;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;超必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ?ウル・ディストラクション
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 2000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -1000
anim = 2000
ctrl = 0

[state 2000]
type = varset
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[state 2000]
type = varset
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 1

[state 2000]
type = varset
trigger1 = var(1) = 1 && time = 0
v = 54
value = 0

[state 2000]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2001

[State 2000]
type = null;nothitby 
trigger1 = animelem = 19,<=0
value = SCA

[State 2000]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 3026
sprpriority = -5
postype = p1
pos = 0,-102
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000]
type = Explod
trigger1 = Time = 0
anim = 3027
sprpriority = 99
postype = p1
pos = 0,-102
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 2000]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 25
value = 0,0,0
under = 2

[State 2000]
type = PlaySnd
trigger1 = Time = 0
value = 3000,0
volume = 100

[State 2000]
type = PlaySnd
trigger1 = Time = 0
trigger1 = var(5) = 0
value = 2000,0

[State 2000]
type = PlaySnd
trigger1 = Time = 0
trigger1 = var(5) = 1
value = 2000,1

[State 2000]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(5) = 1
value = 2000,2

[State 2000]
type = HitDef
triggerall = animelem = 4,<=0
Trigger1 = p2stateno != [120,159]
Trigger1 = p2stateno != 40
trigger1 = p2statetype != A
attr = S, HT
damage = 0,0
hitflag = M
priority = 7, Miss
sparkno = -1
sprpriority = 5
p2facing = 1
p1stateno = 2005
p2stateno = 2010
p2facing = 1 
kill = 0

[State 2000]
type = helper
triggerall = palno=12&&animelem=4,>=1
trigger1 = numhelper(200000) = 0 
id = 200000
persistent = 1
name = "HT"
pos = 40,0
postype = P1
stateno = 200000
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999


[State 152]
type = Reversaldef
trigger1 = name = "G Mizuchi"
reversal.attr = SCA, AA, AT, AP
pausetime = 0, 60
sparkxy = 999, 999
p2stateno = 11000
ignorehitpause = 1

[state 2000]
type = changestate
triggerall = palno=12&&animelem=4,>=1
trigger1 = helper(200000),stateno=200001
value = 2005

[state 2000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ヒット
;---------------------------------------------------------------------------

[Statedef 2005]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 2005
ctrl = 0

[state 2005]
type = varset
triggerall = var(1) = 1
triggerall = var(28) != [1,800]
trigger1 = animtime = 0
v = 54
value = 600

[State 2005]
type = EnvColor
trigger1 = animelem = 18,<=0
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2

[State 2005]
type = EnvColor
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 18
ignorehitpause = 1
time = 14
value = 255,255,255
under = 3

[State 2005]
type = Explod
trigger1 = animelem = 7
trigger2 = animelem = 8
anim = 7001
sprpriority = 7
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2005]
type = Explod
trigger1 = animelem = 18
anim = 7001
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 2005]
type = Explod
trigger1 = animelem = 8
anim = 2006
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 2005]
type = PlaySnd
trigger1 = animelem = 7
value = 2000,4

[State 2005]
type = PlaySnd
trigger1 = animelem = 9
value = 240,0

[State 2005]
type = PlaySnd
trigger1 = animelem = 18
value = 2000,5

[State 2005]
type = PlaySnd
trigger1 = animelem = 17
value = 2000,3

[State 2005]
type = TargetBind
trigger1 = animelem = 6,<=0
pos = 40,0

[state 2005]
type = targetstate
trigger1 = animelem = 7
value = 2011

[state 2005]
type = targetstate
trigger1 = animelem = 8
value = 2012

[state 2005]
type = targetstate
trigger1 = animelem = 18
value = 2013

[state 2005]
type = pause
trigger1 = animelem = 18
time = 14
movetime = 14

[state 2005]
type = targetlifeadd
trigger1 = animelem = 7&&!numhelper(200000)
value = Ceil(-0.09 * enemy,Const(data.life)) - 1
kill = 0
absolute = 1

[state 2005]
type = targetlifeadd
trigger1 = animelem = 8&&!numhelper(200000)
value = Ceil(-0.05 * enemy,Const(data.life)) - 1
kill = 0
absolute = 1

[state 2005]
type = targetlifeadd
trigger1 = animelem = 18&&!numhelper(200000)
value = Ceil(-0.15 * enemy,Const(data.life)) - 1
absolute = 1

[state 2005]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げられている相手1
;---------------------------------------------------------------------------

[Statedef 2010]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state 2010]
type = destroyself
trigger1 = ishelper

[State 2010]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2010

[State 2010]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;投げられている相手2
;---------------------------------------------------------------------------

[Statedef 2011]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state 2011]
type = destroyself
trigger1 = ishelper

[State 2011]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2011

[State 2011]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;投げられている相手3
;---------------------------------------------------------------------------

[Statedef 2012]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state 2012]
type = destroyself
trigger1 = ishelper

[State 2012]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2012

[State 2012]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;投げられている相手4
;---------------------------------------------------------------------------

