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

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

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

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

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

[State 1050]
type = helper
trigger1 = animelem = 8
id = 1065
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1065
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 1050]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; リフレクト
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 80
ctrl = 0
velset = 1,0
anim = 1200
sprpriority = 2

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

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

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

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

[State 1201]
type = Projectile
trigger1 = animelem = 4
attr = S,SA
projanim = 10180
projremove = 1
projremovetime = 40
projhitanim = 10181
projremanim = -1
projcancelanim = 10181
projsprpriority = 5
projshadow = 0,0,0
postype = p1
offset = 0,0
animtype  = hard
damage = 90,5
guardflag = M
hitflag = MAFPD
pausetime = 0,30
sparkno = s22110
sparkxy = 50,-124
hitsound = s1150,0
guard.pausetime = 0,5
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-13),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
air.fall = 1
kill = 0
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 220,20,0
afterimage.paladd = 0,0,0
afterimage.palmul = 1,1,1
afterimage.timegap = 1
afterimage.framegap = 2
afterimage.trans = add
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
supermovetime = 2147483647
pausemovetime = 2147483647

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

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

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

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

[State ]
type = Nothitby
trigger1 = 1
value = SCA

[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 = -30

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 対空リフレクト
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1201]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 80
ctrl = 0
velset = 1,0
anim = 1201
sprpriority = 2

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

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

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

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

[State 1201]
type = Projectile
trigger1 = animelem = 4
attr = S, SP
projanim = 10185
projremove = 1
projremovetime = 40
projhitanim = 10186
projremanim = -1
projcancelanim = 10186
projsprpriority = 5
projshadow = 0,0,0
postype = p1
offset = 3,-28
animtype  = hard
damage = 80,5
guardflag = M
hitflag = MAFPD
pausetime = 0,10
sparkno = s22110
sparkxy = 50,-124
guard.pausetime = 0,5
hitsound = s1150,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-13),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
air.fall = 1
kill = 0
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 220,20,0
afterimage.paladd = 0,0,0
afterimage.palmul = 1,1,1
afterimage.timegap = 1
afterimage.framegap = 2
afterimage.trans = add
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
supermovetime = 2147483647
pausemovetime = 2147483647

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 2900, 1]
type = helper
trigger1 = Animelem = 1
id = 1412
persistent = 0
name = "hasira"
pos = 70*var(5)+40,0
postype = P1
stateno = 1451
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

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

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

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

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

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

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

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

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

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

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

[State 11610]
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11610]
type = Projectile
trigger1 = Animelem = 8
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 8
damage = 35+random%10,5
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = -1
guard.sparkno = s22184
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 130,20,0
afterimage.paladd = 0,0,0
afterimage.palmul = 1,1,1
afterimage.timegap = 1
afterimage.framegap = 2
afterimage.trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11610]
type = Projectile
trigger1 = Animelem = 8
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5
damage = 30+random%20,5
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = -1
guard.sparkno = s22184
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
afterimage.time = -1
afterimage.length = 6
afterimage.palbright = 0,0,0
afterimage.palcontrast = 130,20,0
afterimage.paladd = 0,0,0
afterimage.palmul = 1,1,1
afterimage.timegap = 1
afterimage.framegap = 2
afterimage.trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11610]
type = Projectile
trigger1 = Animelem = 8
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 4
damage = 20+random%20,5
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = -1
guard.sparkno = s22184
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
afterimage.time = -1
afterimage.length = 2
afterimage.palbright = 0,0,0
afterimage.palcontrast = 130,20,0
afterimage.paladd = 0,0,0
afterimage.palmul = 1,1,1
afterimage.timegap = 1
afterimage.framegap = 2
afterimage.trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

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

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

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

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

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

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

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

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

[State 11650]
type = Projectile
trigger1 = animelem = 5
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 56,-156
velocity = 5
damage = 35,5
animtype = hard
guardflag = M
pausetime = 2,2
guard.sparkno = s22184
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 130,20,0
afterimage.paladd = 0,0,0
afterimage.palmul = 1,1,1
afterimage.timegap = 1
afterimage.framegap = 2
afterimage.trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11650]
type = Projectile
trigger1 = animelem = 5
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 6
damage = 40,5
animtype = hard
guardflag = M
pausetime = 2,2
guard.sparkno = s22184
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 130,20,0
afterimage.paladd = 0,0,0
afterimage.palmul = 1,1,1
afterimage.timegap = 1
afterimage.framegap = 2
afterimage.trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11650]
type = Projectile
trigger1 = animelem = 5
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 56,-46
velocity = 5
damage = 20,5
animtype = hard
guardflag = M
pausetime = 2,2
guard.sparkno = s22184
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 130,20,0
afterimage.paladd = 0,0,0
afterimage.palmul = 1,1,1
afterimage.timegap = 1
afterimage.framegap = 2
afterimage.trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[Statedef 12000]
type = S
movetype = A
physics = N
juggle = 8
poweradd = 70
velset = 0,0
anim = 1201
ctrl = 0

[State ]
type = Explod
trigger1 = !time
anim = 10001
sprpriority = 2147483647
postype = p1
pos = 30,-160
bindtime = -1
supermove = 1
ontop = 1
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Playsnd
trigger1 = animelem = 6
value = 1400,0+random%4
volume = 255
freqmul = 0.9

[State ]
type = Playsnd
trigger1 = animelem = 6
value = 20001,0
volume = 255

[State ]
type = Playsnd
trigger1 = animelem = 6
value = 20001,1
volume = 255

[State ]
type = Helper
trigger1 = animelem = 6
id = 12001
persistent = 0
name = "S"
pos = 30,-160
postype = P1
stateno = 12001
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Changestate
trigger1 = !animtime
value = 0
ctrl = 1

