)=6||animelemtime(2)=8
value = 10000,45
volume = 255

[State 3000]
type = Projectile
trigger1 = animelem=4
projid = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 4
projshadow = 0,0,0
projremovetime = 15
numhits = 1
getpower = 20
ownpal = 0
offset = 45,-75
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = 20+random%30,10+random%30
hitflag = MAFD
guardflag = M
sparkno = -1
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5
air.juggle = 2
air.velocity = -4.5,-4.8
air.fall = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3000]
type = Projectile
trigger1 = animelem=4
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 15
numhits = 1
getpower = 20
ownpal = 0
offset = 80,-45
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = 20+random%30,10+random%30
hitflag = MAFD
guardflag = M
sparkno = -1
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5
air.juggle = 2
air.velocity = -4.5,-4.8
air.fall = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3000]
type = Projectile
trigger1 = animelem=5
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 6
projshadow = 0,0,0
projremovetime = 15
numhits = 1
getpower = 20
ownpal = 0
offset = 115,-85
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = 20+random%30,10+random%30
hitflag = MAFD
guardflag = M
sparkno = -1
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5
air.juggle = 2
air.velocity = -4.5,-4.8
air.fall = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3000]
type = Projectile
trigger1 = animelem=5
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 7
projshadow = 0,0,0
projremovetime = 15
numhits = 1
getpower = 20
ownpal = 0
offset = 145,-35
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = 20+random%30,10+random%30
hitflag = MAFD
guardflag = M
sparkno = -1
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5
air.juggle = 2
air.velocity = -4.5,-4.8
air.fall = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3000]
type = Projectile
trigger1 = animelem=6
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projscale = 0.2,0.2
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 15
numhits = 1
getpower = 20
ownpal = 0
offset = 185,-75
attr = S, SP
animtype = hard
damage = 20+random%30,10+random%30
hitflag = MAFD
guardflag = M
sparkno = -1
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5
air.juggle = 2
air.velocity = -4.5,-4.8
air.fall = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 1260]
type = Projectile
trigger1 = animelem=6
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projscale = 0.2,0.2
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 15
numhits = 1
getpower = 20
ownpal = 0
offset = 210,-40
attr = S, SP
animtype = hard
damage = 20+random%30,10+random%30
hitflag = MAFD
guardflag = M
sparkno = -1
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5
air.juggle = 2
air.velocity = -4.5,-4.8
air.fall = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 1260]
type = ChangeState
triggerall = command = "エクスプローディングスフィア"
trigger1 = animelem = 4,>=0
value = 1250
ctrl = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


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

[state a]
type = NotHitBy 
trigger1 = time <= 1
value = SCA,AA,AT,AP
time = 10+((var(40)=[1,2])*30)+((var(40)=2)*20)
ignorehitpause = 1

[State a]
type = turn
triggerall = !ishelper
trigger1 = p2dist X < 0
trigger1 = fvar(5) < 0
ignorehitpause = 1

[state a]
type = varset
triggerall = time = 0
triggerall = prevstateno != 1450
trigger1 = command = "x"
trigger1 = !var(30)
trigger2 = var(30) && p2bodydist X < 180;
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
triggerall = prevstateno != 1450
trigger1 = command = "a"
trigger1 = !var(30)
trigger2 = var(30) && p2bodydist X = [90,240]
trigger2 = random = [500,999]
v = 5
value = 1

[state a]
type = varset
triggerall = time = 0
triggerall = prevstateno != 1450
trigger1 = command = "y"
trigger1 = !var(30)
trigger2 = var(30) && p2bodydist X > 180
trigger2 = random = [0,500]
v = 5
value = 2

[state a]
type = varset
triggerall = time = 0
triggerall = prevstateno != 1450
trigger1 = command = "b"
trigger1 = !var(30)
trigger2 = var(30) && p2bodydist X > 240 && random = [500,999]
v = 5
value = 3

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "z"
trigger1 = prevstateno != 1450
v = 5
value = 4

[state a]
type = varset
trigger1 = time != 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
triggerall = time != 0
trigger1 = command = "a"
trigger1 = !var(30) || var(30) && p2bodydist X > 60
trigger2 = var(30)&&random<160&&p2bodydist X > 60&&var(5)=[0,4]
v = 5
value = 1

[state a]
type = varset
triggerall = time != 0
trigger1 = command = "y"
trigger1 = !var(30) || var(30) && p2bodydist X > 120
trigger2 = var(30)&&random<150&&p2bodydist X > 120&&var(5)=[0,4]
v = 5
value = 2

[state a]
type = varset
triggerall = time != 0
trigger1 = command = "b"
trigger1 = !var(30) || var(30) && p2bodydist X > 180
trigger2 = var(30)&&random<150&&p2bodydist X > 180&&var(5)=[0,4]
v = 5
value = 3

[state a]
type = varset
triggerall = time != 0
trigger1 = command = "z"
trigger2 = var(30)&&random<50&&p2bodydist X = [-300,300]
v = 5
value = 4

[state a]
type = varset
triggerall = palno = 12
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 8
[state a]
type = varset
triggerall = palno != 12
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 4
[state a]
type = varadd
trigger1 = time = 0
trigger1 = prevstateno = 1450
v = 18
value = -1

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

[state a]
type = varset
trigger1 = prevstateno != 1450
v = 13
value = 0
[state a]
type = varset
trigger1 = prevstateno = 1450
v = 13
value = 1

[state a]
type = varset
trigger1 = time = 0
v = 6
value = 0
[state a]
type = varset
triggerall = time != 0
trigger1 = (command = "x")||(command = "a")||(command = "y")||(command = "b")||(command = "z")
trigger2 = var(30)
v = 6
value = 1
[state a]
type = varset
triggerall = var(30) = 1
trigger1 = time != 0
v = 6
value = 1

[State 2900, 1]
type = helper
triggerall = palno != 12
trigger1 = Animelem = 1
id = 1412
persistent = 0
name = "hasira"
pos = 70*var(5)+40,0
postype = P1
stateno = 150
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 2900, 1]
type = helper
triggerall = palno = 12
trigger1 = Animelem = 1
id = 1412
persistent = 0
name = "hasira"
pos = 70*var(5)+40,0
postype = p1
stateno = 150
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

;---------------------[連続]
[state a]
type = changestate
triggerall = palno = 12
triggerall = !var(30)
triggerall = var(18) >= 0
trigger1 = (var(6) = 1)&&(time >= 0)
value = 1450

[state a]
type = changestate
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = var(30)
triggerall = var(18) = [0,10]
trigger1 = (var(6) = 1)&&(time >= 10)
value = 1450

[state a]
type = changestate
triggerall = palno != 12
triggerall = !var(30)
triggerall = var(18) >= 0
trigger1 = (var(6) = 1)&&(time >= 0)
value = 1450

[state a]
type = changestate
triggerall = palno != 12
triggerall = roundstate = 2
triggerall = var(30)
triggerall = var(18) = [0,6]
trigger1 = (var(6) = 1)&&(time >= 10)
value = 1450

[state a]
type = playsnd
trigger1 = animelem = 1
value = 10000,34
volume = 255

[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Ω
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1700]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = 0
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 3

[State 230]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 5

[State 1700]
type = Explod
trigger1 = animelem = 1
anim = 1305
sprpriority = -5
postype = p1
pos = 0,-5
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 5
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 1
value = 192,1
volume = 255
freqmul = 0.9

[State 1100]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10000,13

[State 1100]
type = PlaySnd
trigger1 = AnimElem = 1
value =1300,0
volume = 255
freqmul = 0.9

[State 1100]
type = PlaySnd
trigger1 = AnimElem = 1
value =10000,13

[State 1100]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10000,14

[State 1000]
type = Helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = AnimElem = 1
stateno = 130
id = 1720
helpertype = player
pos = 30,-85
size.xscale = 0.5
size.yscale = 0.5
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 1000]
type = Helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = AnimElem = 1
stateno = 130
id = 1720
helpertype = player
pos = 30,-85
size.xscale = 0.5
size.yscale = 0.5
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1234]
type    = A
movetype= H
physics = N
anim = 5050
velset = -4,-0.5