[Statedef 2013]
type    = A
movetype= H
physics = N
velset = -7,-7

[state 2013]
type = destroyself
trigger1 = ishelper

[State 2013]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 2013]
type = ChangeAnim
Trigger1 = Time = 0
trigger1 = animexist(5052) = 1
value = 5052

[State 2013]
type = VelAdd
Trigger1 = 1
y = .3

[State 2013]
type = null;nothitby 
trigger1 = 1
value = SCA

[State 2013]
type = ChangeAnim
Trigger1 = Time = 15
trigger1 = animexist(5061) = 1
value = 5061

[State 2013]
type = ChangeAnim
Trigger1 = Time = 15
trigger1 = animexist(5062) = 1
value = 5062

[State 2013] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 200000]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3068
ownpal = 1

[State 200000]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 200000]
type = AssertSpecial
trigger1 = 1
flag = invisible

[state 200000]
type = null;nothitby
trigger1 = 1
value = SCA

[State 200000]
type = ReversalDef
trigger1 = root,stateno=2000
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,2
numhits = 1
sparkno = -1
hitsound = -1
p1stateno = 200001
p2stateno = 2010
getpower = 0

[state 200000]
type = destroyself
trigger1 = root,stateno!=2000

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

[Statedef 200001]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
ownpal = 1

[State 200001]
type = ChangeAnim
trigger1 = 1
value = 3068*(root,stateno=2005)

[State 200001]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 200001]
type = AssertSpecial
trigger1 = 1
flag = invisible

[state 200001]
type = null;nothitby
trigger1 = 1
value = SCA

[State 200001]
type = ReversalDef
trigger1 = time <= 5&& root,stateno = 2005
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,2
numhits = 1
sparkno = -1
hitsound = -1
p2stateno = 2010
getpower = 0

[State 200001]
type = TargetBind
trigger1 = root,animelem = 6,<=0 && root,stateno = 2005
pos = 40,0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 200001]
type = targetstate
trigger1 = root,animelem = 7 && root,stateno = 2005
value = 2011
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 200001]
type = targetstate
trigger1 = root,animelem = 8 && root,stateno = 2005
value = 2012
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 200001]
type = targetstate
trigger1 = root,animelem = 18 && root,stateno = 2005
value = 2013
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 200001]
type = targetlifeadd
trigger1 = root,animelem = 7 && root,stateno = 2005
value = Ceil(-0.09 * enemy,Const(data.life)) - 1
kill = 0
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 200001]
type = targetlifeadd
trigger1 = root,animelem = 8 && root,stateno = 2005
value = Ceil(-0.05 * enemy,Const(data.life)) - 1
kill = 0
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 200001]
type = targetlifeadd
trigger1 = root,animelem = 18 && root,stateno = 2005
value = Ceil(-0.15 * enemy,Const(data.life)) - 1
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 200001]
type = targetLifeAdd
trigger1 = (gametime%10)=1&&root,var(54)>1
value = -(enemy,lifemax*(0.004+((enemy,movetype=A)*0.02)))
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 200001]
type = null;targetpowerAdd
trigger1 = (gametime%10)=1&&root,var(54)>1
value = -(enemy,powermax*(0.004+((enemy,movetype=A)*0.02)))
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 200001]
type = destroyself
trigger1 = (!(root,stateno=2000||root,stateno=2005))&&root,var(54)<=1
trigger2 = root,stateno=2000&&root,animelem=4,<=0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;バニッシュ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1950]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -1000
anim = 3033
ctrl = 0

[State 1950]
type = null;nothitby 
trigger1 = palno = 12
value = SCA

[State 1950]
type = PlaySnd
trigger1 = animelem = 13
value = 4000,12
volume = 250

[State 1950]
type = AssertSpecial
trigger1 = AnimElemtime(13) >= 0 && AnimElemtime(13) <= 30
trigger1 = (GameTime%2) = 1
flag = invisible

[state 1950]
type = varset
trigger1 = animelem = 14
v = 55
value = 400+((palno=12)*400)+((palno=12&&fvar(28)>=6500)*1200)

[state 1950]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;ユニバ?ス・ディスト?ション
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 2200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -2000
anim = 2200
ctrl = 0
sprpriority = 99

[State 2200]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg

[State 2200]
type = null;nothitby 
trigger1 = 1
value = SCA

[State 2200]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 2200]
type = Explod
trigger1 = time = 0
anim = 3028
sprpriority = -5
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2200]
type = Explod
trigger1 = Time = 0
anim = 3029
sprpriority = 999
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2200]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 2200]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 30
value = 0,0,0
under = 2

[State 2200]
type = PlaySnd
trigger1 = Time = 0
value = 3000,3
volume = -50

[State 2200]
type = PlaySnd
trigger1 = Time = 10
value = 2000,0

[state 2200]
type = changestate
trigger1 = animtime = 0
value = 2205

;---------------------------------------------------------------------------
; 攻撃
;---------------------------------------------------------------------------

