;---------------------------------------------------------------------------
; 立ち状態
;---------------------------------------------------------------------------

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

[State 0]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0

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

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

[State 0]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
ignorehitpause = 1
value = 0

[State 0]
type = powerset
trigger1 = name != "G Mizuchi"
ignorehitpause = 1
value = 0

[state 0]
type = destroyself
trigger1 = ishelper

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

;---------------------------------------------------------------------------
; ジャンプス??ト

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

[state 190]
type = changestate
trigger1 = time = 1
value = 192

;---------------------------------------------------------------------------
; 登場
;---------------------------------------------------------------------------

[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 192]
type = removeexplod
trigger1 = 1
ID = 8200

[State 192]
type = PlaySnd
trigger1 = animelem = 10
value = 193,0

[State 192]
type = PlaySnd
trigger1 = animelem = 27
value = 193,1

[State 192]
type = PlaySnd
trigger1 = animelem = 27
value = 193,2

[State 192]
type = Explod
trigger1 = animelem = 27
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 192]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------

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

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

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

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

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

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

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

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

;---------------------------------------------------------------------------
; GUARD 
;---------------------------------------------------------------------------

[Statedef 140]
type = U    
physics = U 
ctrl = 1

[State 140]
type = helper
trigger1 = palno=12&&!(numhelper(195010)||numhelper(195011))&&roundstate=2
id = 195011-statetype=S
persistent = 0
name = "baef"
pos = 20,-(40+((statetype=A)*50)+((statetype=S)*45))
postype = P1
stateno = 195010
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 140]
type = ChangeAnim
trigger1 = palno=12&&Time=0
value = 0+((statetype=C)*11)+((statetype=A)*142)

[State 140]
type = ChangeAnim
trigger1 = palno!=12&&Time=0
value = 140+(statetype=C)+(statetype=A)*2

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

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

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

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

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

;---------------------------------------------------------------------------
; SGUARDHIT
;---------------------------------------------------------------------------

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

[State 150]
type = StateTypeSet
trigger1 = palno = 12
physics = S

[State 150]
type = Posset
trigger1 = palno = 12 && numhelper(190000)
x = helper(190000),pos x
y = helper(190000),pos y

[State 150]
type = ChangeAnim
trigger1 = 1
value = ifelse(palno=12,0,150)
ignorehitpause = 1
persistent = 0

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 100]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -500

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

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

[State 100]
type = VelSet
trigger1 = animelem = 3
x = 8

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

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

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

[State 100]
type = ChangeState
triggerall = var(30) != 1
trigger1 = command = "holdfwd"
trigger1 = animelem = 5,>=0
value = 101

[State 100]
type = CtrlSet
trigger1 = var(30) = 1
value = 0

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

;---------------------------------------------------------------------------
; ?ッシュ
;---------------------------------------------------------------------------

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

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

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

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

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

;---------------------------------------------------------------------------
;?ッシュ
;---------------------------------------------------------------------------

[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 103]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 103]
type = PosSet
trigger1 = Time = 0
y = 0

[State 103]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 103]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

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

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

[State 105]
type = Trans
trigger1 = (GameTime%3) = 1
trans = add1
alpha = 100,250

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

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

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

[State 106]
type = Trans
trigger1 = (GameTime%3) = 1
trans = add1
alpha = 100,250

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

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

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

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

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

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

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

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

;---------------------------------------------------------------------------
; ?イ?オ?バ?
;---------------------------------------------------------------------------

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

[State 170]
type = null;nothitby
trigger1 = 1
value = SCA
time = 1

[state 170]
type = changeanim
trigger1 = time = 0
trigger1 = var(1) = 1
value = 171

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

[Statedef 180]
type = S

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

[State 180]
type = ChangeState
trigger1 = var(2) = 0
value = 181

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

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

[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181]
type = PlaySnd
trigger1 = time = 50
value = 181,0

[State 181]
type = Explod
trigger1 = animelem = 1
anim = 182
id = 182
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

[State 181]
type = null;nothitby
trigger1 = 1
value = SCA
time = 1

[State 181]
type = AssertSpecial
trigger1 = time = [0,200]
flag = roundnotover

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

[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 183]
type = PlaySnd
trigger1 = animelem = 7
value = 190,1

[State 183]
type = PlaySnd
trigger1 = animelemtime(57) = 12
value = 182,0

[State 183]
type = AssertSpecial
trigger1 = time = [0,250]
flag = roundnotover

;---------------------------------------------------------------------------
; 通常登場
;---------------------------------------------------------------------------

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

[State 190]
type = PlaySnd
trigger1 = animelem = 11
value = 190,0

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

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

[State 190]
type = Explod
trigger1 = animelemtime(11) = 1
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 190] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 挑発
;---------------------------------------------------------------------------

[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2
poweradd = 80

[State 195]
type = PlaySnd
trigger1 = animelem = 3
value = 195,0

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

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


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

[State 200, 1]
type = HitDef
triggerall = palno != [11,12]
trigger1 = time = 0
attr = S, NA                     ;立ち状態で、通常の攻撃(ｓは立ち、ｎは通常、aは攻撃を?す)
damage = 38, 0                   ;?メ?ジ量（左が当たった時、右はガ?ドした時）
getpower = 61,61
animtype = Light                 ;当てた時の相手の??ズ（light/midium/hard/back）から選択
guardflag = MA                   ;ガ?ドできる状態（ｍaは全ての状態でガ?ド可?）
hitflag = MAF                    ;当てる事のできる条件
priority = 3, Hit                ;攻撃の優先権（0弱い?4通常?7強い
pausetime = 7, 8                 ;攻撃が当たった時の硬直時間（左が自分、右が相手）
sparkno = s7000                      ;ヒットエフェクトのスプライトステ?ト（無ければ0）
sparkxy = -5, -89               ;ヒットエフェクトを?示する場所（相手の座標で）
hitsound = s300, var(6)                 ;ヒットした時の音（ｓ*,*にすると自分の音を使う）
guard.sparkno = s7010
guardsound = s120, 0                ;ガ?ドした時の音（同上）
ground.type = high               ;相手のくらった場所（High：頭、体, Low：足, Trip：足払い）
ground.slidetime = 9             ;相手が後にすべる時間
ground.hittime  = 9             ;コン?が繋がる時間（高くしすぎない事）
ground.velocity = -6             ;地上で攻撃をくらった場合の相手の移動状況（ｘとｙで小数?可）
airguard.velocity = -1.9,-2     ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数?可）
air.type = Low                  ;空中で相手がくらった場所（上と同じ）
air.velocity = -1.4,-3           ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数?可）
air.hittime = 12                 ;空中でコン?が繋がる時間
nochainID = 1200

[State 200, 1]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 3
attr = S, NA                     ;立ち状態で、通常の攻撃(ｓは立ち、ｎは通常、aは攻撃を?す)
damage = 38, 0                   ;?メ?ジ量（左が当たった時、右はガ?ドした時）
getpower = 61,61
animtype = Light                 ;当てた時の相手の??ズ（light/midium/hard/back）から選択
guardflag = MA                   ;ガ?ドできる状態（ｍaは全ての状態でガ?ド可?）
hitflag = MAF
projanim = 99000;---
projhitanim = -1
projid = 99000
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
priority = 3, Hit                ;攻撃の優先権（0弱い?4通常?7強い
pausetime = 7, 8                 ;攻撃が当たった時の硬直時間（左が自分、右が相手）
sparkno = s7000                      ;ヒットエフェクトのスプライトステ?ト（無ければ0）
sparkxy = 50, -89               ;ヒットエフェクトを?示する場所（相手の座標で）
hitsound = s300, var(6)                 ;ヒットした時の音（ｓ*,*にすると自分の音を使う）
guard.sparkno = s7010
guardsound = s120, 0                ;ガ?ドした時の音（同上）
ground.type = high               ;相手のくらった場所（High：頭、体, Low：足, Trip：足払い）
ground.slidetime = 9             ;相手が後にすべる時間
ground.hittime  = 9             ;コン?が繋がる時間（高くしすぎない事）
ground.velocity = -6             ;地上で攻撃をくらった場合の相手の移動状況（ｘとｙで小数?可）
airguard.velocity = -1.9,-2     ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数?可）
air.type = Low                  ;空中で相手がくらった場所（上と同じ）
air.velocity = -1.4,-3           ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数?可）
air.hittime = 12                 ;空中でコン?が繋がる時間
nochainID = 1200

[State 240]
type = Veladd
triggerall = palno = 12
trigger1 = projhit99000 >= 1 && FrontEdgeDist <= 80 || projguarded99000 >= 1 && FrontEdgeDist <= 80
x = -2.4

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

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

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

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

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

[State 200, 1]
type = HitDef
triggerall = palno != [11,12]
trigger1 = time = 0
attr = S, NA                     ;立ち状態で、通常の攻撃(ｓは立ち、ｎは通常、aは攻撃を?す)
damage = 29, 0                   ;?メ?ジ量（左が当たった時、右はガ?ドした時）
getpower = 61,61
animtype = Light                 ;当てた時の相手の??ズ（light/midium/hard/back）から選択
guardflag = MA                   ;ガ?ドできる状態（ｍaは全ての状態でガ?ド可?）
hitflag = MAF                    ;当てる事のできる条件
priority = 3, Hit                ;攻撃の優先権（0弱い?4通常?7強い
pausetime = 7, 8                 ;攻撃が当たった時の硬直時間（左が自分、右が相手）
sparkno = s7000                      ;ヒットエフェクトのスプライトステ?ト（無ければ0）
sparkxy = -20, -69               ;ヒットエフェクトを?示する場所（相手の座標で）
hitsound = s300, var(6)                 ;ヒットした時の音（ｓ*,*にすると自分の音を使う）
guard.sparkno = s7010
guardsound = s120, 0                ;ガ?ドした時の音（同上）
ground.type = high              ;相手のくらった場所（High：頭、体, Low：足, Trip：足払い）
ground.slidetime = 9             ;相手が後にすべる時間
ground.hittime  = 9             ;コン?が繋がる時間（高くしすぎない事）
ground.velocity = -6             ;地上で攻撃をくらった場合の相手の移動状況（ｘとｙで小数?可）
airguard.velocity = -1.9,-2     ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数?可）
air.type = Low                  ;空中で相手がくらった場所（上と同じ）
air.velocity = -1.4,-3           ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数?可）
air.hittime = 12                 ;空中でコン?が繋がる時間
nochainID = 1200

[State 200, 1]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 3
attr = S, NA                     ;立ち状態で、通常の攻撃(ｓは立ち、ｎは通常、aは攻撃を?す)
damage = 29, 0                   ;?メ?ジ量（左が当たった時、右はガ?ドした時）
getpower = 61,61
animtype = Light                 ;当てた時の相手の??ズ（light/midium/hard/back）から選択
guardflag = MA                   ;ガ?ドできる状態（ｍaは全ての状態でガ?ド可?）
hitflag = MAF
projanim = 99001;---
projhitanim = -1
projid = 99001
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
priority = 3, Hit                ;攻撃の優先権（0弱い?4通常?7強い
pausetime = 7, 8                 ;攻撃が当たった時の硬直時間（左が自分、右が相手）
sparkno = s7000                      ;ヒットエフェクトのスプライトステ?ト（無ければ0）
sparkxy = 50, -69               ;ヒットエフェクトを?示する場所（相手の座標で）
hitsound = s300, var(6)                 ;ヒットした時の音（ｓ*,*にすると自分の音を使う）
guard.sparkno = s7010
guardsound = s120, 0                ;ガ?ドした時の音（同上）
ground.type = high              ;相手のくらった場所（High：頭、体, Low：足, Trip：足払い）
ground.slidetime = 9             ;相手が後にすべる時間
ground.hittime  = 9             ;コン?が繋がる時間（高くしすぎない事）
ground.velocity = -6             ;地上で攻撃をくらった場合の相手の移動状況（ｘとｙで小数?可）
airguard.velocity = -1.9,-2     ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数?可）
air.type = Low                  ;空中で相手がくらった場所（上と同じ）
air.velocity = -1.4,-3           ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数?可）
air.hittime = 12                 ;空中でコン?が繋がる時間
nochainID = 1200

[State 240]
type = Veladd
triggerall = palno = 12
trigger1 = projhit99001 >= 1 && FrontEdgeDist <= 80 || projguarded99001 >= 1 && FrontEdgeDist <= 80
x = -3.4


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

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

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

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

;---------------------------------------------------------------------------
;遠距離強パン?
;---------------------------------------------------------------------------
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 210

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

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

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


[State 210, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 106
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = s7001
sparkxy = -10,-77
hitsound   = s310,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
nochainID = 1200


[State 210, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = animelem = 9
attr = S, NA
animtype  = hard
damage    = 70
getpower = 30,30
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -10,-75
hitsound   = s300,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
nochainID = 1200



[State 200, 1]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 8
attr = S, NA
animtype  = hard
damage    = 106
getpower = 30,30
projanim = 99002;---
projhitanim = -1
projid = 99002
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
guardflag = MA
pausetime = 8,10
sparkno = s7001
sparkxy = 50,-77
hitsound   = s310,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
nochainID = 1200

[State 210, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 9
attr = S, NA
animtype  = hard
damage    = 70
getpower = 30,30
projanim = 99002;---
projhitanim = -1
projid = 990022
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = 50,-75
hitsound   = s300,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
nochainID = 1200

[State 240]
type = Pause
triggerall = palno = 12
trigger1 = projhit99002 = 1 || projguarded99002 = 1
time = 8

[State 240]
type = Pause
triggerall = palno = 12
trigger1 = projhit990022 = 1 || projguarded990022 = 1
time = 11

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 近距離立ち強パン?の動作
;---------------------------------------------------------------------------
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 2

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

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

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

[State 210, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = time = 1
attr = S, NA
animtype  = hard
damage    = 135
getpower = 61,61
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -30,-75
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-3
nochainID = 1200


[State 210, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 5;time = 6
attr = S, NA
animtype  = hard
damage    = 135
getpower = 61,61
projanim = 99003;---
projhitanim = -1
projid = 99003
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = 55,-75
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-3
nochainID = 1200

[State 240]
type = Pause
triggerall = palno = 12
trigger1 = projhit99003 = 1 || projguarded99003 = 1
time = 11

[State 215, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

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

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

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


[State 230, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = Time = 0
attr = S, NA
animtype  = light
damage    = 38
getpower = 61,61
guardflag = MA
pausetime = 7,8
sparkno = s7000
sparkxy = -15,-57
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200


[State 230, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 3
attr = S, NA
animtype  = light
damage    = 38
getpower = 61,61
projanim = 99004;---
projhitanim = -1
projid = 99004
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
guardflag = MA
pausetime = 7,8
sparkno = s7000
sparkxy = 50,-57
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200

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

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

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

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

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

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


[State 230, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = Time = 0
attr = S, NA
animtype  = light
damage    = 29
getpower = 30,30
guardflag = MA
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-20
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200

[State 230, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = animelem = 4
attr = S, NA
animtype  = light
damage    = 29
getpower = 30,30
guardflag = MA
pausetime = 9,10
sparkno = s7000
sparkxy = -30,-54
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200



[State 230, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 3
attr = S, NA
animtype  = light
damage    = 29
getpower = 30,30
projanim = 99005;---
projhitanim = -1
projid = 99005
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
guardflag = MA
pausetime = 7,8
sparkno = s7000
sparkxy = 50,-20
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200

[State 230, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 4
attr = S, NA
animtype  = light
damage    = 29
getpower = 30,30
projanim = 99005;---
projhitanim = -1
projid = 99005
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
guardflag = MA
pausetime = 9,10
sparkno = s7000
sparkxy = 55,-54
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
nochainID = 1200

[State 240]
type = Veladd
triggerall = palno = 12
trigger1 = projhit99005 >= 1 && FrontEdgeDist <= 80 || projguarded99005 >= 1 && FrontEdgeDist <= 80
x = -2.4

[State 240]
type = Pause
triggerall = palno = 12
trigger1 = projhit99005 = 1 || projguarded99005 = 1
time = 4

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;遠距離 立ち強キック
;---------------------------------------------------------------------------
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

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

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

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

[State 240, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 96
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = s7001
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-5.2
nochainID = 1200

[State 240, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = 58
getpower = 30,30
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-106
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.velocity = -2,-5.0
nochainID = 1200



[State 240, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 3
attr = S, NA
animtype  = hard
damage    = 96
getpower = 30,30
projanim = 99006;---
projhitanim = -1
projid = 99006
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
guardflag = MA
pausetime = 8,10
sparkno = s7001
sparkxy = 55,-85
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-5.2
nochainID = 1200