[State 1234]
type = SelfState
trigger1 = !ishelper && name = "EXERION"
value = 50
ignorehitpause = 1

[State 1234]
type = NotHitBy
trigger1 = 1
value = S,SP

[State 1234]
type = SelfState
trigger1 = time > 10
value = 5050

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;グラウディースフィア
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1800]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = 0
velset   = 0,0
anim     = 1310
ctrl     = 0
sprpriority = 3

[State 1000, 5]
type = Explod
trigger1 = time = 15
persistent = 0
anim = 10910
postype = P1
pos = 30,-40
sprpriority = 10
bindtime = -1
removetime = 15
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
scale = 0.1,0.2
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 20
persistent = 0
anim = 10910
postype = P1
pos = 30,-70
sprpriority = 10
bindtime = -1
removetime = 15
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
scale = 0.1,0.2
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 25
persistent = 0
anim = 10910
postype = P1
pos = 30,-100
sprpriority = 10
bindtime = -1
removetime = 15
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
scale = 0.1,0.2
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 30
anim = 2551
ownpal = 1
sprpriority = 1
postype = P1
pos = 90,30
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 1.1,1.1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 35
anim = 2551
ownpal = 1
sprpriority = 1
postype = P1
pos = 140,30
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 1.1,1.1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 40
anim = 2551
ownpal = 1
sprpriority = 1
postype = P1
pos = 190,30
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 1.1,1.1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 45
anim = 2551
ownpal = 1
sprpriority = 1
postype = P1
pos = 240,30
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 1.1,1.1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 6]
type = PlaySnd
trigger1 = time = 5
value = s1500,0
volume = 255
freqmul = 0.9

[State 1000, 6]
type = PlaySnd
trigger1 = time = 15
trigger2 = time = 17
trigger3 = time = 19
trigger4 = time = 21
trigger5 = time = 23
trigger6 = time = 25
value = s10000,31

[State 1000, 6]
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 35
trigger3 = time = 40
trigger4 = time = 45
value = s10000,18
volume = -150

[State 1000, 6]
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 35
trigger3 = time = 40
trigger4 = time = 45
value = s10000,49
volume = -150

[State 1000, 6]
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 35
trigger3 = time = 40
trigger4 = time = 45
value = s10000,28
volume = -150

[State 2000, 6]
type = PlaySnd
trigger1 = time = 15
value = 10000,13

[State 2000, 6]
type = PlaySnd
trigger1 = time = 15
value = 10000,14

[State 2000, 6]
type = Projectile
trigger1 = time = 30
projanim = 10075
projremove = 0
projremovetime = 30
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
offset = 90,30
attr = S, SP
animtype = Hard
damage = 20+random%30,10+random%30
hitflag = MAFP
guardflag = M
guardsound = s120,0
guard.sparkno = s22184
pausetime = 2,4
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 2000, 6]
type = Projectile
trigger1 = time = 35
projanim = 10075
projremove = 0
projremovetime = 30
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
offset = 140,30
attr = S, SP
animtype = Hard
damage = 20+random%30,10+random%30
hitflag = MAFP
guardflag = M
guardsound = s120,0
guard.sparkno = s22184
pausetime = 2,4
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 2000, 6]
type = Projectile
trigger1 = time = 40
projanim = 10075
projremove = 0
projremovetime = 30
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
offset = 190,30
attr = S, SP
animtype = Hard
damage = 20+random%30,10+random%30
hitflag = MAFP
guardflag = M
guardsound = s120,0
guard.sparkno = s22184
pausetime = 2,4
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 2000, 6]
type = Projectile
trigger1 = time = 45
projanim = 10075
projremove = 0
projremovetime = 30
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
ownpal = 0
offset = 240,30
attr = S, SP
animtype = Hard
damage = 20+random%30,10+random%30
hitflag = MAFP
guardflag = M
guardsound = s120,0
guard.sparkno = s22184
pausetime = 2,4
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3000]
type = Projectile
trigger1 = time = 15
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 30,-40
velocity = 14, 0
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3000]
type = Projectile
trigger1 = time = 20
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 30,-70
velocity = 14, 0
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3000]
type = Projectile
trigger1 = time = 25
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 30,-100
velocity = 14, 0
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3000]
type = Projectile
trigger1 = time = 15
projanim = 26050
projid = 26050
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 90,-200
velocity = 14, 7
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = -1
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3000]
type = Projectile
trigger1 = time = 15
projanim = 26050
projid = 26050
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 90,0
velocity = 14, -7
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = -1
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3000]
type = Projectile
trigger1 = time = 20
projanim = 26050
projid = 26050
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 140,-200
velocity = 14, 14
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3000]
type = Projectile
trigger1 = time = 20
projanim = 26050
projid = 26050
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 140,0
velocity = 14, -14
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 1000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;グラウディースフィア2
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1810]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = 0
velset   = 0,0
anim     = 1050
ctrl     = 0
sprpriority = 3

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 5
persistent = 0
anim = 10910
postype = P1
pos = 90,-100
sprpriority = 10
bindtime = -1
removetime = 15
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
scale = 0.2,0.1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 10
persistent = 0
anim = 10910
postype = P1
pos = 140,-100
sprpriority = 10
bindtime = -1
removetime = 15
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
scale = 0.2,0.1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 15
persistent = 0
anim = 10910
postype = P1
pos = 190,-100
sprpriority = 10
bindtime = -1
removetime = 15
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
scale = 0.2,0.1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 30
anim = 2551
ownpal = 1
sprpriority = 1
postype = P1
pos = 90,30
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 1.1,1.1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 35
anim = 2551
ownpal = 1
sprpriority = 1
postype = P1
pos = 140,30
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 1.1,1.1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 40
anim = 2551
ownpal = 1
sprpriority = 1
postype = P1
pos = 190,30
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 1.1,1.1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 6]
type = PlaySnd
trigger1 = time = 5
value = s1000,0
volume = 255
freqmul = 0.9

[State 1000, 6]
type = PlaySnd
trigger1 = time = 15
trigger2 = time = 17
trigger3 = time = 19
trigger4 = time = 21
trigger5 = time = 23
trigger6 = time = 25
value = s10000,31
volume = -50

[State 2000, 6]
type = PlaySnd
trigger1 = time = 15
value = 10000,13
volume = -50

[State 2000, 6]
type = PlaySnd
trigger1 = time = 15
value = 10000,14
volume = -50

[State 1000, 6]
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 35
trigger3 = time = 40
value = s10000,18
volume = -150

[State 1000, 6]
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 35
trigger3 = time = 40
value = s10000,49
volume = -150

[State 1000, 6]
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 35
trigger3 = time = 40
value = s10000,28
volume = -150

[State 2000, 6]
type = Projectile
trigger1 = time = 30
projanim = 10075
projremove = 0
projremovetime = 30
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
offset = 90,30
attr = S, SP
animtype = Hard
damage = 20+random%30,10+random%30
hitflag = MAFP
guardflag = M
guardsound = s120,0
guard.sparkno = s22184
pausetime = 2,4
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 2000, 6]
type = Projectile
trigger1 = time = 35
projanim = 10075
projremove = 0
projremovetime = 30
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
offset = 140,30
attr = S, SP
animtype = Hard
damage = Ceil(0.02 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
hitflag = MAFP
guardflag = M
guardsound = s120,0
guard.sparkno = s22184
pausetime = 2,4
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 2000, 6]
type = Projectile
trigger1 = time = 40
projanim = 10075
projremove = 0
projremovetime = 30
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
getpower = 100
offset = 190,30
attr = S, SP
animtype = Hard
damage = 20+random%30,10+random%30
hitflag = MAFP
guardflag = M
guardsound = s120,0
guard.sparkno = s22184
pausetime = 2,4
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3000]
type = Projectile
trigger1 = time = 5
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 90,-100
velocity = 2, 10
accel = 0,-0.5
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3000]
type = Projectile
trigger1 = time = 10
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 90,-100
velocity = 2, -10
accel = 0,0.5
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = -1
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3000]
type = Projectile
trigger1 = time = 15
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 140,-100
velocity = 2, 10
accel = 0,-0.5
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3000]
type = Projectile
trigger1 = time = 20
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 140,-100
velocity = 2, -10
accel = 0,0.5
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3000]
type = Projectile
trigger1 = time = 25
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 190,-100
velocity = 2, 10
accel = 0,-0.5
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3000]
type = Projectile
trigger1 = time = 25
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 190,-100
velocity = 2, -10
accel = 0,0.5
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3000]
type = Projectile
trigger1 = time = 15
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 90,-200
velocity = 14, 7
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = -1
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3000]
type = Projectile
trigger1 = time = 15
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 90,0
velocity = 14, -7
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = -1
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3000]
type = Projectile
trigger1 = time = 20
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 140,-200
velocity = 14, 14
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3000]
type = Projectile
trigger1 = time = 20
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 140,0
velocity = 14, -14
attr = S, SP
animtype = Hard
damage = 20+random%20,10
hitflag = MAFP
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22101
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 1000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;弱顕斎　飛び道具
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 11610]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1050
ctrl = 0