[Statedef 2205]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
sprpriority = 9999
ctrl = 0

[State 2205]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg

[State 2205]
type = null;nothitby 
trigger1 = 1
value = SCA

[State 2205]
type = PlaySnd
trigger1 = Time = 50
value = 2000,1
volume = 150

[State 2205]
type = PlaySnd
trigger1 = Time = 90
value = 2000,2
volume = 150

[State 2205]
type = PlaySnd
trigger1 = Time = 0
value = 4000,7
volume = 250

[State 2205]
type = Explod
trigger1 = Time = 0
anim = 3012
id = 3012
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1

[State 2205]
type = helper
triggerall = palno != 12
trigger1 = time = 0
id = 2100
persistent = 0
name = "muni"
pos = 0,-240
postype = back
stateno = 2222
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2616]
type = Projectile
triggerall = palno = 12
trigger1 = time <= 190 && (GameTime%10) = 1
attr = A, NA
projanim = 2205
projhitanim = -1
projid = 2205
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.03 * enemy,Const(data.life)),5
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,5
guard.pausetime = 0,5
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = s4000,6
guard.sparkno = -1
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,-2
fall = 1
fall.dameage = -999999999999999999999999999999999999999999999999999999
air.fall = 1
fall.recover = 0
p2stateno = 169998

[State 2205]
type = null;helper
triggerall = palno = 12
trigger1 = projhit = 1
id = 4000
persistent = 1
name = "da1"
pos = 0,0
postype = p2
stateno = 4000
helpertype = player
keyctrl = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2205]
type = ReversalDef
trigger1 = palno = 12
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
p2stateno = 169998

[state 2205]
type = targetstate
triggerall = palno = 12
trigger1 = time <= 190 && (GameTime%10) = 1
value = 169998

[State 152]
type = Reversaldef
trigger1 = name = "G Mizuchi"
reversal.attr = SCA, AA, AT, AP
pausetime = 0, 60
sparkxy = 999, 999
p2stateno = 11000
ignorehitpause = 1

[State 2205]
type = Explod
triggerall = palno = 12
trigger1 = (target,stateno=169998||projhit=1||projguarded=1) && enemyNear,time = 0
anim = IfElse((projguarded>=1),7011,7001)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 2205]
type = HitAdd
triggerall = palno = 12
trigger1 = target,stateno = 169998 && enemyNear,time = 0
value = 1

[State 2205]
type = PlaySnd
triggerall = palno = 12
trigger1 = target,stateno = 169998 && enemyNear,time = 0
value = 4000,6

[state 2205]
type = changestate
trigger1 = time >= 201
value = 2210

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

[Statedef 2210]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2210
ctrl = 0
sprpriority = 9999

[State 2210]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg

[State 2210]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[state 2210]
type = removeexplod
trigger1 = time = 0
is = 2220

[State 2210]
type = Explod
trigger1 = Time = 0
anim = 3013
id = 3013
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[state 2210]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ヘルパ?
;---------------------------------------------------------------------------

[Statedef 2222]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2222

[State 2222]
type = ChangeState
trigger1 = !ishelper
value = 190001

[state 2222]
type = null;nothitby
trigger1 = 1
value = SCA

[state 2222]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 2101

[State 2222]
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 2
trigger2 = hitcount <= 18
attr = S, HP
animtype  = hard
damage    = Ceil(0.03 * enemy,Const(data.life)),6
getpower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 9,5
guard.pausetime = 9,5
sparkno = s7001
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = s4000,6
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.6,-1.2
guard.velocity = -9.5
air.velocity = -0.6,-1.2
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = (root,var(28))*1
palfx.add = 250,20,100
palfx.color = 0
p2stateno = 4007

[State 2222]
type = helper
triggerall = root,var(1) = 1
trigger1 = movehit = 1
id = 4000
persistent = 1
name = "da1"
pos = 0,0
postype = p2
stateno = 4000
helpertype = player
keyctrl = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2222]
type = helper
triggerall = root,var(1) = 0
trigger1 = movehit = 1
id = 4008
persistent = 1
name = "da1"
pos = 0,0
postype = p2
stateno = 4000
helpertype = player
keyctrl = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 2222]
type = destroyself
trigger1 = hitcount >= 19
trigger2 = root,stateno != 2205

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

[Statedef 3100]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3017
ownpal = 1

[State 3100]
type = ChangeState
trigger1 = !ishelper
value = 190001

[state 3100]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3100]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3100]
type = AttackDist
trigger1 = time = 0
value = 0

[state 3100]
type = bindtotarget
trigger1 = 1
pos = 0,0

[State 3100]
type = posset
trigger1 = 1
x=enemy,pos x
y=enemy,pos y

[State 3100]
type = HitDef
triggerall = p2statetype != A
triggerall = p2stateno  != 40
trigger1 = p2movetype = A
attr = S, HP
animtype  = hard
damage    = 0
getpower = 0,0
guardflag = 
hitflag = MAF
numhits = 0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
fall = 0
air.fall = 1
fall.recover = 0
palfx.time = (root,var(28))*1
palfx.add = 250,20,100
palfx.color = 0
p2stateno = 4001