[Statedef 1045]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
anim = 1045
ctrl = 0
juggle = 8
sprpriority = 2

[state 1045]
type = PlaySnd
trigger1 = time = 0
value = 1500,0
volume = 255
freqmul = 0.9

[state 1045]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
x = 8

[state 1045]
type = VelSet
trigger1 = AnimElem = 6
x = 0
y = -7

[state 1045]
type = VelAdd
trigger1 = AnimElem = 6, > 0
y = .40

[state 1045]
type = HitDef
trigger1 = Animelem = 4
attr = S, SA
animtype  = hard
damage = 60,15
getpower = 30,30
guardflag = M                 
hitflag  = MAFD                 
priority  = 7,Hit 
pausetime = 5,6
sparkno = s4040+random%4
sparkxy = -20, -70     
hitsound   = s2300,2
guard.sparkno = s4050
guardsound = s120,0
ground.type  = Low               
ground.slidetime= 25           
ground.hittime = 25            
ground.velocity = -.5,-7             
air.type = low                 
air.velocity = -.5, -7         
air.hittime = 12                
fall.recover = 0
fall = 1
juggle = 8
air.juggle = 8
envshake.time = 16
envshake.freq = 60
envshake.ampl = 4
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0

[state 1045]
type = HitDef
trigger1 = Animelem = 10
attr = S,SA
animtype  = hard
damage = 60,10      
guardflag = M                 
hitflag  = MAFD                 
priority  = 4, Hit 
pausetime = 5,6
sparkno = s4040+random%4
sparkxy = -20, -70   
hitsound   = s2300,2
guard.sparkno = s4050
guardsound = s120,0
ground.type = low            
ground.slidetime = 25         
ground.hittime = 25          
ground.velocity = -1.5,-5 
airguard.velocity = -1.9,-.8  
air.type  = low             
air.velocity = -4, -7  
air.hittime = 12
juggle = 8
air.juggle = 8
fall  = 1
fall.recover = 0
envshake.time = 16
envshake.freq = 60
envshake.ampl = 4

[state 1045]
type = Explod
trigger1 = Animelem = 4, = 1
anim = 34300
id = 34300
sprpriority = 5
postype = p1
pos = 0,-40
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 1045]
type = PlaySnd
trigger1 = Animelem = 4, = 1
value = 10000,10
[state 1045]
type = PlaySnd
trigger1 = Animelem = 4, = 1
value = 10000,19

[state 1045]
type = Explod
trigger1 = Animelem = 10
anim = 34500
id = 34500
sprpriority = 5
postype = p1
pos = 30,-40
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 1045]
type = PlaySnd
trigger1 = Animelem = 10
value = 10000,10
[state 1045]
type = PlaySnd
trigger1 = Animelem = 10
value = 10000,19

[state 1045]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1063

[Statedef 1063]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1047
velset = 0,0
sprpriority = 2

[State 1063]
type = PlaySnd
trigger1 = Time = 0
value = 40,0

[State 1063]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1063]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 13000]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
anim = 1000
ctrl = 0
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = time = 0
value = 2400,1
volume = 255
freqmul = 0.9

[state ]
type = velset
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
x = 4

[state ]
type = velset
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
x = 0

[state 1045]
type = PlaySnd
trigger1 = Animelem = 3
value = 10000,10
[state 1045]
type = PlaySnd
trigger1 = Animelem = 3
value = 10000,19

[state ]
type = Explod
trigger1 = Animelem = 3
anim = 34500
id = 34500
sprpriority = 5
postype = p1
pos = 60,-180
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
facing = -1
vfacing = -1
supermovetime = 2147483647
pausemovetime = 2147483647

[state ]
type = HitDef
trigger1 = Animelem = 3
attr = S, SA
animtype  = hard
damage = 30,15
getpower = 30,30
guardflag = M                 
hitflag  = MAFD                 
priority  = 7,Hit 
pausetime = 5,6
sparkno = s4040+random%4
sparkxy = -20, -70     
hitsound   = s2300,2
guard.sparkno = s4050
guardsound = s120,0
ground.type  = Low               
ground.slidetime= 25           
ground.hittime = 25            
ground.velocity = -.5,-3
air.type = low
air.velocity = -.5, -3
air.hittime = 12
fall.recover = 0
fall = 1
juggle = 8
air.juggle = 8
envshake.time = 16
envshake.freq = 60
envshake.ampl = 4
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0

[state 1045]
type = Explod
trigger1 = Animelem = 8, = 1
anim = 34300
id = 34300
sprpriority = 5
postype = p1
pos = 0,-40
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 1045]
type = PlaySnd
trigger1 = Animelem = 8, = 1
value = 10000,10
[state 1045]
type = PlaySnd
trigger1 = Animelem = 8, = 1
value = 10000,19

[state ]
type = HitDef
trigger1 = Animelem = 8
trigger2 = Animelem = 9
attr = S,SA
animtype  = hard
damage = 20,10      
guardflag = M                 
hitflag  = MAFD                 
priority  = 4, Hit 
pausetime = 5,6
sparkno = s4040+random%4
sparkxy = -20, -70   
hitsound   = s2300,2
guard.sparkno = s4050
guardsound = s120,0
ground.type = low            
ground.slidetime = 25         
ground.hittime = 25          
ground.velocity = -1.5,-5
airguard.velocity = -1.9,-.8
air.type  = low             
air.velocity = -4, -5
air.hittime = 12
juggle = 8
air.juggle = 8
fall  = 1
fall.recover = 0
envshake.time = 16
envshake.freq = 60
envshake.ampl = 4

[state 1045]
type = ChangeState
trigger1 = !Animtime
value = 0
ctrl = 1