[State 18100]
type = NotHitBy
trigger1 = AnimElem = 7, < 0
value = SCA
time = 1

[State 11610]
type = playsnd
trigger1 = animelem = 6
value = 1000,0
volume = 255
freqmul = 0.9

[State 11610]
type = playsnd
trigger1 = animelem = 7
value = 10000,50;1050,0

[State 11610]
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
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11610]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11610]
type = Projectile
trigger1 = Animelem = 8
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 8
damage = 35+random%10,5
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = -1
guard.sparkno = s22184
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
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 11610]
type = Projectile
trigger1 = Animelem = 8
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5
damage = 30+random%20,5
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = -1
guard.sparkno = s22184
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
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 11610]
type = Projectile
trigger1 = Animelem = 8
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 4
damage = 20+random%20,5
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = -1
guard.sparkno = s22184
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
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 11610]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;強顕斎 飛び道具
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 11650]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1200
ctrl = 0

[state 11650]
type = Explod
trigger1 = time = 11
anim = 32300
sprpriority = -4
postype = p1
pos = 30,-95
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 40
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11650]
type = Explod
trigger1 = time = 51
anim = 32350
sprpriority = -4
postype = p1
pos = 30,-95
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 10
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11650]
type = playsnd
trigger1 = animelem = 4
value = 1300,0
volume = 255
freqmul = 0.9

[State 11650]
type = playsnd
trigger1 = animelem = 5
value = 10000,50;1050,0

[State 11650]
type = Explod
trigger1 = animelem = 5
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11650]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11650]
type = Projectile
trigger1 = animelem = 5
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 56,-156
velocity = 5
damage = 35+random%10,5
animtype = hard
guardflag = M
pausetime = 2,2
guard.sparkno = s22184
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
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 11650]
type = Projectile
trigger1 = animelem = 5
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 6
damage = 40+random%20,5
animtype = hard
guardflag = M
pausetime = 2,2
guard.sparkno = s22184
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
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 11650]
type = Projectile
trigger1 = animelem = 5
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 56,-46
velocity = 5
damage = 20+random%20,5
animtype = hard
guardflag = M
pausetime = 2,2
guard.sparkno = s22184
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
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 11650]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

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

[Statedef 11670]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1200
ctrl = 0

[state 11670]
type = Explod
trigger1 = time = 11
anim = 32300
sprpriority = -4
postype = p1
pos = 30,-95
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 40
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11670]
type = Explod
trigger1 = time = 51
anim = 32350
sprpriority = -4
postype = p1
pos = 30,-95
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 10
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11670]
type = playsnd
trigger1 = animelem = 4
value = 1100,0
volume = 255
freqmul = 0.9

[State 11670]
type = playsnd
trigger1 = animelem = 5
value = 1200,0

[State 11670]
type = Explod
trigger1 = animelem = 5
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11670]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11670]
type = helper
triggerall = palno != [7,12]
trigger1 = animelem = 5
id = 11680
persistent = 0
name = "moyou"
pos = 80,-80
postype = P1
stateno = 11680
size.xscale = .7
size.yscale = .7
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 11670]
type = helper
triggerall = palno = [7,12]
trigger1 = animelem = 5
id = 11680
persistent = 0
name = "moyou"
pos = 80,-80
postype = P1
stateno = 11680
size.xscale = .7
size.yscale = .7
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 11670]
type = helper
triggerall = palno = 12
trigger1 = animelem = 5
id = 116800
persistent = 0
name = "moyou"
pos = 80,-80
postype = P1
stateno = 116800
size.xscale = .7
size.yscale = .7
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 11670]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 11680]
type    = S
movetype= A
physics = N
anim = 1205
velset = 0,0
ctrl = 0

[State 11680]
type = SelfState
triggerall = !ishelper(11680)
trigger1 = root,var(57)!= (gametime*var(55))+(gametime+var(55))
trigger2 = root,sysvar(4)!= gametime*gametime
value = 24640
ctrl = 1
ignorehitpause = 1
[State 11680]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 11680]
type = velset
trigger1 = animelemtime(12)
trigger1 = time >= 40
x = 4
ignorehitpause = 1
[state 11680]
type = PlaySnd
trigger1 = time = 1
value = 801, 0
[state 11680]
type = PlaySnd
trigger1 = time = 0
value = 1100, 1
[state 11680]
type = AngleDraw
trigger1 = animelemtime(12)
trigger1 = time >= 40
scale = 1.0,1.0
[state 11680]
type = AngleAdd
trigger1 = animelemtime(12)
value = -13
[state 11680]
type = trans
trigger1 = 1
trans = sub
ignorehitpause = 1
[state 11680]
type = turn
trigger1 = var(0) > 60
ignorehitpause = 1
persistent = 0
[state 11680]
type = varadd
trigger1 = ScreenPos X != [0,400]
var(0) = 1
ignorehitpause = 1
[state 11680]
type = angleadd
trigger1 = var(0) > 59
value = -13
ignorehitpause = 1
[state 11680]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[state 11680]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 11680
ignorehitpause = 1
[state 11680]
type = Projectile
triggerall = root,palno = 12
trigger1 = animelemtime(12)
trigger1 = time >= 40
attr = S, NA
animtype  = hard
damage = ceil(0.002*enemy,const(data.life)),ceil(0.001*enemy,const(data.life))
getpower = 0
givepower = -1
guardflag = M
hitflag = MAF
projanim = 1210
projid = 1210
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
priority = 7, Hit
pausetime = 0,0
sparkno = s22109
guard.sparkno = s22184
sparkxy = -5,-5
hitsound = s2300,2
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999
[state 11680]
type = hitdef
triggerall = ishelper
trigger1 = animelemtime(12)
trigger1 = time >= 40
attr = S, NA
damage = ceil(0.002*enemy,const(data.life)),ceil(0.001*enemy,const(data.life))
guardflag = M
hitflag = MAF
priority = 7, Hit
pausetime = 0,0
sparkno = s22109
guard.sparkno = s22184
sparkxy = -5,-5
hitsound = s2300,2
guardsound = s120,0
animtype = hard
getpower = 0
givepower = -1
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1
p2stateno = 9000
[state 11680]
type = changestate
trigger1 = time >= 300 
value = 11690

[Statedef 11690]
type    = S
movetype= I
physics = S
anim = 1206
velset = 0,0
ctrl = 0
[State 11690]
type = SelfState
triggerall = !ishelper(11680)
trigger1 = root,var(57)!= (gametime*var(55))+(gametime+var(55))
trigger2 = root,sysvar(4)!= gametime*gametime
value = 24640
ctrl = 1
ignorehitpause = 1
[State 11690]
type = Explod
trigger1 = numexplod(22138)=0&&time=0
anim = 22138
id = 22138
sprpriority = 214748364
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 11690]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 11690]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 11690]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 11680
ignorehitpause = 1
[State 11690]
type = velset
trigger1 = 1
x = 0
[State 11690]
type = destroyself
trigger1 = time >= 15