[State 3100]
type = HitDef
triggerall = p2statetype = A
triggerall = p2stateno  != 40
trigger1 = p2movetype = A
attr = S, HP
animtype  = hard
damage    = 0
getpower = 0,0
guardflag = 
hitflag = MAF
numhits = 0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
fall = 0
air.fall = 1
fall.recover = 0
palfx.time = (root,var(28))*1
palfx.add = 250,20,100
palfx.color = 0
p2stateno = 4002

[State 3100]
type = HitDef
triggerall = p2stateno  = 40
trigger1 = p2movetype = A
attr = S, HP
animtype  = hard
damage    = 0
getpower = 0,0
guardflag = 
hitflag = MAF
numhits = 0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
fall = 0
air.fall = 1
fall.recover = 0
palfx.time = (root,var(28))*1
palfx.add = 250,20,100
palfx.color = 0
p2stateno = 4002

[state 3100]
type = destroyself
trigger1 = movehit = 1
trigger2 = root,var(28) <= 4

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

[Statedef 4000]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3018
ownpal = 1

[state 4000]
type = null;nothitby
trigger1 = 1
value = SCA

[state 4000]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 2101

[state 4000]
type = destroyself
trigger1 = animtime = 0

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

[Statedef 3101]
type    = S
movetype= H
physics = S
anim = 1

[State 3101]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 3101]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 3101]
type = SelfState
trigger1 = Time >= GetHitVar(hittime)
value = 0
ctrl = 1

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

[Statedef 3107]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3017
ownpal = 1

[State 3107]
type = ChangeState
trigger1 = !ishelper
value = 190001

[state 3107]
type = null;nothitby
trigger1 = 1
value = SCA

[state 3107]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3107]
type = AttackDist
trigger1 = time = 0
value = 0

[State 3107]
type = HitDef
triggerall = p2statetype != A
triggerall = p2stateno  != 40
trigger1 = time = 0
attr = S, HP
animtype  = hard
damage    = 0
getpower = 0,0
guardflag = 
hitflag = MAF
numhits = 0
pausetime = 0,10
guard.pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 4004

[State 3107]
type = HitDef
triggerall = p2statetype = A
triggerall = p2stateno  != 40
trigger1 = time = 0
attr = S, HP
animtype  = hard
damage    = 20
getpower = 0,0
guardflag = 
hitflag = MAF
numhits = 0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 4005

[State 3107]
type = HitDef
triggerall = p2stateno  = 40
trigger1 = time = 0
attr = S, HP
animtype  = hard
damage    = 0
getpower = 0,0
guardflag = 
hitflag = MAF
numhits = 0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 4005

[state 3107]
type = destroyself
trigger1 = movehit = 1

[state 3107]
type = destroyself
trigger1 = time >= 20

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

[Statedef 4009]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3017
ownpal = 1

[State 4009]
type = ChangeState
trigger1 = !ishelper
value = 190001

[state 4009]
type = null;nothitby
trigger1 = 1
value = SCA

[state 4009]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 4009]
type = AttackDist
trigger1 = time = 0
value = 0

[State 4009]
type = HitDef
trigger1 = p2stateno  = 40 || p2stateno  = 20 && enemy,vel x > 0 || p2stateno  = 100 && enemy,vel x > 0
attr = S, HA
animtype  = hard
damage    = 0
getpower = 0,0
guardflag = 
hitflag = MAF
numhits = 0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 4010

[state 4009]
type = destroyself
trigger1 = movehit = 1

[state 4009]
type = destroyself
trigger1 = root,var(29) <= 0

[state 4009]
type = destroyself
trigger1 = time >= 10

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

[Statedef 4010]
type = S
physics = S
sprpriority = 0

[State 4010]
type = ChangeAnim
trigger1 = time = 0
value = 0

[State 4010]
type = posSet
trigger1 = Time = 0
y = 0

[State 4010]
type = VelSet
trigger1 = Time = 0
x = IfElse((command = "holdup"),0,-1.5)
y = 0

[State 4010]
type = ChangeState
trigger1 = !alive
value = 5050

[State 4010]
type = SelfState
trigger1 = command != "holdup" && command != "holdfwd" && command != "FF"
value = 0
ctrl = 1

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

[Statedef 4001]
type = S
physics = S
sprpriority = 0

[State 4001]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0

[State 4001]
type = VelSet
trigger1 = Time = 0
y = 0

[State 4001]
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 4001]
type = ChangeState
trigger1 = !alive
value = 5050

[State 4001]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 0
ctrl = 1

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

[Statedef 4002]
type    = A
physics = A

[State 4002]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 4002]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 4002]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 4002]
type = ChangeState
trigger1 = Time >= 0
value = 50
ctrl = 1