[State 240, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = 58
getpower = 30,30
projanim = 99006;---
projhitanim = -1
projid = 99006
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = 60,-106
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.velocity = -2,-5.0
nochainID = 1200

[State 240]
type = Veladd
triggerall = palno = 12
trigger1 = projhit99006 >= 1 && FrontEdgeDist <= 80 || projguarded99006 >= 1 && FrontEdgeDist <= 80
x = -5.4

[State 240]
type = Pause
triggerall = palno = 12
trigger1 = projhit99006 = 1 || projguarded99006 = 1
time = 8


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

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 近距離立ち強キック
;---------------------------------------------------------------------------
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 245
sprpriority = 2

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

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

[State 240, 2]
type = null;HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 96
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = s7001
sparkxy = -25,-55
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = 0
air.velocity = -3,-5.2
nochainID = 1200

[State 240, 2]
type = null;HitDef
trigger1 = animelem = 10
attr = S, NA
animtype  = hard
damage    = 58
getpower = 30,30
guardflag = HA
pausetime = 11,12
sparkno = s7001
sparkxy = -25,-96
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10
air.velocity = -2,-5.0
nochainID = 1200


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

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

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

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

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

[State 240, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = Time = 0
attr = S, NA
animtype  = high
damage    = 98
getpower = 136,136
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
nochainID = 1200


[State 240, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 4
attr = S, NA
animtype  = high
damage    = 98
getpower = 136,136
projanim = 99007;---
projhitanim = -1
projid = 99007
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = 50,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
nochainID = 1200


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; ガ?ドキャンセルふっ飛ばし攻撃
;---------------------------------------------------------------------------
[Statedef 291]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -500
ctrl = 0
velset = 0,0
anim = 291
sprpriority = 2

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

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

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

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

[State 240, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = Time = 0
attr = S, NA
animtype  = diagup
damage    = 39
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
nochainID = 1200

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

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

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

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

[State 400, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = Time = 0
attr = C, NA
damage    = 19
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 60,60
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-37
hitsound   = s300,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3
nochainID = 1200


[State 400, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 2
attr = C, NA
damage    = 19
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
projanim = 99008;---
projhitanim = -1
projid = 99008
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
getpower = 60,60
pausetime = 7,8
sparkno = s7000
sparkxy = 50,-37
hitsound   = s300,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3
nochainID = 1200

[State 240]
type = Veladd
triggerall = palno = 12
trigger1 = projhit99008 >= 1 && FrontEdgeDist <= 80 || projguarded99008 >= 1 && FrontEdgeDist <= 80
x = -3.4

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

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み強パン?
;---------------------------------------------------------------------------
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 30
ctrl = 0
anim = 410
sprpriority = 2

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

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

[State 410, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = time = 0
attr = C, NA
damage    = 96
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s7001
sparkxy = -10,-73
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3,-6
nochainID = 1200

[State 410, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = animelem = 7
attr = C, NA
damage    = 70
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s7001
sparkxy = -12,-78
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-5
air.velocity = -3,-6
nochainID = 1200


[State 410, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 6
attr = C, NA
damage    = 96
animtype  = hard
hitflag = MAF
guardflag = M
projanim = 99009;---
projhitanim = -1
projid = 99009
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
pausetime = 11,12
getpower = 30,30
sparkno = s7001
sparkxy = 50,-73
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3,-6
nochainID = 1200

[State 410, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 7
attr = C, NA
damage    = 70
animtype  = hard
hitflag = MAF
guardflag = M
projanim = 99009;---
projhitanim = -1
projid = 99009
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
pausetime = 11,12
getpower = 30,30
sparkno = s7001
sparkxy = 58,-78
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-5
air.velocity = -3,-6
nochainID = 1200

[State 240]
type = Veladd
triggerall = palno = 12
trigger1 = projhit99009 >= 1 && FrontEdgeDist <= 80 || projguarded99009 >= 1 && FrontEdgeDist <= 80
x = -5.4

[State 240]
type = Pause
triggerall = palno = 12
trigger1 = projhit99009 = 1 || projguarded99009 = 1
time = 11;6

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;屈み弱キック
;---------------------------------------------------------------------------
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 430
sprpriority = 2

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

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

[State 430, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = Time = 0
attr = C, NA
damage    = 19
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 6,8
sparkno = s7000
sparkxy = -10,-12
hitsound   = s330,var(6)
getpower = 30,30
guard.sparkno = s7010
guardsound = s120,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
nochainID = 1200

[State 430, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 2
attr = C, NA
damage    = 19
animtype  = Light
hitflag = MAF
guardflag = L
projanim = 99010;---
projhitanim = -1
projid = 99010
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
pausetime = 6,8
sparkno = s7000
sparkxy = 50,-12
hitsound   = s330,var(6)
getpower = 30,30
guard.sparkno = s7010
guardsound = s120,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
nochainID = 1200

[State 240]
type = Pause
triggerall = palno = 12
trigger1 = projhit99010 = 1 || projguarded99010 = 1
time = 4

[State 240]
type = Veladd
triggerall = palno = 12
trigger1 = projhit99010 >= 1 && FrontEdgeDist <= 80 || projguarded99010 >= 1 && FrontEdgeDist <= 80
x = -2.5

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

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み強キック
;---------------------------------------------------------------------------
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 30
ctrl = 0
anim = 440
sprpriority = 2

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

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

[State 440, 3]
type = HitDef
triggerall = palno != [11,12]
trigger1 = Time = 0
attr = C, NA
damage    = 154
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkno = s7001
getpower = 61,61
sparkxy = -15,-18
hitsound   = s340,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1
nochainID = 1200


[State 440, 3]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 8
attr = C, NA
damage    = 154
hitflag = MAF
guardflag = L
projanim = 99011;---
projhitanim = -1
projid = 99011
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
pausetime = 11,12
sparkno = s7001
getpower = 61,61
sparkxy = 50,-18
hitsound   = s340,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1
nochainID = 1200

[State 240]
type = Pause
triggerall = palno = 12
trigger1 = projhit99011 = 1 || projguarded99011 = 1
time = 11

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

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

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

[State 600, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = Time = 0
attr = A, NA
damage    = 38
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-79
hitsound   = s300,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
nochainID = 1200


[State 600, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 2
attr = A, NA
damage    = 38
getpower = 61,61
guardflag = HA
projanim = 99012;---
projhitanim = -1
projid = 99012
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
priority = 3
pausetime = 7,8
sparkno = s7000
sparkxy = 50,-79
hitsound   = s300,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
nochainID = 1200

;---------------------------------------------------------------------------
;空中強パン?
;---------------------------------------------------------------------------
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 610
sprpriority = 2

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

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

[State 610, 3]
type = HitDef
triggerall = palno != [11,12]
trigger1 = Time = 0
attr = A, NA
damage = 125
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s7001
sparkxy = -10,-76
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
nochainID = 1200

[State 610, 3]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 2
attr = A, NA
damage = 125
guardflag = HA
projanim = 99013;---
projhitanim = -1
projid = 99013
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s7001
sparkxy = 50,-76
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
nochainID = 1200

[State 240]
type = Pause
triggerall = palno = 12
trigger1 = projhit99013 = 1 || projguarded99013 = 1
time = 12

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

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

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

[State 630, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = Time = 0
attr = A, NA
damage = 36
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s7000
sparkxy = -5,-51
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
nochainID = 1200

[State 630, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 2
attr = A, NA
damage = 36
getpower = 61,61
guardflag = HA
projanim = 99014;---
projhitanim = -1
projid = 99014
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
priority = 3
pausetime = 8,8
sparkno = s7000
sparkxy = 50,-51
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
nochainID = 1200

;---------------------------------------------------------------------------
;空中強キック
;---------------------------------------------------------------------------
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 640
sprpriority = 2

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

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

[State 640, 3]
type = HitDef
triggerall = palno != [11,12]
trigger1 = Time = 0
attr = A, NA
damage    = 135
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s7001
sparkxy = -10,-61
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
nochainID = 1200

[State 640, 3]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 2
attr = A, NA
damage    = 135
guardflag = HA
projanim = 99015;---
projhitanim = -1
projid = 99015
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0,0;---
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s7001
sparkxy = 50,-61
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
nochainID = 1200

[State 240]
type = Pause
triggerall = palno = 12
trigger1 = projhit99015 = 1 || projguarded99015 = 1
time = 12

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

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

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

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -29,-13
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
triggerall = palno != [11,12]
trigger1 = Time = 0
attr = A, NA
animtype  = hard
damage    = 98
getpower = 120,120
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-75
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
nochainID = 1200

[State 240, 2]
type = Projectile
triggerall = palno = 12
trigger1 = animelem = 2
attr = A, NA
animtype  = hard
damage    = 98
getpower = 120,120
guardflag = MA
projanim = 99016;---
projhitanim = -1
projid = 99016
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
pausetime = 11,12
sparkno = s7001
sparkxy = 50,-75
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
nochainID = 1200

;---------------------------------------------------------------------------
;緊?回避前
;---------------------------------------------------------------------------
[Statedef 700]
; type = S      S/C/A/L  Ｓ：立ち/Ｃ：屈み/?：空中/Ｌ：?ウン
; movetype = I    Ｉ：通常状態/?：攻撃状態/Ｈ：?メ?ジをくらってる状態
; physics = N   S/C/A/N  Ｓ：立ち/Ｃ：屈み/?：空中/Ｎ：無し
;poweradd= -500
ctrl = 0
anim = 700
velset = 0,0
sprpriority = 2

[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
trigger3 = prevstateno = [200,499]
value = -500

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

[state -2]
type = playerpush
trigger1 = 1
value = 0

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

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

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

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

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

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

[State 50, 4];←成功したときの残像
type = AfterImage
triggerall = palno != [10,12]
trigger1 = time = 0
time = 15
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State a]
type = afterimage
triggerall = palno = [10,12]
trigger1 = roundstate > 0&&!ishelper
trigger1 = time = 0
trans = add
time = 15
palcontrast =  256,0,256
palbright = 0,0,0
time    =  -1
length  = 13
timegap = 1
framegap = 1

[State -2]
type = Trans
triggerall = !ishelper&&palno=10
trigger1 = 1
trans = addalpha
alpha = 150,150

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

;---------------------------------------------------------------------------
;緊?回避後ろ
;---------------------------------------------------------------------------

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

[State 701]
type = Trans
trigger1 = var(55) <= 0
trans = add1
alpha = 200,200

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

[State 701]
type = null;nothitby
trigger1 = 1
value = SCA,AA,AP

[State 701]
type = HitBy
trigger1 = 1
value = SCA,AT

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

[State 701]
type = PlaySnd
trigger1 = Time = 1
value = 700, 0

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

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

[State 701]
type = AfterImage
trigger1 = time = 0
time = 15
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 0,0,0
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

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

;---------------------------------------------------------------------------
;?ウン回避
;---------------------------------------------------------------------------

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

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

[State 702]
type = null;nothitby
trigger1 = 1
value = SCA

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

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

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

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

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

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

;---------------------------------------------------------------------------
;シ?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, 1]
type = HitDef
triggerall = palno != [11,12]
Trigger1 = Time = 0
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NA;S, NT          ;ｓ：立ち?ｎ：通常?ｔ：投げ
hitflag = M-          ;コン?の途中から投げが入らないよう設定してある
priority = 1, Miss    ;１は優先順位が低いので技がでないか?スするという設定
sparkno = -1          ;-をつければスパ?クエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフ??ンが?示される
p1facing = ifelse (command = "holdback", -1, 1) ;前を押したら??ンする設定
p2facing = 1          ;？
p1stateno = 801       ;投げが成功した場合の移動する１Ｐのステ?ト
p2stateno = 805       ;投げが成功した場合の移動する２Ｐのステ?ト
;hitsound = S800,0
fall = 1              ;落ちる力を２Ｐにかけるか

[State 800, 1]
type = Projectile
triggerall = palno = [11,12]
trigger1 = animelem = 3
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NA;S, NT          ;ｓ：立ち?ｎ：通常?ｔ：投げ
hitflag = M-
projanim = 99017;---
projhitanim = -1
projid = 99017
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
priority = 1, Miss    ;１は優先順位が低いので技がでないか?スするという設定
sparkno = -1          ;-をつければスパ?クエフェクトは無い
sprpriority = 1       ;２Ｐより上にカンフ??ンが?示される
p1facing = ifelse (command = "holdback", -1, 1) ;前を押したら??ンする設定
p2facing = 1          ;？
p1stateno = 801       ;投げが成功した場合の移動する１Ｐのステ?ト
p2stateno = 805       ;投げが成功した場合の移動する２Ｐのステ?ト
;hitsound = S800,0
fall = 1              ;落ちる力を２Ｐにかけるか

[State 800]
type = ChangeState
Trigger1 = AnimTime = 0
value = 215

;---------------------------------------------------------------------------
;自分
;---------------------------------------------------------------------------

[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 8
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 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = 4000, 16
volume = 0

[State 801]
type = PlaySnd
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = 4000, 15
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 = Explod
trigger1 = time = 3
anim = 7080
sprpriority = 3
postype = p1
velset = 0,0
pos = 47,-89
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
anim = 7001
sprpriority = 5
postype = p1
velset = 0,0
pos = 60,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelem = 6 || animelemtime(6) = 29
anim = 3057
sprpriority = 3
postype = p1
velset = 0,0
pos = 60,-95
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelemtime(6) = 10
anim = 3057
sprpriority = 3
postype = p1
velset = 0,0
pos = 80,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelemtime(6) = 20
anim = 3057
sprpriority = 3
postype = p1
velset = 0,0
pos = 40,-50
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelem = 6 || animelemtime(6) = 29
anim = 3059
sprpriority = 2
postype = p1
velset = 0,0
pos = 60,-95
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelemtime(6) = 10
anim = 3059
sprpriority = 2
postype = p1
velset = 0,0
pos = 80,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelemtime(6) = 20
anim = 3059
sprpriority = 2
postype = p1
velset = 0,0
pos = 40,-50
bindtime = 1
supermove = 1
under = 0
ownpal = 1

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


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


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

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

[state 801] 
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;相手
;---------------------------------------------------------------------------

[Statedef 805]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 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

;---------------------------------------------------------------------------
;相手
;---------------------------------------------------------------------------

[Statedef 806]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

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

[State 806]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3058

[State 806]
type = ChangeAnim
Trigger1 = Time = 30
value = 5050

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

[State 806]
type = VelAdd
Trigger1 = Time >= 30
y = .4

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ディメンジョンスフィアα
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1000]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 1001
ctrl = 0

[State 1000]
type = null;nothitby 
trigger1 = (palno=11||palno=12)&&animelem=8,<=0
value = SCA

[state 1000]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[state 1000]
type = velset
trigger1 = animelem = 7
x = -2

[state 1000]
type = veladd
trigger1 = vel x <= 0
x = 0.3

[state 1000]
type = velset
trigger1 = vel x >= 0
x = 0

[State 1000] 
type = helper                   
triggerall = var(54) = [1,600]  
trigger1 = Animelem = 7        
id = 1000                       
persistent = 0                  
name = "tama"                   
pos = 70,-86                    
postype = P1                    
stateno = 3040                 
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1000]
type = helper
triggerall = var(54) != [1,600]
trigger1 = Animelem = 7
id = 1000
persistent = 0
name = "tama"
pos = 70,-86
postype = P1
stateno = 3040
helpertype = player
keyctrl = 0
ownpal = 1

[state 1000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

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

[Statedef 3040]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3020
ownpal = 1

[state 3040]
type = playsnd
trigger1 = time = 0
value = 4000,4
volume = 250

[State 3040]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3040]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3040]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3040]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3041
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3040]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3041
helpertype = player
keyctrl = 0
ownpal = 1

[state 3040]
type = destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;ピンク色の玉
;---------------------------------------------------------------------------

[Statedef 3041]
type = S
movetype = A
physics = N
anim = 3002
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 3041]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3041]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3041]
type = null;nothitby
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 3041]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[state 3041]
type = velset
trigger1 = Time = 0
x = 7

[State 3041]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 3041]
type = Projectile
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
attr = S, NA
projanim = 22137
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.035 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,1
sparkno = s22109 + var(35)
sparkxy = 50, -85
hitsound   = s2562,10
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -2.5,-4
air.velocity = -2.5,-4
fall = 1
fall.recover = 0
nochainID = 1200

[State 1]
type = Projectile
trigger1 = root,palno=12&&root,fvar(18)!=1
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 50,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3041]
type = ChangeState
trigger1 = root,palno=12&&root,fvar(18)!=0
value = 3043 - (IfElse((root,var(1)= 0),1,0))

[State 3041]
type = ChangeState
trigger1 = Movehit = 1                 
value = 3043 - (IfElse((root,var(1)= 0),1,0))

