[statedef 19800];補助ヘルパー
type    = A
movetype= I
physics = N
velset = 0,0
anim = 20002

[State 19800]
type = BindToRoot
trigger1 = ishelper
ignorehitpause = 1
ignorehitpause = 1
supermovetime= 99999999999
pausemovetime = 9999999999

[State 3874]
type = null;Projectile
trigger1 = gametime%4=0&&numhelper&&ishelper
projanim = 2113
projid=171871872837
projremove = 1
projremovetime = -1
projscale=1.0,1.0
velocity =0,0
affectteam = f
postype = p1
numhits=0
offset = 0,0
attr = C,SA
hitflag = MAFPDL
damage=0
sparkno = -1
guard.sparkno = -1
p2stateno=19800
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State 19800]
type = VarSet
trigger1 = root,stateno = 6001
v = 2
value = 1
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[State -2]
type = Varset
triggerall = root,palno >= 10
trigger1 = time >= 0
v = 58
value = gametime+var(57)
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[state -2]
type = VarRandom
trigger1 = root,palno >= 10
trigger1 = time >= 0
v = 57
range = 17,999999
ignorehitpause = 1
supermovetime = 99999999999
pausemovetime = 9999999999

;ライフ管理
[State 19800]
type = VarSet
trigger1 = root,palno >= 10
trigger1 = root,var(12) != 1
trigger1 = roundstate = 1
v = 3
value = 0
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999
[State 19800,i]
type = Varadd
triggerall = numhelper(19802)
triggerall = root,palno >= 10
triggerall = root,var(12) != 1
triggerall =  var(3) < 850
triggerall = roundstate = 2
trigger1 = helper(19802),gethitvar(damage) =[1,700]
v = 3
value = ceil(helper(19802),gethitvar(damage)/((var(23)+var(24))*0.2+0.6))
ignorehitpause = 1
[State 19800,k]
type = Varadd
triggerall = numhelper(19802)
triggerall = root,palno >= 10
triggerall = root,var(12) != 1
triggerall =  var(3) >= 850
triggerall = roundstate = 2
trigger1 = helper(19802),gethitvar(damage) = [1,500]
v = 3
value = ceil((helper(19802),gethitvar(damage))/(((var(23)+var(24))+(var(24)*var(23)))*0.2+0.6))
ignorehitpause = 1

[State 19800]
type = null;Varadd
triggerall = root,palno = 10
triggerall = root,var(12) != 1
triggerall = var(3) < 850
triggerall = roundstate = 2
trigger1 = root,gethitvar(damage) =[1,700]
v = 3
value = ceil(root,gethitvar(damage)/((var(23)+var(24))*0.2+0.8))
ignorehitpause = 1
[State 19800]
type = null;Varadd
triggerall = root,palno = 10
triggerall = root,var(12) != 1
triggerall =  var(3) >= 850
triggerall = roundstate = 2
trigger1 = root,gethitvar(damage) = [1,500]
v = 3
value = ceil((root,gethitvar(damage))/(((var(23)+var(24))+(var(24)*var(23)))*0.2+0.8))
ignorehitpause = 1

[State 19800]
type = VarSet
trigger1 = root,palno >=10
trigger1 = root,var(12) = 1
v = 3
value = 850
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[State 19800];AI補助
type = VarSet
trigger1 = root,var(57) = 1
v = 59
value = 1
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[State 19800];敵のhelperの最大数の確認
type = VarSet
triggerall = root,palno >= 10
trigger1 = var(23) < enemy,numhelper
v = 23
value = enemy,numhelper
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[State 19800];敵のprojctileの最大数の確認
type = VarSet
triggerall = root,palno >= 10
trigger1 = var(24) < enemy,numproj
v = 24
value = enemy,numproj
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[state -2]
type = Helper
triggerall =root,palno > 10
trigger1 = root,stateno=30000
trigger1 = numhelper(55555) < 3
helpertype = player
name = "namename"
ID = 55555
pos = 0, 55555
postype = p1
facing = 1
stateno = 55555
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[statedef 9999]
type = A
movetype = A
anim = 8877

[State 3874]
type = Projectile
trigger1 = 1
projanim = 2113
projid=171871872838
projremove = 1
projremovetime = -1
projscale=1.0,1.0
velocity =0,0
affectteam = f
postype = p1
numhits=0
offset = 0,0
attr = C,SA
hitflag = MAFPDL
damage=0
sparkno = -1
guard.sparkno = -1
p1stateno = (root,statetype=S)*151+(root,statetype=C)*153+(root,statetype=A)*155+(root,statetype=L)*151
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 999999