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

[Statedef 4004]
type = S
physics = S
sprpriority = 0

[State 4004]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0

[State 4004]
type = VelSet
trigger1 = Time = 0
y = 0

[State 4004]
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 4004]
type = ChangeState
trigger1 = !alive
value = 5050

[State 4004]
type = SelfState
trigger1 = Time >= GetHitVar(hittime)
value = 0
ctrl = 1

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

[Statedef 4005]
type    = A
physics = A

[State 4005]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 4005]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 4005]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 4005]
type = SelfState
trigger1 = Time >= 0
value = 50
ctrl = 1

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

[Statedef 4007]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 4007]
type = destroyself
trigger1 = ishelper

[State 4007]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 4007]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3030

[State 4007]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 4007]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[state 4007]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),0.35,-0.35)
y = -0.25

[state 4007]
type = veladd
trigger1 = 1
y = 0.002

[State 4007] 
type = changestate
trigger1 = time >= 11
value = 10381

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;フィア?・パニッシュメント
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 2215]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -2000
anim = 3034
ctrl = 0
sprpriority = 99

[State 2215]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nobardisplay

[State 2215]
type = null;nothitby 
trigger1 = 1
value = SCA

[State 2215]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 2215]
type = Explod
trigger1 = time = 0
anim = 3028
sprpriority = -5
postype = p1
pos = -1,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2215]
type = Explod
trigger1 = Time = 0
anim = 3029
sprpriority = 999
postype = p1
pos = -1,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2215]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 2215]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 60
value = 0,0,0
under = 2

[State 2215]
type = PlaySnd
trigger1 = Time = 0
value = 3000,3
volume = -50

[State 2215]
type = PlaySnd
trigger1 = Time = 10
value = 2000,0

[state 2215]
type = changestate
trigger1 = animtime = 0
value = 2216

;---------------------------------------------------------------------------
; 攻撃
;---------------------------------------------------------------------------

[Statedef 2216]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 3035
sprpriority = 9
ctrl = 0

[State 2216]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nobardisplay

[State 2216]
type = null;nothitby 
trigger1 = 1
value = SCA

[State 2216]
type = PlaySnd
trigger1 = Time = 0
value = 4000,13
volume = 250

[State 2216]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 2216]
type = Explod
trigger1 = Time = 0
anim = 3038
id = 3038
sprpriority = 11
postype = p1
pos = 0,-40
bindtime = -1
removetime = 300
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3039
id = 3039
sprpriority = 11
postype = p1
pos = var(43),var(44)
bindtime = -1
removetime = 12
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3040
id = 3040
sprpriority = 11
postype = p1
pos = var(43),-20+var(44)
bindtime = -1
removetime = 7
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = (GameTime%2) = 1
anim = 3041
id = 3041
sprpriority = 11
postype = p1
pos = var(43),-20+var(44)
bindtime = -1
removetime = 22
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 3042
id = 3042
sprpriority = -1
postype = p1
pos = -2,-100
bindtime = -1
removetime = 300
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 3043
id = 3043
sprpriority = 1
postype = p1
pos = 10,0
bindtime = -1
removetime = 300
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 3044
id = 3043
sprpriority = 1
postype = p1
pos = -20,0
bindtime = -1
removetime = 300
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 3045
id = 3043
sprpriority = 1
postype = p1
pos = -7,3
bindtime = -1
removetime = 300
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 3046
id = 3043
sprpriority = -2
postype = p1
pos = 0,-100
bindtime = -1
removetime = 300
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = helper
trigger1 = palno != 12 && time = 0
id = 2218
persistent = 0
name = "muni"
pos = 0,0
postype = p1
stateno = 2218
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2216]
type = helper
trigger1 = time = 0 && palno != 12
id = 2219
persistent = 0
name = "kabe"
pos = -12,0
postype = p2
stateno = 2219
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2616]
type = Projectile
triggerall = palno = 12
trigger1 = time <= 110 && (GameTime%3) = 1
attr = S, NA
projanim = 3037
projhitanim = -1
projid = 3037
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.01 * enemy,Const(data.life)),5
getpower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,3
guard.pausetime = 0,8
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = -1
guard.sparkno = -1
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
guard.velocity = 0.2
air.velocity = -1,-2
fall = 0
fall.dameage = 9**8
air.fall = 1
fall.recover = 0
p2stateno = 169999
envshake.time = 7
envshake.ampl = 5
envshake.freq = 110


[State 152]
type = Reversaldef
trigger1 = name = "G Mizuchi"
reversal.attr = SCA, AA, AT, AP
pausetime = 0, 60
sparkxy = 999, 999
p2stateno = 11000
ignorehitpause = 1

[State 2217]
type = PlaySnd
trigger1 = palno = 12 && projhit=1
value = 4000,6
volume = -40
channel = 6

[State 2216]
type = Envcolor
trigger1 = palno = 12 && projhit=1
value = 255, 255, 255
time = 1
under = 1
supermove = 1
invertall = 1
ignorehitpause = 1

[State 2216]
type = ReversalDef
trigger1 = palno = 12
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
p2stateno = 4007