[Statedef 116800]
type    = S
movetype= A
physics = N
anim = 1205
velset = 0,0
ctrl = 0

[State 116800]
type = SelfState
triggerall = !ishelper(116800)
trigger1 = root,var(57)!= (gametime*var(55))+(gametime+var(55))
trigger2 = root,sysvar(4)!= gametime*gametime
value = 24640
ctrl = 1
ignorehitpause = 1
[State 116800]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state 116800]
type = PlaySnd
trigger1 = time = 1
value = 801, 0
[state 116800]
type = PlaySnd
trigger1 = time = 0
value = 1100, 1
[state 116800]
type = trans
trigger1 = 1
trans = sub
ignorehitpause = 1
[state 116800]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[state 116800]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 116800
ignorehitpause = 1
[state 116800]
type = veladd
trigger1 = time >= 65
y = -1
[state 116800]
type = changestate
trigger1 = time >= 75
value = 1168000

[Statedef 1168000]
type    = S
movetype= A
physics = N
anim = 1205
velset = 0,0
ctrl = 0

[State 1168000]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 1168000]
type = velset
trigger1 = time >= 40
y = 18
ignorehitpause = 1
[State 1168000]
type = posset
trigger1 = ishelper
trigger1 = time >= 40
x = enemy,pos x
[state 1168000]
type = posset
trigger1 = time = 0
y = -500
[state 1168000]
type = AngleDraw
trigger1 = animelemtime(12)
trigger1 = time >= 40
scale = 1.0,1.0
[state 1168000]
type = AngleAdd
trigger1 = animelemtime(12)
value = -13
[state 1168000]
type = trans
trigger1 = 1
trans = sub
ignorehitpause = 1
[state 1168000]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[state 1168000]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 1168000
ignorehitpause = 1
[state 1168000]
type = velset
triggerall = animelemtime(12)
trigger1 = root,projcontact(1210) = 1
y = 1
[state 1168000]
type = Projectile
triggerall = ishelper
trigger1 = animelemtime(12)
trigger1 = time >= 40
attr = S, NA
animtype  = hard
damage = ceil(0.002*enemy,const(data.life)),ceil(0.001*enemy,const(data.life))
getpower = 0
givepower = -1
guardflag = M
hitflag = MAFD
projanim = 1210
projid = 1210
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
priority = 7, Hit
pausetime = 0,0
sparkno = s22109
guard.sparkno = s22184
sparkxy = -5,-5
hitsound = s2300,2
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999
[state 1168000]
type = Projectile
triggerall = ishelper
trigger1 = animelemtime(12)
trigger1 = time >= 40
attr = S, NA
animtype  = hard
damage = 0,0
getpower = 0
givepower = -1
guardflag = M
hitflag = MAF
projanim = 1211
projid = 1211
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
priority = 7, Hit
pausetime = 0,0
sparkno = s22109
guard.sparkno = s22184
sparkxy = -5,-5
hitsound = s2300,2
guardsound = s120,0
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999
[state 1168000]
type = destroyself
trigger1 = time >= 300

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; オロチ飛び道具5
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 11700]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1201
ctrl = 0

[State 11700]
type = playsnd
trigger1 = animelem = 4
value = 1300,0
volume = 255
freqmul = 0.9

[State 11700]
type = playsnd
trigger1 = animelem = 5
value = 1200,0
volume = 255
[State 11700]
type = playsnd
trigger1 = animelem = 5
value = 801,1
volume = 255

[State 11700]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11700]
type = helper
triggerall = palno != [7,12]
trigger1 = animelem = 5
id = 11710
persistent = 0
name = "moyou"
pos = 4,-174
postype = P1
stateno = 11710
size.xscale = 0.3
size.yscale = 0.3
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 11700]
type = helper
triggerall = palno = [7,12]
trigger1 = animelem = 5
id = 11710
persistent = 0
name = "moyou"
pos = 0,0
postype = P1
stateno = 11710
size.xscale = 0.3
size.yscale = 0.3
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 11700]
type = helper
triggerall = palno != [7,12]
trigger1 = animelem = 5
id = 11720
persistent = 0
name = "moyou"
pos = 4,-174
postype = P1
stateno = 11720
size.xscale = 0.3
size.yscale = 0.3
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 11700]
type = helper
triggerall = palno = [7,12]
trigger1 = animelem = 5
id = 11720
persistent = 0
name = "moyou"
pos = 4,-174
postype = P1
stateno = 11720
size.xscale = 0.3
size.yscale = 0.3
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 11700]
type = helper
triggerall = palno != [7,12]
trigger1 = animelem = 5
id = 11730
persistent = 0
name = "moyou"
pos = 40,-80
postype = P1
stateno = 11730
size.xscale = 0.3
size.yscale = 0.3
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 11700]
type = helper
triggerall = palno = [7,12]
trigger1 = animelem = 5
id = 11730
persistent = 0
name = "moyou"
pos = 40,-80
postype = P1
stateno = 11730
size.xscale = 0.3
size.yscale = 0.3
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 11700]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 11710]
type    = S
movetype= A
physics = N
anim = 1215
velset = 3,-1.5
ctrl = 0

[State 11710]
type = SelfState
triggerall = !ishelper(11710)
trigger1 = root,var(57)!= (gametime*var(55))+(gametime+var(55))
trigger2 = root,sysvar(4)!= gametime*gametime
value = 24640
ctrl = 1
ignorehitpause = 1
[State 11710]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state 11710]
type = trans
trigger1 = 1
trans = sub
ignorehitpause = 1
[state 11710]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[state 11710]
type = AngleDraw
trigger1 = 1
scale = 1.0,1.0
[state 11710]
type = AngleAdd
trigger1 = 1
value = -7
[state 11710]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 11710
ignorehitpause = 1
[state 11710]
type = changeanim
trigger1 = time > 180
trigger1 = anim != 1216
value = 1216
[state 11710]
type = destroyself
trigger1 = anim = 1216
trigger1 = animtime = 0
[state 11710]
type = Projectile
trigger1 = time <= 180
trigger1 = GameTime%2 = 1
attr = S,NA
animtype  = hard
damage = 5,1
getpower = 0
givepower = -1
guardflag = M
hitflag = MAFPD
projanim = 1220
projid = 1220
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0,-6
priority = 7, Hit
pausetime = 0,20
sparkno = s22111
guard.sparkno = s22184
sparkxy = -5,-5
hitsound = s222,0
guardsound = s120,0
ground.type = high 
ground.slidetime = 28
ground.hittime = 28 
ground.velocity = 0,20
air.velocity = -4,20
air.fall = 1
fall.recover = 0
yaccel = 0.4
fall = 1
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[Statedef 11720]
type    = S
movetype= A
physics = N
anim = 1215
velset = 3,1.5
ctrl = 0

[State 11720]
type = SelfState
triggerall = !ishelper(11720)
trigger1 = root,var(57)!= (gametime*var(55))+(gametime+var(55))
trigger2 = root,sysvar(4)!= gametime*gametime
value = 24640
ctrl = 1
ignorehitpause = 1
[State 11720]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state 11720]
type = trans
trigger1 = 1
trans = sub
ignorehitpause = 1
[state 11720]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[state 11720]
type = AngleDraw
trigger1 = 1
scale = 1.0,1.0
[state 11720]
type = AngleAdd
trigger1 = 1
value = -7
[state 11720]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 11720
ignorehitpause = 1
[state 11720]
type = changeanim
trigger1 = time > 180
trigger1 = anim != 1216
value = 1216
[state 11720]
type = destroyself
trigger1 = anim = 1216
trigger1 = animtime = 0
[state 11720]
type = Projectile
trigger1 = time <= 180
trigger1 = GameTime%2 = 1
attr = S,NA
animtype  = hard
damage = 5,1
getpower = 0
givepower = -1
guardflag = M
hitflag = MAFPD
projanim = 1220
projid = 1220
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0,-6
priority = 7, Hit
pausetime = 0,20
sparkno = s22111
guard.sparkno = s22184
sparkxy = -5,-5
hitsound = s222,0
guardsound = s120,0
ground.type = High
ground.slidetime = 28
ground.hittime = 28 
ground.velocity = 0,-20
air.velocity = -4,-20
air.fall = 1
fall.recover = 0
yaccel = 0.4
fall = 1
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[Statedef 11730]
type    = S
movetype= A
physics = N
anim = 1215
velset = 3,0
ctrl = 0