[State 440, 3]
type = HitDef
trigger1 = 1
attr = C, HP
damage    = 0
hitflag = MAFD
pausetime = 0,0
sparkno = -1
getpower = 0
hitsound   = -1
guardsound = -1
guard.sparkno = -1
ground.type = high
fall = 0
animtype = Light
affectteam = F
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[state -2]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999
;===========================================================================================================================

[StateDef 55555]
type = U
movetype = U 
physics = U
anim = 20001
velset = 0,0 
sprpriority = 1
ctrl = 0

[State 50330]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 50330]
type = HitBy
trigger1 = 1
value = C,HP
time = 1
ignorehitpause = 1

[State 50340]
type = posset
trigger1 = ishelper
x = 0
y = 55555
ignorehitpause = 1

[State 50330]
type = Projectile
trigger1 = time >= 1
trigger1 = root,stateno = 30000
projid = 2112
projanim = 2112
projremove = 0
projscale = 1,1
projremovetime = 4
projhits = 1
projmisstime = 1
projpriority = 4
postype = p1
velmul = 0, 0
attr = C,HP
hitflag = MAFD
guardflag = 
p2stateno = 55556
sparkno = -1
affectteam = F;B
;persistent = 1
ignorehitpause = 1

[State 50330]
type = pause
trigger1 = 1
time = 0
movetime = 0
ignorehitpause = 1
[State 50330]
type = superpause
trigger1 = 1
time = 0
movetime = 0
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[State 50330]
type = destroyself
triggerall = root,palno >= 10
trigger1 = roundstate != 2
trigger2 = root,stateno != 30000

[Statedef 55556]
type = S
physics = S
ctrl = 0

[State 50340]
type = selfstate
trigger1 = name = "Kouryou"
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 50340]
type = NotHitBy
trigger1 = !ishelper
value = SCA
time = 1
ignorehitpause = 1

[State 50340]
type = HitBy
trigger1 = 1
value = C,HP
time = 1
ignorehitpause = 1

[State 50340]
type = statetypeset
trigger1 = name != "Kouryou"
statetype = S
movetype = H
physics = N
ignorehitpause = 1

[state 50340] 
type = destroyself 
triggerall = ishelper
trigger1 = time >= 30
trigger2 = root,name = "Kouryou"
trigger3 = root,alive = 0
ignorehitpause = 1

[State 50340]
type = posset
trigger1 = ishelper
x = 0
y = 55555
ignorehitpause = 1

[State 50340]
type = ctrlset
triggerall = !ishelper
trigger1 = name != "Kouryou"
value = 0
ignorehitpause = 1

[state 55556]
type = lifeset
trigger1 = !ishelper
trigger1 = name != "kouryou"
value = 0

[state 55556]
type = selfstate
trigger1 = life = 0
value = 5150

[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Kouryou"
trigger1 = root,numprojid(55556) < 5
trigger1 = gametime%8=0
attr = C,HP
hitflag = MAFD
projanim = enemy,var(21)
projhitanim = -1
projid = 55556
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 2600
projhits = 1000000
getpower = -10
p1stateno = enemy,var(20)
pousetime = 99999999,0
ignorehitpause = 1

[State 50340]
type = Projectile
triggerall = ishelper
triggerall = root,name != "Kouryou"
trigger1 = root,numprojid(55557) < 5
trigger1 = gametime%12=0
attr = C,HP
hitflag = MAFD
projanim = enemy,var(22)
projhitanim = -1
projid = 55557
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 2600
projhits = 1000000
getpower = -10
p1stateno = enemy,var(20)
pousetime = 99999999,0
ignorehitpause = 1

[State 50340]
type = null;Projectile
triggerall = ishelper
triggerall = root,name != "Kouryou"
trigger1 = root,numprojid(55558) < 5
attr = C,HP
hitflag = MAFD
projanim = enemy,var(21)
projhitanim = -1
projid = 55558
projpriority = 999999999
projsprpriority = 999999999
projremove = 0;1
projremovetime = 2600;1800;10
;postype = p1
;offset = 0,0
;velocity = 0
projhits = 1000000
getpower = -10
;nochainID = 1200
;affectteam = F
p1stateno = enemy,var(20)
ignorehitpause = 1