[state 2216]
type = targetstate
triggerall = palno = 12
trigger1 = time <= 110 && (GameTime%3) = 1
value = 169999

[State 2216]
type = Explod
triggerall = palno = 12
trigger1 = (target,stateno=169999||projhit=1||projguarded=1) && enemyNear,time = 0
anim = IfElse((projguarded>=1),7011,7001)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 2216]
type = HitAdd
triggerall = palno = 12
trigger1 = target,stateno = 169999 && enemyNear,time = 0
value = 1

[State 2205]
type = PlaySnd
triggerall = palno = 12
trigger1 = target,stateno = 169999 && enemyNear,time = 0
value = 4000,6
volume = -40
channel = 6

[state 2216]
type = changestate
trigger1 = time = 115
value = 2217

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

[Statedef 2217]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 3036
ctrl = 0
sprpriority = 1

[State 2217]
type = Explod
trigger1 = time = 0
anim = 3048
id = 3048
sprpriority = -2
postype = p1
pos = 0,-100
bindtime = -1
removetime = 14
supermove = 1
under = 0
ownpal = 1

[State 2217]
type = AssertSpecial
trigger1 = (GameTime%2) = 1
flag = invisible

[State 2217]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nobardisplay

[State 2217]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[state 2217]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ヘルパ?
;---------------------------------------------------------------------------

[Statedef 2218]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3037

[State 2218]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 2217]
type = BindToParent
trigger1 = 1
pos = 0,0

[state 2217]
type = null;nothitby
trigger1 = 1
value = SCA

[state 2217]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 2218

[State 2217]
type = PlaySnd
trigger1 = movehit = 1
value = 4000,6
volume = -40
channel = 6

[State 2217]
type = Envcolor
trigger1 = movehit = 1
time = 1
value = 200,200,200
under = -2

[State 2217]
type = HitDef
trigger1 = time = 0
trigger1 = root,time <= 102
trigger2 = movecontact = 2
trigger2 = hitcount <= 32
trigger2 = root,time <= 102
attr = S, HP
animtype  = hard
damage    = Ceil(0.027 * enemy,Const(data.life)),5
getpower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 2,3
guard.pausetime = 0,8
sparkno = s7001
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = -1
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
guard.velocity = 0.2
air.velocity = -1,-2
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 9000
envshake.time = 7
envshake.ampl = 5
envshake.freq = 110

[State 2217]
type = HitDef
trigger1 = root,time = 105
attr = S, HP
animtype  = diagup
damage    = Ceil(0.0015 * enemy,Const(data.life)),4
getpower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 0,3
guard.pausetime = 0,8
sparkno = s7001
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = -1
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-8
guard.velocity = -1.2
air.velocity = -8,-8
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 9000
envshake.time = 7
envshake.ampl = 5
envshake.freq = 110

[State 2217]
type = helper
trigger1 = movecontact = 1
id = 2220
persistent = 1
name = "da1"
pos = 0,0
postype = p2
stateno = 4000
helpertype = player
keyctrl = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 2217]
type = destroyself
trigger1 = hitcount >= 35
trigger2 = root,stateno != 2216

;---------------------------------------------------------------------------
;壁
;---------------------------------------------------------------------------

[Statedef 2219]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2320

[state 2219]
type = null;nothitby
trigger1 = 1
value = SCA

[State 2219]
type = velset
trigger1 = 1
x = IfElse((enemy,movetype != H),4.2,0)

[state 2219]
type = posset
trigger1 = p2Dist X < 0
x = enemy,pos x

[state 2219]
type = posset
trigger1 = p2Dist X > 100
x = enemy,pos x

[state 2219]
type = posadd
trigger1 = pos x = enemy,pos x
x = -10

[State 2219]
type = PlayerPush
trigger1 = 1
value = 1

[state 2219]
type = destroyself
trigger1 = root,stateno != 2216

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;カオティック・フレア
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 2300]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -4000
anim = 2201
ctrl = 0

[State 2300]
type = varset
trigger1 = palno=12&&time=0
fv = 13
value = 1
ignorehitpause = 1

[State 2300]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg

[State 2300]
type = null;nothitby 
trigger1 = 1
value = SCA

[State 2300]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 2300]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(6) = 1 || AnimElemTime(7) = 14
id = 26380
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 26380
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2300]
type = Explod
trigger1 = time = 10
anim = 3062
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2300]
type = Explod
trigger1 = time = 0
anim = 3065
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2300]
type = Explod
trigger1 = Time = 0
anim = 3066
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 2100,0
volume = 150

[State 2300]
type = PlaySnd
trigger1 = Time = 2
value = 4000,19

[State 2300]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3

[State 2300]
type = PlaySnd
trigger1 = Time = 8
value = 4000,18

[State 2300]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 2300]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 50
value = 0,0,0
under = 2

[state 2300]
type = changestate
trigger1 = animtime = 0
value = 23000

;---------------------------------------------------------------------------
;攻撃
;---------------------------------------------------------------------------