[State 11730]
type = SelfState
triggerall = !ishelper(11730)
trigger1 = root,var(57)!= (gametime*var(55))+(gametime+var(55))
trigger2 = root,sysvar(4)!= gametime*gametime
value = 24640
ctrl = 1
ignorehitpause = 1
[State 11730]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state 11730]
type = trans
trigger1 = 1
trans = sub
ignorehitpause = 1
[state 11730]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[state 11730]
type = AngleDraw
trigger1 = 1
scale = 1.0,1.0
[state 11730]
type = AngleAdd
trigger1 = 1
value = -7
[state 11730]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 11730
ignorehitpause = 1
[state 11730]
type = changeanim
trigger1 = time > 180
trigger1 = anim != 1216
value = 1216
[state 11730]
type = destroyself
trigger1 = anim = 1216
trigger1 = animtime = 0
[state 11730]
type = Projectile
trigger1 = time <= 180
trigger1 = GameTime%2 = 1
attr = S,NA
animtype  = hard
damage = 5,1
getpower = 0
givepower = -1
guardflag = M
hitflag = MAFPD
projanim = 1220
projid = 1220
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0,-6
priority = 7, Hit
pausetime = 0,20
sparkno = s22111
guard.sparkno = s22184
sparkxy = -5,-5
hitsound = s222,0
guardsound = s120,0
ground.type = high 
ground.slidetime = 28
ground.hittime = 28 
ground.velocity = 0,20
air.velocity = -4,20
air.fall = 1
fall.recover = 0
yaccel = 0.4
fall = 1
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

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

[Statedef 3001]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 80
velset = 0,0
anim = 1050
ctrl = 0

[State 3001]
type = NotHitBy 
trigger1 = animelem=4,<=0
value = SCA

[State 3001]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3001]
type = playsnd
trigger1 = animelem = 7
value = 1050,0

[State 3001]
type = PlaySnd
trigger1 = animelem=7||animelem=8
value = 10000,44
volume= 255

[State 3001]
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
supermovetime = 2147483647
pausemovetime = 2147483647

[State 3001]
type = helper
triggerall = palno != [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 124,-100
postype = P1
stateno = 3002
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3001]
type = helper
triggerall = palno != [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 35,-100
postype = P1
stateno = 3002
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3001]
type = helper
triggerall = palno != [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 80,-140
postype = P1
stateno = 3002
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3001]
type = helper
triggerall = palno != [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 80,-60
postype = P1
stateno = 3002
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3001]
type = helper
triggerall = palno = [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 124,-100
postype = P1
stateno = 3002
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3001]
type = helper
triggerall = palno = [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 35,-100
postype = P1
stateno = 3002
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3001]
type = helper
triggerall = palno = [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 80,-140
postype = P1
stateno = 3002
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3001]
type = helper
triggerall = palno = [7,12]
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 80,-60
postype = P1
stateno = 3002
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[state 3001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

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

[Statedef 3002]
type = S
movetype = I
physics = N
anim = 22106
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3002]
type = SelfState
triggerall = !ishelper(3002)
trigger1 = root,var(57)!= (gametime*var(55))+(gametime+var(55))
trigger2 = root,sysvar(4)!= gametime*gametime
value = 24640
ctrl = 1
ignorehitpause = 1

[State 3002]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 3002]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 3002
ignorehitpause = 1

[State 3002]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3002]
type = varset
trigger1 = enemy,pos x=[-320,320]
trigger1 = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x<0
trigger2 = enemy,pos x!=[-320,320]
trigger2 = enemy,pos y!=[-480,60]
trigger2 = enemynear,pos x-pos x<0
v = 0
value = 1
ignorehitpause = 1

[State 3002]
type = varset
trigger1 = enemy,pos x=[-320,320]
trigger1 = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x>=0
trigger2 = enemy,pos x!=[-320,320]
trigger2 = enemy,pos y!=[-480,60]
trigger2 = enemynear,pos x-pos x>=0
v = 0
value = 0
ignorehitpause = 1

[State 3002]
Type = Turn
Trigger1 = facing = -1
ignorehitpause = 1

[state 3002]
type = velset
triggerall = var(0) =1
trigger1 = p2bodydist X< 0 && Time >= 20
x = -7.5

[State 3002]
type = velset
triggerall = var(0)=0
trigger1 = p2bodydist X > 0 && Time >= 20
x = 7.5

[state 3002]
type = velset
triggerall = var(0) =1
trigger1 = p2bodydist Y < 50 && Time >= 20
y = -4.0

[state 3002]
type = velset
triggerall = var(0)=0
trigger1 = p2bodydist Y > 50 && Time >= 20
y = 4.0

[state 3002]
type = posset
trigger1 = !ishelper
y = 0

[State 3002]
type = ChangeState
triggerall = 1 && ishelper
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 3004

[State 3002]
type = ChangeState
triggerall =  1 && ishelper
trigger1 = projcontact = 1
value = 3004

[State 3002]
type = ChangeState
trigger1 = time >= 60 && ishelper
value = 3004

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

[Statedef 3004]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22162
ownpal = 1

[state 3004]
type = playsnd
trigger1 = time = 0
value = 10000,43

[state 3004]
type = nothitby
trigger1 = 1
value = SCA

[State 3004]
type = Projectile
triggerall = palno != 12
trigger1 = time = 0
attr = S, NA
projanim = 22179
projid = 35902
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
animtype  = diagup
damage = 40+random%20,5
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s22138
sparkxy = 0,0
hitsound   = s10000,2
guard.sparkno = s22184
guardsound = s120,0
ground.type = hard
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 3004]
type = Projectile
trigger1 = palno = 12
trigger1 = time = 0
attr = S, NA
projanim = 22179
projid = 35902
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
animtype  = diagup
damage = 40+random%20,5
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s22138
sparkxy = 0,0
hitsound   = s10000,2
guard.sparkno = s22184
guardsound = s120,0
ground.type = hard
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[state 3004]
type = destroyself
trigger1 = AnimTime = 0

;=====================================================================================
;=====================================================================================
; クレイスト・ピラー
;=====================================================================================
;=====================================================================================
[Statedef 18100]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 18100
sprpriority = 5

[state 18100]
type = Explod
trigger1 = time = 20
anim = 32100
sprpriority = -4
postype = p1
pos = 6,-159
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 56
scale = 0.65,0.65
supermovetime = 2147483647
pausemovetime = 2147483647

[state 18100]
type = Explod
trigger1 = time = 76
anim = 32200
sprpriority = -4
postype = p1
pos = 6,-159
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 10
scale = 0.65,0.65
supermovetime = 2147483647
pausemovetime = 2147483647

[State 18100]
type = PlaySnd
trigger1 = animelem = 3
value = 2300,0

[State 18100]
type = PlaySnd
trigger1 = animelem = 6
value = 2000, 1
freqmul = 0.9

[State 18100]
type = Explod
trigger1 = time >= 0
trigger1 = GameTime%6 = 1
anim = 28200
id = 28200
sprpriority = 2147483647
postype = p1
pos = var(50),var(51)
bindtime = 1
ownpal = 1
trans = sub
persistent = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 18100]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = AnimElem = 6
id = 18102
persistent = 0
name = "monsyou"
pos = 70,-150
postype = P1
stateno = 130
size.xscale = 0.7
size.yscale = 0.7
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 18100]
type = helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = AnimElem = 6
id = 18102
persistent = 0
name = "monsyou"
pos = 70,-150
postype = P1
stateno = 130
size.xscale = 0.7
size.yscale = 0.7
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 18100]
type = NotHitBy
trigger1 = AnimElem = 9, < 0
value = SCA
time = 1