;---------------------------------------------------------------------------------------------------------
[statedef 7878]
type = U
movetype = U 
physics = U
anim = 20001
velset = 0,0 
sprpriority = 1
ctrl = 0

[State 7878]
type = posset
trigger1 = ishelper
x = 0
y = 10000
ignorehitpause = 1

[state 7878]
type = null;nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1

[state 7878]
type = hitby
trigger1 = 1
value = C,NA
ignorehitpause = 1

[state 7878]
type = Projectile
trigger1 = ishelper
trigger1 = roundstate = 2
projid = 2112
projanim = 2112
projremove = 0
projscale = 1,1
projremovetime = 4
projhits = 1
projmisstime = 1
projpriority = 4
postype = p1
velmul = 0, 0
attr = C,NA
hitflag = MAFD
guardflag = 
p2stateno = 779
sparkno = -1
affectteam = F
ignorehitpause = 1

[State 7878]
type = pause
trigger1 = 1
time = 0
movetime = 0
ignorehitpause = 1

[State 7878]
type = superpause
trigger1 = 1
time = 0
movetime = 0
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[State 7878]
type = destroyself
triggerall = root,palno = 9
trigger1 = roundstate = 2
trigger1 = time > 200
trigger2 = roundstate > 2
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[statedef 19801]
anim = 20001

[state 19801]
type = BindToRoot
trigger1 = ishelper
ignorehitpause = 1

[State 19801]
type = SelfState
trigger1 = !ishelper
value = 50
ctrl = 1
ignorehitpause = 1

[State 19801]
type = HitBy
trigger1 = ishelper
value = C,SA
ignorehitpause = 1

;アーマー

[Statedef 19802]
physics = N 
sprpriority = -1

[state 19800]
type = NotHitBy
trigger1 = roundstate != 2
trigger2 = root,stateno=30000||root,stateno=11111||root,stateno=11112||root,stateno=22001||root,stateno=16366
value = SCA
time = 1

[state 19800]
type = varset
trigger1 = root,palno >= 11
trigger1 = gethitvar(damage) > 0
v = 3
value = ceil((gethitvar(damage)*0.1)+(1000-root,life)*0.1)+(helper(19177972),var(24)+helper(19177972),var(23))*3

[state 19800]
type = NotHitBy
trigger1 = gethitvar(damage) > 0
value = SCA
time = var(3)

[State 19800]
type = BindToRoot
trigger1 = 1
time = -1
facing = 0
pos = 0,0

[State 19800]
type = ChangeAnim
trigger1 = 1
value = root,Anim
elem = root,AnimElemNo(0)

[State 19800]
type = AssertSpecial
trigger1 = 1
flag = Invisible

[State 19800]
type = Turn
trigger1 = Facing != parent,Facing

[state 19800]
type = null;destroyself
triggerall =root, palno = 10
trigger1 = root,movetype != A
trigger2 = root,stateno != 151&&root,stateno != 153&&root,stateno !=155

[State 19800]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 1
stateno = 19802

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


[statedef 6100]
anim = 20000

[State 30000]
type = BindToParent
trigger1 = 1
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[state 6100]
type = reversaldef
triggerall = root,palno >= 10
trigger1 = root,stateno = 16368
trigger2 = root,stateno = 22001
reversal.attr = SCA,AA,AT,AP
pausetime = 0,0
sparkno = -1
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[state 6100]
type = ChangeAnim
triggerall = root,palno >= 10
trigger1 = root,stateno != 16368
trigger2 = root,stateno != 22001
value = 20002
ignorehitpause = 1
supermovetime= 99999999999
pausemovetime = 9999999999

[state 6100]
type = null;ChangeAnim
trigger1 = root,palno >= 10
trigger1 = parent,stateno = 16368
value = 16001
ignorehitpause = 1
supermovetime= 99999999999
pausemovetime = 9999999999

[state 6100]
type = ChangeAnim
trigger1 = root,palno >= 10
trigger1 = parent,stateno = 22001
value = 20000
ignorehitpause = 1
supermovetime= 99999999999
pausemovetime = 9999999999

[state 6100]
type = null;targetstate
triggerall = root,palno >= 10
trigger1 = root,stateno = 22001
value = 6104
ignorehitpause = 1
supermovetime= 99999999999
pausemovetime = 9999999999