[State 3041]
type = ChangeState
trigger1 = MoveGuarded = 1                      
value = 3043 - (IfElse((root,var(1)= 0),1,0))

[State 3041]
type = ChangeState
trigger1 = time >= 8
value = 3043

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

[Statedef 3042]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[state 3042]
type = playsnd
trigger1 = time = 0
value = 4000,5

[State 3042]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3042]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3042]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[state 3042]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3043]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3016
ownpal = 1

[state 3043]
type = playsnd
trigger1 = time = 0
value = 4000,4
volume = 250

[state 3043]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

[State 3043]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3043]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3043]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3043]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 6
id = 1000
persistent = 0
name = "tama"
pos = -120,-80
postype = P1
stateno = 3044
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3043]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 6
id = 1000
persistent = 0
name = "tama"
pos = -120,-80
postype = P1
stateno = 3044
helpertype = player
keyctrl = 0
ownpal = 1

[state 3043]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3044]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
ownpal = 1

[state 3044]
type = playsnd
trigger1 = time = 0
value = 4000,4
volume = 250

[state 3044]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

[State 3044]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3044]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3044]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3044]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3045
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3044]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3045
helpertype = player
keyctrl = 0
ownpal = 1

[state 3044]
type = destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;ピンク色の玉
;---------------------------------------------------------------------------

[Statedef 3045]
type = S
movetype = A
physics = N
anim = 3002
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 3045]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3045]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3045]
type = null;nothitby
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 3045]
type = velset
trigger1 = Time = 0
x = 7

[state 3045]
type = velset
trigger1 = Time = 0
y = 7

[State 3045]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 1]
type = Projectile
trigger1 = root,palno=12&&root,fvar(18)!=1
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 50,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3041]
type = ChangeState
trigger1 = root,palno=12&&root,fvar(18)!=0
value = 3047 - (IfElse((root,var(1)= 0),5,0))

[State 3045]
type = ChangeState
trigger1 = Movehit = 1
value = 3047 - (IfElse((root,var(1)= 0),5,0))

[State 3045]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 3047 - (IfElse((root,var(1)= 0),5,0))

[State 3045]
type = ChangeState
trigger1 = time >= 20
value = 3047

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

[Statedef 3047]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3016
ownpal = 1

[state 3047]
type = playsnd
trigger1 = time = 0
value = 4000,4
volume = 250

[state 3047]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

[State 3047]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3047]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3047]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3047]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 6
id = 1000
persistent = 0
name = "tama"
pos = -120,10
postype = P1
stateno = 3048
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3047]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 6
id = 1000
persistent = 0
name = "tama"
pos = -120,10
postype = P1
stateno = 3048
helpertype = player
keyctrl = 0
ownpal = 1

[state 3047]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3048]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
ownpal = 1

[state 3048]
type = playsnd
trigger1 = time = 0
value = 4000,4
volume = 250

[state 3048]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

[State 3048]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3048]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3048]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3048]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3049
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3048]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3049
helpertype = player
keyctrl = 0
ownpal = 1

[state 3048]
type = destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;ピンク色の玉
;---------------------------------------------------------------------------

[Statedef 3049]
type = S
movetype = A
physics = N
anim = 3002
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 3049]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3049]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3049]
type = null;nothitby
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 3049]
type = velset
trigger1 = Time = 0
x = 4

[state 3049]
type = velset
triggerall = root,var(1) = 1
trigger1 = Time = 0
y = -2

[State 3049]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 3049]
type = Projectile
trigger1 = root,palno=12&&root,fvar(18)!=1
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 50,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3041]
type = ChangeState
trigger1 = root,palno=12&&root,fvar(18)!=0
value = 3050 - (IfElse((root,var(1)= 0),8,0))

[State 3049]
type = ChangeState
trigger1 = Movehit = 1
value = 3050 - (IfElse((root,var(1)= 0),8,0))

[State 3049]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 3050 - (IfElse((root,var(1)= 0),8,0))

[State 3049]
type = ChangeState
trigger1 = time >= 30
value = 3050 - (IfElse((root,var(1)= 0),8,0))

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

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

[state 3050]
type = playsnd
trigger1 = time = 0
value = 4000,4
volume = 250

[state 3050]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

[State 3050]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3050]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3050]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3050]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 6
id = 1000
persistent = 0
name = "tama"
pos = -120,-60
postype = P1
stateno = 3051
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3050]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 6
id = 1000
persistent = 0
name = "tama"
pos = -120,-60
postype = P1
stateno = 3051
helpertype = player
keyctrl = 0
ownpal = 1

[state 3050]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3051]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
ownpal = 1

[state 3051]
type = playsnd
trigger1 = time = 0
value = 4000,4
volume = 250

[state 3051]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

[State 3051]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3051]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3051]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3051]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3052
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3051]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3052
helpertype = player
keyctrl = 0
ownpal = 1

[state 3051]
type = destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;ピンク色の玉
;---------------------------------------------------------------------------

[Statedef 3052]
type = S
movetype = A
physics = N
anim = 3002
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 3052]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3052]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3052]
type = null;nothitby
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 3052]
type = velset
trigger1 = Time = 0
x = 8

[state 3052]
type = velset
trigger1 = Time = 0
y = 4

[State 3052]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 3052]
type = Projectile
trigger1 = root,palno=12&&root,fvar(18)!=1
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 50,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3041]
type = ChangeState
trigger1 = root,palno=12&&root,fvar(18)!=0
value = 3053

[State 3052]
type = ChangeState
trigger1 = Movehit = 1
value = 3053

[State 3052]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 3053

[State 3052]
type = ChangeState
trigger1 = time >= 40
value = 3053

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

[Statedef 3053]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3016
ownpal = 1

[state 3053]
type = playsnd
trigger1 = time = 0
value = 4000,4
volume = 250

[state 3053]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

[State 3053]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3053]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3053]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3053]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 6
id = 1000
persistent = 0
name = "tama"
pos = p2dist x-80,p2dist y-50
postype = P1
stateno = 3054
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3053]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 6
id = 1000
persistent = 0
name = "tama"
pos = p2dist x-80,p2dist y-50
postype = P1
stateno = 3054
helpertype = player
keyctrl = 0
ownpal = 1

[state 3053]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3054]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
ownpal = 1

[state 3054]
type = playsnd
trigger1 = time = 0
value = 4000,4
volume = 250

[state 3054]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

[State 3054]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3054]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3054]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3054]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3055
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3054]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3055
helpertype = player
keyctrl = 0
ownpal = 1

[state 3054]
type = destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;ピンク色の玉
;---------------------------------------------------------------------------

[Statedef 3055]
type = S
movetype = A
physics = N
anim = 3002
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 3055]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3055]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3055]
type = null;nothitby
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 3055]
type = velset
trigger1 = Time = 0
x = 8

[State 3055]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 3055]
type = Projectile
trigger1 = root,palno=12&&root,fvar(18)!=1
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 50,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3055]
type = ChangeState
trigger1 = root,palno=12&&root,fvar(18)!=0
value = 3056

[State 3055]
type = ChangeState
trigger1 = Movehit = 1
value = 3056

[State 3055]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 3056

[State 3055]
type = ChangeState
trigger1 = time >= 40
value = 3056

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

[Statedef 3056]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3016
ownpal = 1

[state 3056]
type = playsnd
trigger1 = time = 0
value = 4000,4
volume = 250

[state 3056]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

[State 3056]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3056]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3056]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3056]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 6
id = 1000
persistent = 0
name = "tama"
pos = p2dist x+80,p2dist y-50
postype = P1
stateno = 3057
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3056]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 6
id = 1000
persistent = 0
name = "tama"
pos = p2dist x+80,p2dist y-50
postype = P1
stateno = 3057
helpertype = player
keyctrl = 0
ownpal = 1

[state 3056]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3057]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
ownpal = 1

[state 3012]
type = playsnd
trigger1 = time = 0
value = 4000,4
volume = 250

[state 3057]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

[State 3057]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3057]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3057]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3057]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3058
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3057]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3058
helpertype = player
keyctrl = 0
ownpal = 1

[state 3057]
type = destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;ピンク色の玉
;---------------------------------------------------------------------------

[Statedef 3058]
type = S
movetype = A
physics = N
anim = 3002
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 3058]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3058]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3058]
type = null;nothitby
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 3058]
type = velset
trigger1 = Time = 0
x = -8

[State 3058]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 3058]
type = Projectile
trigger1 = root,palno=12&&root,fvar(18)!=1
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 50,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3041]
type = ChangeState
trigger1 = root,palno=12&&root,fvar(18)!=0
value = 3042

[State 3058]
type = ChangeState
trigger1 = Movehit = 1
value = 3042

[State 3058]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 3042

[State 3058]
type = ChangeState
trigger1 = time >= 40
value = 3042

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;フ?ント?スフィアα
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1001]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 70
velset = 0,0
anim = 3022
ctrl = 0

[State 1001]
type = null;nothitby 
trigger1 = (palno=11||palno=12)&&animelem=10,<=0
value = SCA

[state 1001]
type = playsnd
trigger1 = Animelem = 10
value = 4000,9
volume = 250

[State 1001]
type = helper
triggerall = var(54) = [1,600]
trigger1 = Animelem = 10
id = 3060
persistent = 0
name = "taa"
pos = 0,-180
postype = P1
stateno = 3060
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1001]
type = helper
triggerall = var(54) = [1,600]
trigger1 = Animelem = 10
id = 3060
persistent = 0
name = "taa"
pos = 0,-20
postype = P1
stateno = 3062
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1001]
type = helper
triggerall = var(1) = 1
triggerall = var(54) = [1,600]
trigger1 = Animelem = 10
id = 3060
persistent = 0
name = "taa"
pos = p2dist x,-180
postype = P1
stateno = 3063
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1001]
type = helper
triggerall = palno = 12
triggerall = var(54) = [1,600]
trigger1 = Animelem = 10
id = 30600
persistent = 0
name = "taa"
pos = p2dist x +80,p2dist y -50
postype = P1
stateno = 3063
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999


[State 1001]
type = helper
triggerall = var(54) != [1,600]
trigger1 = Animelem = 10
id = 3060
persistent = 0
name = "taa"
pos = 0,-180
postype = P1
stateno = 3060
helpertype = player
keyctrl = 0
ownpal = 1

[State 1001]
type = helper
triggerall = var(54) != [1,600]
trigger1 = Animelem = 10
id = 3060
persistent = 0
name = "taa"
pos = 0,-20
postype = P1
stateno = 3062
helpertype = player
keyctrl = 0
ownpal = 1

[State 1001]
type = helper
triggerall = var(1) = 1
triggerall = var(54) != [1,600]
trigger1 = Animelem = 10
id = 3060
persistent = 0
name = "taa"
pos = p2dist x,-180
postype = P1
stateno = 3063
helpertype = player
keyctrl = 0
ownpal = 1

[State 1001]
type = helper
triggerall = palno = 12
triggerall = var(54) != [1,600]
trigger1 = Animelem = 10
id = 30600
persistent = 0
name = "taa"
pos = p2dist x +80,p2dist y -50
postype = P1
stateno = 3063
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 1001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;煙のようなもの
;---------------------------------------------------------------------------

[Statedef 3060]
type = S
movetype = A
physics = N
anim = 3021
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 3060]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3060]
type = PlaySnd
trigger1 = (GameTime%35) = 1
value = 4000, 11
volume = 100
channel = 5

[State 3060]
type = Trans
trigger1 = Time >= 5
trans = addalpha
alpha = 80-(IfElse((root,var(55)<= 0),0,(root,var(1)*70))),220+(IfElse((root,var(55)<= 0),0,(root,var(1)*30)))

[State 3060]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3060]
type = null;nothitby
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 3060]
type = velset
trigger1 = Time = [40,100]
x = 1.5

[state 3060]
type = veladd
trigger1 = Time = [70,100]
x = 2

[state 3060]
type = velset
trigger1 = Time >= 100
x = 1.5

[state 3060]
type = veladd
trigger1 = Time >= 100
x = 2

[state 3060]
type = velset
trigger1 = Time = [40,100]
y = 2

[state 3060]
type = veladd
trigger1 = Time = [70,100]
y = 2.5

[state 3060]
type = velset
trigger1 = Time >= 100
y = -2

[state 3060]
type = veladd
trigger1 = Time >= 100
y = -2.5

[State 3060]
type = ReversalDef
trigger1 = root,var(59) = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = s7001
hitsound = s4000,3
p2stateno = 13119

[State 3060]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 3060]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = time = 0
id = 3064
persistent = 0
name = "taa"
pos = 0,0
postype = P1
stateno = 3064
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3060]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = time = 0
id = 3064
persistent = 0
name = "taa"
pos = 0,0
postype = P1
stateno = 3064
helpertype = player
keyctrl = 0
ownpal = 1

[State 3060]
type = changestate
trigger1 = time >= 1 && numhelper(3064) = 0
value = 3061

[State 3060]
type = changestate
trigger1 = time >= 130 - (IfElse((root,var(1)= 0),50,0))
value = 3061

;---------------------------------------------------------------------------
;煙のようなもの消滅
;---------------------------------------------------------------------------

[Statedef 3061]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3021
ownpal = 1

[state 3061]
type = stopsnd
trigger1 = time >= 29
channel = 5

[State 3061]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 250,250

[State 3061]
type = AssertSpecial
trigger1 = (GameTime%3) = 1
flag = invisible

[State 3061]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3061]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3061]
type = destroyself
trigger1 = time >= 30

;---------------------------------------------------------------------------
;煙のようなもの
;---------------------------------------------------------------------------

[Statedef 3062]
type = S
movetype = A
physics = N
anim = 3021
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 3062]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3062]
type = PlaySnd
trigger1 = (GameTime%35) = 1
value = 4000, 11
volume = 100
channel = 5

[State 3062]
type = Trans
trigger1 = Time >= 5
trans = addalpha
alpha = 80-(IfElse((root,var(55)<= 0),0,(root,var(1)*70))),220+(IfElse((root,var(55)<= 0),0,(root,var(1)*30)))

[State 3062]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3062]
type = null;nothitby
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 3062]
type = velset
trigger1 = Time = [40,100]
x = 1.5

[state 3062]
type = veladd
trigger1 = Time = [70,100]
x = 2

[state 3062]
type = velset
trigger1 = Time >= 100
x = 1.5

[state 3062]
type = veladd
trigger1 = Time >= 100
x = 2

[state 3062]
type = velset
trigger1 = Time = [40,100]
y = -2

[state 3062]
type = veladd
trigger1 = Time = [70,100]
y = -2.5

[state 3062]
type = velset
trigger1 = Time >= 100
y = 2

[state 3062]
type = veladd
trigger1 = Time >= 100
y = 2.5

[State 3062]
type = ReversalDef
trigger1 = root,var(59) = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = s7001
hitsound = s4000,3
p2stateno = 13119

[State 3062]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 3062]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = time = 0
id = 3065
persistent = 0
name = "taa"
pos = 0,0
postype = P1
stateno = 3064
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3062]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = time = 0
id = 3065
persistent = 0
name = "taa"
pos = 0,0
postype = P1
stateno = 3064
helpertype = player
keyctrl = 0
ownpal = 1

[State 3062]
type = changestate
trigger1 = time >= 1 && numhelper(3065) = 0
value = 3061

[State 3062]
type = changestate
trigger1 = time >= 130 - (IfElse((root,var(1)= 0),50,0))
value = 3061

;---------------------------------------------------------------------------
;煙のようなもの
;---------------------------------------------------------------------------

[Statedef 3063]
type = S
movetype = A
physics = N
anim = 3021
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 3063]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3063]
type = PlaySnd
trigger1 = (GameTime%35) = 1
value = 4000, 11
volume = 100
channel = 5

[State 3063]
type = Trans
trigger1 = Time >= 5
trans = addalpha
alpha = 80-(IfElse((root,var(55) <= 0),0,(root,var(1)*70))),220+(IfElse((root,var(55) <= 0),0,(root,var(1)*30)))

[State 3063]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3063]
type = null;nothitby
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 3063]
type = velset
trigger1 = ishelper(30600) && Time >= 40
x = -3

[state 3063]
type = velset
trigger1 = !(ishelper(30600)) && Time >= 40
y = 3

[State 3063]
type = ReversalDef
trigger1 = root,var(59) = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = s7001
hitsound = s4000,3
p2stateno = 13119

[State 3063]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 3063]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = time = 0
id = 3066
persistent = 0
name = "taa"
pos = 0,0
postype = P1
stateno = 3064
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3063]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = time = 0
id = 3066
persistent = 0
name = "taa"
pos = 0,0
postype = P1
stateno = 3064
helpertype = player
keyctrl = 0
ownpal = 1