[State 18100]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; バニシング・ラッシュ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 22115]
type = S
movetype = A
physics = N
anim = 22123
ctrl = 0
juggle = 7
poweradd= 0
velset = 0,0
sprpriority = 2
[state 22115]
type = varset
trigger1 = time = 0 
v = 5
value = ifelse(var(30)!=1,(command="b"),(random%2))
[state 22115]
type = varset
trigger1 = 1
fvar(21) = 0
persistent = 0
ignorehitpause = 1
[state 22115]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -8,-2 + (random%2)
supermovetime = 2147483647
pausemovetime = 2147483647
[state 22115]
type = NotHitBy
trigger1 = 1
value = SCA
[state 22115]
type = PlaySnd
trigger1 = time = 0
value = 2000,random%3
volume = 255
freqmul = 0.9
[state 22115]
type = PlaySnd
trigger1 = animelem = 1
value = s10000,38
[state 22115]
type = Explod
trigger1 = animelem = 3
anim = 22118
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 22115]
type = Explod
trigger1 = animelem = 3
anim = 26500
id = 22118
sprpriority = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 22115]
type = ChangeState
trigger1 = AnimTime = 0
value = 22117
;==========================================================================================
;==========================================================================================
;ダッシュ
;==========================================================================================
;==========================================================================================

[Statedef 22117]
type = S
movetype = A
physics = N
anim = 22120
ctrl = 0
juggle = 7
velset = 80,0
sprpriority = 2
[state 22115]
type = varadd
trigger1 = time = 0 
fv = 21
value = 1
[state 22115]
type = NotHitBy
trigger1  = 1
value = SCA
[state 22115]
type = removeexplod
trigger1 = time = 0
ID = 22118
[state 22115]
type = null;Pause
trigger1 = projhit22151 = 1 || projguarded22151 = 1
time = 2
[state 22115]
type = Projectile
trigger1 = AnimElem = 1
attr = C, HA
projanim = 22151
projid = 22151
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 50
numhits = 1
animtype  = hard
damage = 50+random%20,10+random%20
getpower = 25,25
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,1
sparkxy = -5, -85
guard.sparkno = s22184
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
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999
[state 22115]
type = helper
triggerall = palno != [7,12]
trigger1 = projcontact22151 = 1
trigger1 = numhelper(22122) = 0
id = 22122
name = "lash"
pos = 0,0
postype = p2
stateno = 150
juggle = 8
helpertype = player
keyctrl = 0 
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999
[state 22115]
type = helper
triggerall = palno = [7,12]
trigger1 = projcontact22151 = 1
trigger1 = numhelper(22122) = 0
id = 22122
name = "lash"
sprpriority = 2
pos = 0,0
postype = p2
stateno = 150
juggle = 12
helpertype = player
keyctrl = 0 
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999
[state 22115]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0
ignorehitpause = 1
[state 22115]
type = turn 
trigger1 = fvar(21)<=4&&animtime=0&&p2dist x<0&&var(5)=1
value = 1
[state 22115]
type = ChangeState
trigger1 = animtime = 0
value = ifelse((var(5)=1&&fvar(21)<=5),22117,22116)
;==========================================================================================
;==========================================================================================
;終了
;==========================================================================================
;==========================================================================================

[Statedef 22116]
type = S
movetype = A
physics = N
anim = 22117
ctrl = 0
juggle = 8
velset = 0,0
sprpriority = 2

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -8,-2 + (random%2)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 22119
sprpriority = 1
postype = p1
pos = -9,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 26550
sprpriority = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ディメンション・ホール
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

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

[State 1950]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

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

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

[State 1950]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,46
volume = 255
[State 1950]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,8
volume = -255
[State 1950]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,26
freqmul = 0.5
[State 1950]
type = PlaySnd
trigger1 = animelem = 5
value = 2000,1
volume = 255
freqmul = 0.9

[State 1950]
type = Explod
trigger1 = animelem = 5
anim = 3052
sprpriority = 0
postype = p1
pos = 0,-70
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
scale = 1.2,1.2
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Explod
trigger1 = time > 0
trigger1 = time <= 27
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 27
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 27
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Explod
trigger1 = animelem = 5
anim = 25200
sprpriority = 6
postype = p1
pos = -30,0
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
scale = 0.7,0.7
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Explod
trigger1 = animelem = 5
anim = 25300
sprpriority = 6
postype = p1
pos = 30,0
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
scale = 0.7,0.7
supermovetime = 2147483647
pausemovetime = 2147483647

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

[state 1950]
type = changestate
trigger1 = animtime = 0
value = 1955

;---------------------------------------------------------------------------
;終了
;---------------------------------------------------------------------------

[Statedef 1955]
type = S
ctrl = 0
anim = 1955
velset = 0,0

[State 1955]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1955]
type = turn 
trigger1 = p2dist x< 0 
value = 1

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

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 24
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 24
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 24
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Explod
trigger1 = animelem = 5
anim = 25400
sprpriority = 6
postype = p1
pos = -30,0
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
scale = 0.7,0.7
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Explod
trigger1 = animelem = 5
anim = 25500
sprpriority = 6
postype = p1
pos = 30,0
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
scale = 0.7,0.7
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1955]
type = Explod
trigger1 = time = 0
anim = 3053
sprpriority = 0
postype = p1
pos = 0,-70
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
scale = 1.2,1.2
supermovetime = 2147483647
pausemovetime = 2147483647

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;サムウェアホール
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 25000]
type = A
ctrl = 0
anim = 25000
velset = 0,0

[State 25000]
type = NotHitBy 
trigger1 = 1
value = SCA

[state 25000]
type = varset
triggerall = var(30) != 1
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[state 25000]
type = varset
triggerall = var(30) != 1
trigger1 = command = "a"
trigger1 = time = 0
v = 5
value = 1

[state 25000]
type = varset
triggerall = var(30) != 1
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 2

[state 25000]
type = varset
triggerall = var(30) != 1
trigger1 = command = "b"
trigger1 = time = 0
v = 5
value = 3

[state 25000]
type = varset
triggerall = var(30) != 1
trigger1 = command = "z"
trigger1 = time = 0
v = 5
value = 4

[state 25000]
type = varset
triggerall = var(30) != 1
trigger1 = command = "c"
trigger1 = time = 0
v = 5
value = 5

[state 25000]
type = varset
triggerall = var(30) = 1
trigger1 = time = 0
v = 5
value = 5-((enemynear,backEdgeDist<=90)*random%5)

[State 25000]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,52
[State 25000]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,26
freqmul = 0.5
[State 25000]
type = PlaySnd
trigger1 = animelem = 5
value = 2000,0
freqmul = 0.9

[State 25000]
type = Explod
trigger1 = time > 0
trigger1 = time <= 27
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 25000]
type = Explod
trigger1 = time > 0
trigger1 = time <= 27
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 25000]
type = Explod
trigger1 = time > 0
trigger1 = time <= 27
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 25000]
type = Explod
trigger1 = animelem = 5
anim = 3052
sprpriority = 0
postype = p1
pos = 0,-70
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 25000]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 0
x = -120

[state 25000]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 1
x = -50

[state 25000]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 2
x = 50

[state 25000]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 3
x = 120

[state 25000]
type = posset
triggerall = animtime = 0
trigger1 = var(5) = 4
trigger2 = var(5) = 5
x = enemy,pos x

[state 25000]
type = changestate
trigger1 = animtime = 0
value = 25100

;---------------------------------------------------------------------------
;終了
;---------------------------------------------------------------------------

[Statedef 25100]
type = S
ctrl = 0
anim = 25100
velset = 0,0

[State 25100]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[State 25100]
type = PlaySnd
trigger1 = animtime = 0 
value = 40,0

[State 25100] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[state 25100]
type = posset
trigger1 = time = 0
y = 0

[state 25100]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 4
x = -20

[state 25100]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 5
x = 20

[State 25100]
type = Explod
trigger1 = time > 0
trigger1 = time <= 24
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 25100]
type = Explod
trigger1 = time > 0
trigger1 = time <= 24
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 25100]
type = Explod
trigger1 = time > 0
trigger1 = time <= 24
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 25100]
type = Explod
trigger1 = time = 0
anim = 3053
sprpriority = 0
postype = p1
pos = 0,-70
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647