[state 6100];はつらつした毒
type = targetlifeadd
trigger1 = root,palno = 10
trigger1 = time >= 0;trigger1 = root,stateno = 19288
value = -999999999999999
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[State 30000];RoundState = 3でターゲット奪った相手を倒す
type =null;TargetLifeAdd
triggerall = root,palno >= 10
triggerall = root,alive
trigger1 = RoundState > 2
trigger1 = time >= 0
value = -999999999999999
absolute=1
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[State 30000];元締めが死んだらターゲットを戻す
type = TargetDrop
trigger1 = !root,alive
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[state 30000];元締めが死んだらヘルパーは消える
type = destroyself
triggerall=ishelper 
trigger1=!root,alive
supermovetime=99999999999
pausemovetime = 9999999999



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

[statedef 6102];毒
anim = 20000

[State 30000]
type = BindToParent
trigger1 = 1
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[state 6100]
type = reversaldef
trigger1 = root,stateno = 22001
trigger1 = var(1) = 0
reversal.attr = SCA,AA,AT,AP
pausetime = 0,5
sparkno = -1
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[state 6100]
type = ChangeAnim
trigger1 = root,stateno != 22001
value = 20002
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[state 6100]
type = ChangeAnim
trigger1 = root,stateno = 22001
value = 20000
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[state 6100]
type = targetstate
trigger1 = root,palno >= 10
trigger1 = root,stateno = 22001
value = 6101
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[state 6100];はつらつした毒
type = targetlifeadd
trigger1 = root,palno = 12
trigger1 = root,stateno = 22001
trigger1 = time >= 0
value = -999999999999

[State 30000];RoundState = 3でターゲット奪った相手を倒す
type = TargetLifeAdd
triggerall = root,palno >= 10
triggerall = root,alive
trigger1 = RoundState > 2
trigger1 = time >= 0
value = -999999999999999
absolute=1
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[State 30000];元締めが死んだらターゲットを戻す
type = TargetDrop
trigger1 = !root,alive
trigger2 = !enemy,alive
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[state 30000];元締めが死んだらヘルパーは消える
type = destroyself
triggerall=ishelper 
trigger1=!root,alive
supermovetime=99999999999
pausemovetime = 9999999999
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;------------------------------------------------------------掃え-----------------------------------------------------------

[statedef 1011]
type = A
movetype = I
anim = 1161

[state 1010]
type = varset
trigger1 = 1
v = 43
value = 0

[state 1011]
type = AssertSpecial
trigger1 = time > 40
flag = invisible

[state 1011]
type = posadd
trigger1 = time = 46
x = p2bodydist X + 20

[state 1011]
type = changestate
trigger1 = time = 46
value = 1012

[statedef 1012]
anim = 1164
type = A
movetype = I

[state 1010]
type = varset
trigger1 = 1
v = 43
value = 1

[state 1002]
type = Projectile
trigger1 = time%10 = 0
projID = 1010
projanim = 1163
projscale = 1, 1
projremove = 1
projremovetime = 1
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
supermovetime = 999999
pausemovetime = 999999
attr = S,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = Light
air.animtype = light
fall.animtype = DiagUp
priority = 7,Hit
damage = 23
pausetime = 8, 8
guard.pausetime = 2, 2
sparkno = -1
guard.sparkno = -1
sparkxy = -600000000, 20
hitsound = S340,1
guardsound = S20, 0
ground.type = High
air.type = High
ground.velocity = -4, 0
guard.velocity = -4
air.velocity = -3, -3
airguard.velocity = -3, -3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
forcestand = 0
down.velocity = -3, -6
down.hittime = 10
down.bounce = 1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[state 1001]
type = destroyself
trigger1 = time = 50
supermovetime = 999999
pausemovetime = 999999

[statedef 1013]
type = A
movetype = I
anim = 1161

[state 1013]
type = velset
trigger1 = 1
x = 4

[state 1002]
type = Projectile
trigger1 = time%10 = 0
projID = 1010
projanim = 1163
projscale = 1, 1
projremove = 1
projremovetime = 1
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
supermovetime = 999999
pausemovetime = 999999
attr = S,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = Light
air.animtype = light
fall.animtype = DiagUp
priority = 7,Hit
damage = 23
pausetime = 8, 8
guard.pausetime = 2, 2
sparkno = -1
guard.sparkno = -1
sparkxy = -600000000, 20
hitsound = S340,1
guardsound = S20, 0
ground.type = High
air.type = High
ground.velocity = -4, 0
guard.velocity = -4
air.velocity = -3, -3
airguard.velocity = -3, -3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
forcestand = 0
down.velocity = -3, -6
down.hittime = 10
down.bounce = 1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[state 1001]
type = destroyself
trigger1 = time = 50
trigger2 = frontedgedist <= 5
supermovetime = 999999
pausemovetime = 999999