[State 3063]
type = changestate
trigger1 = time >= 1 && numhelper(3066) = 0
value = 3061

[State 1010]
type = changestate
trigger1 = time >= 130
value = 3061

;---------------------------------------------------------------------------
;煙のようなもの攻撃判定
;---------------------------------------------------------------------------

[Statedef 3064]
type    = A
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
sprpriority = 1
ctrl = 0
anim = 3032
ownpal = 1

[State 3064]
type = ChangeState
trigger1 = !ishelper
value = 190001

[state 3064]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3064]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 3060

[State 3064]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 3064]
type = Projectile
trigger1 = root,palno=12&&root,fvar(18)!=1
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 50,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 13120

[State 3041]
type = destroyself
trigger1 = root,palno=12&&root,fvar(18)!=0

[state 3064]
type = destroyself
trigger1 = movehit = 1

[state 3064]
type = destroyself
trigger1 = MoveGuarded = 1

[state 3064]
type = destroyself
trigger1 = time >= 130 - (IfElse((root,var(1)= 0),50,0))

;---------------------------------------------------------------------------
;固まる相手
;---------------------------------------------------------------------------

[Statedef 13119]
type    = A
movetype = H
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1

[State 13119]
type = destroyself
trigger1 = ishelper

[State 13119]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life-(Ceil(0.15*Const(data.life)))

[State 13119]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 13119]
type = Trans
trigger1 = (GameTime%2) = 1
trans = addalpha
alpha = 80,220

[State 13119]
type = statetypeset
trigger1 = time = 0
trigger1 = pos y = 0
value = S

[State 13119]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 13119]
type = changestate
trigger1 = time >= 70
value = 10380

;---------------------------------------------------------------------------
;固まる相手
;---------------------------------------------------------------------------

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

[State 13120]
type = destroyself
trigger1 = ishelper

[State 13120]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 13120]
type = Trans
trigger1 = (GameTime%2) = 1
trans = addalpha
alpha = 80,220

[State 13120]
type = statetypeset
trigger1 = time = 0
trigger1 = pos y = 0
value = S

[State 13120]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 13120]
type = changestate
trigger1 = time >= 70
value = 10380

;---------------------------------------------------------------------------
;相手吹っ飛び
;---------------------------------------------------------------------------

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

[State 10380]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10380]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 10380]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 10380]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 10382

;---------------------------------------------------------------------------
;相手落下
;---------------------------------------------------------------------------

[Statedef 10381]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 10381]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10381]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[State 10381]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 10381]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 10382

;---------------------------------------------------------------------------
;相手地面
;---------------------------------------------------------------------------

[Statedef 10382]
type    = L
movetype= H
physics = N

[State 10382]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10382]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 10382]
type = FallEnvShake
trigger1 = Time = 0

[State 10382]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 10382]
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 10382]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 10382]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 10382]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 10384

[State 10382]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10382]
type = HitFallDamage
trigger1 = Time = 3

[State 10382]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10382]
type = PosFreeze
trigger1 = 1

[State 10382]
type = ChangeState
trigger1 = AnimTime = 0
value = 10383

;---------------------------------------------------------------------------
;相手地面
;---------------------------------------------------------------------------

[Statedef 10383]
type    = L
movetype= H
physics = N

[State 10383]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10383]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 10383]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 10383]
type = HitFallVel
trigger1 = Time = 0

[State 10383]
type = PosSet
trigger1 = Time = 0
y = 20

[State 10383]
type = VelAdd
trigger1 = 1
y = .4

[State 10383]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
value = 10384

;---------------------------------------------------------------------------
;相手地面
;---------------------------------------------------------------------------

[Statedef 10384]
type    = L
movetype= H
physics = N

[State 10384]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10384]
type = PlayerPush
trigger1 = 1
value = 0

[State 10384]
type = FallEnvShake
trigger1 = Time = 0

[State 10384]
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 10384]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 10384]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 10384]
type = HitFallDamage
trigger1 = Time = 0

[State 10384]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10384]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 10384]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10384]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10384]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10384]
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110 + (anim % 10)

[State 10384]
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110

[State 10384]
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 5150

[State 10384]
type = ChangeState
triggerall = alive
trigger1 = Time >= 30+((enemynear,name="G Mizuchi"&&enemynear,var(59)=1)*100)
value = 10385

[State 10384]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 10384]
type = VelMul
trigger1 = 1
x = 0.85

;---------------------------------------------------------------------------
;相手起き上がり
;---------------------------------------------------------------------------

[Statedef 10385]
type    = L
movetype= I
physics = N

[State 10385]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10385] 
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 10385]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 10385]
type = VelSet
trigger1 = Time = 0
x = 0

[State 10385]
type = null;nothitby
trigger1 = 1
value = SCA
time = 1

[State 10385]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 10385]
type = null;nothitby
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 10385]
type = null;nothitby
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 10385]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;エクスプロ?ディングスフィア
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1300]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 50
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 1300]
type = null;nothitby 
trigger1 = (palno=11||palno=12)&&animelem=4,<=0
value = SCA

[State 1300]
type = PlaySnd
trigger1 = animelem = 4
value = 1500, 0

[state 1300]
type = reversaldef
triggerall = var(1) = 1
trigger1 = time = 0
reversal.attr = SCA,AA
pausetime = 11,20
sparkno = s7012
sparkxy = 15,0
hitsound = s121,0
numhits = 0

[State 1300]
type = helper
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "baku"
pos = 0,0
postype = P1
stateno = 302400
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1300]
type = ChangeState
triggerall = command = "強糺"
trigger1 = animelem = 4,>=0
value = 1301
ctrl = 0

[State 1300]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 302400]
type = S
movetype = I
physics = N
anim = 0
ctrl = 0
sprpriority = 2

[State 302400]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State 302400]
type = PlayerPush
trigger1 = 1
value = 0

[state 302400]
type = null;nothitby
trigger1 = 1
value = SCA

[State 302400]
type = helper
trigger1 = time = 0
id = 1000
persistent = 0
name = "baku"
pos = 35,-85
postype = P1
stateno = 3022
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 302400]
type = destroyself
trigger1 = time >=1

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

[Statedef 3022]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3022]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3022]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3022]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3022]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3022]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3022]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3022]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3022]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3022]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 25,-30
postype = P1
stateno = 3023
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3022]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3023]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3023]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3023]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3023]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3023]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3023]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3023]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3023]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3023]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3023]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = -10,70
postype = P1
stateno = 3024
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3023]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3024]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3024]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3024]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3024]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3024]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3024]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3024]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3024]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3024]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3024]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 35,10
postype = P1
stateno = 3025
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3024]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3025]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3025]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3025]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3025]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3025]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3025]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3025]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3025]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3025]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3025]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 45,-15
postype = P1
stateno = 3026
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3025]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3026]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3026]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3026]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3026]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3026]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3026]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3026]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3026]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3026]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3026]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = -40,-70
postype = P1
stateno = 3027
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3026]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3027]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3027]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3027]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3027]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3027]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3027]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3027]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3027]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3027]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3027]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 40,25
postype = P1
stateno = 3028
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3027]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3028]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3028]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3028]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3028]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3028]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3028]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3028]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3028]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3028]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3028]
type = null;helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 20,-5
postype = P1
stateno = 3023
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3028]
type = destroyself
trigger1 = AnimTime = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;エクスプロ?ディングスフィア
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1301]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 50
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 1301]
type = null;nothitby 
trigger1 = (palno=11||palno=12)&&animelem=4,<=0
value = SCA

[State 1301]
type = PlaySnd
trigger1 = animelem = 4
value = 1500, 0

[state 1301]
type = reversaldef
triggerall = var(1) = 1
trigger1 = time = 0
reversal.attr = SCA,AA
pausetime = 11,20
sparkno = s7012
sparkxy = 15,0
hitsound = s121,0
numhits = 0

[State 1301]
type = helper
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "baku"
pos = 0,0
postype = P1
stateno = 303000
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1301]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 303000]
type = S
movetype = I
physics = N
anim = 0
ctrl = 0
sprpriority = 2

[State 303000]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State 303000]
type = PlayerPush
trigger1 = 1
value = 0

[state 303000]
type = null;nothitby
trigger1 = 1
value = SCA

[State 303000]
type = helper
trigger1 = time = 0
id = 1000
persistent = 0
name = "baku"
pos = 35,-85
postype = P1
stateno = 3030
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 303000]
type = destroyself
trigger1 = time >=1

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

[Statedef 3030]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3030]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3030]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3030]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3030]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3030]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3030]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3030]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3030]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3030]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 35,-30
postype = P1
stateno = 3031
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3030]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3031]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3031]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3031]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3031]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3031]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3022]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3031]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3031]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3031]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3031]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 40,55
postype = P1
stateno = 3032
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3031]
type = destroyself
trigger1 = AnimTime = 0

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

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

[State 3032]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3032]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3032]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3032]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3032]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3032]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3032]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3032]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3032]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 35,-45
postype = P1
stateno = 3033
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3032]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3033]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3033]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3033]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3033]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3033]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3033]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3033]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3033]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3033]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3033]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 45,50
postype = P1
stateno = 3034
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3033]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3034]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3034]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3034]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3034]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3034]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3034]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3034]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3034]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3034]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3034]
type = helper
triggerall = root,var(1) = 1
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 45,-55
postype = P1
stateno = 3035
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3034]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3035]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3035]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3035]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3035]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3035]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3035]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3035]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3035]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3035]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3035]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 60,55
postype = P1
stateno = 3036
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3035]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3036]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3036]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3036]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3036]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3036]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3036]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3036]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3036]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3036]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3036]
type = null;helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 35,-55
postype = P1
stateno = 3023
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3036]
type = destroyself
trigger1 = AnimTime = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;ディメンジョナルプロジェクション
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1450]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd = 50
ctrl = 0
velset = 0,0
anim = 1450
sprpriority = 2

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

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

[state 1450]
type = varset
triggerall = time = 0
trigger1 = command = "y"
trigger1 = prevstateno != 1450
v = 5
value = 2

[state 1450]
type = varset
triggerall = time = 0
trigger1 = command = "b"
trigger1 = prevstateno != 1450
v = 5
value = 3

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

[state 1450]
type = varset
triggerall = time = 0
triggerall = var(30) = 1
triggerall = enemy,stateno = 13120
triggerall = p2statetype = A
trigger1 = prevstateno != 1450
v = 5
value = 4

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = command = "x"
v = 5
value = 0

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = command = "a"
v = 5
value = 1

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = command = "y"
v = 5
value = 2

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = command = "b"
v = 5
value = 3

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

[state 1450]
type = varset
triggerall = var(30) = 1
triggerall = enemy,stateno = 13120
triggerall = p2statetype = A
trigger1 = time != 0
v = 5
value = 4

[state 1450]
type = playsnd
trigger1 = animelem = 2
value = 1400,var(5)

[state 1450]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 2 - (IfElse((var(1)= 0),2,0))

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

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

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

[state 1450]
type = varset
trigger1 = time = 0
v = 7
value = 0

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = (command = "x")||(command = "a")||(command = "y")||(command = "b")||(command = "z")
v = 7
value = 1

[state 1450]
type = playsnd
trigger1 = animelem = 1
value = 4000,2

[State 1450]
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "hasira"
pos = 70*var(5)+40,0
postype = P1
stateno = 1412
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

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

[State 1450]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 柱
;---------------------------------------------------------------------------

[Statedef 1412]
type    = A
movetype= A
physics = N
juggle  = 10
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1410

[state 1412]
type = posset
trigger1 = time = 0
trigger1 = root,var(5) = 4
x = enemy,pos x 

[state 1412]
type = null;nothitby
trigger1 = 1
value = SCA

[state 1412]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[state 1412]
type = playsnd
trigger1 = animelem = 12
value = 4000,1
volume = 250

[state 1412]
type = playsnd
trigger1 = animelem = 12
value = 4000,1
volume = 50

[state 1412]
type = playsnd
trigger1 = animelem = 12
value = 11,1
volume = 100

[State 1412]
type = Explod
trigger1 = animelem = 12
anim = 3000
id = 1415
sprpriority = 5
postype = p1
pos = 0,20
bindtime = 1
supermove = 1
ignorehitpause = 1
under = 0

[State 1412]
type = Explod
trigger1 = animelem = 12
anim = 3050
sprpriority = 6
postype = p1
pos = -30,0
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1412]
type = Explod
trigger1 = animelem = 12
anim = 3051
sprpriority = 6
postype = p1
pos = 30,0
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1412]
type = EnvShake
trigger1 = animelem = 12
time = 20
ampl = -15
freq = 95
phase = 95

[State 1412]
type = ReversalDef
trigger1 = root,var(59) = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
p2stateno = 14200

[state 1412]
type = targetstate
triggerall = root,var(59) = 1
trigger1 = target,stateno != 14200
value = 14200

[State 1412]
type = Projectile
trigger1 = animelem = 13
attr = S, HP
projanim = 3001
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 12
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 30,5
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,1
sparkno = s7001
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s121,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 14200

[state 1412]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;相手
;---------------------------------------------------------------------------

[Statedef 14200]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state 14200]
type = destroyself
trigger1 = ishelper

[State 14200]
type = AssertSpecial
trigger1 = time <= 25
flag = invisible

[State 14200]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 14200]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 14200]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[state 14200]
type = velset
trigger1 = time = 0
x = 0
y = -60

[state 14200]
type = veladd
trigger1 = 1
y = 1.4

[State 14200]
type = lifeset
trigger1 = Vel Y > 0 && Pos Y >= 0
ignorehitpause = 1
value = IfElse((enemynear,name="G Mizuchi"&&enemynear,var(59)=1),life-(Ceil(0.15*Const(data.life))),life-(Ceil(0.1*Const(data.life))))

[State 14200]
type = EnvShake
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
time = 10
ampl = -5
freq = 95
phase = 95

[State 14200] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;エクスプロ?ディングスフィア(空中)
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1500]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 50
ctrl = 0
velset = 2,0
anim = 1500
sprpriority = 2

[State 1500]
type = PlaySnd
trigger1 = animelem = 2
value = 1500, 0

[state 1500]
type = reversaldef
triggerall = var(1) = 1
trigger1 = time = 0
reversal.attr = SCA,AA
pausetime = 11,20
sparkno = s7012
sparkxy = 15,0
hitsound = s121,0
numhits = 0

[State 1500]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 0,0
postype = P1
stateno = 302400
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 1500]
type = velset
trigger1 = animelem = 4
x = -2
y = -4

[state 1500]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.4

[State 1500]
type = ChangeState
triggerall = command = "強御大"
trigger1 = animelem = 2,>=0
value = 1501
ctrl = 0

[State 1500]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[state 1500] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1510

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;エクスプロ?ディングスフィア(空中)
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1501]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 50
ctrl = 0
velset = 2,0
anim = 1501
sprpriority = 2

[State 1501]
type = PlaySnd
trigger1 = animelem = 2
value = 1500, 0

[state 1501]
type = reversaldef
triggerall = var(1) = 1
trigger1 = time = 0
reversal.attr = SCA,AA
pausetime = 11,20
sparkno = s7012
sparkxy = 15,0
hitsound = s121,0
numhits = 0

[State 1501]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 0,0
postype = P1
stateno = 303000
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 1501]
type = velset
trigger1 = animelem = 4
x = -2
y = -4

[state 1501]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.4

[State 1501]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[state 1501] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1510

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

[Statedef 1510]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = -1.5,0
anim = 1510
sprpriority = 2

[State 1510]
type = PlaySnd
trigger1 = animelem = 1
value = 40, 0

[state 1510]
type = posset
trigger1 = time = 0
y = 0

[state 1510]
type = veladd
trigger1 = vel x <= 0
x = 0.1

[state 1510]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;サ?ウェアホ?ル
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1800]
type = A
ctrl = 0
anim = 1800
velset = 0,0

[State 1800]
type = null;nothitby 
trigger1 = 1
value = SCA

[state 1800]
type = varset
triggerall = var(30) != 1
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[state 1800]
type = varset
triggerall = var(30) != 1
trigger1 = command = "a"
trigger1 = time = 0
v = 5
value = 1

[state 1800]
type = varset
triggerall = var(30) != 1
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 2

[state 1800]
type = varset
triggerall = var(30) != 1
trigger1 = command = "b"
trigger1 = time = 0
v = 5
value = 3

[state 1800]
type = varset
triggerall = var(30) != 1
trigger1 = command = "z"
trigger1 = time = 0
v = 5
value = 4