[state 25100]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; フォトンスフィア
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 11101]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1050
ctrl = 0

[State 11101]
type = NotHitBy
trigger1 = animelem=4,<=0
value = SCA

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[state 11101]
type = playsnd
trigger1 = animelem = 7
value = 1050,0
volume= 255

[State 1000, 6]
type = PlaySnd
trigger1 = time = 7
trigger2 = time = 9
trigger3 = time = 11
trigger4 = time = 13
trigger5 = time = 15
trigger6 = time = 17
value = s10000,31
volume = -255

[State 2000, 6]
type = PlaySnd
trigger1 = time = 7
value = 10000,13
volume = -255

[State 2000, 6]
type = PlaySnd
trigger1 = time = 7
value = 10000,14
volume = -255

[State 11101]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos =110,-130
postype = P1
stateno = 11100
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 11101]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 70,-40
postype = P1
stateno = 11100
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 11101]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 30,-130
postype = P1
stateno = 11100
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 11101]
type = helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos =110,-130
postype = P1
stateno = 11100
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 11101]
type = helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 70,-40
postype = P1
stateno = 11100
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 11101]
type = helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 30,-130
postype = P1
stateno = 11100
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

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

;==========================================================================================
;==========================================================================================
;玉
;==========================================================================================
;==========================================================================================

[Statedef 11100]
type    = S
movetype= I
physics = N
anim = 11101
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1]
type = SelfState
triggerall = !ishelper(11100)
trigger1 = root,var(57)!= (gametime*var(55))+(gametime+var(55))
trigger2 = root,sysvar(4)!= gametime*gametime
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1000, 5]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 1000, 5]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 11100
ignorehitpause = 1

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

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

[State 1]
type = AngleDraw
trigger1 = 1
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = 1
value = -7

[State a]
type = varset
trigger1 = enemy,pos x=[-320,320]
trigger1 = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x<0
trigger2 = enemy,pos x!=[-320,320]
trigger2 = enemy,pos y!=[-480,60]
trigger2 = enemynear,pos x-pos x<0
v = 0
value = 1
ignorehitpause = 1

[State a]
type = varset
trigger1 = enemy,pos x=[-320,320]
trigger1 = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x>=0
trigger2 = enemy,pos x!=[-320,320]
trigger2 = enemy,pos y!=[-480,60]
trigger2 = enemynear,pos x-pos x>=0
v = 0
value = 0
ignorehitpause = 1

[State 1]
Type = Turn
Trigger1 = facing = -1
ignorehitpause = 1

[State 1]
type = VelSet
trigger1 = var(0)=0
x = time%40 * 0.2

[State 1]
type = VelSet
trigger1 = var(0) =1
x = -time%40 * 0.2

[State 1]
type = VelSet
trigger1 = p2bodydist Y <= 0
y = Sin((-gameTime*3)*Pi/180) - 1

[State 1]
type = VelSet
trigger1 = p2bodydist Y > 0
y = -Sin((gameTime*3)*Pi/180) + 1 

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

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

[state a]
type = changestate
trigger1 = projcontact = 1
value = 11125

[state a]
type = changestate
trigger1 = time >= 80
trigger2 = p2bodydist X<20&&p2bodydist X>-20
trigger2 = p2bodydist Y<20&&p2bodydist Y>-20
value = 11125

;==========================================================================================
;衝突
;==========================================================================================

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

[state 11125]
type = playsnd
trigger1 = time = 0
value = 10000,48
volume = 255
[state 11125]
type = PlaySnd
trigger1 = time = 0
value = 10000,49
[state 11125]
type = PlaySnd
trigger1 = time = 0
value = 10000,12
[state 11125]
type = PlaySnd
trigger1 = time = 0
value = 10000,28
[state 11125]
type = PlaySnd
trigger1 = time = 0
value = 10000,43
volume = 255

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

[State 11125]
type = Explod
trigger1 = 1
anim = 11103
sprpriority = 5
postype = p1
pos = 0,0
random = 30,30
vel = -7+ (random%14),-7 + (random%14)
facing = -1
scale = 0.25,0.25
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 11125]
type = Explod
trigger1 = 1
anim = 11103
sprpriority = 6
postype = p1
pos = 0,0
random = 30,30
vel = -6+ (random%12),-6 + (random%12)
facing = -1
scale = 0.3,0.3
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 11125]
type = Explod
trigger1 = 1
anim = 11103
sprpriority = 6
postype = p1
pos = 0,0
random = 30,30
vel = -5+ (random%10),-5 + (random%10)
facing = -1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 11125]
type = Explod
trigger1 = 1
anim = 22131
postype = p1
pos = 0,0
vel = -7+ (random%14),-7 + (random%14)
facing = -1
id = 22131
scale = 0.25,0.25
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 11125]
type = Explod
trigger1 = 1
anim = 22131
postype = p1
pos = 0,0
vel = -6+ (random%12),-6 + (random%12)
facing = -1
id = 22131
scale = 0.25,0.25
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 11125]
type = Explod
trigger1 = 1
anim = 22131
postype = p1
pos = 0,0
vel = -5+ (random%10),-5 + (random%10)
facing = -1
id = 22131
scale = 0.25,0.25
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 11125]
type = Explod
trigger1 = time = 0
anim = 22138
sprpriority = 7
postype = p1
pos = 0,0
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 11125]
type = Projectile
trigger1 = time = 0
attr = S, NA
projanim = 22179
projhitanim = -1
projid = 35902
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage = 35+random%20,10
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 0,4
sparkno = s22138
sparkxy = 0,0
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = hard
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
juggle = 15
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[state 11125]
type = destroyself
trigger1 = animtime = 0
ignorehitpause = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 光弾
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 11500]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 80
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

[state 11500]
type = Explod
trigger1 = time = 11
anim = 32300
sprpriority = -4
postype = p1
pos = 30,-95
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 40
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11500]
type = Explod
trigger1 = time = 51
anim = 32350
sprpriority = -4
postype = p1
pos = 30,-95
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 10
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11500]
type = NotHitBy
trigger1 = animelem=4,<=0
value = SCA

[State 11500]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11500]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 11500]
type = helper
triggerall = palno != [7,12]
trigger1 = Animelem = 5
id = 11502
persistent = 1
name = "hikari"
pos = 50,-95
postype = P1
stateno = 11502
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 11500]
type = helper
triggerall = palno = [7,12]
trigger1 = Animelem = 5||Animelem=6
id = 11502
persistent = 1
name = "hikari"
pos = 50,-95
postype = P1
stateno = 11502
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 11500]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 11502]
type = S
movetype = I
physics = N
anim = 22139
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1];トムキラー対策
type = SelfState
triggerall = !ishelper(11502)
trigger1 = root,var(57)!= (gametime*var(55))+(gametime+var(55))
trigger2 = root,sysvar(4)!= gametime*gametime
value = 24640
ctrl = 1
ignorehitpause = 1

[State 1000, 5]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 1000, 5]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 11502
ignorehitpause = 1

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

[State 1110]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 11502
ignorehitpause = 1

[State 1]
type = PlaySnd
trigger1 = (GameTime%20) = 1
value = 10000, 27
volume = -50

[State 1]
type = Explod
trigger1 = animelem = 4
anim = 22139
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Explod
trigger1 = animelem = 1
anim = 22139
sprpriority = 1
postype = p1
velset = 0,0
pos = -15,0
bindtime = 1
ignorehitpause = 1
scale = 0.4,0.4
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Explod
trigger1 = animelem = 3
anim = 22139
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,0
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Explod
trigger1 = animelem = 2
anim = 22139
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 1]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = Time >= 10
x = -1-((ishelper(11500))*2)

[state 1]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = Time >= 10
x = 1+((ishelper(11500))*2)

[state 1]
type = velset
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 10
y = -0.2-((ishelper(11500))*0.6)

[state 1]
type = velset
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 10
y = 0.2+((ishelper(11500))*0.6)

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

[State 11502]
type = DestroySelf
trigger1 = time >= 250+((ishelper(11500))*50)