;--------------------------------------珠-------------------------------------------------------------------------------

[statedef 1021]
type = A
movetype = I
anim = 16000

[State 1000, 5]
type = Explod
trigger1 = time >= 0
trigger1 = numexplod(2500) = 0
anim = 16001
id = 2500
sprpriority = 1
postype = p1
pos = 0,0
bindtime = 600
removetime = 200
supermove = 1
ownpal = 1
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999
scale = 0.7, 0.7

[state 1020]
type = RemoveExplod
trigger1 = time = 200
ID = 2500

[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 25, 8
channel = 3

[state 1020]
type = velset
trigger1 = time < 40
x = 1.8

[state 1020]
type = velset
trigger1 = time >= 40
x = 0

[state 1002]
type = Projectile
trigger1 = time >= 70
trigger1 = time%4 = 0
projID = 1021
projanim = 1456
projscale = 2, 2
projremove = 1
projremovetime = 180
velocity = 3*abs(cos(gametime%360)),3*sin(gametime%360)
remvelocity = 0, 0
accel = abs(sin(gametime%360)),cos(gametime%360)
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 30
offset = 0,0
postype = p1
projshadow = 0, 0, 0
supermovetime = 999999
pausemovetime = 999999
attr = S,SP
hitflag = MAF
guardflag = MA
animtype = Light
air.animtype = light
fall.animtype = DiagUp
priority = 7,Hit
damage = 10,0
getpower = 0,60
pausetime = 8, 8
guard.pausetime = 2, 2
sparkno = -1
guard.sparkno = -1
sparkxy = -600000000, 20
hitsound = -1
guardsound = S20, 0
ground.type = High
air.type = High
ground.velocity = -4, 0
guard.velocity = -4
air.velocity = -3, -3
airguard.velocity = -3, -3
ground.cornerpush.veloff = 0
air.juggle = 3
sprpriority = 1
down.velocity = -3, -6
down.hittime = 10
down.bounce = 1
numhits = 1
[state 1002]
type = Projectile
trigger1 = time >= 70
trigger1 = time%4 = 0
projID = 1021
projanim = 1456
projscale = 2, 2
projremove = 1
projremovetime = 180
velocity = 3*abs(cos(gametime%360)),3*sin(gametime%360)
remvelocity = 0, 0
accel = abs(sin(gametime%360)),cos(gametime%360)
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 30
offset = 0,0
postype = p1
projshadow = 0, 0, 0
supermovetime = 999999
pausemovetime = 999999
attr = S,SP
hitflag = MAF
guardflag = MA
animtype = Light
air.animtype = light
fall.animtype = DiagUp
priority = 7,Hit
damage = 10,0
getpower = 0,60
pausetime = 8, 8
guard.pausetime = 2, 2
sparkno = -1
guard.sparkno = -1
sparkxy = -600000000, 20
hitsound = -1
guardsound = S20, 0
ground.type = High
air.type = High
ground.velocity = -4, 0
guard.velocity = -4
air.velocity = -3, -3
airguard.velocity = -3, -3
ground.cornerpush.veloff = 0
air.juggle = 3
sprpriority = 1
down.velocity = -3, -6
down.hittime = 10
down.bounce = 1
numhits = 1