[state 1800]
type = varset
triggerall = var(30) != 1
trigger1 = command = "c"
trigger1 = time = 0
v = 5
value = 5

[state 1800]
type = varset
triggerall = var(30) = 1
trigger1 = time = 0
v = 5
value = 5-((enemynear,backEdgeDist<=90)*random%5)

[State 1800]
type = PlaySnd
trigger1 = animelem = 3
value = 4000,8

[State 1800]
type = PlaySnd
trigger1 = animelem = 5
value = 2000,0

[State 1800]
type = Explod
trigger1 = animelem = 5
anim = 3014
id = 3014
sprpriority = 0
postype = p1
pos = -33,-123
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1800]
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

[state 1800]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 0
x = -120

[state 1800]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 1
x = -50

[state 1800]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 2
x = 50

[state 1800]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 3
x = 120

[state 1800]
type = posset
triggerall = animtime = 0
trigger1 = var(5) = 4
trigger2 = var(5) = 5
x = enemy,pos x

[state 1800]
type = changestate
trigger1 = animtime = 0
value = 1805

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

[Statedef 1805]
type = S
ctrl = 0
anim = 1805
velset = 0,0

[State 1805]
type = null;nothitby 
trigger1 = animelem = 5,<=0
value = SCA

[State 1805]
type = PlaySnd
trigger1 = animtime = 0 
value = 40,0

[State 1805] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[state 1805]
type = posset
trigger1 = time = 0
y = 0

[state 1805]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 4
x = -20

[state 1805]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 5
x = 20

[State 1805]
type = Explod
trigger1 = time = 0
anim = 3015
id = 3015
sprpriority = 0
postype = p1
pos = -35,-122
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1805]
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

[state 1805]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;ディメンジョンスフィアβ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 3005]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 3007
ctrl = 0

[State 3005]
type = null;nothitby 
trigger1 = (palno=11||palno=12)&&animelem=7,<=0
value = SCA

[state 3005]
type = playsnd
trigger1 = animelem = 6
value = 290,0

[state 3012]
type = playsnd
trigger1 = animelem = 7 || animelem = 8
value = 4000,4
volume = 250

[state 3005]
type = velset
trigger1 = animelem = 7
x = -2

[state 3005]
type = veladd
trigger1 = vel x <= 0
x = 0.3

[state 3005]
type = velset
trigger1 = vel x >= 0
x = 0

[State 3005]
type = helper
triggerall = var(54) = [1,600]
trigger1 = Animelem = 7
id = 2796
persistent = 0
name = "tama"
pos = 46,-146
postype = P1
stateno = 3006
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3005]
type = helper
triggerall = var(54) = [1,600]
trigger1 = Animelem = 7
id = 2796
persistent = 0
name = "tama"
pos = 46,-86
postype = P1
stateno = 3006
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3005]
type = helper
triggerall = var(54) = [1,600]
trigger1 = Animelem = 7
id = 2796
persistent = 0
name = "tama"
pos = 46,-26
postype = P1
stateno = 3006
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3005]
type = helper
triggerall = var(54) != [1,600]
trigger1 = Animelem = 7
id = 2796
persistent = 0
name = "tama"
pos = 46,-146
postype = P1
stateno = 3006
helpertype = player
keyctrl = 0
ownpal = 1

[State 3005]
type = helper
triggerall = var(54) != [1,600]
trigger1 = Animelem = 7
id = 2796
persistent = 0
name = "tama"
pos = 46,-86
postype = P1
stateno = 3006
helpertype = player
keyctrl = 0
ownpal = 1

[State 3005]
type = helper
triggerall = var(54) != [1,600]
trigger1 = Animelem = 7
id = 2796
persistent = 0
name = "tama"
pos = 46,-26
postype = P1
stateno = 3006
helpertype = player
keyctrl = 0
ownpal = 1

[State 3005]
type = helper
triggerall = var(1) = 1
triggerall = var(54) = [1,600]
trigger1 = Animelem = 11
id = 2796
persistent = 0
name = "tama"
pos = 76,-106
postype = P1
stateno = 3008
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3005]
type = helper
triggerall = var(1) = 1
triggerall = var(54) = [1,600]
trigger1 = Animelem = 11
id = 2796
persistent = 0
name = "tama"
pos = 76,-66
postype = P1
stateno = 3009
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3005]
type = helper
triggerall = var(1) = 1
triggerall = var(54) = [1,600]
trigger1 = Animelem = 11
id = 2796
persistent = 0
name = "tama"
pos = 46,-86
postype = P1
stateno = 3007
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3005]
type = helper
triggerall = var(1) = 1
triggerall = var(54) != [1,600]
trigger1 = Animelem = 11
id = 2796
persistent = 0
name = "tama"
pos = 76,-106
postype = P1
stateno = 3008
helpertype = player
keyctrl = 0
ownpal = 1

[State 3005]
type = helper
triggerall = var(1) = 1
triggerall = var(54) != [1,600]
trigger1 = Animelem = 11
id = 2796
persistent = 0
name = "tama"
pos = 76,-66
postype = P1
stateno = 3009
helpertype = player
keyctrl = 0
ownpal = 1

[State 3005]
type = helper
triggerall = var(1) = 1
triggerall = var(54) != [1,600]
trigger1 = Animelem = 11
id = 2796
persistent = 0
name = "tama"
pos = 46,-86
postype = P1
stateno = 3007
helpertype = player
keyctrl = 0
ownpal = 1

[state 3005]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

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

[Statedef 3006]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
ownpal = 1

[State 3006]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3006]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3006]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3006]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 6
id = 2796
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 2796
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3006]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 6
id = 2796
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 2796
helpertype = player
keyctrl = 0
ownpal = 1

[state 3006]
type = destroyself
trigger1 = Animelem = 9,>=1

;---------------------------------------------------------------------------
;玉
;---------------------------------------------------------------------------

[Statedef 2796]
type = S
movetype = A
physics = N
anim = 3002
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 2796]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 2796]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2796]
type = null;nothitby
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 2796]
type = velset
trigger1 = Time = 0
x = 5

[State 2796]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 2796]
type = Projectile
trigger1 = root,palno=12&&root,fvar(18)!=1
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 40,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 2796]
type = ChangeState
trigger1 = root,palno=12&&root,fvar(18)!=0
value = 2800

[State 2796]
type = ChangeState
trigger1 = Movehit = 1
value = 2800

[State 2796]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 2800

[State 2796]
type = ChangeState
trigger1 = time >= 15
value = 2800

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

[Statedef 3007]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
ownpal = 1

[State 3007]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3007]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3007]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3007]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 6
id = 2796
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 2797
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3007]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 6
id = 2796
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 2797
helpertype = player
keyctrl = 0
ownpal = 1

[state 3007]
type = destroyself
trigger1 = Animelem = 9,>=1

;---------------------------------------------------------------------------
;玉
;---------------------------------------------------------------------------

[Statedef 2797]
type = S
movetype = A
physics = N
anim = 3002
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 2797]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 2797]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2797]
type = null;nothitby
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 2797]
type = velset
trigger1 = time = [0,10]
x = 2

[state 2797]
type = veladd
trigger1 = time >= 11
x = 0.4

[State 2797]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 2797]
type = Projectile
trigger1 = root,palno=12&&root,fvar(18)!=1
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 40,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 2797]
type = ChangeState
trigger1 = root,palno=12&&root,fvar(18)!=0
value = 2800

[State 2797]
type = ChangeState
trigger1 = Movehit = 1
value = 2800

[State 2797]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 2800

[State 2797]
type = ChangeState
trigger1 = time >= 50
value = 2800

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

[Statedef 3008]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
ownpal = 1

[State 3008]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3008]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3008]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3008]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 6
id = 2796
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 2798
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3008]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 6
id = 2796
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 2798
helpertype = player
keyctrl = 0
ownpal = 1

[state 3008]
type = destroyself
trigger1 = Animelem = 9,>=1

;---------------------------------------------------------------------------
;玉
;---------------------------------------------------------------------------

[Statedef 2798]
type = S
movetype = A
physics = N
anim = 3002
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 2798]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 2798]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2798]
type = null;nothitby
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 2798]
type = velset
trigger1 = Time = 0
x = 3
y = -1

[State 2798]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 2798]
type = Projectile
trigger1 = root,palno=12&&root,fvar(18)!=1
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 40,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 2798]
type = ChangeState
trigger1 = root,palno=12&&root,fvar(18)!=0
value = 2800

[State 2798]
type = ChangeState
trigger1 = Movehit = 1
value = 2800

[State 2798]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 2800

[State 2798]
type = ChangeState
trigger1 = time >= 15
value = 2800

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

[Statedef 3009]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
ownpal = 1

[State 3009]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3009]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3009]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3009]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 6
id = 2796
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 2799
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3009]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 6
id = 2796
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 2799
helpertype = player
keyctrl = 0
ownpal = 1

[state 3009]
type = destroyself
trigger1 = Animelem = 9,>=1

;---------------------------------------------------------------------------
;玉
;---------------------------------------------------------------------------

[Statedef 2799]
type = S
movetype = A
physics = N
anim = 3002
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 2799]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 2799]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2799]
type = null;nothitby
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 2799]
type = velset
trigger1 = Time = 0
x = 3
y = 1

[State 2799]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 2799]
type = Projectile
trigger1 = root,palno=12&&root,fvar(18)!=1
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 40,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 2799]
type = ChangeState
trigger1 = root,palno=12&&root,fvar(18)!=0
value = 2800

[State 2799]
type = ChangeState
trigger1 = Movehit = 1
value = 2800

[State 2799]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 2800

[State 2799]
type = ChangeState
trigger1 = time >= 15
value = 2800

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

[Statedef 2800]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[state 2800]
type = playsnd
trigger1 = time = 0
value = 4000,5

[State 2800]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 2800]
type = null;nothitby
trigger1 = 1
value = SCA

[state 2800]
type = destroyself
trigger1 = AnimTime = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;エクスプロ?ジョンスフィアβ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 3012]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 3007
ctrl = 0

[State 3012]
type = null;nothitby 
trigger1 = (palno=11||palno=12)&&animelem=8,<=0
value = SCA

[state 3012]
type = playsnd
trigger1 = animelem = 6
value = 290,0

[state 3012]
type = playsnd
trigger1 = animelem = 7 || animelem = 8
value = 4000,4
volume = 250

[state 3012]
type = velset
trigger1 = animelem = 7
x = -3

[state 3012]
type = veladd
trigger1 = vel x <= 0
x = 0.3

[state 3012]
type = velset
trigger1 = vel x >= 0
x = 0

[State 3012]
type = helper
triggerall = var(54) = [1,600]
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "tama"
pos = IfElse((var(1)= 0),75,104),-86
postype = P1
stateno = 3013
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3012]
type = helper
triggerall = var(1) = 1
triggerall = var(54) = [1,600]
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "tama"
pos = 44,-86
postype = P1
stateno = 3013
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3012]
type = helper
triggerall = var(1) = 1
triggerall = var(54) = [1,600]
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "tama"
pos = 74,-106
postype = P1
stateno = 3013
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3012]
type = helper
triggerall = var(1) = 1
triggerall = var(54) = [1,600]
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "tama"
pos = 74,-66
postype = P1
stateno = 3013
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3012]
type = helper
triggerall = var(54) != [1,600]
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "tama"
pos = IfElse((var(1)= 0),75,104),-86
postype = P1
stateno = 3013
helpertype = player
keyctrl = 0
ownpal = 1

[State 3012]
type = helper
triggerall = var(1) = 1
triggerall = var(54) != [1,600]
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "tama"
pos = 44,-86
postype = P1
stateno = 3013
helpertype = player
keyctrl = 0
ownpal = 1

[State 3012]
type = helper
triggerall = var(1) = 1
triggerall = var(54) != [1,600]
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "tama"
pos = 74,-106
postype = P1
stateno = 3013
helpertype = player
keyctrl = 0
ownpal = 1

[State 3012]
type = helper
triggerall = var(1) = 1
triggerall = var(54) != [1,600]
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "tama"
pos = 74,-66
postype = P1
stateno = 3013
helpertype = player
keyctrl = 0
ownpal = 1

[state 3012]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

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

[Statedef 3013]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
ownpal = 1

[State 3013]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3013]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3013]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3013]
type = PlaySnd
trigger1 = animelem = 3
value = 4000, 10
volume = 100

[State 3013]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 4
id = 3012
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3014
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3013]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 4
id = 3012
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3014
helpertype = player
keyctrl = 0
ownpal = 1

[state 3013]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3014]
type = S
movetype = A
physics = N
anim = 3002
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 3014]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3014]
type = null;nothitby
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 3014]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = time = [0,5]
x = -8

[state 3014]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = time = [0,5]
x = 8

[state 3014]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = Time >= 6
x = -2

[state 3014]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = Time >= 6
x = 2

[state 3014]
type = velset
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 30
y = -0.7

[state 3014]
type = velset
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 30
y = 0.7

[State 3014]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 3014]
type = ChangeState
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-100,100]
value = 3015

[State 3014]
type = ChangeState
trigger1 = time >= 300
value = 3015

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

[Statedef 3015]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3015]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3015]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3015]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3015]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3015]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3015]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3015]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3015]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 15,5
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno=9000

[State 3015]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 8
id = 1000
persistent = 0
name = "tama"
pos = 30,-30
postype = P1
stateno = 3016
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3015]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 8
id = 1000
persistent = 0
name = "tama"
pos = 30,-30
postype = P1
stateno = 3016
helpertype = player
keyctrl = 0
ownpal = 1

[state 3015]
type = destroyself
trigger1 = Animelem = 8

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

[Statedef 3016]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3016]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3016]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3016]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3016]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3016]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3016]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3016]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3016]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 8,3
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno=9000

[State 3016]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 7
id = 3012
persistent = 0
name = "tama"
pos = 30,60
postype = P1
stateno = 3017
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3016]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 7
id = 3012
persistent = 0
name = "tama"
pos = 30,60
postype = P1
stateno = 3017
helpertype = player
keyctrl = 0
ownpal = 1

[state 3016]
type = destroyself
trigger1 = Animelem = 7

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

[Statedef 3017]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3017]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3017]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3017]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3017]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3017]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3017]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3017]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3017]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 8,3
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno=9000

[State 3017]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 6
id = 3012
persistent = 0
name = "tama"
pos = 30,-60
postype = P1
stateno = 3018
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3017]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 6
id = 3012
persistent = 0
name = "tama"
pos = 30,-60
postype = P1
stateno = 3018
helpertype = player
keyctrl = 0
ownpal = 1

[state 3017]
type = destroyself
trigger1 = Animelem = 6

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

[Statedef 3018]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3018]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3018]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3018]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3018]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3018]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3018]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3018]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3018]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NA
animtype  = hard
damage    = 8,3
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3018]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 8,3
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno=9000

[State 3018]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 5
id = 3012
persistent = 0
name = "tama"
pos = 30,60
postype = P1
stateno = 3019
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3018]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 5
id = 3012
persistent = 0
name = "tama"
pos = 30,60
postype = P1
stateno = 3019
helpertype = player
keyctrl = 0
ownpal = 1

[state 3018]
type = destroyself
trigger1 = Animelem = 5

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

[Statedef 3019]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3019]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3019]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3019]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3019]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3019]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3019]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3019]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3019]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NA
animtype  = hard
damage    = 8,3
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3019]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 8,3
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno=9000

[State 3019]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 4
id = 3012
persistent = 0
name = "tama"
pos = -30,-60
postype = P1
stateno = 3020
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3019]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 4
id = 3012
persistent = 0
name = "tama"
pos = -30,-60
postype = P1
stateno = 3020
helpertype = player
keyctrl = 0
ownpal = 1

[state 3019]
type = destroyself
trigger1 = Animelem = 4

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

[Statedef 3020]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3020]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3020]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3020]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3020]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3020]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3020]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3020]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3020]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NA
animtype  = hard
damage    = 8,3
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3020]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 8,3
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno=9000

[state 3020]
type = destroyself
trigger1 = AnimTime = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;?グネティックスフィア
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1030]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 1030]
type = null;nothitby 
trigger1 = palno=12&&animelem=6,<=0
value = SCA

[State 1030]
type = PlaySnd
trigger1 = animelem=4||animelem=5
value = 1300+(animelem=5)*2700,1+(animelem=5)*21
volume= 250

[State 1030]
type = Explod
trigger1 = animelem = 4
anim = 1305
sprpriority = -5
postype = p1
pos = 0,-5
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 5
ownpal=1