[Statedef 23000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2206
ctrl = 0

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 23000]
type = varadd
trigger1 = palno=12&&time<160&&fvar(17)!=0
fv = 15
value = (stateno=23000)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 23000]
type = varset
trigger1 = palno=12&&time<160&&enemy,movereversed
fv = 17
value = (stateno=23000)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 23000]
type = null;nothitby
trigger1 = 1
value = SCA

[State 23000]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 23000]
type = PlaySnd
trigger1 = Time = 0
value = 2100,1
volume = 150

[State 23000]
type = PlaySnd
trigger1 = Time = 0
value = 4000,17
volume = 250
channel = 9

[State 23000]
type = null;PlaySnd
trigger1 = Time = 0
value = 4000,20
volume = 150

[State 23000]
type = Explod
trigger1 = Time = 0
anim = 3060
id = 3060
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 23000]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 23000]
type = Projectile
triggerall = palno = 12
trigger1 = fvar(16)!=1&&(time=[20,220])&&(GameTime%3) = 1
trigger2 = fvar(16)!=0&&(time=[180,220])&&(GameTime%3) = 1
attr = S, NA
projanim = 3063
projhitanim = -1
projid = 3063
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 21474836
getpower = 0,0
givepower = -9999999999
hitflag = MAFD
guardflag =
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 26350

[State 23000]
type = Projectile
triggerall = palno != 12
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 3063
projhitanim = -1
projid = 3063
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = ((random<=10)*(random%150))+(random<=(2+(var(1)*5)))*21474836,(random<=20)*(random%200)
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 26350

[State 23000]
type = Projectile
triggerall = palno != 12
trigger1 = time = [20,220]
trigger1 = (GameTime%2) = 1
attr = S, NA
projanim = 3067
projhitanim = -1
projid = 3067
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 160,-140
velocity = 0
animtype  = hard
damage    = ((random<=10)*(random%150))+(random<=(2+(var(1)*5)))*21474836,(random<=20)*(random%200)
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 26350

[State 23000]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3064
projhitanim = -1
projid = 3064
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 23000]
type = AttackDist
trigger1 = 1
value = 0

[State 23000]
type = ReversalDef
triggerall = palno = 12
trigger1 = time <= 220
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 263601
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999


[State 152]
type = null;Reversaldef
trigger1 = name = "G Mizuchi"
reversal.attr = SCA, AA, AT, AP
pausetime = 0, 60
sparkxy = 999, 999
p2stateno = 11000
ignorehitpause = 1

[state 23000]
type = targetdrop
trigger1 = palno=12&&(roundstate>=3&&enemy,alive=0&&enemy,stateno=5150||numtarget>=7)

[state 1]
type = targetstate
triggerall = fvar(2)=1&&palno = [11,12]
trigger1 = time = 190
trigger2 = win
value = 30201

[state 1]
type = targetstate
triggerall = fvar(2)!=1&&palno = [11,12]
trigger1 = time = 190
trigger2 = win
value = 3020100

[state 23000]
type = targetstate
triggerall = palno = 12 &&roundstate=2
trigger1 = time = [160,220]
trigger1 = (GameTime%3) = 1
value = 263601
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 23000]
type = null;targetstate
triggerall = palno=12&&roundstate=2&&fvar(17)=1&&(fvar(15)=[1,50])&&enemy,alive
trigger1 = time <= 159
value = 263601
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 23000]
type = targetstate
triggerall = palno=12&&roundstate=2&&fvar(17)=1&&enemy,alive
trigger1 = time <= 159
value = 263601
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 23000]
type = targetstate
trigger1 = palno=12&&enemy,alive=0&&!(enemy,stateno=2701000||enemy,stateno=263601||enemy,stateno=5150)
value = 2701000
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 23000]
type = targetlifeadd
trigger1 = 1
value = -99999999999999999
absolute = 1
kill = 1

[State 23000]
type = Explod
trigger1 = palno=12&&target,stateno=263601&&enemyNear,time=0||projhit3063=1||projguarded3063=1
anim = IfElse((projguarded=1),7011,7001)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x))+(random%20)-(random%40),(target,const(size.mid.pos.y))+(random%40)-(random%60)
facing = -1
ownpal = 1
trans = add

[State 23000]
type = Explod
trigger1 = projhit3067=1||projguarded3067=1
anim = IfElse((projguarded=1),7011,7001)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x))+(random%20)-(random%40),(target,const(size.mid.pos.y))+(random%40)-(random%60)
facing = -1
ownpal = 1
trans = add

[State 23000]
type = HitAdd
trigger1 = palno = 12 && target,stateno = 263601 && enemyNear,time = 0
value = 1

[state 23000]
type = changestate
trigger1 = time >= 250
value = 23001

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;セ?ン?・フレ?
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 2400]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -3000
anim = 2201
ctrl = 0

[State 2300]
type = varset
trigger1 = palno=12&&time=0
fv = 13
value = 1
ignorehitpause = 1