[state 1002]
type = Projectile
trigger1 = time >= 70
trigger1 = time%4 = 0
trigger1 = root,var(11) = 1
projID = 1021
projanim = 1456
projscale = 2, 2
projremove = 1
projremovetime = 180
velocity = 3*abs(cos(gametime%360)),3*sin(gametime%360)
remvelocity = 0, 0
accel = abs(cos(gametime%360)),sin(gametime%360)
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 30
offset = 0,0
postype = p1
projshadow = 0, 0, 0
supermovetime = 999999
pausemovetime = 999999
attr = S,SP
hitflag = MAF
guardflag = MA
animtype = Light
air.animtype = light
fall.animtype = DiagUp
priority = 7,Hit
damage = 10,0
getpower = 0,60
pausetime = 8, 8
guard.pausetime = 2, 2
sparkno = -1
guard.sparkno = -1
sparkxy = -600000000, 20
hitsound = -1
guardsound = S20, 0
ground.type = High
air.type = High
ground.velocity = -4, 0
guard.velocity = -4
air.velocity = -3, -3
airguard.velocity = -3, -3
ground.cornerpush.veloff = 0
air.juggle = 3
sprpriority = 1
down.velocity = -3, -6
down.hittime = 10
down.bounce = 1
numhits = 1
[state 1002]
type = Projectile
trigger1 = time >= 70
trigger1 = time%4 = 0
trigger1 = root,var(11) = 1
projID = 1021
projanim = 1456
projscale = 2, 2
projremove = 1
projremovetime = 180
velocity = 3*abs(cos(gametime%360)),3*sin(gametime%360)
remvelocity = 0, 0
accel = abs(cos(gametime%360)),sin(gametime%360)
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 30
offset = 0,0
postype = p1
projshadow = 0, 0, 0
supermovetime = 999999
pausemovetime = 999999
attr = S,SP
hitflag = MAF
guardflag = MA
animtype = Light
air.animtype = light
fall.animtype = DiagUp
priority = 7,Hit
damage = 10,0
getpower = 0,60
pausetime = 8, 8
guard.pausetime = 2, 2
sparkno = -1
guard.sparkno = -1
sparkxy = -600000000, 20
hitsound = -1
guardsound = S20, 0
ground.type = High
air.type = High
ground.velocity = -4, 0
guard.velocity = -4
air.velocity = -3, -3
airguard.velocity = -3, -3
ground.cornerpush.veloff = 0
air.juggle = 3
sprpriority = 1
down.velocity = -3, -6
down.hittime = 10
down.bounce = 1
numhits = 1

[state 1001]
type = StopSnd
trigger1 = time = 200
channel = 3

[state 1001]
type = destroyself
trigger1 = time = 200
supermovetime = 999999
pausemovetime = 999999

[statedef 1101]
type = A
movetype = A
anim = 2112

[state 1001]
type = angleadd
trigger1 = 1
value = -9
supermovetime = 999999
pausemovetime = 999999

[state 1001]
type = angledraw
trigger1 = 1
supermovetime = 999999
pausemovetime = 999999

[State 8000, 2]
type = HitDef
trigger1 = 1
attr = S, NP
animtype  = ligth
damage    = 33
getpower = 30,30
guardflag = MA
pausetime = 0,0
sparkno = -1
sparkxy = -10,-77
guardsound = -1
guard.sparkno = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
supermovetime = 999999
pausemovetime = 999999

[state 1100]
type = null;AfterImage
trigger1 = time = 0
time = 60
length = 20
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 120,120,220
palpostbright = 0,0,0
paladd = 10,10,25
palmul = .65,.65,.75
timegap = 1
framegap = 4
trans = "non"

[State 7000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(2) = ifelse((P2dist x=[0,1]),1,ifelse((P2dist x=[-1,0]),-1,P2dist x))
supermovetime = 999999
pausemovetime = 999999

[State 7000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(3) = ifelse((P2dist y=[0,1]),1,ifelse((P2dist y=[-1,0]),-1,P2dist y))-55
supermovetime = 999999
pausemovetime = 999999

[State 7000, VarSet]
type = VarSet
trigger1 = 1
fvar(0) = ((atan(fvar(3)/fvar(2))*180)/pi)-(90*ifelse(P2bodydist Y<0,-1,1))
supermovetime = 999999
pausemovetime = 999999

[state 8000]
type = varset
trigger1 = 1
fvar(1) = atan(fvar(3)/fvar(2))
supermovetime = 999999
pausemovetime = 999999

[state 8000,速度]
type = velset
trigger1 = time >= 20
x = 10*cos(fvar(1))
y = 10*sin(fvar(1))
supermovetime = 999999
pausemovetime = 999999

[state 1101]
type = destroyself
trigger1 = time = 100
trigger2 = movecontact = 1
trigger3 = FrontEdgeDist <= 5
trigger4 = BackEdgeDist = 0
supermovetime = 999999
pausemovetime = 999999

[statedef 7000]
anim = 20000

[State 30000]
type = BindToParent
trigger1 = 1
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[state 6100]
type = reversaldef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
pausetime = 0,2
sparkno = -1
p2stateno = 7001

[statedef 5151]
type    = A
movetype= I
physics = N

[state 5151]
type = destroyself
trigger1 = ishelper
trigger1 = time >= 0
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