;=================================================================================
;=================================================================================
 マグネティックスフィア
;=================================================================================
;=================================================================================
[Statedef 12300]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 12300]
type = NotHitBy 
trigger1 = animelem=5,<=0
value = SCA

[State 12300]
type = PlaySnd
trigger1 = animelem=1
value = 10000,5
volume = 255
freqmul = 0.9

[State 12300]
type = PlaySnd
trigger1 = animelem=4||animelem=5
value = 1300,1
volume= 255

[State 12300]
type = PlaySnd
trigger1 = animelem=4||animelem=5
value = 10000,44
volume= 255

[State 1000, 5]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
supermovetime = 2147483647
pausemovetime = 2147483647

[State 12300]
type = Explod
trigger1 = animelem = 4
anim = 1305
sprpriority = -5
postype = p1
pos = 0,-5
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 5
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 12300]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = animelem = 5
id = 12310
persistent = 0
name = "ri"
pos = 50,-80
postype = P1
stateno = 130
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 12300]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = animelem=5
id = 12310
persistent = 0
name = "ri"
pos = 110,-80
postype = P1
stateno = 130
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 12300]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = animelem=5
id = 12310
persistent = 0
name = "ri"
pos = 80,-110
postype = P1
stateno = 130
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 12300]
type = helper
triggerall = palno != [7,12]
triggerall = !ishelper
trigger1 = animelem=5
id = 12310
persistent = 0
name = "ri"
pos = 80,-50
postype = P1
stateno = 130
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 12300]
type = helper
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = animelem = 5
id = 12310
persistent = 0
name = "ri"
pos = 50,-80
postype = P1
stateno = 130
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 12300]
type = helper
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = animelem=5
id = 12310
persistent = 0
name = "ri"
pos = 110,-80
postype = P1
stateno = 130
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 12300]
type = helper
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = animelem=5
id = 12310
persistent = 0
name = "ri"
pos = 80,-110
postype = P1
stateno = 130
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 12300]
type = helper
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = animelem=5
id = 12310
persistent = 0
name = "ri"
pos = 80,-50
postype = P1
stateno = 130
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 12300]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;ウェベーリゼーション
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------
[Statedef 25555]
type    = S
movetype= A
physics = S
juggle  = 20
poweradd= 80
ctrl = 0
velset = 2,0
anim = 25555
sprpriority = 2

[state 25555]
type = PlaySnd
trigger1 = animelem = 7
value = 10000,50
[state 25555]
type = PlaySnd
trigger1 = animelem = 7
value = 2000,3
freqmul = 0.9

[state 25555]
type = Explod
trigger1 = animelem = 7
anim = 26550
sprpriority = 2
postype = p1
pos = -40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
scale = 0.7,0.7

[state 25555]
type = Explod
trigger1 = animelem = 7
anim = 22174
sprpriority = 2
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[state 25555]
type = Explod
trigger1 = projhit25557 = 1
anim = 22110
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 25555]
type = Explod
trigger1 = ProjGuarded25557 = 1
anim = 22184
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 25555]
type = helper
trigger1=AnimElemTime(7)=1||AnimElemTime(9)=2
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 130
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[state 25555]
type = Projectile
triggerall = palno != 12
trigger1 =AnimElem=7||AnimElem=8||AnimElem=9||AnimElem=10
attr = S, NA
projanim = 40010
projid = 25557
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
animtype  = diagup
damage = 20+random%30,10+random%30
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,3
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 64,64,128
palfx.mul = 256,256,256
palfx.sinadd = 150,150,150,5
palfx.color = 0
palfx.invertall = 0
ignorehitpause = 1
juggle = 15
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[state 25555]
type = Projectile
triggerall = palno = 12
trigger1 =AnimElem=6||AnimElem=7||AnimElem=8||AnimElem = 9
attr = S, NA
projanim = 25557
projid = 25557
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
animtype  = diagup
damage = 20+random%30,10+random%30
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
hitsound   = s10000,2
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5,-4.8
air.juggle = 2
air.velocity = -4.5,-4.8
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 64,64,128
palfx.mul = 256,256,256
palfx.sinadd = 150,150,150,5
palfx.color = 0
palfx.invertall = 0
ignorehitpause = 1
juggle = 15
p2stateno = 9000
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[state 25555]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 24000]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

;=================================================================================
;=================================================================================
;死刑宣告追加

[State 2205]
type = PlaySnd
trigger1 = Time = 11
value = 10000,50
volume = 255

[state 24000]
type = Explod
trigger1 = time = 0
anim = 149551
sprpriority = -4
postype = p1
pos = 30,-95
bindtime = -1
supermove = 1
under = 0
ownpal = 1
;scale = 0.5,0.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 99921]
type = Projectile
trigger1 = time = 0
projID = 998877661
projanim = 22195
projremove = 1
projremovetime = 2
projhits = 999999
attr = C,HP
hitflag = MAFD
guardflag = 
damage = 99999999999999,99999999999999
fall = 1
fall.recovertime = 99999999999999
fall.damage = 99999999999999
fall.recover = 0
p2stateno = 5110
p2getp1state = 0
numhits = 0
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

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

[State 24000]
type = varset
trigger1 = time = 0
v = 30
value = 1  

[state 24000]
type = Explod
trigger1 = time = 11
anim = 32300
sprpriority = -4
postype = p1
pos = 30,-95
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 40
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647

[State 24000]
type = Explod
trigger1 = time = 51
anim = 32350
sprpriority = -4
postype = p1
pos = 30,-95
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 10
scale = 0.75,0.75
supermovetime = 2147483647
pausemovetime = 2147483647

[State 24000]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(37) != 1
value = 0
ctrl = 1

[State 24000]
type = ChangeState
trigger1 = var(37) = 1
value = 24640
ctrl = 1

[Statedef 24050]
type     = S
movetype = A
physics  = S
velset = 0,0
juggle = 0
poweradd= 0
anim = 2313
sprpriority = 35
ctrl = 0

[State 1020, 4]
type = EnvShake
triggerall = win
trigger1 = animelem = 7
trigger2 = animelem = 18
time = 15
ampl = -12
freq = 95
phase = 95

[State 3040, 7]
type = EnvColor
triggerall = win
trigger1 = animelem = 7
trigger2 = animelem = 18
ignorehitpause = 1
time = 3
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 7
value = 10000,5
volume = 255
freqmul = 0.9

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 7
value = 2300,2

[State 2000, 6]
type = PlaySnd
triggerall = win
trigger1 = animelem = 18
value = 2300,3

[State 2000, 6]
type = Explod
triggerall = win
trigger1 = animelem = 7
trigger1 = numexplod(2311) = 0
id = 2311
anim = 2311
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Explod
triggerall = win
trigger1 = animelem = 7
trigger2 = animelem = 8
anim = 22110
sprpriority = 8
postype = p2
pos = 50,-65
bindtime = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Explod
triggerall = win
trigger1 = animelem = 18
anim = 22110
sprpriority = 8
postype = p2
pos = 58,-83
bindtime = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000, 6]
type = Explod
triggerall = win
trigger1 = animelem = 7
anim = 1930
pos = 14, -110
postype = p2
ownpal = 1
scale = 0.7,0.7
removetime = 15
sprpriority = 4
supermovetime = 2147483647
pausemovetime = 2147483647
[State 2000, 6]
type = PlaySnd
triggerall = win
trigger1 = animelem = 7
value = 10000,29
volume = 250
[State 2000, 6]
type = PlaySnd
triggerall = win
trigger1 = animelem = 18
value = 1500,0
freqmul = 0.9
volume = 250
[State 2000, 6]
type = PlaySnd
triggerall = !win
trigger1 = animelem = 18
value = 10000,29
volume = 250
[State 2000, 6]
type = Explod
triggerall = !win
trigger1 = animelem = 18
anim = 1930
pos = 14, -110
postype = p1
ownpal = 1
removetime = 15
sprpriority = 4
supermovetime = 2147483647
pausemovetime = 2147483647
[State 2000, 6]
type = PlaySnd
triggerall = !win
trigger1 = animelem = 18
value = 12,0
freqmul = 2.0+((random%2)*0.2)

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