[State 2300]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg

[State 2300]
type = null;nothitby 
trigger1 = 1
value = SCA

[State 2300]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 2300]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(6) = 1 || AnimElemTime(7) = 14
id = 26380
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 26380
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2300]
type = Explod
trigger1 = time = 10
anim = 3062
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2300]
type = Explod
trigger1 = time = 0
anim = 3065
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2300]
type = Explod
trigger1 = Time = 0
anim = 3066
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 2100,0
volume = 150

[State 2300]
type = PlaySnd
trigger1 = Time = 2
value = 4000,19

[State 2300]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3

[State 2300]
type = PlaySnd
trigger1 = Time = 8
value = 4000,18

[State 2300]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 2300]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 50
value = 0,0,0
under = 2

[state 2300]
type = changestate
trigger1 = animtime = 0
value = 24000

;---------------------------------------------------------------------------
;攻撃
;---------------------------------------------------------------------------

[Statedef 24000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2206
ctrl = 0

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 23000]
type = varadd
trigger1 = palno=12&&time<160&&fvar(17)!=0
fv = 15
value = (stateno=23000)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 23000]
type = varset
trigger1 = palno=12&&time<160&&enemy,movereversed
fv = 17
value = (stateno=23000)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 23000]
type = null;nothitby
trigger1 = 1
value = SCA

[State 23000]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 23000]
type = PlaySnd
trigger1 = Time = 0
value = 2100,1
volume = 150

[State 23000]
type = PlaySnd
trigger1 = Time = 0
value = 4000,24
volume = 250
channel = 9

[State 23000]
type = null;PlaySnd
trigger1 = Time = 0
value = 4000,20
volume = 150

[State 23000]
type = Explod
trigger1 = Time = 0
anim = 3079
id = 3079
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1


[State 23000]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 23000]
type = Projectile
triggerall = palno = 12
trigger1 = fvar(16)!=1&&(time=[20,220])&&(GameTime%3) = 1
trigger2 = fvar(16)!=0&&(time=[180,220])&&(GameTime%3) = 1
attr = S, NA
projanim = 3063
projhitanim = -1
projid = 3063
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 21474836
getpower = 0,0
givepower = -9999999999
hitflag = MAFD
guardflag =
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 26350

[State 23000]
type = Projectile
triggerall = palno != 12
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 3063
projhitanim = -1
projid = 3063
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = ((random<=10)*(random%150))+(random<=(2+(var(1)*5)))*21474836,(random<=20)*(random%200)
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 26350

[State 23000]
type = Projectile
triggerall = palno != 12
trigger1 = time = [20,220]
trigger1 = (GameTime%2) = 1
attr = S, NA
projanim = 3067
projhitanim = -1
projid = 3067
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 160,-140
velocity = 0
animtype  = hard
damage    = ((random<=10)*(random%150))+(random<=(2+(var(1)*5)))*21474836,(random<=20)*(random%200)
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 26350

[State 23000]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3064
projhitanim = -1
projid = 3064
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 23000]
type = AttackDist
trigger1 = 1
value = 0

[State 152]
type = Reversaldef
trigger1 = name = "G Mizuchi"
reversal.attr = SCA, AA, AT, AP
pausetime = 0, 60
sparkxy = 999, 999
p2stateno = 11000
ignorehitpause = 1

[state 23000]
type = targetdrop
trigger1 = palno=12&&(roundstate>=3&&enemy,alive=0&&enemy,stateno=5150||numtarget>=7)

[state 1]
type = targetstate
triggerall = fvar(2)=1&&palno = [11,12]
trigger1 = time = 190
trigger2 = win
value = 30201

[state 1]
type = targetstate
triggerall = fvar(2)!=1&&palno = [11,12]
trigger1 = time = 190
trigger2 = win
value = 3020100

[state 23000]
type = targetstate
trigger1 = palno=12&&enemy,alive=0&&!(enemy,stateno=2701000||enemy,stateno=263601||enemy,stateno=5150)
value = 2701000
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 23000]
type = targetlifeadd
trigger1 = 1
value = -99999999999999999
absolute = 1
kill = 1

[State 23000]
type = Explod
trigger1 = palno=12&&target,stateno=263601&&enemyNear,time=0||projhit3063=1||projguarded3063=1
anim = IfElse((projguarded=1),7011,7001)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x))+(random%20)-(random%40),(target,const(size.mid.pos.y))+(random%40)-(random%60)
facing = -1
ownpal = 1
trans = add

[State 23000]
type = Explod
trigger1 = projhit3067=1||projguarded3067=1
anim = IfElse((projguarded=1),7011,7001)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x))+(random%20)-(random%40),(target,const(size.mid.pos.y))+(random%40)-(random%60)
facing = -1
ownpal = 1
trans = add

[State 23000]
type = HitAdd
trigger1 = palno = 12 && target,stateno = 263601 && enemyNear,time = 0
value = 1

[state 23000]
type = changestate
trigger1 = time >= 550
value = 23001

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

[Statedef 23001]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0

[State 23001]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state 23001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