[State 1030]
type = helper
trigger1 = numhelper(1031)=0&&animelem = 5
id = 1031
persistent = 0
name = "ri"
pos = 50,-80
postype = P1
stateno = 1031
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1030]
type = helper
trigger1 = numhelper(1032)=0&&animelem=5&&palno=12
id = 1032
persistent = 0
name = "ri"
pos = 110,-80
postype = P1
stateno = 1031
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1030]
type = helper
trigger1 = numhelper(1033)=0&&animelem=5&&palno=12
id = 1033
persistent = 0
name = "ri"
pos = 80,-110
postype = P1
stateno = 1031
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1030]
type = helper
trigger1 = numhelper(1034)=0&&animelem=5&&palno=12
id = 1034
persistent = 0
name = "ri"
pos = 80,-50
postype = P1
stateno = 1031
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1330]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1031]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3075
ownpal = 1
sprpriority = 99999

[State 1031]
type = ChangeState
trigger1 = !ishelper
value = 190001

[state 1031]
type = null;nothitby
trigger1 = 1
value = SCA

[state 1031]
type = hitoverride
trigger1 = ishelper
attr = SCA,AA,AP,AT
stateno = 1031
ignorehitpause = 1

[State 1031]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 1]
type = velset
trigger1 = time>=30&&(p2bodydist X<0||p2bodydist X>0)
x = ifelse(p2bodydist X<0,-4,4)

[state 1]
type = velset
trigger1 = time>=30&&(p2bodydist Y<50||p2bodydist Y>50)
y = ifelse(p2bodydist Y<50,-1.0,1.0)

[State 1031]
type = angledraw
trigger1= 1
scale= 0.2+0.4*(gametime%2),0.2+0.4*(gametime%2)

[State 1031]
type = AngleAdd
trigger1 = 1
value = -14

[State 1031]
type = trans
trigger1 = 1
trans = addalpha
alpha= 250-70*(gametime%3),70*(gametime%3)
ignorehitpause = 1

[State 1031]
type = Explod
trigger1 = (gametime%10)=0
anim = 3076
id = 3076+ishelper(1032)+(ishelper(1033)*2)+(ishelper(1034)*3)
sprpriority = 99999
postype = p1
pos = 0,0
vel = 0,0
trans = add
bindtime = -1
removetime = 10
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1031]
type = ModifyExplod
trigger1 = 1
id = 3076+ishelper(1032)+(ishelper(1033)*2)+(ishelper(1034)*3)
scale= 0.2+0.12*(gametime%9),0.2+0.12*(gametime%9)

[state 1031]
type = removeexplod
trigger1 = time>=70||moveguarded||movereversed
id = 3076+ishelper(1032)+(ishelper(1033)*2)+(ishelper(1034)*3)

[State 1031]
type = null;PlaySnd
trigger1 = time>=45&&(GameTime%25)=1
value = 4000,23
volume = 100

[State 1031]
type = Projectile
trigger1 = root,palno=12&&(gametime%3)=0&&!(enemynear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)
attr = S, NA
projanim = 3032
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 1
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 4,2
getpower = 20,20
guardflag = H
pausetime = 0,2
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-3
p2stateno=9000

[State 1031]
type = HitDef
trigger1 = Time=0&&ishelper&&root,palno!=12
attr = S, NA
animtype  = hard
damage    = 96
getpower = 30,30
guardflag = M
pausetime = 0,2
sparkno = s7001
sparkxy = 15,-10
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = 0
air.velocity = -3,-5.2
p1stateno=1035
p2stateno=1036

[State 1031]
type = ReversalDef
trigger1 = root,palno=12&&enemynear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP
reversal.attr = SCA,AA,AT,AP
hitflag = M
priority = 7
pausetime = 0,0
numhits = 0
sparkno = s7001
sparkxy = 15,-10
hitsound = s4000,3
p1stateno=1035
p2stateno=1036

[State 1031]
type = ReversalDef
trigger1 = root,palno=12&&!(enemynear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)
reversal.attr = SCA,AA,AT,AP
hitflag = M
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
p1stateno=104001
p2stateno=104000
p2facing=-1

[state 1031]
type = destroyself
trigger1 = Time>=75||moveguarded||movereversed

[State 1031]
type = ChangeState
trigger1 =ishelper(1031)&&(helper(1032),stateno=104001||helper(1033),stateno=104001||helper(1034),stateno=104001)
trigger2 =ishelper(1032)&&(helper(1031),stateno=104001||helper(1033),stateno=104001||helper(1034),stateno=104001)
trigger3 =ishelper(1033)&&(helper(1031),stateno=104001||helper(1032),stateno=104001||helper(1034),stateno=104001)
trigger4 =ishelper(1034)&&(helper(1031),stateno=104001||helper(1032),stateno=104001||helper(1033),stateno=104001)
value = 104001

[State 1031]
type = ChangeState
trigger1 =ishelper(1031)&&(helper(1032),stateno=1035||helper(1033),stateno=1035||helper(1034),stateno=1035)
trigger2 =ishelper(1032)&&(helper(1031),stateno=1035||helper(1033),stateno=1035||helper(1034),stateno=1035)
trigger3 =ishelper(1033)&&(helper(1031),stateno=1035||helper(1032),stateno=1035||helper(1034),stateno=1035)
trigger4 =ishelper(1034)&&(helper(1031),stateno=1035||helper(1032),stateno=1035||helper(1033),stateno=1035)
value = 1035

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

[Statedef 1032]
type    = A
physics = N
ctrl = 0
anim = 3076
sprpriority = 99999

[State 1032]
type = ChangeState
trigger1 = !ishelper
value = 190001

[state 1032]
type = bindtoparent
trigger1 = 1
pos = 0,0

[state 1032]
type = null;nothitby
trigger1 = 1
value = SCA

[State 1032]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1031]
type = angledraw
trigger1= 1
scale= 0.2+0.12*time,0.2+0.12*time

[State 1031]
type = trans
trigger1 = 1
trans = add

[state 1031]
type = destroyself
trigger1 = Time>=10||!numhelper(1031)

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

[Statedef 1035]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3075
ownpal = 1
sprpriority = 99999

[State 1035]
type = targetbind
trigger1 = 1
pos = 0,60

[State 1035]
type = null;targetstate
trigger1 = 1
value = 1036

[state 1035]
type = null;nothitby
trigger1 = 1
value = SCA

[State 1035]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 1035]
type = velset
trigger1 = (rootdist X<0||rootdist X>0)
x = ifelse(rootdist X<0,-10.5,10.5)

[state 1035]
type = velset
trigger1 = rootdist X=[-61,61]
x = 0

[state 1035]
type = velset
trigger1 = (rootdist Y<70||rootdist Y>70)
y = ifelse(rootdist Y<70,-0.8,0.8)

[state 1035]
type = velset
trigger1 = rootdist Y=[0,-70]
y = 0

[State 1035]
type = angledraw
trigger1= 1
scale= 0.2+0.4*(gametime%2),0.2+0.4*(gametime%2)

[State 1035]
type = AngleAdd
trigger1 = 1
value = 14

[State 1035]
type = trans
trigger1 = 1
trans = addalpha
alpha= 250-70*(gametime%3),70*(gametime%3)
ignorehitpause = 1

[State 1035]
type = Explod
trigger1 = (gametime%10)=0
anim = 3076
id = 3076+ishelper(1032)+(ishelper(1033)*2)+(ishelper(1034)*3)
sprpriority = 99999
postype = p1
pos = 0,0
vel = 0,0
trans = add
bindtime = -1
removetime = 10
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1035]
type = ModifyExplod
trigger1 = 1
id = 3076+ishelper(1032)+(ishelper(1033)*2)+(ishelper(1034)*3)
scale= 0.2+0.12*(gametime%9),0.2+0.12*(gametime%9)

[state 1035]
type = removeexplod
trigger1 = time>=145||!numtarget||roundstate>=3||target,stateno!=1036
id = 3076+ishelper(1032)+(ishelper(1033)*2)+(ishelper(1034)*3)

[state 1035]
type = destroyself
trigger1 = Time>=150||!numtarget||roundstate>=3||target,stateno!=1036

;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------

[Statedef 1036]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 1036]
type = PlaySnd
triggerall = alive
trigger1 = time = 0
value = 11,0
freqmul = 1.0+(enemynear,palno=12)*0.4
volume = 250

[State 1036]
type = null;nothitby 
trigger1 = enemynear,palno=12&&time<=10
value = SCA

[state 1036]
type = destroyself
trigger1 = ishelper

[State 1036]
type = lifeset
trigger1 = time=0
ignorehitpause = 1
value = life-lifemax*0.01

[State 1036]
type = lifeset
trigger1 = enemynear,palno=12&&(gametime%2)=0
ignorehitpause = 1
value = life-lifemax*0.0012

[State 1036]
type = powerset
trigger1 = enemynear,palno=12&&(gametime%2)=0
ignorehitpause = 1
value = power-powermax*0.0012

[State 1036]
type = angledraw
trigger1= 1
scale= 0+0.1*(gametime%4),0+0.1*(gametime%4)

[State 1036]
type = PlayerPush
trigger1 = 1
value = -1

[State 1036]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 1036]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3077

[State 1036]
type = Trans
trigger1 = 1
trans = add1
alpha = 200,150

[State 1036] 
type = changestate
trigger1 = time>=350||roundstate>=3||!alive
value = 1037

;---------------------------------------------------------------------------
;相手落下1
;---------------------------------------------------------------------------

[Statedef 1037]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 1037]
type = destroyself
trigger1 = ishelper

[State 1037]
type = PlayerPush
trigger1 = 1
value = -1

[State 1037]
type = null;nothitby
trigger1 = 1
value = SCA

[State 1037]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 1037]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 1037]
type = velset
trigger1 = time = 0
y = -2.8

[State 1037]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 1037]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 104000]
type    = A
movetype= H
physics = N
sprpriority = 4

[State 104000]
type = null;nothitby
trigger1 = ishelper
value = SCA

[state 104000]
type = hitoverride
trigger1 = ishelper
attr = SCA,AA,AP,AT
stateno = 104000

[State 104000]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 104000]
type = velset
trigger1 = time=0
x = ifelse(ishelper,-vel x,-4)
y = ifelse(ishelper,-vel y,-6)
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 104000]
type = HitDef
trigger1 = Time>=5&&ishelper
attr = S,SA
animtype  = diagup
damage    = 98,10
getpower = 0,0
guardflag = 
pausetime = 1,12
affectteam = f
sparkno = -1
sparkxy = -15,-75
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5,-4.5
air.velocity = -5,-4.8
fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 5

[State 104000]
type = Projectile
trigger1 = ishelper&&movecontact=1
projanim = 0
projremove = 1
projremovetime = 1
projpriority = 1
projsprpriority = 1
projid = 21511198241+(moveguarded=1)
attr = S,NA
offset = 0,2500
hitflag = 
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 104000]
type = Trans
trigger1 = ishelper
trans = add

[state 104000]
type = Changestate
trigger1 = ishelper&&(movecontact>=1||time>=150)
trigger2 = ishelper&&Vel Y>0
trigger2 = Pos Y >= 0
value = 104002
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 104000]
type = ChangeAnim
trigger1 = time=0&&!ishelper
value = 5070

[State 104000]
type = VelAdd
Trigger1 = time > 0&&!ishelper
y = .39

[State 104000]
type = SelfState
trigger1 = Vel Y > 0&&!ishelper
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 104001]
type    = A
movetype= I
physics = N
sprpriority = 4

[state 104001]
type = removeexplod
trigger1 = 1
id = 3076+ishelper(1032)+(ishelper(1033)*2)+(ishelper(1034)*3)
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 104001]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 104001]
type = destroyself
trigger1 = time>=1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

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

[Statedef 104002]
type    = A
physics = N
ctrl = 0
sprpriority = 99999

[state 104002]
type = null;nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 104002]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 104002]
type = angledraw
trigger1= 1
scale= 1.0-0.09*time,1.0-0.09*time
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 104002]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 104002]
type = destroyself
trigger1 = Time>=10
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;===========================================================================
;AI用必殺技
;===========================================================================
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;===========================================================================
;ジェノサイド
;===========================================================================
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 50
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 1100]
type = null;nothitby 
trigger1 = animelem = 5,<=0
value = SCA

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

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

[State 1100]
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

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = hard
damage    = 135,10
priority = 7
getpower = 0,0
guardflag = MA
pausetime = 14,15
sparkno = s7001
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0

[state 1100]
type = posadd
trigger1 = animelem = 3
x = 4

[State 1100]
type = ChangeState
value = 1201
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = P2BodyDist X = [0,40]
triggerall = P2BodyDist Y <= -130
trigger1 = MoveContact = 1

[State 1100]
type = ChangeState
value = 1200
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y >= -129
trigger1 = MoveContact = 1

[State 1100]
type = ChangeState
value = 2200
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = power >= 2000
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = P2BodyDist X >= 50
trigger1 = Random <= 200
trigger1 = MoveContact = 1

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;===========================================================================
;リフレクト(対地)
;===========================================================================
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

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

;===========================================================================
;相手
;===========================================================================

[Statedef 1205]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 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 = Vel Y > 0
trigger1 = Pos Y >= 0
value = -50

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;===========================================================================
;リフレクト(対空)
;===========================================================================
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1201]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 50
ctrl = 0
velset = 0,0
anim = 1201
sprpriority = 2

[State 1201]
type = null;nothitby 
trigger1 = animelem = 5,<=0
value = SCA

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

[State 1201]
type = PlaySnd
trigger1 = movehit
value = 1150, 0
ignorehitpause = 1
Persistent = 0

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

[State 1201]
type = Explod
trigger1 = movehit
anim = 1211
id = 1211
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0

[State 1201]
type = HitDef
trigger1 = movecontact = 0
trigger1 = enemy,stateno != 1420
attr = S, SA
animtype  = hard
damage    = 78,10
priority = 7
getpower = 50,50
guardflag = M
pausetime = 29,30
guard.pausetime = 7,8
sparkno = s7001
sparkxy = -15,-124
hitsound   = s310,var(6)
guard.sparkno = s7011
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
id = 1150
nochainID = 1150
kill = 0

[state 1201]
type = targetstate
trigger1 = movehit
value = 1205

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

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;===========================================================================
;飛び道具跳ね返し
;===========================================================================
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1330]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 1330]
type = PlaySnd
trigger1 = animelem = 4
value = 211, 0

[State 1330]
type = Explod
trigger1 = animelem = 4
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -36,-18
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 1330]
type = HitOverride
trigger1 = animelem = 4,<=0
slot = 2
time = 1
attr = SCA, NP, SP, HP
stateno = 1331
ignorehitpause = 1

[State 1330]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
;跳ね返し
;===========================================================================

[Statedef 1331]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1310
sprpriority = 2

[State 1331]
type = null;nothitby
trigger1 = 1
value = SCA

[State 1331]
type = PlaySnd
trigger1 = animelem = 2
value = 1300, 1

[State 1331]
type = Explod
trigger1 = animelem = 1
anim = 1305
id = 211
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 1331]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP
projanim = 1306
projhitanim = 1015
projid = 1000
projpriority = 100
projsprpriority = 4
projedgebound = 220
postype = p1
getpower = 0,0
offset = 28,-73
velocity = 28
damage = 144,10
animtype = Hard
guardflag = M
pausetime = 0,20
sparkno = S7001
guard.sparkno = S7011
sparkxy = 20,0
hitsound = S225,1
guardsound = S120,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1

[State 1331]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;体の周りの発光体
;---------------------------------------------------------------------------

[Statedef 2793]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 8
poweradd= 0
sprpriority = 9
anim = 3023
ctrl = 0

[State 2793]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2793]
type = null;nothitby 
trigger1 = 1
value = SCA

[State 2793]
type = Trans
trigger1 = 1
trans = add
alpha = 250,250

[state 2793]
type = velset
trigger1 = time = 0
y = -3

[State 2793]
type = veladd
trigger1 = Time > 10
x = -0.5 + (random%2)

[state 2793]
type = destroyself
trigger1 = time >= 30

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

[Statedef 2794]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 8
poweradd= 0
sprpriority = 9
anim = 3024
ctrl = 0

[State 2794]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2794]
type = null;nothitby 
trigger1 = 1
value = SCA

[State 2794]
type = Trans
trigger1 = 1
trans = add
alpha = 250,250

[state 2794]
type = velset
trigger1 = time = 0
y = -3

[state 2794]
type = destroyself
trigger1 = time >= 24

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

[Statedef 2795]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 8
poweradd= 0
sprpriority = 9
anim = 3025
ctrl = 0

[State 2795]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2795]
type = null;nothitby 
trigger1 = 1
value = SCA

[State 2795]
type = Trans
trigger1 = 1
trans = add
alpha = 250,250

[state 2795]
type = velset
trigger1 = time = 0
y = 3

[state 2795]
type = destroyself
trigger1 = time >= 16



;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------

[Statedef 26350]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 26350]
type = destroyself
trigger1 = ishelper