[statedef 1001]
type = A
movetype = A
anim = 2112

[State 440, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 55
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = s7001
getpower = 70
sparkxy = -15,-18
hitsound   = s340,0
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3,-2
air.velocity = -3,-3
guard.velocity = -5
fall = 0
animtype = Light

[state 1001]
type = Projectile
trigger1 = time%12 = 0
trigger1 = root,life <= 150
projID = 1000
projanim = 2112
projscale = 1, 1
projremove = 1
projremovetime = 30
velocity = 0, -5
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
supermovetime = 999999
pausemovetime = 999999
attr = S,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = Light
air.animtype = light
fall.animtype = DiagUp
priority = 7,Hit
damage = 50
pausetime = 8, 8
guard.pausetime = 2, 2
sparkno = -1
guard.sparkno = -1
sparkxy = -600000000, 20
hitsound = -1
guardsound = S20, 0
ground.type = High
air.type = High
ground.velocity = -4, 0
guard.velocity = -4
air.velocity = -3, -3
airguard.velocity = -3, -3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
forcestand = 0
down.velocity = -3, -6
down.hittime = 10
down.bounce = 1
numhits = 1

[state 1001]
type = velset
trigger1 = 1
x = 5

[state 1001]
type = Projectile
trigger1 = time%12 = 0
trigger1 = root,life <= 150
projID = 1000
projanim = 2112
projscale = 1, 1
projremove = 1
projremovetime = 30
velocity = 0, 5
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
supermovetime = 999999
pausemovetime = 999999
attr = S,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = Light
air.animtype = light
fall.animtype = DiagUp
priority = 7,Hit
damage = 50
pausetime = 8, 8
guard.pausetime = 2, 2
sparkno = -1
guard.sparkno = -1
sparkxy = -600000000, 20
hitsound = -1
guardsound = S20, 0
ground.type = High
air.type = High
ground.velocity = -4, 0
guard.velocity = -4
air.velocity = -3, -3
airguard.velocity = -3, -3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
forcestand = 0
down.velocity = -3, -6
down.hittime = 10
down.bounce = 1
numhits = 1

[state 1001]
type = PlayerPush
trigger1 = 1
value = 0

[state 1001]
type = PlayerPush
trigger1 = 1
value = 0

[state 1001]
type = angleadd
trigger1 = 1
value = -6

[state 1001]
type = angledraw
trigger1 = 1

[state 1001]
type = destroyself
trigger1 = movecontact > 0
trigger2 = FrontEdgeDist <= 5
trigger3 = BackEdgeDist = 0
supermovetime = 999999
pausemovetime = 999999

[statedef 1301]
type = A
movetype = I
anim = 1160

[state 1010]
type = varset
trigger1 = 1
v = 43
value = 1

[state 1301]
type = changestate
trigger1 = root,stateno = 1300
trigger1 = root,animelem = 19
value = 1302
supermovetime = 999999
pausemovetime = 999999

[state 1001]
type = destroyself
trigger1 = root,stateno != 1300
supermovetime = 999999
pausemovetime = 999999

[statedef 1302]
type = A
movetype = I
anim = 1210

[state 1010]
type = varset
trigger1 = 1
v = 43
value = 0

[state 1302]
type = PlaySnd
trigger1 = animelem = 6
value = 1150, 0

[state 1302]
type = projectile
trigger1 = animelem = 6
projID = 1300
projanim = 1306
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = 4, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 60, -75
postype = p1
projshadow = 0, 0, 0
supermovetime = 999999
pausemovetime = 999999
attr = S,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = Light
air.animtype = light
fall.animtype = DiagUp
priority = 7,Hit
damage = 10
pausetime = 8, 8
guard.pausetime = 2, 2
sparkno = -1
guard.sparkno = -1
sparkxy = -600000000, 20
hitsound = S3000,2
guardsound = S20, 0
ground.type = High
air.type = High
ground.velocity = -0, 0
guard.velocity = -0
air.velocity = -0, -9
airguard.velocity = -0,-0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
airguard.ctrltime = 20
air.juggle = 0
sprpriority = 1
forcestand = 0
down.velocity = -0, -0
down.hittime = 10
down.bounce = 1
numhits = 1
p2stateno = 1303

[state 1001]
type = destroyself
trigger1 = animtime = 0
supermovetime = 999999
pausemovetime = 999999