[State 26350]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(((random<=20)*0.2) * Const(data.life)))

[State 26350]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 26350]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 26350]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 26350] 
type = changestate
trigger1 = time >= 8
value = 26370

;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------

[Statedef 263601]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 263601]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 263601]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 26360]
type = VarRangeSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&!ishelper&&name!="G Mizuchi"&&prevstateno!=263601
value = 0
IgnoreHitPause = 1

[State 26360]
type = VarRangeSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&!ishelper&&name!="G Mizuchi"&&prevstateno!=263601
fvalue = 0
IgnoreHitPause = 1

[state 26360]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0
v = 2
value = prevstateno

[state 26360]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0
v = 3
value = anim

[State 263601]
type = PlayerPush
trigger1 = 1
value = -1

[State 263601]
type = null;nothitby
trigger1 = 1
value = SCA

[State 263601]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 263601]
type = ChangeAnim
Trigger1 = Time = 0&&!ishelper
value = 5070

[State 263601]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 263601]
type = AssertSpecial
trigger1 = ishelper
flag = invisible

[state 263601]
type = destroyself
trigger1 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=1
trigger2 = ishelper&&time>=5

[state 263601]
type = changestate
trigger1 = ishelper&&time=1&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0
value = 2636010

[State 263601] 
type = changestate
trigger1 = time>=8&&!ishelper
value = 26370

;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------

[Statedef 26360]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 26360]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 26360]
type = PlayerPush
trigger1 = 1
value = -1

[State 26360]
type = null;nothitby
trigger1 = 1
value = SCA

[State 26360]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 26360]
type = ChangeAnim
Trigger1 = Time = 0 && !ishelper
value = 5070

[State 26360]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 26360]
type = AssertSpecial
trigger1 = ishelper
flag = invisible

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(1) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(2) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(3) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(4) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(5) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(6) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(7) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(8) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(9) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(10) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(11) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(12) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(13) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(14) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(15) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(16) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(17) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(18) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(19) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(20) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(21) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(22) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(23) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(24) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(25) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(26) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(27) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(28) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(29) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(30) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(31) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(32) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(33) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(34) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(35) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(36) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(37) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(38) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(39) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(40) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(41) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(42) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(43) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(44) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(45) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(46) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(47) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(48) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(49) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(50) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(51) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(52) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(53) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(54) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(55) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(56) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(57) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(58) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(59) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(1) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(2) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(3) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(4) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(5) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(6) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(7) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(8) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(9) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(10) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(11) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(12) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(13) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(14) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(15) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(16) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(17) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(18) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(19) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(20) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(21) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(22) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(23) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(24) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(25) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(26) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(27) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(28) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(29) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(30) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(31) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(32) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(33) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(34) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(35) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(36) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(37) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(38) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(39) = 0

[state 26360]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0
v = 2
value = prevstateno

[state 26360]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0
v = 3
value = anim

[state 26360]
type = changestate
triggerall = enemynear,name="G Mizuchi"&&enemynear,var(55)<=0&&enemynear,fvar(19)!=0
trigger1 = ishelper
value = 2636030

[state 26360]
type = changestate
trigger1 = ishelper&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0&&enemynear,stateno=23000
value = 2636010

[state 26360]
type = destroyself
trigger1 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=1&&enemynear,var(55)<=0
;trigger2 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(26)!=1

[state 26360]
type = velset
trigger1 = time = 0 && !ishelper
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 26360]
type = VelAdd
Trigger1 = time > 0 && !ishelper
y = .39

[State 26360]
type = selfstate
trigger1 = Vel Y > 0 && !ishelper
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;相手落下1
;---------------------------------------------------------------------------

[Statedef 26370]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 26370]
type = destroyself
trigger1 = ishelper

[State 26370]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.035 * Const(data.life)))

[State 26370]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 26370]
type = PlayerPush
trigger1 = 1
value = -1

[State 26370]
type = null;nothitby
trigger1 = 1
value = SCA

[State 26370]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 26370]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 26370]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 26370]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 26370]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


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

[Statedef 26380]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3061
ownpal = 1

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

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

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

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

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

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

[State a]
Type = AngleDraw
Trigger1 = Time >= 0
scale = 0.2 + Var(56)/10.0 , 0.2 + Var(56)/10.0

[State a]
Type = AngleAdd
Trigger1 = Time >= 0
Value = -3

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

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

[Statedef 169992]
type    = S
physics = S
anim = 0

[State 169995]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 169992]
type = BindToroot
trigger1 = 1

[State 169992]
type = PlayerPush
trigger1 = 1
value = 0

[State 169992]
type = PosSet
trigger1 = 1 
X = root, Pos X

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

[Statedef 169995]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 169995]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 169995]
type = null;nothitby
trigger1 = 1
value = SCA

[State 169995]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 169995]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 169995]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[state 169995]
type = varset
trigger1 = ishelper
v = 2
value = prevstateno

[State 169995]
type = VarRangeSet
trigger1 = !ishelper && name != "G Mizuchi"
value = 0
IgnoreHitPause = 1

[State 169995]
type = VarRangeSet
trigger1 = name != "G Mizuchi"
fvalue = 0
IgnoreHitPause = 1

[State 169995]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[state 169995]
type = changestate
trigger1 = IfElse((ishelper),(time>=1),(time>=10))
value = IfElse((ishelper),169994,169998)

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

[Statedef 169994]
type    = U
movetype= I
physics = N
sprpriority = 4

[State 169994]
type = null;nothitby
trigger1 = 1
value = SCA

[State 169994]
type = PosSet
trigger1 = ishelper
Y = 240

[State 169994]
type = ChangeAnim
triggerall = ishelper
trigger1 = time = 0
value = var(2)

[State 169994]
type = ChangeState
trigger1 = !ishelper
value = 169998

[State 169994]
type = destroyself
trigger1 = roundstate != 2 || root,alive = 0 || time >= 5

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

[Statedef 169993]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3068
ownpal = 1

[State 169993]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 169993]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 169993]
type = ReversalDef
trigger1 = !(EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT)
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = s7011
hitsound = s120,0
p1stateno = 1699931
p2stateno = 26360
getpower = 0

[state 169993]
type = null;targetstate
trigger1 =1
value = 26360

[state 169993]
type = null;nothitby
trigger1 = 1
value = SCA

[state 1699931]
type = destroyself
trigger1 = root,var(55) < 1

[State 169993]
type = ChangeState
trigger1 = EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value = 1699932

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

[Statedef 1699931]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3068
ownpal = 1

[State 1699931]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 1699931]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 1699931]
type = ReversalDef
trigger1 = !(EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT)
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,2
numhits = 0
sparkno = s7011
hitsound = s120,0
p1stateno = 1699931
p2stateno = 1699951
getpower = 0

[state 1699931]
type = null;nothitby
trigger1 = 1
value = SCA

[state 1699931]
type = targetdrop
trigger1 = root,var(55) < 2

[state 1699931]
type = destroyself
trigger1 = root,var(55) < 1

[State 1699931]
type = ChangeState
trigger1 = EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value = 1699933

[State 1699931]
type = ChangeState
trigger1 = root,stateno=23000
value = 169993301

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

[Statedef 169993301]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3063
ownpal = 1

[State 169993301]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 169993301]
type = AssertSpecial
trigger1 = 1
flag = invisible

[state 169993301]
type = null;nothitby
trigger1 = 1
value = SCA

[State 169993301]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 263601
getpower = 0

[State 169993301]
type = targetLifeAdd
trigger1 = root,stateno=23000
value = -9999999999
absolute = 1

[state 169993301]
type = targetdrop
trigger1 = root,var(55) < 2

[state 169993301]
type = destroyself
trigger1 = root,var(55) < 1

[State 169993301]
type = ChangeState
trigger1 = root,stateno!=23000&&root,var(55) >=1
value = 1699931

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

[Statedef 1699932]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3068
ownpal = 1

[State 1699932]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 1699932]
type = AssertSpecial
trigger1 = 1
flag = invisible

[state 1699932]
type = null;nothitby
trigger1 = 1
value = SCA

[State 1699932]
type = ChangeState
trigger1 = !(EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT)
value = 169993

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

[Statedef 1699933]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3068
ownpal = 1

[State 1699933]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 1699933]
type = AssertSpecial
trigger1 = 1
flag = invisible

[state 1699933]
type = null;nothitby
trigger1 = 1
value = SCA

[State 1699933]
type = ChangeState
trigger1 = !(EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT)
value = 1699931

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

[Statedef 1699951]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[State 1699951]
type = powerset
trigger1 = 1
value = 0

[state 1699951]
type = destroyself
trigger1 = ishelper

[State 1699951]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 1699951]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 1699951]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 169996]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[state 169996]
type = destroyself
trigger1 = ishelper

[State 169996]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 169996]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 169996]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 169997]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 169997]
type = destroyself
trigger1 = ishelper

[State 169997]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 169997]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 169997]
type = PlayerPush
trigger1 = 1
value = -1

[State 169997]
type = null;nothitby
trigger1 = 1
value = SCA

[State 169997]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 169997]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 169997]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 169997]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 169997]
type = Changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 10382

;---------------------------------------------------------------------------
[Statedef 169998]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 169998]
type = destroyself
trigger1 = ishelper

[State 169998]
type = lifeset
trigger1 = IfElse((enemynear,name="G Mizuchi"&&enemynear,var(48)>=3),(time >= 0),(time = 0))
ignorehitpause = 1
value = IfElse((enemynear,name="G Mizuchi"&&enemynear,var(48)>=3),0,life-(Ceil(0.02*Const(data.life))))

[State 169998]
type = lifeset
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(25)=1
ignorehitpause = 1
value = 0

[State 169998]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 169998]
type = null;nothitby
trigger1 = 1
value = SCA

[State 169998]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 169998]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3030

[State 169998]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 169998]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[state 169998]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),0.3,-0.3)
y = -0.25

[state 169998]
type = veladd
trigger1 = 1
y = 0.002

[State 169998] 
type = changestate
trigger1 = time >= 11
value = 169997

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

[Statedef 169999]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 169999]
type = destroyself
trigger1 = ishelper

[State 169999]
type = Envcolor
trigger1 = time = 0
value = 255, 255, 255
time = 1
under = 1
supermove = 1
invertall = 1
ignorehitpause = 1

[State 169999]
type = lifeset
trigger1 = IfElse((enemynear,name="G Mizuchi"&&enemynear,var(48)>=3),(time >= 0),(time = 0))
ignorehitpause = 1
value = IfElse((enemynear,name="G Mizuchi"&&enemynear,var(48)>=3),0,life-(Ceil(0.012*Const(data.life))))

[State 169999]
type = lifeset
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(25)=1
ignorehitpause = 1
value = 0

[State 169999]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 169999]
type = null;nothitby
trigger1 = 1
value = SCA

[State 169999]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 169999]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3030

[State 169999]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 169999]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[state 169999]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),0.01,-0.01)
y = -0.02

[state 169999]
type = veladd
trigger1 = 1
y = 0.002

[State 169999] 
type = changestate
trigger1 = time >= 5
value = 10381

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

[Statedef 170000]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 5040
sprpriority = 1
ctrl = 0

[State 170000]
type = helper
trigger1 = time=0&&enemy,life>=enemy,lifemax*0&&numhelper(195011)=0
id = 195011
persistent = 0
name = "baef"
pos = 20,-90
postype = P1
stateno = 195010
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[state 170000]
type = lifeadd
trigger1 = time=0&&enemy,life<enemy,lifemax*0&&!(EnemyNear,HitDefAttr=SCA,NA)
value = -((const(data.life))/(50+((fvar(21)!=1&&fvar(24)>=1000)*450)+((100*enemy,life/enemy,const(data.life))*2)))

[state 170000]
type = lifeadd
trigger1 = time=0&&enemy,life<enemy,lifemax*0&&EnemyNear,HitDefAttr=SCA,NA&&EnemyNear,movehit
value = -(lifemax/10)

[State 170000]
type = poweradd
trigger1 = time = 0&&!(EnemyNear,HitDefAttr=SCA,NA)
value = (const(data.power))/80

[State 170000]
type = poweradd
trigger1 = time = 0&&(EnemyNear,HitDefAttr=SCA,NA)&&enemy,life<enemy,lifemax*0
value = -powermax

[State 170000]
type = null;nothitby
trigger1 = Time=0
value = SCA,AA,AT,AP
Time = 30

[state 170000]
type = velset
trigger1 = time = 0
x = -3.5
y = -5

[state 170000]
type = veladd
trigger1 = time >= 0
y = 0.45

[state 170000]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 170003
ctrl = 0

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

[Statedef 170001]
type    = S
movetype= I
physics = S
anim = 0

[State 170001]
type = helper
trigger1 = time=0&&enemy,life>=enemy,lifemax*0&&numhelper(195010)=0
id = 195010
persistent = 0
name = "baef"
pos = 20,-85
postype = P1
stateno = 195010
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[state 170001]
type = posset
trigger1 = time = 0
y = 0

[state 170001]
type = lifeadd
trigger1 = time=0&&enemy,life<enemy,lifemax*0&&!(EnemyNear,HitDefAttr=SCA,NA)
value = -((const(data.life))/(50+((fvar(21)!=1&&fvar(24)>=1000)*450)+((100*enemy,life/enemy,const(data.life))*2)))

[state 170001]
type = lifeadd
trigger1 = time=0&&enemy,life<enemy,lifemax*0&&EnemyNear,HitDefAttr=SCA,NA&&EnemyNear,movehit
value = -(lifemax/10)

[State 170001]
type = poweradd
trigger1 = time = 0&&!(EnemyNear,HitDefAttr=SCA,NA)
value = (const(data.power))/80

[State 170001]
type = poweradd
trigger1 = time = 0&&(EnemyNear,HitDefAttr=SCA,NA)&&enemy,life<enemy,lifemax*0
value = -powermax

[State 170001]
type = null;nothitby
trigger1 = Time=0
value = SCA,AA,AT,AP
Time = 30

[State 170001]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 170001]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 170001]
type = ChangeState
trigger1 = Time >= 1+((EnemyNear,HitDefAttr=SCA,NA)*10)
value = 0
ctrl = 1

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

[Statedef 170002]
type    = C
movetype= I
physics = C
anim = 11

[State 170002]
type = helper
trigger1 = time=0&&enemy,life>=enemy,lifemax*0&&numhelper(195011)=0
id = 195011
persistent = 0
name = "baef"
pos = 20,-40
postype = P1
stateno = 195010
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[state 170002]
type = posset
trigger1 = time = 0
y = 0

[state 170002]
type = lifeadd
trigger1 = time=0&&enemy,life<enemy,lifemax*0&&!(EnemyNear,HitDefAttr=SCA,NA)
value = -((const(data.life))/(50+((fvar(21)!=1&&fvar(24)>=1000)*450)+((100*enemy,life/enemy,const(data.life))*2)))

[state 170002]
type = lifeadd
trigger1 = time=0&&enemy,life<enemy,lifemax*0&&EnemyNear,HitDefAttr=SCA,NA&&EnemyNear,movehit
value = -(lifemax/10)

[State 170002]
type = poweradd
trigger1 = time = 0&&!(EnemyNear,HitDefAttr=SCA,NA)
value = (const(data.power))/80

[State 170002]
type = poweradd
trigger1 = time = 0&&(EnemyNear,HitDefAttr=SCA,NA)&&enemy,life<enemy,lifemax*0
value = -powermax

[State 170002]
type = null;nothitby
trigger1 = Time=0
value = SCA,AA,AT,AP
Time = 30

[State 170002]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 170002]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 170002]
type = ChangeState
trigger1 = Time >= 1
value = 11
ctrl = 1

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

[Statedef 170003]
type    = S
movetype= I
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 11
sprpriority = 1
ctrl = 0

[State 170003]
type = null;nothitby
trigger1 = 1
value = SCA

[state 170003]
type = playsnd
trigger1 = time = 0
value = 40,0

[state 170003]
type = posset
trigger1 = time = 0
y = 0

[state 170003]
type = changestate
trigger1 = Time >= 10
value = 12
ctrl = 1

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

[Statedef 190000]
type    = S
movetype= I
physics = S
anim = 1

[state 190000]
type = posset
trigger1 = 1
y = 0

[State 190000]
type = null;nothitby
trigger1 = 1
value = SCA

[State 190000]
type = ChangeState
trigger1 = Time >= 1
value = 190010

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

[Statedef 190001]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 5040
sprpriority = 1
ctrl = 0

[State 190001]
type = null;nothitby
trigger1 = 1
value = SCA

[state 190001]
type = velset
trigger1 = time = 0
x = -3.5
y = -5

[state 190001]
type = veladd
trigger1 = time >= 0
y = 0.45

[state 190001]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 190002
ctrl = 0

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

[Statedef 190002]
type    = S
movetype= I
physics = S

[State 190002]
type = ChangeAnim
trigger1 = time = 0
value = 11

[State 190002]
type = null;nothitby
trigger1 = 1
value = SCA

[state 190002]
type = playsnd
trigger1 = time = 0
value = 40,0

[state 190002]
type = posset
trigger1 = 1
y = 0

[state 190002]
type = changestate
trigger1 = time>=5
value = 190003

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

[Statedef 190003]
type    = S
movetype= I
physics = S

[State 190003]
type = ChangeAnim
trigger1 = time = 0
value = 12

[State 190003]
type = null;nothitby
trigger1 = 1
value = SCA

[state 190002]
type = posset
trigger1 = 1
y = 0

[State 190003]
type = ChangeState
trigger1 = animtime=0
value = 190010

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

[Statedef 190010]
type    = S
movetype= I
physics = S

[state 190010]
type = posset
trigger1 = 1
y = 0

[State 190010] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[State 190010]
type = ChangeAnim
trigger1 = time = 0
value = 0

[State 190010]
type = null;nothitby
trigger1 = 1
value = SCA

[State 190010]
type = ChangeState
trigger1 = ifelse(ishelper,(enemy,stateno=[170,190])||time>=600,time>=10)
value = ifelse(ishelper,180-((!win)*10),0)
ctrl = (!ishelper)

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

[Statedef 195000]
type    = S
movetype= I
physics = S
anim = 0

[State 195000]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 195000]
type = null;nothitby
trigger1 = 1
value = SCA

[State 195000]
type = PlayerPush
trigger1 = 1
value = -1

[state 195000]
type = posset
trigger1 = 1
x = root,pos x
y = root,pos y

[state 195000]
type = varset
trigger1 = time = 0
trigger2 = (time=[1,60])&&var(1)>=0
trigger3 = (time=[61,120])&&var(1)<=255
v = 1
value = ((time=0)*255)+(ifelse((time=[1,60]),var(1)-5,var(1)+7))
pausemovetime = 99999999
supermovetime = 99999999

[State 195000]
type = AllPalfx
trigger1 = time >= 1
mul = var(1),var(1),var(1)
time = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 195000]
type = destroyself
trigger1 = time>=121

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

[Statedef 195001]
type    = S
movetype= I
physics = S

[State 195001]
type = ChangeAnim
trigger1 = time = 0
value = root,anim

[State 195001]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 195001]
type = null;nothitby
trigger1 = 1
value = SCA

[State 195001]
type = PlayerPush
trigger1 = 1
value = -1

[state 195001]
type = posset
trigger1 = 1
x = root,pos x
y = root,pos y

[state 195001]
type = playsnd
trigger1 = time = 0
IgnoreHitPause = 1
persistent = 0
value = 11,10

[State 195001]
type = destroyself
trigger1 = RoundState != 3

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

[Statedef 195010]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3071
ownpal = 1
sprpriority = 99999

[state 195010]
type = null;nothitby
trigger1 = 1
value = SCA

[State 195010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 195010]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 250-(time*14),50*(time*30)

[State 195010]
type = AngleDraw
trigger1 = ishelper(195010)
Scale = 0.01+(time*0.04),0.1+(time*0.04)

[State 195010]
type = AngleDraw
trigger1 = ishelper(195011)
Scale = 0.01+(time*0.04),0.1+(time*0.04)

[State 195010]
type = Explod
trigger1 = time=0
anim = 3074
id = 3074
sprpriority = 11
postype = p1
pos = 0,0
vel = 0,0
trans = add
bindtime = -1
removetime = 15
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 195010]
type = ModifyExplod
trigger1 = 1
ID = 3074
scale = 1.0-(time*0.07),1.0-(time*0.07)

[State 195010]
type = PlaySnd
trigger1 = Time = 0
value = 4000,21
volume= 250

[State 195010]
type = null;AssertSpecial
trigger1 = (GameTime%2) = 1
flag = invisible

[state 195010]
type = destroyself
trigger1 = Time >= 16

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

[Statedef 195020]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3072
ownpal = 1

[State 195020]
type = BindToroot
trigger1 = 1
pos = -8,0

[State 195020]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 195020]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = s120,0
p1stateno = 195022
p2stateno = 195023
getpower = 0

[state 195020]
type = null;nothitby
trigger1 = 1
value = SCA

[state 195020]
type = targetdrop
trigger1 = 1

[state 195020]
type = destroyself
trigger1 = enemy,life<enemy,lifemax*0||EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
trigger2 = root,var(55)>=2||(root,stateno=[2000,2005])

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

[Statedef 195021]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3072
ownpal = 1

[State 195021]
type = BindToroot
trigger1 = 1
pos = -8,0

[State 195021]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 195021]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = s120,0
p1stateno = 195022
p2facing = ifelse(enemynear,vel x>0,-1,1)
getpower = 0

[state 195021]
type = null;nothitby
trigger1 = 1
value = SCA

[state 195021]
type = targetdrop
trigger1 = 1

[state 195021]
type = destroyself
trigger1 = enemy,life<enemy,lifemax*0||!(EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT)
trigger2 = root,var(55)>=2||(root,stateno=[2000,2005])

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

[Statedef 195022]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3073
ownpal = 1

[State 195022]
type = BindToroot
trigger1 = 1
pos = -8,0

[State 195022]
type = AssertSpecial
trigger1 = 1
flag = invisible

[state 195022]
type = null;nothitby
trigger1 = 1
value = SCA

[state 195022]
type = targetdrop
trigger1 = 1

[state 195022]
type = changestate
trigger1 = time >= 1
value = prevstateno

[state 195022]
type = destroyself
trigger1 = enemy,life<enemy,lifemax*0
trigger2 = root,var(55)>=2||(root,stateno=[2000,2005])

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

[Statedef 195023]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[state 195023]
type = destroyself
trigger1 = ishelper

[State 195023]
type = ChangeAnim
trigger1 = time=0
value = 5070

[State 195023]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 195023]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 2636010]
type    = U
movetype= I
physics = N
sprpriority = 4

[State 2636010]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State 2636010]
type = Projectile
trigger1 = time<=1&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0&&ishelper
attr = S, NA
projanim = var(3)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 26360100
projremovetime = 100
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = var(2)
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 2636010]
type = Projectile
trigger1 = time>=20&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0&&ishelper&&root,alive
;trigger1 =!(root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)
attr = S, NA
projanim = var(3)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 26360100
projremovetime = 100
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = 40
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 2636010]
type = null;nothitby
trigger1 = 1
value = SCA

[State 2636010]
type = PosSet
trigger1 = ishelper
Y = 2400

[State 2636010]
type = ChangeState
trigger1 = !ishelper
value = 0

[State 2636010]
type = destroyself
trigger1 = roundstate!=2||root,alive=0||enemynear,name="G Mizuchi"&&enemynear,stateno!=23000||time>=21


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

[Statedef 2636030]
type    = U
movetype= I
physics = N
sprpriority = 4

[State 2636030]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State 2636030]
type = null;nothitby
trigger1 = 1
value = SCA

[State 2636030]
type = PosSet
trigger1 = ishelper
Y = 2400

[State 2229900]
type = Projectile
trigger1 = ishelper&&roundstate<=2&&time<=2
projanim = 0
projremove = 1
projremovetime = 1
projpriority = 1
projsprpriority = 1
projid = 97857373211
attr = S,NA
offset = 0,2500
hitflag = M
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 2636030]
type = ChangeState
trigger1 = !ishelper
value = 0

[State 2636030]
type = destroyself
trigger1 = roundstate!=2||root,alive=0

[state 2636030]
type = changestate
trigger1 = ishelper&&enemynear,name="G Mizuchi"&&enemynear,stateno=23000
value = 2636010

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

[Statedef 2636020]
type    = S
physics = S
anim = 3069

[State 2636020]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 2636020]
type = BindToroot
trigger1 = 1

[State 2636020]
type = PlayerPush
trigger1 = 1
value = 0

[State 2636020]
type = PosSet
trigger1 = 1 
X = root, Pos X

[state 2636020]
type = null;nothitby
trigger1 = ishelper(2636020)
value = SCA

[State 2636020]
type = helper
trigger1 = numhelper(2636021) = 0 && roundstate <= 2
id = 2636021
persistent = 1
name = "g G Mizuchi"
pos = 0,0
postype = P1
stateno = 2636020
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 2636020]
type = destroyself
trigger1 = root,stateno != 23000 || roundstate >= 3 || enemy,numprojid(26360100)=0

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

[Statedef 2701000]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = -4,-6

[State 2701000]
type = null;nothitby
trigger1 = 1
value = SCA

[State 2701000]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2701000]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[state 2701000]
type = destroyself
trigger1 = ishelper

[State 2701000]
type = ChangeAnim
trigger1 = time = 0 && !ishelper
value = ifelse(SelfAnimExist(5070),5070,0)

[State 2701000]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 2701000]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5150

;---------------------------------------------------------------------------
; HITG_SHAKE
;---------------------------------------------------------------------------

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

[state 5000]
type = destroyself
trigger1 = ishelper

[State 5000] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5000]
type = palfx
trigger1 = 1
time = 0

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

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

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

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

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

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

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

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

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

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

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

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

[state 5001]
type = destroyself
trigger1 = ishelper

[State 5001] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5001]
type = palfx
trigger1 = 1
time = 0

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

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

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

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

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

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

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

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

[state 5010]
type = destroyself
trigger1 = ishelper

[State 5010] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5010]
type = palfx
trigger1 = 1
time = 0

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

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

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

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

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

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

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

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

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

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

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

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

[state 5011]
type = destroyself
trigger1 = ishelper

[State 5011] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5011]
type = palfx
trigger1 = 1
time = 0

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

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

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

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

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

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

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

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

[state 5020]
type = destroyself
trigger1 = ishelper

[State 5020] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5020]
type = palfx
trigger1 = 1
time = 0

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

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

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

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

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

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

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

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

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

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

[state 5030]
type = destroyself
trigger1 = ishelper

[State 5030] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5030]
type = palfx
trigger1 = 1
time = 0

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

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

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

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

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

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

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

[state 5035]
type = destroyself
trigger1 = ishelper

[State 5035] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5035]
type = palfx
trigger1 = 1
time = 0

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

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

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

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

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

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

[state 5040]
type = destroyself
trigger1 = ishelper

[State 5040] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5040]
type = palfx
trigger1 = 1
time = 0

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

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

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

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

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

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

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

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

[state 5050]
type = destroyself
trigger1 = ishelper

[State 5050] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5050]
type = palfx
trigger1 = 1
time = 0

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

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

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

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

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

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

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

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

[state 5070]
type = destroyself
trigger1 = ishelper

[State 5070] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5070]
type = palfx
trigger1 = 1
time = 0

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

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

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

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

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

[state 5071]
type = destroyself
trigger1 = ishelper

[State 5071] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5071]
type = palfx
trigger1 = 1
time = 0

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

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

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

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

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

[state 5080]
type = destroyself
trigger1 = ishelper

[State 5080] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5080]
type = palfx
trigger1 = 1
time = 0

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

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

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

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

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

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

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

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

[state 5081]
type = destroyself
trigger1 = ishelper

[State 5081] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5081]
type = palfx
trigger1 = 1
time = 0

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

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

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

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

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

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

[state 5100]
type = destroyself
trigger1 = ishelper

[State 5100] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5100]
type = palfx
trigger1 = 1
time = 0

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

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

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

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

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

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

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

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

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

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

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

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

[State 5100]
type = PosFreeze
trigger1 = 1

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

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

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

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

[state 5101]
type = destroyself
trigger1 = ishelper

[State 5101] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5101]
type = palfx
trigger1 = 1
time = 0

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

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

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

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

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

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

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

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

[state 5110]
type = destroyself
trigger1 = ishelper

[State 5110] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5110]
type = palfx
trigger1 = 1
time = 0

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[state 5120]
type = destroyself
trigger1 = ishelper

[State 5120] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5120]
type = palfx
trigger1 = 1
time = 0

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

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

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

[State 5120]
type = null;nothitby
trigger1 = 1
value = SCA
time = 1

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

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

[State 5120]
type = null;nothitby
trigger1 = AnimTime = 0
value2 = SCA
time = 3

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

;---------------------------------------------------------------------------
; HIT_LIEDEAD
;---------------------------------------------------------------------------

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

[State 5150]
type = AngleDraw
trigger1 = name!="G Mizuchi"&&(time=[0,400])&&enemynear,palno=12
Scale = 1.0-(time*0.0018),1.0-(time*0.0018)

[State 5150]
type = AssertSpecial
trigger1 = name!="G Mizuchi"&&enemynear,palno=12&&((time=[350,399])&&(gametime%3=0)||time>=400)
flag = invisible

[State 5150]
type = AssertSpecial
trigger1 = name!="G Mizuchi"&&enemynear,palno=12
flag = noshadow
flag2 = nobardisplay

[State 5150]
type = PlaySnd
trigger1 = name!="G Mizuchi"&&enemynear,palno=12&&(time=300||time=350)
value = 11,0
freqmul = 1.5+((time=350)*0.6)
volume = 250

[State 5150]
type = palfx
trigger1 = name!="G Mizuchi"&&enemynear,palno=12&&(time=[250,400])
time = 1
add = 120-time*0.5,120-time*0.5,120-time*0.5
ignorehitpause = 1

[State 5150]
type = Explod
trigger1 = name!="G Mizuchi"&&enemynear,palno=12&&time>=400&&animexist(100)
trigger1 = (GameTime%10) = 0
anim = 100
sprpriority = 99999
postype = p1
pos = -20+(random%40),0
vel = 1+(random%3),0
Scale=0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
removetime = -1
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 5150]
type = Explod
trigger1 = name!="G Mizuchi"&&enemynear,palno=12&&time>=400&&animexist(20)
trigger1 = (GameTime%10) = 2
anim = 20
sprpriority = 99999
postype = p1
pos = -20+(random%40),0
vel = 0.5+(random%2),0
Scale=0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
removetime = -1
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 5150]
type = Explod
trigger1 = name!="G Mizuchi"&&enemynear,palno=12&&time>=400&&animexist(41)
trigger1 = (GameTime%14) = 0
anim = 41
sprpriority = 99999
postype = p1
pos = -20+(random%40),0
vel = 0,-2.5-(random%2)
Scale=0.1+((random<=50)*0.1)+((random<=100)*0.2),0.1+((random<=50)*0.1)+((random<=100)*0.2)
removetime = -1
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 5150] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5150]
type = destroyself
trigger1 = ishelper

[State 5150]
type = null;lifeset
trigger1 = 1
value = 0

[State 5150]
type = posset
trigger1 = 1
y = 0

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

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

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

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

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

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

[State 5150]
type = null;nothitby
trigger1 = 1
value = SCA
time = 1

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

[State 5900]
type = VarRangeSet
trigger1 = roundsexisted = 0
farst = 2
last = 59
value = 0

[State 5900]
type = ChangeState
trigger1 = roundno = 1
value = 190

;---------------------------------------------------------------------------
; Getting hit
;---------------------------------------------------------------------------

[Statedef 19000]
type    = S
movetype= I
physics = N
velset = 0,0

[state 9000]
type = destroyself
trigger1 = ishelper

[State 9000]
type = poweradd
trigger1 = time = 0
value = 150

[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 19001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19001]
type    = S
movetype= I
physics = S

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 19010]
type    = C
movetype= I
physics = N
velset = 0,0

[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 19011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19011]
type    = C
movetype= I
physics = C

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 19020]
type    = A
movetype= I
physics = N
velset = 0,0

[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19030]
type    = A
movetype= I
physics = N
ctrl = 0


[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 19050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 19035

[Statedef 19035]
type    = A
movetype= I
physics = N

[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 19050

[Statedef 19050]
type    = A
movetype= I
physics = N

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

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

[Statedef 9000]
type    = S
movetype= H
physics = N
velset = 0,0

[state 9000]
type = destroyself
trigger1 = ishelper

[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 9001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9001]
type    = S
movetype= H
physics = S

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 9010]
type    = C
movetype= H
physics = N
velset = 0,0

[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 9011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9011]
type    = C
movetype= H
physics = C

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 9020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9030]
type    = A
movetype= H
physics = N
ctrl = 0


[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 9050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 9035

[Statedef 9035]
type    = A
movetype= H
physics = N



[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 9050

[Statedef 9050]
type    = A
movetype= H
physics = N

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

